Fractal Softworks Forum

Starsector => Mods => Topic started by: connortron7 on October 07, 2019, 03:13:16 PM

Title: [0.9.1a] Anvil Industries V1.3.6: Its dead jim...
Post by: connortron7 on October 07, 2019, 03:13:16 PM
disclaimer: this mod is dead, i have no interest in continuing it. but that does not mean all ships will be lost forever, im working on a new mod Keruvim Shipyards which as the name suggests is a ship building company, it will have a midline military fleet but will sell various civ ships to the independents aswell as other factions. many ships will be deleted and few ships are staying, anvil as a faction is no more and blackjacks fate is unknown atm. many new ships and maybe a new weapon or 2 will be added. this new mod will be incompatible with Anvil Industries and as such this mod is no longer available

all and all things are gonna change and ive made up my mind on it, this wont come to pass for some time as ive been busy with work and working on my other mod The Exalted, which is where i will leave off on, check them out sometime! just updated them not to long ago with some new sprites and a new color scheme, have another update already in the works to fix some loose ends!
shameless self plug to the exalted can be found here! https://fractalsoftworks.com/forum/index.php?topic=19036.0


DO NOT REDISTRIBUTE ANVIL INDUSTRIES ON THIS OR ANY OTHER SITE, ITS DEAD AND I WANT IT TO STAY DEAD

                                                                                                      (https://i.imgur.com/ZWEHvGs.png)

the download?: https://fractalsoftworks.com/forum/index.php?topic=19036.0/Anvil%20Industries1.3.6.zip?dl=1 nah sorry



special thanks
Spoiler
to vayra for her help on the new outlaw sprite and modding tutorial! wouldn't be here without it!
J0hn Shm0 for their help with modules.
king alfonzo for help with nex support
knightoftigers for incredible help setting up star systems!
tartiflette for their kitbash database
black lynx for looking over and improving many descriptions
captain trek for major balance help
avanitia for some major description changes
thanks to my brother for his miserable ship ideas on the spirit and cudgel
and to SierraTangoDelta for proof reading and editing the earlier descriptions. (none of the newer ones)
Blackjack theme: business by Faizyr https://www.newgrounds.com/audio/listen/487401
anvil theme: the old record by faizyr https://www.newgrounds.com/audio/listen/488465


 
[close]
Title: Re: [0.9.1a] Anvil Industries ship pack(for now) (V:0.1)
Post by: connortron7 on October 08, 2019, 06:46:15 PM
new update out!
V:0.2:
changed name of several ships.
gave starcarrier(now named quiver) a facelift and made changes to stats
added the halberd heavy cruiser
Title: Re: [0.9.1a] Anvil Industries (V:0.2)
Post by: PyroFuzz on October 09, 2019, 03:12:33 PM
Oooo! New faction? This looks like it has quite a bit of potential. I like the drone capital ship.
Title: Re: [0.9.1a] Anvil Industries (V:0.2)
Post by: connortron7 on October 09, 2019, 03:13:43 PM
Oooo! New faction? This looks like it has quite a bit of potential. I like the drone capital ship.

Thanks! Not a faction yet as stated but hopefully will be soon, wanna flesh the fleet out a lil first, and no idea where to start
Title: Re: [0.9.1a] Anvil Industries (V:0.2)
Post by: dk1332 on October 09, 2019, 07:50:46 PM
The ships looks good but some of them has some glaring areas where you can see what part of the ship was cut-off and another pasted over it. Especially the Voyager where you can still see a blurred left part and the engine part where you pasted the inverted Mora over a Tarsus/Condor. There is also the Convoy which is just....ugly. Same issue with the Voyager, since I can see that you added alot of different ships to build that thing. There's alot of blurred lines here and there.

The Ember and the Sheep Dog looks great since you used ship with identical colors. Making them look well together. The Bastion's sprite looks well done and clean even with different ships of different tech mashed up together since they are using proper colors and are cut cleanly.

I suggest you could make them a bit smoother or them give them a uniformed color. If you want to keep the coloring scheme of these ships, then there should be some sprites floating around in the sprite judgement thread where they have different colored ships cobbled up together and still look good. Try using those as reference.
Title: Re: [0.9.1a] Anvil Industries (V:0.2)
Post by: connortron7 on October 09, 2019, 08:05:51 PM
The ships looks good but some of them has some glaring areas where you can see what part of the ship was cut-off and another pasted over it. Especially the Voyager where you can still see a blurred left part and the engine part where you pasted the inverted Mora over a Tarsus/Condor. There is also the Convoy which is just....ugly. Same issue with the Voyager, since I can see that you added alot of different ships to build that thing. There's alot of blurred lines here and there.

The Ember and the Sheep Dog looks great since you used ship with identical colors. Making them look well together. The Bastion's sprite looks well done and clean even with different ships of different tech mashed up together since they are using proper colors and are cut cleanly.

I suggest you could make them a bit smoother or them give them a uniformed color. If you want to keep the coloring scheme of these ships, then there should be some sprites floating around in the sprite judgement thread where they have different colored ships cobbled up together and still look good. Try using those as reference.
Yeah the voyager was one of the first sprites i ever made so it definitely needs a redo, the convoys supposed to look ugly as sin, the hammer also was an early one and needs some touch ups. the sheep dog and ember are of better quality because they are my newest ships with the halberd. Once i get around to it all the older ships will get a makeover. 
Thanks for the advice
Title: Re: [0.9.1a] Anvil Industries (V:0.2)
Post by: lagmagnet on October 09, 2019, 08:21:06 PM
The AP ships and the bastion look SLICK. While I see what DK is talking about I am not sure I agree that the convoy and others  need to be recolored, I think it gives them a good junkyard salvage aesthetic. Since you like lore and background, if these are gonna (eventually :) ) be one faction I might suggest adding designations to explain the difference between your Corrupted Blueprint Refits from hulls cobbled together, and the slick professional looking ships. (Like naming them CBR-Convoy, CBR-Tauras, but keeping the plain Bastion name)
Title: Re: [0.9.1a] Anvil Industries (V:0.2)
Post by: connortron7 on October 09, 2019, 09:53:13 PM
The AP ships and the bastion look SLICK. While I see what DK is talking about I am not sure I agree that the convoy and others  need to be recolored, I think it gives them a good junkyard salvage aesthetic. Since you like lore and background, if these are gonna (eventually :) ) be one faction I might suggest adding designations to explain the difference between your Corrupted Blueprint Refits from hulls cobbled together, and the slick professional looking ships. (Like naming them CBR-Convoy, CBR-Tauras, but keeping the plain Bastion name)
Sounds like a good idea ill definitely look into it, (tho the convoy and taurus arent the corrupted blueprints ones they are made using mass produced derelict hulls then reconstructed using the mothership) but definitely something like DR(derelict reconstruction) for those , but will definitely think on it when its time for some general refinement!
Title: Re: [0.9.1a] Anvil Industries (V:0.2)
Post by: connortron7 on October 13, 2019, 02:05:01 PM
After doing alota of research it seems that making a custom sector is beyond my capabilities, so most likely this is just going to be a ship pack for now
Dont expect a faction outa this for awhile  :'(


On a lighter note new update with 4 new ships and balancing coming soon
Title: Re: [0.9.1a] Anvil Industries (V:0.3)
Post by: connortron7 on October 13, 2019, 09:14:45 PM
update!

changes
Spoiler
V:0.3
enforcer AP:
removed small ballistic
decreased op by 5
changed system from plasmajets to microburn

mule AP:
changed medium composite to ballistic
decreased op by 10
changed system from plasmajets to microburn

halberd:
added insulated engine assembly
increased shield arc by 50

added the morning star heavy destroyer
added the chariot light carrier
added the shank droneship
added the legion AP

descriptions amazingly updated by SierraTangoDelta
[close]
Title: Re: [0.9.1a] Anvil Industries (V:0.3)
Post by: dk1332 on October 14, 2019, 07:59:52 AM
The chariot looks nice, wish the IBO mod was still alive so I can put MS on that badboy.
Title: Re: [0.9.1a] Anvil Industries (V:0.3)
Post by: connortron7 on October 14, 2019, 02:45:46 PM
hotfix! now it actually shows new descriptions!  :P
Title: Re: [0.9.1a] Anvil Industries (V:0.3)
Post by: SierraTangoDelta on October 15, 2019, 07:32:56 AM
Wow these new descriptions sure are great, I wonder who did them.
Title: Re: [0.9.1a] Anvil Industries ship pack (V:0.3)
Post by: connortron7 on October 19, 2019, 01:39:10 PM
New update with a ton of fixes and a few new ships in the coming days  apparently i miss labeled a few ships as 1 class smaller an a few missing numbers in the stats resulting in very weak performance in them
Title: Re: [0.9.1a] Anvil Industries ship pack (V:0.4)
Post by: connortron7 on October 21, 2019, 03:19:06 PM
version 0.4 out! Will break saves


changes
Spoiler
V:0.4

added ship kingdom class heavy carrier(dont worry about the front hangers! its fiiiiiiine)
added ship sparrow (P) class missile frigate
added ship hawkeye class utility drone


ember:
changed skin color
increased acceleration from 55 to 65

chariot:
changed skin color

convoy:
changed from destoyer to cruiser (as originally intended)
max cargo decreased from 1000 to 900

voyager:
updated sprite
fixed front right small ballistic placement

sheep dog:
decreased max armor from 600 to 500

hammer:
fixed flux dissipation (was 70 now 450)
increased max armor from 1300 to 1500

bastion:
fixed a seam above the bridge in the sprite
decreased max flux from 30000 to 25000
decreased dissipation from 1100 to 1000
decreased max hull from 15000 to 12000

halberd:
decreased max armor from 1650 to 1450
fixed see through seam on engines

morning star:
max armor decreaed from 450 to 400
max hull decreased from 4500 to 4000
max flux increased from 6200 to 6500

added the anvil prefix to all ship IDs

catalog updated with new ships and skins
[close]
Title: Re: [0.9.1a] Anvil Industries ship pack (V:0.4)
Post by: Sozzer on October 21, 2019, 06:26:22 PM
Would you be at all offended if I played around with some of the sprites, tried alternative approaches to the same concepts/silhouettes? With my exceptional lack of taste I actually like several of the concepts here, and feel like it'd be interesting to mess with them a bit.
Title: Re: [0.9.1a] Anvil Industries ship pack (V:0.4)
Post by: connortron7 on October 21, 2019, 06:30:15 PM
Would you be at all offended if I played around with some of the sprites, tried alternative approaches to the same concepts/silhouettes? With my exceptional lack of taste I actually like several of the concepts here, and feel like it'd be interesting to mess with them a bit.

Uhh sure that's fine! Just dont like copy and reupload as a separate mod or somethin obviously lol
Title: Re: [0.9.1a] Anvil Industries ship pack (V:0.4)
Post by: connortron7 on October 29, 2019, 02:45:38 AM
Working on the next update and will be out in a week or so.
AP ships will be getting heavy balancing as they are to powerful, making a few sprite edits and bringing 4 new ships to the roster.
Doing a playthrough primarily using my own ships and have spotted a few other problems and such that will be getting fixed.
Title: Re: [0.9.1a] Anvil Industries ship and (1)weapon pack (V:0.4)
Post by: connortron7 on November 02, 2019, 05:11:08 PM
Anvil V:0.5 out now!
https://www.dropbox.com/sh/3ueqbb6n4k1mhpp/AADGDf4LEJEpUXp4YtWB0nqca?dl=0

changes
Spoiler
V:0.5
Added bandit class pirate destroyer
added eagle AP
added emperor class battleship to remnant fleets
added sword class assault cruiser
added shield maiden class modular battlecruiser
added the estus assault gun

(note: none of the new ship descriptions have been proofread by SerraTangoDelta so expact lesser quality for now)
 
made ship catalog not look horrible and grossly white
 
quiver:
increased price from 57000 to 64000

hawkeye:
actully shows up ingame!!! (whoops)

voyager:
fixed min crew being 1 (now 100)
decreased max ordnance points from 125 to 105

hammer:
updated sprite
increased max dissipation from 450 to 650

kingdom:
removed side hangers

halberd:
changed sprite color

enforcer AP:
removed reinforced bulkheads
increased CR to deploy from 12 to 14

lasher AP:
decreased max flux from 2500 to 2100
decreased max speed from 150 to 135
decreased shield arc from 280 to 222
increased shield efficiency from 0.7 to 0.8
decreased max crew from 65 to 60
removed reinforced bulkheads

legion AP:
decreased armor from 1750 to 1650
decreased speed from 40 to 35
increased shield efficiency from 0.8 to 0.9
removed reinforced bulkheads

mule AP:
decreased shield arc from 240 to 220
decreased max ordnance points from 85 to 65
increased CR to deploy from 10 to 12
decreased mac cargo from 200 to 100
removed shielded cargo holds
removed reinforced bulkheads

[close]
Title: Re: [0.9.1a] Anvil Industries ship and (1)weapon pack (V:0.5.1)
Post by: connortron7 on November 06, 2019, 06:16:04 PM
coming soon to theaters near you! (hopefully)
(https://i.imgur.com/Aw0SONb.png)
Title: Re: [0.9.1a] Anvil Industries ship and weapon pack (V:0.6)
Post by: connortron7 on November 08, 2019, 04:44:21 AM
update!
changes
Spoiler
V:0.6
(UPDATE WILL BREAK SAVES)

added tyrant class battleship to pirate fleets
added the rare hammerhead (G)
added the hatchet class heavy frigate
added the soldier class escort frigate
added venator class star destroyer
added the blast gun
added mortar class artillery cruiser


the Hawkeye utility drone FINALLY now shows up in fleets and markets!!!

all Anvil Pride (AP) ships: added pride bulkheads custom hullmod

ember:
added 2 small missile mounts
increased ordnance points from 85 to 90

convoy:
decreased max cargo from 900 to 800
decreased max fuel from 1200 to 1000

kingdom:
removed 2 flight decks (was 6 now 4)
removed expanded deck crew
increased max flux from 18000 to 23000

mule AP:
re-added shielded cargo hold
[close]
Title: Re: [0.9.1a] Anvil Industries ship and weapon pack (V:0.6)
Post by: StrikeEcho on November 08, 2019, 05:11:53 AM
Love the look of the Venator, I was wondering if there was the possibility of adding a hardpoint at the front? There were quite a few Venators with a additional SPAH-T cannon mounted there.
Title: Re: [0.9.1a] Anvil Industries ship and weapon pack (V:0.6)
Post by: connortron7 on November 08, 2019, 08:10:04 AM
quick hotifx!
venator, legion AP and kingdom should have higher spawn rates now. had a typo in a file my bad!


Love the look of the Venator, I was wondering if there was the possibility of adding a hardpoint at the front? There were quite a few Venators with a additional SPAH-T cannon mounted there.
ill definitely keep that in mind!
Title: Re: [0.9.1a] Anvil Industries ship and weapon pack (V:0.6.1)
Post by: connortron7 on November 13, 2019, 09:18:55 AM
new update coming in a few days! new ships, 2 similar but new custom ship systems and a new weapon thats not just a reskin this time!.



(https://i.imgur.com/sGGi8Hj.png)
Title: Re: [0.9.1a] Anvil Industries ship and weapon pack (V:0.7)
Post by: connortron7 on November 16, 2019, 12:24:56 PM
update! brings big balances and high tech ships. (no faction yet, havin problems :()
WILL BREAK SAVES
changes
Spoiler
V:0.7
major balance update thanks to captain trek

added critical power surge ship system
added volatile rounds ship system
added halvete cannon [medium energy]
added lich class ??
added geist class phase destroyer
added cudgel class heavy phase rig
added wolf (EX)


following ships have had their systems replaced by volatile rounds.
:mortar
:sword
:hatchet

following ships have had their systems replaced by critical power surge.
:empress (was emperor) (good luck! you're gonna need it)

halberd:
removed insulated engine assembly

tyrant:
decreased max hull from 19000 to 10000

quiver:
increased DP from 10 to 16
decreased max burn from 7 to 8

mortar:
decreased shield arc from 200 to 100
changed shield type to omni
fixed spelling error in name

bandit:
decreased peak CR time from 420 to
decreased max speed from 70 to 65

legion AP:
replaced the 2 large composite mounts with ballistic

venator:
increased DP to 55 from 45

bastion:
decreased shield efficiency from 0.7 to 0.9
increased DP to 40 from 35
decreased max ordnance points from 250 to 220
removed flight decks
replaced ammofeed with bastion defence drones

shield maiden:
decreased shield efficiency from 0.7 to 0.8
increased DP to 35 from 25
changed some colors to a blue tint

hammer:
increased DP to 35 from 30

sword:
increased DP to 20 from 15

voyager:
removed salvage gantry

chariot:
increased DP to 12 from 9

enforcer AP:
decreased DP from 12 to 10

morning star:
increased DP to 13 from 10

mule AP:
increased max cargo back to 150 from 100
increased DP to 9 from 7

taurus:
increased DP to 8 from 6

mosquito:
decreased DP from 7 to 5

sheep dog:
removed safety overides

sparrow (P):
increased DP to 5 from 3


emperor:
changed name to empress
[close]
Title: Re: [0.9.1a] Anvil Industries ship and weapon pack (V:0.7)
Post by: connortron7 on November 19, 2019, 02:06:52 PM
Small patch


V:0.7.1

cudgel, lich and geist should all show up in game now.
added odyssey EX (no description yet, might be unbalanced)
Title: Re: [0.9.1a] Anvil Industries ship and weapon pack (V:0.7.1)
Post by: connortron7 on November 26, 2019, 04:38:36 PM
update coming tomorrow, new names for ships that share names with other mods, adding in custom tech/manufacturers. fixing the mess that is the odyssey EX. some general balancing and such.
and of course 2 new *** ships,
Title: Re: [0.9.1a] Anvil Industries ship and weapon pack (V:0.7.2)
Post by: connortron7 on November 27, 2019, 04:16:56 PM
aaand here we are!

changes
Spoiler
V:0.7.2
WILL BREAK SAVES

added specter
added condor AP
added tarsus AP
added mace heavy cruiser
added the arrowhead heavy bomber wing
added ignition beam small energy
removed the venator (since people mostly hate it)(will prob make it a custom bounty in vayras sector in the future)

added new mission

made separete ship catalogs just because i felt like it




changed names:
halberd to glaive
tyrant to outlaw
ember to rapier
hammer to lucerne
soldier to flail
sheep dog to axe

helvete cannon:
shrunk it a bit as it was to big


critical power surge:
increased extra shield damage taken from 50% to 250%

volatile rounds:
decreased damage bonus from 125% to 75%

odyssey EX:
decreased max speed from 85 to 70
replaced critical power surge with microburn
removed 1 flight deck
decreased max ordinance points from 260 to 250
decreased shield arc from 180 to 90

wolf EX:
decreased max flux from 3000 to 2800
decreased max dissipation from 250 to 200

Lucerne:
removed 1 borer drone and flight deck




plans for next update:
:redo legion AP/eagle AP
:add custom blue burndrive type system for AP ships
:add make another weapon thats not just a reskin
[close]
Title: Re: [0.9.1a] Anvil Industries ship and weapon pack (V:0.7.2)
Post by: Supplius Maximus on November 28, 2019, 12:52:30 AM
Goddammit stop releasing great content and making updates not save-compatible! DAMN YOU! Joking aside, any way to make the update save compatible? I’m willing to modify the mod myself if I have to. Also, while the Venator is rather immersion-breaking and not very polished I think it would be fine as a rare blueprint. Anyway, good job and keep it up!
Title: Re: [0.9.1a] Anvil Industries ship and weapon pack (V:0.7.2)
Post by: connortron7 on November 28, 2019, 01:21:15 PM
Thank you! And sorry! After those name changes the amount of save breaking updates will lower. And unfortunately it would take like an hour or so of changing to make this update save compatible (;_;)
And maybe ill make it a rare bp, ill have to think on it
Title: Re: [0.9.1a] Anvil Industries ship and weapon pack (V:0.7.2)
Post by: Agoelia on November 29, 2019, 04:25:23 AM
Great mod! I love it!

After the last update, it crashes when loading up the game (Starsector, not a save game).
It does not happen when your mod is not loaded.
It never happened before, and I haven't added any other mods.
All the required libraries are installed and up to date.

I tried attaching both the error screenshot and the log, but both are too big for the max attachment size (192kb, which is ridicolous imo)

The error is "Fatal: Ship hull spec [anvil_ember] not found!"

pls fix
Title: Re: [0.9.1a] Anvil Industries ship and weapon pack (V:0.7.2)
Post by: DyonisX on November 29, 2019, 11:31:38 AM
Hey there, I'm a new player and I have this issue where your mod and a few others are flagged as unsupported by Version Checker

Should I just add "suppressVCUnsupported":true" to it to force version checker to ignore it?



[attachment deleted by admin]
Title: Re: [0.9.1a] Anvil Industries ship and weapon pack (V:0.7.2)
Post by: connortron7 on November 29, 2019, 02:16:46 PM
Great mod! I love it!

After the last update, it crashes when loading up the game (Starsector, not a save game).
It does not happen when your mod is not loaded.
It never happened before, and I haven't added any other mods.
All the required libraries are installed and up to date.

I tried attaching both the error screenshot and the log, but both are too big for the max attachment size (192kb, which is ridicolous imo)

The error is "Fatal: Ship hull spec [anvil_ember] not found!"

pls fix


did you hit replace files when adding the new update? if so thats your prob, you have old stuff unsupported by the new update in the file, youll want to delete it and redownload the file, should be fine afterwords.


Hey there, I'm a new player and I have this issue where your mod and a few others are flagged as unsupported by Version Checker

Should I just add "suppressVCUnsupported":true" to it to force version checker to ignore it?




ah! thats because i havent added support to version checker yet so everything is fine! (i keep forgeting lmao)
Title: Re: [0.9.1a] Anvil Industries ship and weapon pack (V:0.7.2)
Post by: Agoelia on December 01, 2019, 12:39:54 AM
Yup! That was my bad, I hit replace when updating. From now on I'll delete the old install before installing the new one, with any mod. Works fine now.

Title: Re: [0.9.1a] Anvil Industries (V:0.8) FACTION UPDATE
Post by: connortron7 on December 09, 2019, 02:47:53 AM
update! new faction, new ships including the awful warwagon and its awful sprite! and some balancing.


WILL BREAK SAVES
Spoiler
V:0.8 FACTION UPDATE

added warwagon class super superfreighter
added 2 peasant class freighters. cargo and fuel.
added faction with nex support
added the Haven system near league space



the following ships have had their systems replaced with pride drive:
tarsus AP
eagle AP
legion AP
mule AP
enforcer AP


odyssey EX:
fixed description not showing up

chariot:
new sprite
removed recovery shuttles
replaced rear small ballistic with small energy

geist:
replaced power surge with phase skimmer (for better or worse)

wolf EX:
replaced power surge with phase skimmer

legion AP:
decreased max ordinance points from 265 to 250
added preinstallad termanator drones
removed insulated engines
added solor shielding
slighty edited sprite  (for better or worse)
removed all small mounts
added 3 medium mounts

eagle AP:
slighty edited sprite (for better or worse)

chariot:
decreased max ordinance points from 75 to 55

specter:
added delicate machinery

taurus:
removed shields


lich:
added delicate machinery
decreased max flux dissipation from 800 to 550
decreased max speed from 70 to 55

halvete cannon mk2:
decreased max range from 1200 to 800
increased charge down to 0.90 from 0.30

sparrow (P):
removed safety overrides
removed shields
[close]
Title: Re: [0.9.1a] Anvil Industries (V:0.8) FACTION UPDATE
Post by: connortron7 on December 09, 2019, 04:15:14 AM
link now downloads current update, sorry  :-\
Title: Re: [0.9.1a] Anvil Industries (V:0.8) FACTION UPDATE
Post by: Lesolan on December 24, 2019, 03:01:13 PM
Ever since the .8 update, the mod has been causing the randomize ships option in Nexerelin (new starts) to almost exclusively pull ships from your mod.

Dunno if this is happening for others, but it really puts a crimp in my new starts because it isn't really all that random when the same ships keep proccing.
Title: Re: [0.9.1a] Anvil Industries (V:0.8) FACTION UPDATE
Post by: connortron7 on December 27, 2019, 10:20:21 PM
Ever since the .8 update, the mod has been causing the randomize ships option in Nexerelin (new starts) to almost exclusively pull ships from your mod.

Dunno if this is happening for others, but it really puts a crimp in my new starts because it isn't really all that random when the same ships keep proccing.


Thats strange, i have no idea why, that should only be the case when starting with an anvil commission. Hmm
Title: Re: [0.9.1a] Anvil Industries (V:0.8) FACTION UPDATE
Post by: Lesolan on January 01, 2020, 02:03:12 AM
Thats strange, i have no idea why, that should only be the case when starting with an anvil commission. Hmm

I forgot to mention that it has heavily influenced the markets as well. Every faction has ships from it in port. Open market, military, and black market have Anvil mod ships, especially the frigates and destroyer sizes.
Title: Re: [0.9.1a] Anvil Industries (V:0.8) FACTION UPDATE
Post by: connortron7 on January 01, 2020, 02:49:24 PM
Thats strange, i have no idea why, that should only be the case when starting with an anvil commission. Hmm

I forgot to mention that it has heavily influenced the markets as well. Every faction has ships from it in port. Open market, military, and black market have Anvil mod ships, especially the frigates and destroyer sizes.


ok thats odd, i cant seem to find the problem.
Title: Re: [0.9.1a] Anvil Industries (V:0.8) FACTION UPDATE
Post by: connortron7 on January 09, 2020, 01:03:09 AM
update delayed till at least the 13th due to internet problems but its a big one, a few bug fixes, many sprite improvements, a lot of ships, mostly carriers, new ship systems and a few weapons and fighters.


here's a new exalted heavy cruiser tease for now

(https://i.imgur.com/vw9TG9g.png)
Title: Re: [0.9.1a] Anvil Industries (V:0.9) CARRIER HAS ARRIVED
Post by: connortron7 on January 13, 2020, 02:28:09 PM
New update!
WILL BREAK SAVES
changes
Spoiler
V:0.9. CARRIER HAS ARRIVED
added flamerge class fast frigate
added buccaneer class pirate carrier
added apparition class light carrier
added chariot MK2 class battle carrier
added a regular sparrow and updated sparrow (p)s sprite
added jester class converted yacht carrier
added omen (P) (have fun dealing with that)
added omen (EX)
added wraith class heavy cruiser
added sanctum class heavy drone carrier
added partizan class battle carrier

added shotel mk1 and mk2 support shuttles
added wasp EX
added wisp heavy fighter
added stake class heavy drone wing
added flea class point defense drone

added varna PD laser
added needle PD beam (small energy)

added commissioned crews support

haven no longer spawns when selecting the random start option while using nex

anvil ships now appear in league and diktat markets
decreased rate in which anvil ships appear in hegemony and independents


decreased relations with hegemony to welcoming
increased relations with league and dikat to welcoming
decreased relations with tri-tach, pirates and path to vengeful
increased relations with the independents to cooperative

gave all exalted ships custom engine colors and tech types

fixed a great many typos in ship and weapon descriptions

the following ships have had their systems replaced with possession:
specter
Odyssey (EX)
Lich

the following ships have had their systems replaced with automated defense:
lucerne
taurus
shank
shield maiden

taurus:
added built-in flea drones

axe:
updated sprite

sparrow (P):
made new sprite
decreased max hull from 2300 to 1000
decreased max ordinance points from 35 to 30

lich:
decreased max armor from 650 to 325

odyssey EX:
decreased max armor from 500 to 400

specter:
increased max hull to 12500 from 1000

kingdom:
updated sprite

mace:
changed name to club

geist:
decreased max armor from 600 to 250

convoy:
replaced borer drones with flea drones

lucerne:
increased max speed to 55 from 50
replaced borer drones with flea drones

quiver:
decreased max ordinance points from 75 to 65


mosquito (now named spirit):
changed name
changed sprite
removed ICU
added delicate machinery
decreased max ordinance  points from 45 to 35
decreased max armor from 200 to 100
[close]
Title: Re: [0.9.1a] Anvil Industries (V:0.9) CARRIER HAS ARRIVED
Post by: Green Ghost on January 15, 2020, 07:36:50 AM
Is the Odyssey EX suppose to have a much lower shield arc than the stock version?
Title: Re: [0.9.1a] Anvil Industries (V:0.9) CARRIER HAS ARRIVED
Post by: connortron7 on January 15, 2020, 01:17:28 PM
Is the Odyssey EX suppose to have a much lower shield arc than the stock version?

Yep!
Title: Re: [0.9.1a] Anvil Industries (V:0.9) CARRIER HAS ARRIVED
Post by: Chairman Suryasari on January 18, 2020, 06:55:59 AM
Great mod! but some ships need redesign however...
Title: Re: [0.9.1a] Anvil Industries (V:0.9) CARRIER HAS ARRIVED
Post by: connortron7 on January 18, 2020, 08:37:13 AM
Great mod! but some ships need redesign however...

Yep, ive been doing that here and there the past couple updates, any you have uh, strong feelings about?
Title: Re: [0.9.1a] Anvil Industries (V:0.9) CARRIER HAS ARRIVED
Post by: tseikk1 on January 18, 2020, 05:19:25 PM
Great mod! but some ships need redesign however...

Yep, ive been doing that here and there the past couple updates, any you have uh, strong feelings about?

I'm not him but I can say some I think need changes. To put it shortly I think many ships seem "overdone" in this mod. Some things that need changes:

-Ships with odd campaign stats, such as non-civilian ships with burn 6. reason: These are just plain annoying, they slow down your entire fleets burn speed if you don't spend LOTS of OP for an upgrade half of which is wasted anyways if using burn speed 7 ships (standard for slow non-civilian capitals). Nobody wants to run 6 oxes in their fleets. Either drop them to 5 (and practically make augmented drive fields mandatory) and give them something else or buff them to 7
-Certain very OP ships such as the Taurus, Mortar and Sword that have way too much going for them. reason: kind of obvious. Unbalanced ships make the game too easy.
-Ships with too many built-in weapons, mods, fighters. reason: This game thrives on customization. It's fun to tinker in the refit screen and simulations trying to figure out what works best for you. Inbuilt stuff takes a lot of that away. Take off the inbuilt mods and give the ships more OP, give the player the choice of whether he/she wants the mods or not.

There's also lots of typos and grammar errors in this mod. This is not a major thing, but something you might want to look into if you ever find yourself without stuff to do.
Title: Re: [0.9.1a] Anvil Industries (V:0.9) CARRIER HAS ARRIVED
Post by: connortron7 on January 19, 2020, 05:31:38 PM
Great mod! but some ships need redesign however...

Yep, ive been doing that here and there the past couple updates, any you have uh, strong feelings about?

I'm not him but I can say some I think need changes. To put it shortly I think many ships seem "overdone" in this mod. Some things that need changes:

-Ships with odd campaign stats, such as non-civilian ships with burn 6. reason: These are just plain annoying, they slow down your entire fleets burn speed if you don't spend LOTS of OP for an upgrade half of which is wasted anyways if using burn speed 7 ships (standard for slow non-civilian capitals). Nobody wants to run 6 oxes in their fleets. Either drop them to 5 (and practically make augmented drive fields mandatory) and give them something else or buff them to 7
-Certain very OP ships such as the Taurus, Mortar and Sword that have way too much going for them. reason: kind of obvious. Unbalanced ships make the game too easy.
-Ships with too many built-in weapons, mods, fighters. reason: This game thrives on customization. It's fun to tinker in the refit screen and simulations trying to figure out what works best for you. Inbuilt stuff takes a lot of that away. Take off the inbuilt mods and give the ships more OP, give the player the choice of whether they* want the mods or not.

There's also lots of typos and grammar errors in this mod. This is not a major thing, but something you might want to look into if you ever find yourself without stuff to do.

ill balance the burn for next update!

ive been told that multiple times actually ,i honestly just keep forgetting to look into them but ill make sure i get it this time

and yeah ill see what typos and such, thought i found them all my bad.

thanks ill look into this stuff.
Title: Re: [0.9.1a] Anvil Industries (V:0.9) CARRIER HAS ARRIVED
Post by: BigBeans on January 20, 2020, 12:37:44 AM
Great mod! but some ships need redesign however...

Yep, ive been doing that here and there the past couple updates, any you have uh, strong feelings about?

Not him but the Mortar, Convoy and Outlaw are the three that need redesigned most. Especially the Mortar, it looks like a *** tanker.
Title: Re: [0.9.1a] Anvil Industries (V:0.9) CARRIER HAS ARRIVED
Post by: connortron7 on January 20, 2020, 07:05:32 PM
Great mod! but some ships need redesign however...

Yep, ive been doing that here and there the past couple updates, any you have uh, strong feelings about?

Not him but the Mortar, Convoy and Outlaw are the three that need redesigned most. Especially the Mortar, it looks like a *** tanker.

noted! the outlaw and convoy are due for a redo and ill do that after this current update hits. as for the mortar, no matter what i do with it im going to keep it yellow, for it is the *** tanker and will always be the *** tanker
Title: Re: [0.9.1a] Anvil Industries (V:0.9) CARRIER HAS ARRIVED
Post by: BigBeans on January 21, 2020, 03:07:31 AM
Great mod! but some ships need redesign however...

Yep, ive been doing that here and there the past couple updates, any you have uh, strong feelings about?

Not him but the Mortar, Convoy and Outlaw are the three that need redesigned most. Especially the Mortar, it looks like a *** tanker.

noted! the outlaw and convoy are due for a redo and ill do that after this current update hits. as for the mortar, no matter what i do with it im going to keep it yellow, for it is the *** tanker and will always be the *** tanker

Sounds good except for the last bit. That made my son cry, thanks.  :'(
Title: Re: [0.9.1a] Anvil Industries (V:0.9) CARRIER HAS ARRIVED
Post by: connortron7 on January 21, 2020, 01:16:52 PM
Great mod! but some ships need redesign however...

Yep, ive been doing that here and there the past couple updates, any you have uh, strong feelings about?

Not him but the Mortar, Convoy and Outlaw are the three that need redesigned most. Especially the Mortar, it looks like a *** tanker.

noted! the outlaw and convoy are due for a redo and ill do that after this current update hits. as for the mortar, no matter what i do with it im going to keep it yellow, for it is the *** tanker and will always be the *** tanker

Sounds good except for the last bit. That made my son cry, thanks.  :'(

Glad to hear it! Happy to help.
Title: Re: [0.9.1a] Anvil Industries (V:0.9.1)(balancing & new stuff) Calm before the storm
Post by: connortron7 on January 22, 2020, 03:19:55 PM
new update! balancing, fixes, new weapons and new ships.

heres whats new!
Spoiler
update (0.9.1) will not break saves but last one did so be careful

added revenant class heavy battlecarrier
added cutlass class drone assault ship
added prince class heavy frigate
added princess class heavy frigate
added stallion class combat tug
added stallion (P) class combat freighter

added m21 light blaster (small ballistic)
added mordare siege cannon (large energy)

added a few tips

fixed several typos and grammer errors

fixed issue where halvete mk2 appeared in markets

added tech/manufacturer to weapons

sanctum, warwagon, kingdom and lucerne:
increased max burn from 6 to 7

ignition beam:
decreased max rage from 800 to 650

halvete cannon:
decreased max range from 900 to 800
decreased ordinance point cost from 15 to 13
increased max damage from 130 to 150

glaive:
removed armored weapon mounts

kingdom:
removed recovery shuttles

varna pd laser:
decreased max damage from 35 to 15
decreased max range from 600 to 500
decreased max flux per shot from 30 to 15

shield maiden:
increased DP from 35 to 40

outlaw:
decreased max ordinance points from 240 to 200

bastion:
removed operations center
removed high resolution sensors

cudgel:
removed safety overrides
increased max ordinance points from 65 to 85


mortar:
removed built-in guass cannons
added civilian grade hull
removed integrated targeting unit
increased max ordinance points from 120 to 150

geist:
decreased max ordinance points from 95 to 90

rapier:
removed nav relay


taurus:
de-flead
[close]
Title: Re: [0.9.1a] Anvil Industries (V:0.9.1)(balancing & new stuff) Calm before the storm
Post by: zamingu on January 22, 2020, 03:23:37 PM
Is it compatible with nexerelin/archean order?

Thx!
Title: Re: [0.9.1a] Anvil Industries (V:0.9.1)(balancing & new stuff) Calm before the storm
Post by: connortron7 on January 22, 2020, 03:41:19 PM
Is it compatible with nexerelin/archean order?

Thx!

nex yes! archean doubtful as thats a total conversion.
Title: Re: [0.9.1a] Anvil Industries (V:0.9.1)(balancing & new stuff) Calm before the storm
Post by: wanderer3421 on January 29, 2020, 02:14:15 AM
Crashes on start up

Got a Fatal: Fatal: ship_systems.csv is missing systems

Played it normally before the latest update
Title: Re: [0.9.1a] Anvil Industries (V:0.9.1)(balancing & new stuff) Calm before the storm
Post by: connortron7 on January 30, 2020, 02:23:54 AM
Crashes on start up

Got a Fatal: Fatal: ship_systems.csv is missing systems

Played it normally before the latest update

as mentioned in the change log for this update the version before this will break saves, so if you where 2 versions behind then thats the problem.
Title: Re: [0.9.1a] Anvil Industries(V:0.9.3)Culling the herd, new faction and new sprites!
Post by: connortron7 on February 04, 2020, 04:08:54 PM
New update! its a big one, quality over quantity! no more old sprites, fewer bad ships and the exalted have arrived!
and yes, it breaks saves.



Spoiler
WILL BREAK SAVES
update (0.9.3)
updated anvil industries flag (thanks vayra!)
added the exalted as a faction with a star system near league space
added the skarseld star system near hegemony space
renamed revenant to eidolon
slightly recoloered mule, condor and tarsus AP and made them rare. and removed lasher, legion, enforcer and eagle AP (might return is far far future)
replaced anvil drive with knights charge
added mercury (EX) class advanced scout
added more to Anvils faction description
added phylactery class freighter
altered the estus and blast gun sprites to set them slightly more apart from vanilla counterparts
added cielo class science vessel
added fantasma class carrier to exalted fleets
replaced the arrowhead bomber drone with the saber bomber wing
overhauled with new sprite, the outlaw. stronger and deadlier then ever. (vayra greatly helped with sprite)
overhauled with new sprite, the quiver. a proper carrier and no longer a cheap starliner conversion.
overhauled with new sprite, the convoy, pretty generic now but it'll get the job done (also added a convoy EX to exalted fleets)
overhauled with new sprite, the morning star, now named "morgenstern", it's thicker then ever! (also added a morgenstern EX to exalted fleets)
overhauled with new sprite, the bastion, its not devoid of color anymore!
overhauled with new sprite, the bandit, a bit tougher and a bit smaller.
removed all derelict ships (will re add them in far far future with better sprites and faction)
added the "desperate times" exalted mission
removed club and mortar



shotel MK1/MK2:
removed shotel MK1 and renamed shotel MK2 to just shotel
replaced 2 light mortars with 2 light assault guns

wasp (EX):
increased ordinance point cost from 8 to 9

revenant:
changed name to eidolon
gave it a description (oops)

jester:
increased max ordinance points from 85 to 100

kingdom:
decreased max speed from 55 to 40

partizan:
increased max ordinance points from 110 to 115


chariot:
increased max ordinance points from 55 to 70

sanctum:
removed preinstalled shank frigate wings
increased max ordinance points from 200 to 240

the following ships have had their systems replaced with Knights charge:
 glaive, convoy, flail, hatchet, tarsus AP, mule AP
[close]
Title: Re: [0.9.1a] Anvil Industries(V:0.9.3)Culling the herd, new faction and new sprites!
Post by: Zarge on February 05, 2020, 09:13:47 AM
download link seems broken =\
Title: Re: [0.9.1a] Anvil Industries(V:0.9.3)Culling the herd, new faction and new sprites!
Post by: connortron7 on February 05, 2020, 12:46:40 PM
download link seems broken =\

works fine on my end and nobody else has seems to have the problem, must be on your end.
Title: Re: [0.9.1a] Anvil Industries(V:0.9.3)Culling the herd, new faction and new sprites!
Post by: BigBeans on February 05, 2020, 02:23:06 PM
Massive quality improvement, loving it.
Title: Re: [0.9.1a] Anvil Industries(V:0.9.3)Culling the herd, new faction and new sprites!
Post by: connortron7 on February 05, 2020, 02:37:14 PM
Massive quality improvement, loving it.

Thank you! Im happy to hear it.
Title: Re: [0.9.1a] Anvil Industries(V:0.9.3)Culling the herd, new faction and new sprites!
Post by: Zarge on February 05, 2020, 03:27:43 PM
download link seems broken =\

works fine on my end and nobody else has seems to have the problem, must be on your end.

hmm seems it was something with my isp, tethered my phone and was able to download fine, oh well, problem solved =) thanks
Title: Re: [0.9.1a] Anvil Industries(V:0.9.3)Culling the herd, new faction and new sprites!
Post by: Sick Puppy on February 05, 2020, 04:22:16 PM
The specter ship can't be made via custom production it just sits in queue. Any reason for this?
Title: Re: [0.9.1a] Anvil Industries(V:0.9.3)Culling the herd, new faction and new sprites!
Post by: connortron7 on February 05, 2020, 05:23:46 PM
The specter ship can't be made via custom production it just sits in queue. Any reason for this?

thats weird, ill fix that when i get a chance and send a patch out. sorry  :'(
Title: Re: [0.9.1a] Anvil Industries(V:0.9.3)Culling the herd, new faction and new sprites!
Post by: connortron7 on February 06, 2020, 01:13:27 AM
The specter ship can't be made via custom production it just sits in queue. Any reason for this?

thats weird, ill fix that when i get a chance and send a patch out. sorry  :'(

welp after an ungodly amount of time trying to see what the problem was i not only found nothing but the custom production made it just fine, so i have no idea whats wrong on your end. sorry.

EDIT: are you on the latest version? That might be a problem from an older update.
Title: Re: [0.9.1a] Anvil Industries(V:0.9.3) Minor fix update.
Post by: connortron7 on February 07, 2020, 01:14:45 PM
Minor update out with fixes.

update (0.9.3a)

this update wont break saves but the last one did so if you are 2 updates behind it will BREAK SAVES

fixed anvil pirate ships tech/manufacturer.
added mining strength to the M21 Light Blaster and Bastion for nex.
Fantasma now has a description.
added grand fleet start to anvil industries for nex. (big salvage and survey fleet lead by a bastion)
fixed it crashing sometimes on the title screen due to missing ship variant.
Title: Re: [0.9.1a] Anvil Industries(V:0.9.3) Minor fix update.
Post by: Lawkey on February 11, 2020, 11:52:43 PM
Good mod and I like the sprite of Exalted.
but i think something are a little OP.
There is no vanilla medium energy weapon which has relatively long range like halvete with high dps,even excellent damage/flux.its dps is even higher than cepc of shadowyards.
And the new Bastion:a good shield which is much better than the Conquest,higher flux capability than Conquest,higher top speed and even Damper Field.and surveying equipment,salvage gantry.it could do everything!
Title: Re: [0.9.1a] Anvil Industries(V:0.9.3) Minor fix update.
Post by: connortron7 on March 24, 2020, 12:19:16 AM
Good mod and I like the sprite of Exalted.
but i think something are a little OP.
There is no vanilla medium energy weapon which has relatively long range like halvete with high dps,even excellent damage/flux.its dps is even higher than cepc of shadowyards.
And the new Bastion:a good shield which is much better than the Conquest,higher flux capability than Conquest,higher top speed and even Damper Field.and surveying equipment,salvage gantry.it could do everything!

sorry for late reply! ill look into tweaking the halvete a bit. and the bastions been nerfed for this upcoming update(as with all my caps and their overly high flux caps)

speaking of which its nearing its finale stage, big reworks and a new mini faction! (last one i swear) the Blackjack Mining Syndicate, they will have durable civ ships, a few strong mining weapons and they'll be buddies with the pirates and only at war with the path.

(also have a small shippack in the works as anvils reaching a good amount of ships and id like to not go crazy)
Title: Re: [0.9.1a] Anvil Industries(V:0.9.3) Minor fix update.
Post by: Mondaymonkey on March 24, 2020, 12:57:17 AM
I've been looking for a lore-friendly balanced ships/weapons mod.

Well, it is 100% a lore-friendly visual design.

Is it balanced? Is it braking the game spirit? Someone convince me please, I am tired of doubts.
Title: Re: [0.9.1a] Anvil Industries(V:1.0.0) major balancing, new mini faction and more!
Post by: connortron7 on March 28, 2020, 11:38:36 PM
new thicc af update! as always its a save breaker, if anythings wrong hmu.

changes
Spoiler
update (1.0.0)
WILL BREAK SAVES

added the Blackjack Mining Syndicate with several new ships

added the plasma caster medium energy weapon
added the carrion class combat rig
added the brute class pirate assault cruiser
added the keg class combat tanker
added the M71 asteroid cracker large energy
removed chariot mk2
re-colored the condor and tarsus AP and gave them to Blackjack
removed the  mule AP (might return in my shippack)
re-added the lucerne class battleship with new sprite!!!!!
gave the prince and princess overhuals with new sprites
ovarhauled the voyager. new sprite, now a combat focused salvage ship.
overhauled the rapier. new sprite, now filling its role as a frigate killer more heavily
moved skarseld next to haven
gave the Outlaws TPC a description
fixed sabers description not showing up
fixed prince and princess frigates showing up as destroyers
fixed the rapiers description having a removed ships description within it
stopped regular convoy from joining combat

added exalted subsystems to all exalted ships and removed delicate machinery

ignition beam:
gave it a new sprite and renamed it to the ecto beam.

needle beam:
changed it into a heavy burst beam

bastion:
lowered maneuverability
changed shield efficiency from 0.7 to 1.3
decreased max flux from 25000 to 18000

varna pd laser:
changed damage type to frag

eidolon:
decreased max flux from 28000 to 24000
decreased max hull points from 19000 to 16000

Odyssey (EX):
decreased max flux from 23000 to 18000
decreased max dissipation from 1600 to 1000
removed solar shielding

fantasma:
decreased max flux from 11000 to 7500

quiver:
decreased max flux from 7500 to 6000
decreased max dissipation from 350 to 250
decreased max cargo from 600 to 350

phylactery:
removed ground support package

hatchet:
increased max speed from 70 to 90

chairot:
replaced system with maneuveringjets
increased max speed from 55 to 65
edited sprite

flail:
removed nav relay

saber:
replaced m21 light blaster with a light duel machine gun
reduced max fighter number from 3 to 2
reduced ordinance cost to equip to 20 from 22
increased max hull from 550 to 750
increased max hull from 150 to 200

stake:
decreased max hull from 650 to 500
decreased max armor from 120 to 100

stallion:
removed shielded cargo holds

specter:
decreased max flux from 27000 to 22500
removed automated repair unit

wasp (EX)
changed name to delusion
reduced fighter number to 5 from 6


kingdom:
decreased max speed from 45 to 30
decreased max flux from 23000 to 19000
[close]
Title: Re: [0.9.1a] Anvil Industries(V:1.0.0) major balancing, new mini faction and more!
Post by: BigBeans on March 29, 2020, 02:43:54 PM
Very nice  :)
Title: Re: [0.9.1a] Anvil Industries(V:1.0.0) major balancing, new mini faction and more!
Post by: Alluvian on March 29, 2020, 03:32:31 PM
new thicc af update! as always its a save breaker, if anythings wrong hmu.

Warwagon seems to be MIA. Only the entry in descriptions.csv, the ship image (and meme) seem to be present in the folder structure.
Title: Re: [0.9.1a] Anvil Industries(V:1.0.0) major balancing, new mini faction and more!
Post by: connortron7 on March 29, 2020, 03:37:04 PM
new thicc af update! as always its a save breaker, if anythings wrong hmu.

Warwagon seems to be MIA. Only the entry in descriptions.csv, the ship image (and meme) seem to be present in the folder structure.

oh dear idk how i managed to forget to actually add it. ill send a patch out in a day or so when i have the time, sorry about that
Title: Re: [0.9.1a] Anvil Industries(V:1.0.0) major balancing, new mini faction and more!
Post by: Rpitre on March 30, 2020, 03:26:37 PM
I cant run the mod anymore it keeps telling me that there's missing ship hulls like the anvil_chariot_mk2. Before it worked and it was easily my favorite mod but now I cant play it. If anybody has a solution for that then I would be happy to read it.

Thank you

Rpitre
Title: Re: [0.9.1a] Anvil Industries(V:1.0.0) major balancing, new mini faction and more!
Post by: connortron7 on March 30, 2020, 05:53:46 PM
I cant run the mod anymore it keeps telling me that there's missing ship hulls like the anvil_chariot_mk2. Before it worked and it was easily my favorite mod but now I cant play it. If anybody has a solution for that then I would be happy to read it.

Thank you

Rpitre

illl go and try to find out whats wrong, ill hopefully have a patch out soon

also, you did delete the old one before putting in the new one right?
(And thanks! Never thought it would be anyones favorite !)
Title: Re: [0.9.1a] Anvil Industries(V:1.0.0) major balancing, new mini faction and more!
Post by: Rpitre on March 31, 2020, 10:45:23 AM
I cant run the mod anymore it keeps telling me that there's missing ship hulls like the anvil_chariot_mk2. Before it worked and it was easily my favorite mod but now I cant play it. If anybody has a solution for that then I would be happy to read it.

Thank you

Rpitre

illl go and try to find out whats wrong, ill hopefully have a patch out soon

also, you did delete the old one before putting in the new one right?
(And thanks! Never thought it would be anyones favorite !)


I am actually a dummy and forgot to delete it lol my bad.  And yes it is my favorit. I have 42 mods installed and I always like to farm the exalted ships and their weapons. (Varna Pd laser and the Halvet canon are just so fun to kill with).   

Thanks for the help
Title: Re: [0.9.1a] Anvil Industries(V:1.0.0) major balancing, new mini faction and more!
Post by: furl on April 03, 2020, 04:48:03 PM
I think this mod has enough content but needs some quality improvements like sprite rework for cargo ships and fixing grammar in descriptions. Exalted feel a bit over the top with their flashy purple-demonic design. Balance is pretty good though.
Title: Re: [0.9.1a] Anvil Industries(V:1.0.0) major balancing, new mini faction and more!
Post by: Darenkel on April 08, 2020, 05:44:03 PM
I'm getting an issue where Anvil Industries' Open and Military fleet markets are empty on all of their worlds.

I'm playing with Nexelerin on a start where I'm commissioned by Anvil Industries.
Title: Re: [0.9.1a] Anvil Industries(V:1.0.0) major balancing, new mini faction and more!
Post by: connortron7 on May 12, 2020, 07:52:09 PM
i have begun work on the next update, some minor tweaks, adding a few ships to fill out blackjack (anvil and exalted are about done for their ships) and also got a new ship idea for pride month soon!  :D



I'm getting an issue where Anvil Industries' Open and Military fleet markets are empty on all of their worlds.

I'm playing with Nexelerin on a start where I'm commissioned by Anvil Industries.

ill look into it! had this prob before but forgot what caused it, hope i can find it again lol.


I think this mod has enough content but needs some quality improvements like sprite rework for cargo ships and fixing grammar in descriptions. Exalted feel a bit over the top with their flashy purple-demonic design. Balance is pretty good though.

agreed, the convoys are boring and the phylactery could use messed with in the center.
yeah grammar is not my strong suit  :-X
and the exalted will not be changing from the flashy purp, sorry.
Title: Re: [0.9.1a] Anvil Industries(V:1.0.0) major balancing, new mini faction and more!
Post by: xelo on May 19, 2020, 10:17:14 PM
Hello

I really like the contents of this mod.
Thank you!

I encountered several spelling errors in your data [Screenshot #1] and a probably wrong declaration of ship types [Screenshot #2].

But otherwise than that... you made a pretty good work.
So... thank you again very much :)

[attachment deleted by admin]
Title: Re: [0.9.1a] Anvil Industries(V:1.0.0) major balancing, new mini faction and more!
Post by: connortron7 on May 23, 2020, 02:29:43 AM
Hello

I really like the contents of this mod.
Thank you!

I encountered several spelling errors in your data [Screenshot #1] and a probably wrong declaration of ship types [Screenshot #2].

But otherwise than that... you made a pretty good work.
So... thank you again very much :)

Hey thanks, appreciate it! And both of those are already fixed for the next update! Gonna be a lil over a week until then.
Title: Re: [0.9.1a] Anvil Industries(V:1.0.0) major balancing, new mini faction and more!
Post by: Orcling on May 31, 2020, 06:01:06 AM
Is there any way to disable the exalted? I like all the other ships. I looked through the files and i found no obvious way to disable the Exalted
Title: Re: [0.9.1a] Anvil Industries(V:1.0.0) major balancing, new mini faction and more!
Post by: connortron7 on May 31, 2020, 09:54:13 AM
Is there any way to disable the exalted? I like all the other ships. I looked through the files and i found no obvious way to disable the Exalted
Nope sorry, no way to disable them
Title: Re: [0.9.1a] Anvil Industries(V:1.0.0) major balancing, new mini faction and more!
Post by: Sharkfighter on June 01, 2020, 11:44:27 AM
"New ship idea for pride month"
Transgender Onslaught?
Title: Re: [0.9.1a] Anvil Industries(V:1.0.0) major balancing, new mini faction and more!
Post by: connortron7 on June 01, 2020, 11:57:08 AM
"New ship idea for pride month"
Transgender Onslaught?

nope! not a reskin, a whole new ship, a destroyer with a focus on missiles. should be out in a few days.
besides, all onslaughts are trans!
Title: Re: [0.9.1a] Anvil Industries(V:1.1.0) more balancing as always! happy pride month!
Post by: connortron7 on June 05, 2020, 12:56:14 PM
new update with some important fixes! as always its a save breaker.


changes
Spoiler
V:1.1

added chest class mini freighter to blackjack fleets
added priest class line cruiser to exalted fleets
fixed chariots bounds
anvil ships no longer spawn in diktat and hegemony fleets
fighters no longer show as warships in the colony ship production tab
anvil, exalted and blackjack markets no longer stop selling ships late game
added the warwagon to the default_ship_roles file so it now shows up ingame
changed the exalteds campaign colors
changed anvil industries campaign colors
removed the convoy (EX)
added the urn class freighter to exalted fleets
removed the odyssey (EX) will make heavy changes and add it as an HVB whenever i get around to adding those
added the culverin class missile destroyer to anvil fleets, happy pride month!
removed the hammerhead lgbt (the culverin took its place as it was just a crappy hammerhead skin)
removed the sparrow (P)
gave the sparrow a new sprite




carrion:
increased supplies/month from 3 to 6
now joins in on combat

wraith:
decreased price from 230000 to 190000
increased max speed from 35 to 50

geist:
removed exalted subsystems

lucerne:
decreased supplies/month to 35 from 45

atlas (BMS):
decreased max flux from 18000 to 14000
decreased max cargo from 1000 to 750
added salvage gantry

bouncer:
decreased max flux from 12000 to 9000
decreased max dissipation from 725 to 450

quiver:
removed salvage gantry

gemini (BMS):
decreased supplies/month from 12 to 10

prince:
decreased max cargo from 95 to 60

princess:
decreased max cargo from 95 to 60
[close]
Title: Re: [0.9.1a] Anvil Industries(V:1.1.0) more balancing as always! happy pride month!
Post by: EatLikeAnOuroboros on June 26, 2020, 03:26:13 AM
Hi! I'm getting the error Ship hull spec [anvil_convoy_ex] not found upon startup
Title: Re: [0.9.1a] Anvil Industries(V:1.1.0) more balancing as always! happy pride month!
Post by: connortron7 on June 26, 2020, 11:10:05 AM
Hi! I'm getting the error Ship hull spec [anvil_convoy_ex] not found upon startup

Thats caused 1 of 2 things.
1:you didn't delete the old folder before adding the new one and just hit replace.
2:you didn't read the big red letters that said "update breaks saves" in which case you updated to the version that removed said ship, and broke the save.
Title: Re: [0.9.1a] Anvil Industries(V:1.1.0) more balancing as always! happy pride month!
Post by: EatLikeAnOuroboros on June 26, 2020, 11:01:55 PM
Ah then that would be the first one. Thanks.
Title: Re: [0.9.1a] Anvil Industries(V:1.1.0) honey, you've got a storm comin (Next update)
Post by: Albreo on July 03, 2020, 12:24:17 AM
Can you remove Carrier AI from Eidolon? It's such a beefy ship and expensive to deploy while it rarely contributes to the fight cause it always hides behind my Paragon(you are also one damn it).
Title: Re: [0.9.1a] Anvil Industries(V:1.1.0) honey, you've got a storm comin (Next update)
Post by: connortron7 on July 03, 2020, 12:58:53 AM
Can you remove Carrier AI from Eidolon? It's such a beefy ship and expensive to deploy while it rarely contributes to the fight cause it always hides behind my Paragon(you are also one damn it).
Thats kinda funny to imagine lol. But worry not, it will be removed for next update.

You can also go into anvils file and follow this path: date/hulls then click on the ship_data.csv. then scroll through till you reach the eidolon then scroll right till you see the bar labled "hints" and remove everything from eidolons section and it should(?) Be more aggressive.
Title: Re: [0.9.1a] Anvil Industries(V:1.2) we're getting better yeah? i like to think so.
Post by: connortron7 on July 08, 2020, 01:28:39 AM
New Fat Update! and as always its a save breaker!



changes
Spoiler
V:1.2
WILL BREAK SAVES
gave independents access to exalted and blackjack weapons
Removed the prince and princess frigates
added The Graft HVB (with vayras sector installed)
added the Bastion (P) the original bastion HVB (with vayras sector installed)
added the gust micro cannon to anvil ships (HE, Small Ballistic)
added the Tsar Cannon to anvil ships (HE, Large Ballistic)
added the Gleam Cannon to exalted ships(Large, EMP Energy)
added the Gangster class heavy destroyer to blackjack fleets
added the snapper class drone hub frigate to blackjack fleets
added the mirador class science barge to blackjack fleets
added the retainer anti fighter corvette to anvil fleets
added the vampire assault ship to exalted fleets
added the Silkworm class support bomber wing to anvil fleets
re-added the mortar artillery cruiser as the mortar (P) ( i took the regular out like 5 months ago)
removed neutralist from blackjacks personality traits in nex
decreased the rate in which vanilla ships from the base blueprint spawn in anvil/blackjack/exalted fleets
fixed an ungodly amount of typos
added the Omni-Forge custom industry to crucible
added the Starburst EMP MRM to anvil ships (small and medium, missile)
overhauled the Lucerne. bigger, badder and ANGRY
removed the gemini BMS
added commissioned crew support for the exalted
anvil no longer sat bombs enemies
removed the priest
the eidolon (now named priest) has been removed from exalted fleets and is now an HVB (with vayras sector installed)
added the Nightmare class heavy carrier to exalteds fleets
changed specters name to wendigo
added music to all 3 factions
removed the following ships from the factions default blueprints and changed them to rare blueprints: bastion, lucerne, kingdom, wendigo and priest.
changed the market on panger to freeport
added the mora (BMS) class drone hive to blackjack fleets
added relations between anvils factions and several modded factions
fixed bouncers broken bounds
added the Lasher (AP) to anvil fleets (rarely)
added the Conquest (AP) to anvil fleets (rarely)
added the Enforcer (AP) to anvil fleets (rarely)
added the Voodoo class kinetic Harpoon to exalted ships (small and medium, missile)
still didnt add a bridge to the brutes sprite, never will. (true pirates dont need to see where they are going or what they are shooting.)
added the chem lab industry to juego
added commissioned crew support for blackjack
added the Scamp class pirate frigate to..... well, pirate fleets.
the exalted now send raiders to enemy systems (with vayras sector installed)

replaced the systems of the following ships with bulwark charge:
quiver
glaive
axe
hatchet
cudgel
stallion
stallion (P)
lucerne


convoy:
new sprite
removed 2 small weapon mounts
replaced system with damper
decreased max OP from 70 to 55

cielo:
added custom built in drone wing
decreased max OP from 85 to 65

stallion:
removed drive field stabilizer
increased max speed from 60 to 70
decreased fuel per lightyear from 10 to 3


fantasma:
added small energy mount.
(an individual that wishes to remain unknown) updated the sprite


jester:
now has decreased spawn rate


flail:
replaced system with flarelauncher

mining drone (BMS):
changed sprite

halvete:
fixed up the main sprite a bit
made barral smaller

apparition:
replaced sprite

shotel:
replaced light assault guns with gust micro cannons

protective mining mounts:
decreased health bonus from 50% to 20%
removed turn speed penalty
removed repair speed bonus

[close]
Title: Re: [0.9.1a] Anvil Industries(V:1.2) We're getting better yeah? I like to think so.
Post by: Pelops on July 08, 2020, 02:41:00 PM
Hello, I saw the update on version checker and I erased my previous version of Anvil Industries, is it possible to find back the previous Mod version, so that I can find back my saves ??
Title: Re: [0.9.1a] Anvil Industries(V:1.2) We're getting better yeah? I like to think so.
Post by: connortron7 on July 08, 2020, 03:48:34 PM
Hello, I saw the update on version checker and I erased my previous version of Anvil Industries, is it possible to find back the previous Mod version, so that I can find back my saves ??

you could go into the recycle bin of your computer and fish it out of there

next time please read the big red letters that say "update breaks save"
Title: Re: [0.9.1a] Anvil Industries(V:1.2) We're getting better yeah? I like to think so.
Post by: Pelops on July 09, 2020, 07:01:47 AM
Not possible unfortunately to restore it from my trash bin given I crushed the file with your new version as I had not seen your warning on the forum about installing this latest version !
For me it's VERY annoying because it's hours of gaming lost if you don't store some records of the previous Anvil file...

Beyond that important problem, yesterday I could not load Starsector with the new Anvil file (and was forced to remove it from the seclected mods) and I could only do it today after I restarted a new game without the Anvil latest file at the beginning. Strange...

Same for the Kadur Remants above Nexerilin I receive a message like Fatal : Weapon spec {vayra_vlrms_2] not found ! Check starsector.log for more info...

Same for the Extratential Lanestate Union, I cannot select it above Nexerilin, loading the game it crashes and says Fatal: Fatal : ship_system.csv is missing systems Check starsector.log for more info...

After a first Starsector experience to try the game, I had restarted a second time consuming game selecting most of the mods, but the loading is very slow on my PC while I have a Core I7 and 16 Giga of RAM, do you think my Graphic card would be too old ??

I really like the work done around StarSector and I advertized it around my friends although they tend to prefer multi player social games. But as Science Fiction scenario Starsector is really interesting ;)
Title: Re: [0.9.1a] Anvil Industries(V:1.2) We're getting better yeah? I like to think so.
Post by: connortron7 on July 09, 2020, 10:01:01 AM
Not possible unfortunately to restore it from my trash bin given I crushed the file with your new version as I had not seen your warning on the forum about installing this latest version !
For me it's VERY annoying because it's hours of gaming lost if you don't store some records of the previous Anvil file...

Beyond that important problem, yesterday I could not load Starsector with the new Anvil file (and was forced to remove it from the seclected mods) and I could only do it today after I restarted a new game without the Anvil latest file at the beginning. Strange...

Same for the Kadur Remants above Nexerilin I receive a message like Fatal : Weapon spec {vayra_vlrms_2] not found ! Check starsector.log for more info...

Same for the Extratential Lanestate Union, I cannot select it above Nexerilin, loading the game it crashes and says Fatal: Fatal : ship_system.csv is missing systems Check starsector.log for more info...

After a first Starsector experience to try the game, I had restarted a second time consuming game selecting most of the mods, but the loading is very slow on my PC while I have a Core I7 and 16 Giga of RAM, do you think my Graphic card would be too old ??

I really like the work done around StarSector and I advertized it around my friends although they tend to prefer multi player social games. But as Science Fiction scenario Starsector is really interesting ;)


Wait, are you merging the files? That might be one of your problems your, your supposed to remove the old version then add the new, otherwise the 2 versions will get jumbled together and will try to load stuff that was taken out even if you start a new file.
Title: Re: [0.9.1a] Anvil Industries(V:1.2) We're getting better yeah? I like to think so.
Post by: Pelops on July 09, 2020, 11:47:59 AM
I did the failure to overwritte but it was the mess because I was not very careful.

Now I removed all the previous mods I had but I still can't use Kadur Remnant which doesn't load with Nexerelin and I still have some problems with Lanestate that doesn't work.

Anvil Industry new version is finally loading, but I can't get my saves back because of mod incompatibilty reason why I asked you if you had archived the previous one which was also working.
Title: Re: [0.9.1a] Anvil Industries(V:1.2) We're getting better yeah? I like to think so.
Post by: connortron7 on July 09, 2020, 05:18:54 PM
I did the failure to overwritte but it was the mess because I was not very careful.

Now I removed all the previous mods I had but I still can't use Kadur Remnant which doesn't load with Nexerelin and I still have some problems with Lanestate that doesn't work.

Anvil Industry new version is finally loading, but I can't get my saves back because of mod incompatibilty reason why I asked you if you had archived the previous one which was also working.

Hmm alright, ill see if i can dig upthe old one when i get home in an hour, sorry.
Title: Re: [0.9.1a] Anvil Industries(V:1.2) We're getting better yeah? I like to think so.
Post by: BigBeans on July 09, 2020, 05:19:35 PM
I love the continual increase in quality of this mod.  :D
Title: Re: [0.9.1a] Anvil Industries(V:1.2) We're getting better yeah? I like to think so.
Post by: connortron7 on July 09, 2020, 06:46:53 PM
I did the failure to overwritte but it was the mess because I was not very careful.

Now I removed all the previous mods I had but I still can't use Kadur Remnant which doesn't load with Nexerelin and I still have some problems with Lanestate that doesn't work.

Anvil Industry new version is finally loading, but I can't get my saves back because of mod incompatibilty reason why I asked you if you had archived the previous one which was also working.

Hmm alright, ill see if i can dig up the old one when i get home in an hour, sorry.

here it is, sorry for the wait  https://www.dropbox.com/s/28h1eylqioh0r5f/Anvil%20Industries1.1.zip?dl=0



I love the continual increase in quality of this mod.  :D
thanks! i always strive to improve, anvil will never be anywhere near the best, but ill always be happy with not being the worst!
Title: Re: [0.9.1a] Anvil Industries(V:1.2) We're getting better yeah? I like to think so.
Post by: Pelops on July 10, 2020, 12:07:04 PM
Thanks for your help, I did several attempts to recover my saves, but I updated several other mods and it doesn't work so I'm sentenced to restart a new big game pfff !
Title: Re: [0.9.1a] Anvil Industries(V:1.2) We're getting better yeah? I like to think so.
Post by: Pelops on July 13, 2020, 07:01:16 AM
Hello again, I finally got what is wrong,

I also updated the following mod if you also have links or the previous versions :

- Starship Legend

- Vayra's sector

And I added Pr Starworks that I had not before, that's why my save can't load.

I tried to restart new games saveral time but I can't find back the interesting extended Core Worlds that we had before and an extended size of the map with Grand Sector, so that's why I asked you the previous mods to refind the previous configuration which was for me more interesting in some ways.

If you have the links for the previous mods versions I'll take it.

Thanks in advance.

Friendly Regards
Title: Re: [0.9.1a] Anvil Industries(V:1.2) We're getting better yeah? I like to think so.
Post by: Hiroyan495 on July 13, 2020, 07:10:39 PM
Why is "BlastDoors.java" in your hullmod folder? ???
Title: Re: [0.9.1a] Anvil Industries(V:1.2) We're getting better yeah? I like to think so.
Post by: connortron7 on July 13, 2020, 07:33:48 PM
Why is "BlastDoors.java" in your hullmod folder? ???

Aye, must have left it in when i was fiddling with hullmods, ill get that out of there.  :-X
Title: Re: [0.9.1a] Anvil Industries(V:1.2) We're getting better yeah? I like to think so.
Post by: Hiroyan495 on July 14, 2020, 12:41:05 AM
I realized that must've been the case after making this post.  ;D Should've thought of that sooner, haha.
Title: Re: [0.9.1a] Anvil Industries(V:1.2.1) post update balance patch (sorry)
Post by: connortron7 on July 15, 2020, 02:08:50 PM
quick patch! it doesnt break saves but last one did so be careful

Spoiler
V:1.2.1
added the depot class logistics barge to anvil fleets
FIXED HVBs PREVENTING OTHERS FROM SPAWNING

stallion:
re-added drive field stabilizer
decreased spawn rate by 30%

omni-forge:
nerfed ship quality bonus (500% was a bit... much...)

bulwark charge:
decreased damage resistance from 50% to 30%
increased cooldown from 12s to 15s

stallion (P):
decreased max cargo to 100 from 150

chest:
decreased max cargo from 200 to 150

tarsus (BMS):
decreased max cargo from 400 to 350
decreased max fuel from 200 to 60

urn:
decreased max fuel from 500 to 400

mora (BMS)
decreased DP from 24 to 18

silkworm:
increased OP cost to 15 from 10

all starbursts:
decreased EMP damage to 2500 from 4500

vampire:
increased speed from 70 to 95

warwagon:
decreased spawn rate by half

culverin:
replaced the 2 ballistic hardpoints with composite hardpoints

voodoo pod:
description now shows up

exalted:
removed weak willed and added the low profile and one true way faction traits with nex installed

blackjack:
added the low profile and anarchistic faction traits with nex installed
[close]
Title: Re: [0.9.1a] Anvil Industries(V:1.2.1) post update balance patch (sorry)
Post by: connortron7 on July 16, 2020, 04:12:09 AM
quick hotfix, it no longer crashes when entering mausoleum. sorry!
Title: Re: [0.9.1a] Anvil Industries(V:1.2.2) it's aight, you want mods don't ya?
Post by: connortron7 on July 19, 2020, 04:02:47 PM
some bug fixes and balancing

changelog
Spoiler
V:1.2.2
updated dozens of descriptions (done by black lynx on discord)
added the doom (EX) to exalted fleets
fixed crash when entering mausoleum (THIS TIME FOR REAL)
outlaw:
increased max speed from 55 to 65

beetle/cielo drone/cracker drone:
no longer drop when host ship is killed and no longer sold in markets (and increased OP cost for those that still have them, go wild i guess)

empress and graft:
replaced system with phase skimmer

depot:
increased supplies a month to 35 from 25

apparition:
increased max speed from 35 to 55

snapper:
gave it 2 mining strength with nex installed

bouncer:
replaced medium mounts and small turrets with hybrids
decreased max OP by 10

blackjack:
messed with spawn rates so now base BP ships will be more frequent  and blackjack now knows the hammerhead BP
[close]
Title: Re: [0.9.1a] Anvil Industries(V:1.2.2) it's aight, you want mods don't ya?
Post by: Xobra on July 20, 2020, 10:55:22 AM
Entering Mausoleum still crashes the game (version 1.2.2), unless I save anvil_background_exalted.png as anvil_background_exalted.jpg

As reported here
http://fractalsoftworks.com/forum/index.php?topic=18850.0
Title: Re: [0.9.1a] Anvil Industries(V:1.2.2) it's aight, you want mods don't ya?
Post by: connortron7 on July 20, 2020, 01:19:29 PM
Entering Mausoleum still crashes the game (version 1.2.2), unless I save anvil_background_exalted.png as anvil_background_exalted.jpg

As reported here
http://fractalsoftworks.com/forum/index.php?topic=18850.0
Did you delete the old version before updating? Problem was fixed on my end and i uploaded the same version
Title: Re: [0.9.1a] Anvil Industries(V:1.2.2) it's aight, you want mods don't ya?
Post by: Xobra on July 20, 2020, 01:36:49 PM
Yes, deleted old file/folder, inserted new one. I did a bit of testing:

It only throws this error on old Games started before the update, new games are unaffected.
Title: Re: [0.9.1a] Anvil Industries(V:1.2.2) it's aight, you want mods don't ya?
Post by: connortron7 on July 20, 2020, 01:50:29 PM
Yes, deleted old file/folder, inserted new one. I did a bit of testing:

It only throws this error on old Games started before the update, new games are unaffected.

aye yeah my bad, having the same thing, thats so weird tbh, sorry about that.

doesnt seem to be any fix other then replacing the background with a .jpg

so to anyone who comes here with this problem go into anvils files and follow this path graphics/backgrounds and delete the only thing in it then replace with this image.

sorry for the trouble.

Spoiler
(https://i.imgur.com/mE8bDN6.jpg)
[close]

Title: Re: [0.9.1a] Anvil Industries(V:1.2.2) yet another balance/bug patch, save safe.
Post by: connortron7 on July 22, 2020, 12:59:47 PM
yep, another one.


changelog
Spoiler
V:1.2.3

tarsus (BMS):
no longer joins combat

silkworm:
decreased missile launch range from 2000 to 1000
increased refit time from 12 to 16
increased OP cost from 15 to 18

lich:
replaced system with plasma jets
touched up sprite
increased max speed from 45 to 65
decreased shield arc from 180 to 90
increased minimum crew needed from 80 to 90

saber:
decreased armor from 200 to 150


bouncer:
now actually has the blackjack tech-type


jester:
increased max speed from 20 to 45

glaive:
decreased supplies a month/DP to 25 from 30

brute:
fixed bounds

empress:
fixed lack of codex entry
replaced system with burndrive


[close]
Title: Re: [0.9.1a] Anvil Industries(V:1.2.3) #1 in mediocrity.
Post by: BigBeans on August 03, 2020, 07:24:46 PM
Any chance the gust cannon could get a slightly better sprite? If you have the time? It just looks so plain and boring too me, even just compared too stuff like assault guns or contender cannons and mortars.
Title: Re: [0.9.1a] Anvil Industries(V:1.2.3) #1 in mediocrity.
Post by: connortron7 on August 03, 2020, 07:58:20 PM
Any chance the gust cannon could get a slightly better sprite? If you have the time? It just looks so plain and boring too me, even just compared too stuff like assault guns or contender cannons and mortars.

no trouble at all, it def needs it, it also needs to be bigger as its smaller then a light assault gun rn lol
Title: Re: [0.9.1a] Anvil Industries(V:1.2.3) #1 in mediocrity.
Post by: BigBeans on August 12, 2020, 03:33:33 PM
The missiles on the silkworm don't line up with the launcher rails. They're offest towards the right of the sprite.

Also, this is more a suggestion/opinion but I massively prefer the way the Conquest (AP) is coloured over the pure blue of the enforcer and lasher. The deep blue highlights and accents on the conquest are nicer than the pure blue used on the other two, in my opinion.
Title: Re: [0.9.1a] Anvil Industries(V:1.2.3) #1 in mediocrity.
Post by: connortron7 on August 12, 2020, 10:35:38 PM
The missiles on the silkworm don't line up with the launcher rails. They're offest towards the right of the sprite.

Also, this is more a suggestion/opinion but I massively prefer the way the Conquest (AP) is coloured over the pure blue of the enforcer and lasher. The deep blue highlights and accents on the conquest are nicer than the pure blue used on the other two, in my opinion.

I was unable to find the problem till recently involving that, it didn't affect anything but the loadoutscreen so it was fine. But its fixed now.

And i want to say ill take that into consideration, but all AP ships have been removed for the next update. (Which will still be awhile)
Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: connortron7 on August 24, 2020, 06:13:11 PM
ayyy big update

Spoiler
V1.3: WILL BREAK SAVES
general changes:
REMOVED THE EXALTED
pirates no longer use anvil weapons (sorry to those who faced a mudskipper with a tsar)
added the Edinburgh star system
updated Lucernes description to include Warwick
lowered sound of market music for both factions
added reinforced bulkheads to all HVBs (sorry completely forgot)
both factions blueprint packages are now rarer




Blackjack changes:
changed the location of ruleta (now above Naraka and to the right of Yma-Waraw)
replaced the oribtalstation on juego with a battlestation

Anvil industries changes:
upgraded the battlestation on Crucible to a Starfortress
added restoration docks to crucible (with Industrial Evolution installed, after it updates with new IDs)
refined exported ships/weapons/fighters to persean league and independents


new ships/weapons:
spider class interceptor to anvil fleets
shotel class heavy frigate to anvil fleets (and a pirate variant to pirate fleets)
zweihander class assault cruiser to anvil fleets
dutchess class battleship to derelict fleets (oh yall are gonna have a bad time with this one)
3 culverin skins

ships that had a full overhaul including new sprites and stats:
kingdom
sparrow

following ships/weapons have had minor/major sprite changes, but little to no stat changes:
partizan
bouncer
tarsus (BMS)
graft
quiver
brute
gust
M21 blaster

following ships/weapons have been renamed:
saber to cicada
stake to antlion
shotel to cricket
snapper to shoe

removed these ships/weapons:
conquest AP
keg (will return in future mod)
lasher AP (will return in future mod)
retainer
enforcer AP

glaive:
lowered spawn by 50% (older design being phased out for the modern zweihander, dont worry will never remove it!)
updated description somewhat

M74 asteroid cracker:
a complete overhaul, it is now burst with various stat changes

convoy:
decreased max cargo from 1000 to 800
decreased max crew from 350 to 200

partizan:
increased max speed from 60 to 85
increased shield arc from 55 to 70
increased max burn from 7 to 8

outlaw:
decreased spawn rate by 50% (dear god this isnt supposed to be as common as the atlas MK2)


tsar:
no longer targets fighters
decreased max damage from 1000 to 900
decreased energy/shot from 1500 to 1300
increased chargedown from 3 to 3.5 seconds

ranger:
increased max speed from 45 to 55
increased max burn from 7 to 8

mortar:
fixed the description not showing up (it was a miss labeled ID)

peasent:
replaced ship system with burndrive
increased max speed from 40 to 135
decreased max cargo from 250 to 200
decreased max crew from 120 to 40
increased max burn from 8 to 9

m21 blaster:
decreased flux per shot from 300 to 250


condor (BMS):
removed small medium missile and small missile mounts
added a medium ballistic mount
removed shields
increased armor from 600 to 750
increased hull from 5000 to 5400
increased max speed from 35 to 45
decreased max burn to 8 from 9


quiver:
changed medium ballistic to composite
changed 2 front hardpoints to turret
[close]
Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: Aldazar on August 24, 2020, 06:16:12 PM
I'm going to miss fighting pirates with anvil weapons really bad.
Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: BigBeans on August 24, 2020, 06:20:28 PM
Will miss fighting pirates with anvil weapons haha.

But love everything else from what I've read!
Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: connortron7 on August 24, 2020, 06:32:35 PM
Will miss fighting pirates with anvil weapons haha.

But love everything else from what I've read!
glad to hear it! i hope to god nothing needs a patch in a few days but knowing me somethings gonna be messed up lmao
Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: Kwbr on August 24, 2020, 07:59:00 PM
latest update seems to crash during initial load because several portraits were removed when the mod split

Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: connortron7 on August 24, 2020, 08:17:57 PM
latest update seems to crash during initial load because several portraits were removed when the mod split
Is this happening with a new save? As this uodate is a save breaker  (also delete the file then put in the new one, dont replace it.
Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: Kwbr on August 24, 2020, 08:28:21 PM
it happens when the game tries to load all the mods, doesn't even get to the main menu. i seemed to have fixed it by copying the missing portraits from an older version of the mod.
Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: connortron7 on August 24, 2020, 11:10:33 PM
it happens when the game tries to load all the mods, doesn't even get to the main menu. i seemed to have fixed it by copying the missing portraits from an older version of the mod.

Thats weird, seems fine on my end.
Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: Kwbr on August 25, 2020, 12:06:46 AM
weird, it runs fine on its own so i guess its a different mod? im not running exalted if that matters.

id post the error log but its sorta gigantic, would probably be better to send it over discord or something if you wanna take a look at it
Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: BFEL on August 25, 2020, 07:46:11 AM
it happens when the game tries to load all the mods, doesn't even get to the main menu. i seemed to have fixed it by copying the missing portraits from an older version of the mod.

Also having this issue, could you post said portrait files here? I can't seem to find a previous version.
Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: MedwedxXx on August 25, 2020, 10:41:26 AM
It looks like the problem is vayra´s sector. Without it it works. With it i get the crash. I only loaded the another portrait pack, anvil 1.3, magic, lazy and graphic lib and vayra´s sector 3.1.5.
Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: connortron7 on August 25, 2020, 10:47:40 AM
it happens when the game tries to load all the mods, doesn't even get to the main menu. i seemed to have fixed it by copying the missing portraits from an older version of the mod.

Also having this issue, could you post said portrait files here? I can't seem to find a previous version.
It looks like the problem is vayra´s sector. Without it it works. With it i get the crash. I only loaded the another portrait pack, anvil 1.3, magic, lazy and graphic lib and vayra´s sector 3.1.5.

weird, it runs fine on its own so i guess its a different mod? im not running exalted if that matters.

id post the error log but its sorta gigantic, would probably be better to send it over discord or something if you wanna take a look at it

hotfix out, forgot to remove a few file paths in one of the separated HVBs, sorry about that
Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: MedwedxXx on August 25, 2020, 10:55:57 AM
it happens when the game tries to load all the mods, doesn't even get to the main menu. i seemed to have fixed it by copying the missing portraits from an older version of the mod.

Also having this issue, could you post said portrait files here? I can't seem to find a previous version.
It looks like the problem is vayra´s sector. Without it it works. With it i get the crash. I only loaded the another portrait pack, anvil 1.3, magic, lazy and graphic lib and vayra´s sector 3.1.5.

weird, it runs fine on its own so i guess its a different mod? im not running exalted if that matters.

id post the error log but its sorta gigantic, would probably be better to send it over discord or something if you wanna take a look at it

hotfix out, forgot to remove a few file paths in one of the separated HVBs, sorry about that

I get the version 1.2.3. Or does it take some time (i only ask, because the mod self is small)
Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: connortron7 on August 25, 2020, 11:06:28 AM
it happens when the game tries to load all the mods, doesn't even get to the main menu. i seemed to have fixed it by copying the missing portraits from an older version of the mod.

Also having this issue, could you post said portrait files here? I can't seem to find a previous version.
It looks like the problem is vayra´s sector. Without it it works. With it i get the crash. I only loaded the another portrait pack, anvil 1.3, magic, lazy and graphic lib and vayra´s sector 3.1.5.

weird, it runs fine on its own so i guess its a different mod? im not running exalted if that matters.

id post the error log but its sorta gigantic, would probably be better to send it over discord or something if you wanna take a look at it

hotfix out, forgot to remove a few file paths in one of the separated HVBs, sorry about that

I get the version 1.2.3. Or does it take some time (i only ask, because the mod self is small)
Im not sure what you mean
Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: MedwedxXx on August 25, 2020, 11:09:21 AM
it happens when the game tries to load all the mods, doesn't even get to the main menu. i seemed to have fixed it by copying the missing portraits from an older version of the mod.

Also having this issue, could you post said portrait files here? I can't seem to find a previous version.
It looks like the problem is vayra´s sector. Without it it works. With it i get the crash. I only loaded the another portrait pack, anvil 1.3, magic, lazy and graphic lib and vayra´s sector 3.1.5.

weird, it runs fine on its own so i guess its a different mod? im not running exalted if that matters.

id post the error log but its sorta gigantic, would probably be better to send it over discord or something if you wanna take a look at it

hotfix out, forgot to remove a few file paths in one of the separated HVBs, sorry about that

I get the version 1.2.3. Or does it take some time (i only ask, because the mod self is small)
Im not sure what you mean

Version 1.3 is the new one (with the hotfix maybe 1.3.1 or something like that or 1.3 updated) but we get 1.2.3 (that is around 4 to 5 mb bigger then 1.3). Maybe i think a bit too much about that  :P
Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: connortron7 on August 25, 2020, 11:12:46 AM
it happens when the game tries to load all the mods, doesn't even get to the main menu. i seemed to have fixed it by copying the missing portraits from an older version of the mod.

Also having this issue, could you post said portrait files here? I can't seem to find a previous version.
It looks like the problem is vayra´s sector. Without it it works. With it i get the crash. I only loaded the another portrait pack, anvil 1.3, magic, lazy and graphic lib and vayra´s sector 3.1.5.

weird, it runs fine on its own so i guess its a different mod? im not running exalted if that matters.

id post the error log but its sorta gigantic, would probably be better to send it over discord or something if you wanna take a look at it

hotfix out, forgot to remove a few file paths in one of the separated HVBs, sorry about that

I get the version 1.2.3. Or does it take some time (i only ask, because the mod self is small)
Im not sure what you mean

Version 1.3 is the new one (with the hotfix maybe 1.3.1 or something like that or 1.3 updated) but we get 1.2.3 (that is around 4 to 5 mb bigger then 1.3). Maybe i think a bit too much about that  :P

No i sent a hotfix to fix the crash issue, i didnt send a whole version out. 1.3 is the one you want, idk why its bigger tbh
Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: MedwedxXx on August 25, 2020, 11:17:30 AM
it happens when the game tries to load all the mods, doesn't even get to the main menu. i seemed to have fixed it by copying the missing portraits from an older version of the mod.

Also having this issue, could you post said portrait files here? I can't seem to find a previous version.
It looks like the problem is vayra´s sector. Without it it works. With it i get the crash. I only loaded the another portrait pack, anvil 1.3, magic, lazy and graphic lib and vayra´s sector 3.1.5.

weird, it runs fine on its own so i guess its a different mod? im not running exalted if that matters.

id post the error log but its sorta gigantic, would probably be better to send it over discord or something if you wanna take a look at it

hotfix out, forgot to remove a few file paths in one of the separated HVBs, sorry about that

I get the version 1.2.3. Or does it take some time (i only ask, because the mod self is small)
Im not sure what you mean

Version 1.3 is the new one (with the hotfix maybe 1.3.1 or something like that or 1.3 updated) but we get 1.2.3 (that is around 4 to 5 mb bigger then 1.3). Maybe i think a bit too much about that  :P

No i sent a hotfix to fix the crash issue, i didnt send a whole version out. 1.3 is the one you want, idk why its bigger tbh

Looks like i cant see where is the hotfix for download. On page 1 i can only download version 1.2.3
Title: Re: [0.9.1a] Anvil Industries(V:1.3) Aint that a kick in the head.
Post by: connortron7 on August 25, 2020, 11:20:27 AM
it happens when the game tries to load all the mods, doesn't even get to the main menu. i seemed to have fixed it by copying the missing portraits from an older version of the mod.

Also having this issue, could you post said portrait files here? I can't seem to find a previous version.
It looks like the problem is vayra´s sector. Without it it works. With it i get the crash. I only loaded the another portrait pack, anvil 1.3, magic, lazy and graphic lib and vayra´s sector 3.1.5.

weird, it runs fine on its own so i guess its a different mod? im not running exalted if that matters.

id post the error log but its sorta gigantic, would probably be better to send it over discord or something if you wanna take a look at it

hotfix out, forgot to remove a few file paths in one of the separated HVBs, sorry about that

I get the version 1.2.3. Or does it take some time (i only ask, because the mod self is small)
Im not sure what you mean

Version 1.3 is the new one (with the hotfix maybe 1.3.1 or something like that or 1.3 updated) but we get 1.2.3 (that is around 4 to 5 mb bigger then 1.3). Maybe i think a bit too much about that  :P

No i sent a hotfix to fix the crash issue, i didnt send a whole version out. 1.3 is the one you want, idk why its bigger tbh

Looks like i cant see where is the hotfix for download. On page 1 i can only download version 1.2.3
Sorry linked the wrong one, try it now
Title: Re: [0.9.1a] Anvil Industries(V:1.3.1) version checker fix and other small changes
Post by: connortron7 on September 12, 2020, 01:14:14 PM
new update! save safe.

Spoiler
V:1.3.1
general changes:
migrated version checker to github


new ships/weapons:
culverin (NB)
bet class heavy fighter to blackjack fleets

ships/weapons that had a full overhaul including new sprites and stats:
blast gun


ships/weapons that had minor/major sprite changes, but little to no stat changes:
kingdom
pulse barrage

the following descriptions have had major changes:
brute
stallion (P)
bandit
axe
flail
shotel
hatchet


blast gun:
increased OP cost from 10 to 12
decreased damage per shot from 90 to 55
decreased flux per shot from 100 to 45
increased fire rate

all starbursts:
decreased EMP damage from 2500 to 2000

kingdom
replaced system with reserve wing
decreased max speed from 75 to 65
decreased shield efficiency from 0.8 to 1

gust:
changed fire sound

glaive:
decreased max flux from 12000 to 10500
increased fuel per light year from 5 to 6
(as its supposed to be an older ship)

stallion:
increased fuel per light year from 3 to 8
increased supplies/month from 8 to 10

pulse barrage:
decreased burst size from 25 to 20
increased fire delay from 4 to 5
increased burst delay from 0.1 to 0.2

tsar:
increased OP cost from 26 to 30
increased damage per shot from 900 to 950

graft:
fixed energy weapon arcs

quiver:
increased supplies per month and deployment points from 16 to 18
[close]
Title: Re: [0.9.1a] Anvil Industries(V:1.3.1) version checker fix and other small changes
Post by: connortron7 on September 13, 2020, 12:40:08 PM
quick hotfix,
high delay pulse barrages no longer spawn in markets and fixed support for industrial evolution beta
Title: Re: [0.9.1a] Anvil Industries(V:1.3.1) version checker fix and other small changes
Post by: connortron7 on September 27, 2020, 04:05:37 PM
Anvil is currently not compatible with industrial evolution when using nex's random sector, i dont have the time to fix it right now but will soon.
Title: Re: [0.9.1a] Anvil Industries(V:1.3.1) version checker fix and other small changes
Post by: giganticats on September 28, 2020, 11:38:10 AM
do you have a link to the previous version so i can use indust and anvil together?
Title: Re: [0.9.1a] Anvil Industries(V:1.3.1) version checker fix and other small changes
Post by: connortron7 on September 28, 2020, 12:23:48 PM
do you have a link to the previous version so i can use indust and anvil together?
Sorry i only ever keep the latest 2 versions and this was added 2 versions ago, all you can do is not play with anvil or dont play random sector
Title: Re: [0.9.1a] Anvil Industries(V:1.3.1) version checker fix and other small changes
Post by: giganticats on September 28, 2020, 12:28:20 PM
thanks anyway, love your mod btw
Title: Re: [0.9.1a] Anvil Industries(V:1.3.2) minor crash temp fix
Post by: connortron7 on September 28, 2020, 01:00:36 PM
just kicked myself enough to push this through, atm its only a temp fix the removes the docks, will give it a proper fix down the line, will not remove existing docks from saves, but tat that point you dont need to download this

V1.3.2:
general changes:
fixed crash on random sector gen if industrial evolution is installed (removed restoration docks from crucible, will add again, just a quick fix)
Title: Re: [0.9.1a] Anvil Industries(V:1.3.2) minor crash temp fix
Post by: Kartoffel on October 05, 2020, 01:50:01 PM
Great mod! (including the exalted)
Despite being more simple, the opposing ideological factions of industry, syndicalism, or tech cult (exalted) does add flavor as oppositions towards the counterpart in goals despite being more or less corporations. Along that, it doesn't diverge too far from being abnormal in comparison to other factions making this quite vanilla / lore friendly.

I do have a question though,
Why is the main Anvil Industry Headquarter (Haven) distant, in comparison, to the core worlds? (You would expect a industry center to be closer to the major populations.)

Title: Re: [0.9.1a] Anvil Industries(V:1.3.2) minor crash temp fix
Post by: connortron7 on October 05, 2020, 02:10:45 PM
Great mod! (including the exalted)
Despite being more simple, the opposing ideological factions of industry, syndicalism, or tech cult (exalted) does add flavor as oppositions towards the counterpart in goals despite being more or less corporations. Along that, it doesn't diverge too far from being abnormal in comparison to other factions making this quite vanilla / lore friendly.

I do have a question though,
Why is the main Anvil Industry Headquarter (Haven) distant, in comparison, to the core worlds? (You would expect a industry center to be closer to the major populations.)

2 reasons!
1: lore wise its because they didnt want to set up shop on some barren world just because it was close, as they expanded they needed somewhere to call home for the longhaul, the haven system provided just that.
2: modding wise the area i wanted them to be near was quite crowded by other mods, so i decided  to make it a more distant system to avoid it being smothered. 
Title: Re: [0.9.1a] Anvil Industries(V:1.3.2) minor crash temp fix
Post by: Kartoffel on October 05, 2020, 03:01:06 PM
Fair enough. Anyways, keep up the good work!
Title: Re: [0.9.1a] Anvil Industries(V:1.3.2) minor crash temp fix
Post by: CrixM on October 10, 2020, 02:47:34 AM
The needle PD laser is an absolute joke. A 4 second reload? 6 OP? And not particularly flux efficient for a frag laser either.
Title: Re: [0.9.1a] Anvil Industries(V:1.3.2) minor crash temp fix
Post by: connortron7 on October 12, 2020, 08:52:52 PM
The needle PD laser is an absolute joke. A 4 second reload? 6 OP? And not particularly flux efficient for a frag laser either.
Heh ill have a few goes with it and look into a buff
Title: Re: [0.9.1a] Anvil Industries(V:1.3.2) Seeking Imput
Post by: connortron7 on October 16, 2020, 02:22:12 PM
Gonna send a balancing update to buff the frigates of anvil for the next tournament in a week or 2 and while im at it does anyone have any thoughts on balancing or potential changes?
Title: Re: [0.9.1a] Anvil Industries(V:1.3.2) Seeking Imput
Post by: Rondson on October 19, 2020, 08:40:28 AM
Hello! I think Blast Gun needs another look into. For it's OP strikes me as an underperformer. Prior to it's change of stats and sprites it's been probably too strong option for 90x3*200% against armor, but now it's damage instead of burst turned into the tunneled flow of damage. Though my point of view is as subjective. Otherwise thanks for mod, always a part of my playthroughs from time you've shamelessly recommended it to some rookies on the discord. :^)
Title: Re: [0.9.1a] Anvil Industries(V:1.3.2) Seeking Imput
Post by: connortron7 on October 19, 2020, 06:49:45 PM
Hello! I think Blast Gun needs another look into. For it's OP strikes me as an underperformer. Prior to it's change of stats and sprites it's been probably too strong option for 90x3*200% against armor, but now it's damage instead of burst turned into the tunneled flow of damage. Though my point of view is as subjective. Otherwise thanks for mod, always a part of my playthroughs from time you've shamelessly recommended it to some rookies on the discord. :^)

thanks!ill be sure to give it a look!
Title: Re: [0.9.1a] Anvil Industries(V:1.3.3) light changes
Post by: connortron7 on October 23, 2020, 03:11:34 PM
some minor changes and removals

Spoiler
V1.3.3: WILL BREAK SAVES
general changes:
removed meme folder from files, save for 1 meme that stays
removed files for HVB bastion, it was removed from the game awhile ago but forgot the files


ships that had a full overhaul including new sprites and stats:
carrion: tuned for a more dedicated support role
flamberge: more tuned for light and fast engagements



removed these ships/weapons:
shotel
mirador
depot
scamp

lucerne:
decreased max armor from 2300 to 2200

bet:
added automated repair unit
added protective mining mounts (forgot to add this from the start)
slightly increased maneuverability
increased max speed from 120 to 145
decreased chargedown time from 15 to 10 seconds

blast gun:
increased damage from 55 to 65

needle PD beam:
increased max ammo from 1 to 2
increased OP cost from 6 to 7


pulse barrage:
fixed hardpoints firing from outside the sprite
decreased time between burst rounds from 0.2 to 0.1 seconds
[close]
Title: Re: [0.9.1a] Anvil Industries(V:1.3.3) light changes
Post by: Hiruma Kai on October 23, 2020, 07:35:06 PM
Just wanted to say thanks for the update again.

For reference for your patch notes, in 1.3.3, you decreased Lucerne base armor from 2300 to 2100, not 2200.  Before, it used to be 2300+230 (armored mounts) = 2530.  Now it is 2100+210=2310.

I admit, I'm kinda sad to see you can't get over 3000 armor value anymore with heavy armor.  Although to be fair, I'm not really sure what is a reasonable armor value given it is a rather unique ship and costs 65 DP to deploy.  Capitals without shields aren't likely to find a place in a player fleet late game given the types of outnumbered battles you sometimes have to take part in.  Certainly <Redacted> would have a field day against this type of ship.  I admit I don't know what place in the game you intended this for.  It does make for quite an interesting NPC opponent.

I've also been playing around with the Kingdom and Silkworm bombers, and can't help but notice they tend to finish they're bombing runs right in front of the target, or sometimes even over it.  It feels like they are having far more bomber losses when compared to Daggers for example.  Unfortunately, I think it might be due to their speed being 25% higher than, say, Dagger bombers.  I don't know how much the shorter weapon range (silkworm starburst)  and attack run range of 1000 matters compared to atropos (single) range of 1200, attack run setting of 2000 for the Dagger.  I vaguely remember its hard to modify the attack run behavior of fighters though.
Title: Re: [0.9.1a] Anvil Industries(V:1.3.3) light changes
Post by: connortron7 on October 24, 2020, 11:58:42 AM
Just wanted to say thanks for the update again.

For reference for your patch notes, in 1.3.3, you decreased Lucerne base armor from 2300 to 2100, not 2200.  Before, it used to be 2300+230 (armored mounts) = 2530.  Now it is 2100+210=2310.

I admit, I'm kinda sad to see you can't get over 3000 armor value anymore with heavy armor.  Although to be fair, I'm not really sure what is a reasonable armor value given it is a rather unique ship and costs 65 DP to deploy.  Capitals without shields aren't likely to find a place in a player fleet late game given the types of outnumbered battles you sometimes have to take part in.  Certainly <Redacted> would have a field day against this type of ship.  I admit I don't know what place in the game you intended this for.  It does make for quite an interesting NPC opponent.

I've also been playing around with the Kingdom and Silkworm bombers, and can't help but notice they tend to finish they're bombing runs right in front of the target, or sometimes even over it.  It feels like they are having far more bomber losses when compared to Daggers for example.  Unfortunately, I think it might be due to their speed being 25% higher than, say, Dagger bombers.  I don't know how much the shorter weapon range (silkworm starburst)  and attack run range of 1000 matters compared to atropos (single) range of 1200, attack run setting of 2000 for the Dagger.  I vaguely remember its hard to modify the attack run behavior of fighters though.

yeah idk how i keep messing that up lol, my bad, hopefully everythings accurate now


honestly i made the lucerne when i wasnt quite satisfied with the bulk of an onslaught, im an aggressive player who likes being on the front lines and the onslaughts shields felt like a waste but without them it could only tank so many missiles, i wanted something thats just raw power and armor focus that i could personally fly late game. ai handles it well enough so i released it into the world.

ill have a look into that down the line, felt alright for me but ill doublecheck, fighter attack run behavior is indeed a lil tricky.
Title: Re: [0.9.1a] Anvil Industries(V:1.3.3) light changes
Post by: Hiruma Kai on October 24, 2020, 01:00:39 PM
ill have a look into that down the line, felt alright for me but ill doublecheck, fighter attack run behavior is indeed a lil tricky.

Might have just been the particular enemies and what not I was testing against.  Been watching some more fights, and the behavior seems better now.  Not sure what was causing it.  Might be fast enemy ships moving towards the fighter wings.

As I'm officially using Anvil in the tournament, I do have some longer term feedback for the mod, based on testing.

As a balance question, are the pirate Inc ships intended to be bad pirate ships like the Atlas MK II or Colossus MK III, or are they supposed to have normal ship balance for their DP cost?
 The reason I ask is the Outlaw looks like what might be a typo in its OP amount?  Its a 40 deployment cost capital, with mounts just under that of an Odyssey and 2 fighter bays, but only has 190 OP.  It only has 1 fewer medium slot and 2 fewer small slots, and yet has 90 less OP than an Odyssey.

Its stat line is similar to an Onslaught, and the same DP so maybe that is a better comparison?  It has 11 fewer medium mounts, 4 more small mounts and 2 fighter bays.  Assuming 10 OP per fighter bay, 5 OP for smalls, and 10 OP for larges, that would imply 360-110+20+20 = 290.

Hence my question, was 190 OP supposed to be 290 OP?  If its intended to be 190 OP, then the ship deployment cost should probably be dropped due to an inability to actually fit normal weapons and actually be able to fire them.  Given it has a built weapon that uses 500 flux a second, plus a shield that costs 300 flux per second, and only 600 flux dissipation base, the ship in combat builds up 200 flux per second even with no other weapons mounted.

Out of curiosity, for the Lucerne, what was the motivation for the armor drop?  At 65 DP it is more expensive than a Paragon, and if you try putting say, 2 of these ships up against 2 Paragon they lose every time.  Even at the old armor level.  Admittedly this is without any skills involved.  A 10 DP advantage should in general win pretty convincingly though. Even against 3 shield bypass Onslaughts, they'll lose depending on how the debris ends up blocking shots with the current 2200 armor.

With 2200 armor, I'd guess a Lucerne is somewhere in the 55 to 60 DP range, not 65.  The reason being as soon as there are multiple ships, backing off becomes possible, and ships can come in with fresh shields against the Lucerne.  The bigger and longer the fight, the worse off the ship is.  Even the old 2300 probably wasn't worth 65 DP is my guess.
Title: Re: [0.9.1a] Anvil Industries(V:1.3.3) light changes
Post by: Hiruma Kai on October 24, 2020, 10:39:02 PM
Edit: I'm starting to realize some of my initial testing impressions aren't holding up as well as I thought in a fleet context.  I'm going to wait until after the tournament for further feedback, and I'm probably going to revise some of the below in that context.
End of Edit.

I realize this is a giant dump of feedback, but its somewhat based on testing experiences trying to find a fleet that will work for the tournament.  These of course are my own opinions, and it wouldn't surprise me if others point out problems with my suggestions.

I'm also only slightly sad that some of the recent nerfs made some of my anvil test fleets from a few days ago not really succeed anymore against the provided test fleets.  Oh well.

Going through the Anvil ships, I feel many of them have too few OPs to meet their weapon loadouts.  I'm constantly finding myself leaving a good fraction of mounts empty, unlike most (but not all) vanilla ships.

I assume a small slot implies 5 OP, medium implies 10 OP, and large is 20 OP.
In general, 1 large slot is worth 2 mediums or 4 smalls.
I know there is an old post in the modding section advocating an addition 15/30/45/75 OP based on size however vanilla ships don't seem to follow this anymore.  In the following I look at a low tech, mid-line and high tech ship in each category and look at how many OP it has relative to its weapons loadout.

Lasher, 4 DP: 7 smalls (35+15=50, has 55)
Centurion, 4 DP: 7 smalls (35+15=50, has 55 OP)
Wolf, 5 DP: 5 smalls, 1 medium (25+10+15=50, has 55)

This implies to me most combat frigates should have base 20 OP, plus weapons.

Enforcer, 9 DP: 5 mediums, 4 smalls (50+20+30=100, has 110 OP)
Hammerhead, 10 DP: 2 mediums, 6 smalls (20+30+30=80, has 95 OP)
Medusa, 12 DP: 2 mediums, 7 smalls (20+35+30=85, has 95 OP)

This implies to me most combat destroyers should have base 40 OP, plus OP for weapons.

Dominator, 25 DP: 2 large, 5 medium, 9 smalls (40+50+45+45=180, has 190 OP)
Eagle, 22 DP: 6 medium, 7 smalls (60+35+45=140, has 155 OP)
Apogee, 18 DP: 2 large, 2 medium, 5 smalls (40+20+25+45=130, has 140 OP)

This implies to me most combat cruisers should have base 50 OP, plus OP for weapons.

Onslaught, 40 DP: 3 large, 13 medium, 6 smalls (60+130+30+75= 295, has 360)
Conquest, 40 DP: 6 large, 8 medium, 8 smalls (120+80+40+75=315, has 315 + 40 from balistics integration for a net 355)
Paragon, 60 DP: 4 large, 6 medium, 13 smalls (80+60+65+75=280, has 370)

This implies to me most combat capitals should have a base OP of 115 to 165.  It has the most variability, and think is used to tune ships the most at this tier.

OP can be used as a balancing point if the ship has something out of the ordinary that it brings to the table.  However, many of the Anvil ships are pretty straight forward in design, and I think should be fairly close to vanilla OP values given their weapons loadouts.  DP can then be determined after that, but a majority of anvil ships feel like they are OP starved.

So following is my take on the Anvil combat frigates through destroyers.

Flail, 4 DP: 4 smalls, has 40 OP, which is what I'd expect.  The only real issue I have with this ship is its actually quite vulnerable to fighters, because of the narrow shield arcs.  Its not actually that good with dealing with them.  A pair of thunders will take its engine out in short order.  Otherwise, its good for keeping flanks clear of other frigates and maybe distracting a destroyer.

Flamberge, 4 DP: 5 smalls, has 40 OP.  This is a bit light, I would expect this to have 45 for a vanilla ship.  One might argue its a balancing point for its speed, but on the other hand its already got fairly low health and flux stats.

Axe, 4 DP: 1 Medium, 3 smalls, has 45 OP, which is what I'd expect.  It is a shieldless frigate on the slow side?  As soon as a destroyer or large shows up, this goes pop very quickly.  I suppose in a 1 on 1 frigate fight its okay, but this doesn't have much redeeming value in fleet fights.

Mutt, 6 DP: 2 Medium, 2 smalls, has 50 OP, which is what I'd expect.  Its interesting, in the fact that its fast, and can mount a medium ballistic, so nominally hard flux out to 1000 units.  Plus a medium missile mount.  It makes for an okay sniper frigate.  Good dissipation, but lower end base flux pool.

Sparrow, 5 DP: 2 Medium, 1 small, has 35 OP.  I would have expected 45 OP.  Nearest vanilla comparison is Vigilance, with 2 mediums, also fast missile racks, and has 45 OP (so its even a bit higher than 20 + weapons), and most people don't consider the vigilance to be great.  This could probably benefit from bumping to 45 OP.  As it is, with speed 55, its a very slow missile spammer, unable to kite which is what'd you want from salamander or pilum spammer.  It has good armor and hull for a frigate, but terrible flux stats so not much in the way of shield.  It goes pop as soon as something gets close.  To be honest, you could raise the speed to 90 or 100, it would still be slower than most combat frigates, but at least it wouldn't be slower than some capitals.  You've already got a 165 speed medium missile mount plus medium ballistic in the form of the Mutt.

Hatchet, 4 DP: 1 Medium, 4 smalls, has 45 OP.  I would have expected 50.  Its slow for a frigate, but its also approaching destroyer levels of health, and has a medium ballistic slot, so that seems like a fair trade off.

Rapier, 12 DP: 1 Medium, 9 smalls, has 85 OP.  I would have expected 95.  I like the concept.  Faster destroyer but with only smalls means it can't take advantage of the medium ballisitics range advantage to kite, which helps balance it.  Dissipation is a bit low for a midline-ish 12 DP destroyer though.  Maybe that is okay given its speed, armor and health?  Personally I'd probably bump the dissipation to 250 as well, given there are mid-line vanilla frigates with that much dissipation (Brawler comes to mind with 250 dissipation and 450 armor).

Cielo, 10 DP: 2 Medium, 3 smalls, has 65 OP. I would have expected 75 OP.  This feels like a dedicate support ship that doesn't survive on its own.  I think you were going for a omen vibe, based on the drones, as well as a support ship based on the ability.  The problem is it doesn't really mesh well.

Omens work because of their small size, high speed, good 360 degree shields, and flux free EMP ability all work to compliment to keep the ship alive.

Here you've got a typical sized destroyer, with cruiser tier speed, and normal midline shield stats.  It wants to get up to nearly point blank to actually use its range 0 EMP drones.  Its only real weapons are energy weapons, which normally assume fast and high flux capacity (or alternatively, a really good shield ship with potentially a range boost).  And doesn't really have the flux or OP to mount decent weapons.  So all you're really bringing the ship for is the Afflictor system.  Which, is a good system, but given how fragile this ship is compared to an elusive afflictor, I feel like the whole package doesn't quite work.  Especially when relying on the AI to pick targets.  If nobody else is shooting the target it picks, the +50% damage bonus is essentially unused.  Compare to a hammerhead using its ship system.  Basically a +100% damage bonus for a destroyer's worth of damage.

First thing I'd do would be raise the base OP to 75.  Beyond that there a couple different things you could try, probably not all at once. 

Option 1) Raise the drone range to 1800 or 2000 (roughly the range of the afflictor system).  This allows it to better support without getting to point blank range with a slow chassis.

Option 2) Push more towards being like the Apogee.  Compare an Apogee (18 DP) to say, a Falcon (15 DP).  Nearly twice the flux pool (12000 vs 7000) and twice the flux dissipation (350 vs 700).  So compare this to a Hammerhead.  Bump the flux pool to maybe 6000 and dissipation to 350, or maybe flux pool to 7000 and dissipation to 300.  Give it the option to mount something other than graviton beams.

Option 3) Increase speed to destroyer baseline of 90 or maybe 100 (high tech destroyer speed).  Which lets it actually run away from cruisers after getting close.

If you don't like any of the above options, I'd probably drop the deployment points to 8 or 9.  Its not worth as much as a Hammerhead as it is, whose self-support system probably will provide better returns and is more likely to survive.  In fleet tests, mixing in 1 or 2 doesn't help the fleet much, as it needs to be able to hold the line as well as support, since its taking a destroyer slot, and just collapses too quickly.

Cudgel, 20 DP: 6 Mediums, has 85 OP.  I'd expect 100 OP given the weapons.  However, I'm not really sure what this ship is trying to do. Its ship system actively interferes with the ability to phase.  It costs 20 DP, but loses head to head with a 10 DP baseline simulator hammerhead, unless I go expanded missile racks and just spam missiles.  Which doesn't need a phase system to do, and runs out quickly.  It doesn't have the flux stats to sustain 4 ballistic weapons - certainly not after phasing in close.

It lacks even token PD, which means a few fighters will take it down in short order, once they get through the armor.  I get that its tough, with twice the hitpoints of a Harbinger, but the majority of a phase ship's defense is in its speed and ability to position, not its raw hit points.  Also, a good portion of vanilla phase ship value is in its ship system.  Doom is not near worth 35 points without its mine system for example.

I guess its one redeeming feature is it can carry two medium mounts worth of missiles?  In that case, I'd almost say fast missile racks would be a better system for this ship.  I'm assuming you made the missiles point off centerline to prevent double reapers?  Which limits it to seeking missiles like harpoons or starburst.  But to be honest, the sparrow, a 5 DP ship, pulls it all of much better for 1/4 of the cost.

I guess I'd like to hear what you'd like this phase ship to do in most fights?  Missile spam? Snipe from range?  And how it does it in a way that makes it worth two hammerheads.

Culvern, 14 DP, colorful: 3 Mediums, 7 smalls, has 95 OP.  I would expect 105 OP.  Feels over costed at 14 DP with its current flux stats, speed and OP.    Especially against any type of ship with some reasonable PD.  At 14 DP, it is hard not compare it to the pirate Falcon for only 1 DP more.  Falcon (P) is faster with its ship system, base faster with the built in Unstable injector, and can carry roughly twice as many missiles, and doesn't need fast racks with 4 medium missile mounts.  Plus has much beter flux stats, armor, and health.  I'd probably drop it to 10 DP to be honest.  An Enforcer can pull off a similar initial missile salvo, and still has a solid base of guns to use afterwards, and only costs 9 DP.  Alternatively, you could try upping stats, maybe give it expanded missile racks built in or a few other things to make it actually be worth the 14 deployment points.

Morgenstern, 13 DP: 2 Mediums, 10 smalls, 110 OP, which is what I'd expect.  I really like this ship.  Even if I'm still fitting it with half the weapon slots empty.  Its fairly flexible in how you can outfit it.  Straight in safety overrides, long range sniper, anti-matter blasters, ion cannons, potentially a fair bit of point defense if you want it.  Its unfortunately, on the pricey side for the tournament though.  Massed cheaper destroyers tend to do better, although in a campaign I could imagine using this as your command ship during the destroyer phase.  It feels a tad slow for a 13 DP high tech destroyer, but perhaps that is for the best given the two medium ballistics it has.  And it does have a mobility system, so its fine for pursuit.
Title: Re: [0.9.1a] Anvil Industries(V:1.3.4) tournament balance patch
Post by: connortron7 on October 30, 2020, 02:36:15 PM
I realize this is a giant dump of feedback, but its somewhat based on testing experiences trying to find a fleet that will work for the tournament.  These of course are my own opinions, and it wouldn't surprise me if others point out problems with my suggestions.


i read through your suggestions and made some changes based on them, but not 1 for 1 obviously.

as for the cudgel and axe, well the cudgels something i keep forgetting to remove, was supposed to go last update but well, forgot, its a bad ship that i dont feel deserves fixed as a phase ship doesnt really fit anvil much, and the axe is one of the next ships to get a complete overhual with new sprite to hopefully make it more of a viable ship.


new update changes
Spoiler
V1.3.4: save safe
general changes:
descriptions looked over and updated by JRG#5310 on discord
removed CARRIER and COMBAT tags from battlecarriers so they act as proper combat ships rather then stay back like dedicated carriers


flamberge:
increased max OP from 40 to 45

sparrow:
increased max speed from 55 to 85
increased max OP from 35 to 40

bouncer:
increased fuel per light year from 3 to 4


cielo:
increased max speed from 75 to 90
increased max OP from 65 to 75
increased max flux from 5100 to 5800
increased max dissipation from 230 to 300

flail:
increased shield arc from 75 to 150
added accelerated shield

gangstar:
changed angle of rear small mounts
increased max speed from 45 to 55


rapier:
increased max dissipation from 200 to 260

all culverins:
increased max OP from 95 to 100
decreased supplies per month and DP from 14 to 11


lucerne:
armor increased from 2100 to 2150 (dont @ me, im bit of a mess rn lol)


needle beam:
decreased OP cost from 7 to 6 (idk why i changed it to 7, sorry.)

outlaw:
decreased supplies per month and DP from 40 to 35
[close]

Title: Re: [0.9.1a] Anvil Industries(V:1.3.5) another tournament update
Post by: KMS on November 04, 2020, 05:35:43 PM
Hi gang,

I've been playing a Nexerelin run as Anvil Industries. I've noticed that none of Anvil's fleets contain Anvil ship designs. Anvil ships are available to purchase in the markets of other factions, but our markets only have low-tech ships. Is this normal? I know that factions will use low-tech ships with D-mods if they're in a bad economic situation, but I'm surprised that not a single Anvil ship has shown up in Anvil territory so far.
Title: Re: [0.9.1a] Anvil Industries(V:1.3.5) another tournament update
Post by: connortron7 on November 05, 2020, 12:13:53 AM
Hi gang,

I've been playing a Nexerelin run as Anvil Industries. I've noticed that none of Anvil's fleets contain Anvil ship designs. Anvil ships are available to purchase in the markets of other factions, but our markets only have low-tech ships. Is this normal? I know that factions will use low-tech ships with D-mods if they're in a bad economic situation, but I'm surprised that not a single Anvil ship has shown up in Anvil territory so far.



Idk who the "gang" is, but things that generally cause that problem are the omni forge being disrupted and being unable to produce ships or crucible itself was invaded forcing them to import
Title: Re: [0.9.1a] Anvil Industries(V:1.3.5) another tournament update
Post by: KMS on November 05, 2020, 01:56:09 AM
Ah I see, I'm using randomly-generated core worlds, is that the problem?
Title: Re: [0.9.1a] Anvil Industries(V:1.3.5) another tournament update
Post by: connortron7 on November 05, 2020, 02:13:35 AM
Ah I see, I'm using randomly-generated core worlds, is that the problem?
that could very well be it, that has the 3rd possibility of them not spawning with a heavy industry
Title: Re: [0.9.1a] Anvil Industries(V:1.3.5) another tournament update
Post by: KMS on November 05, 2020, 02:14:36 AM
Alright. I'm not super familiar with Nexerelin, so is there a chance they'll build a heavy industry at some point on their own?
Title: Re: [0.9.1a] Anvil Industries(V:1.3.5) another tournament update
Post by: connortron7 on November 05, 2020, 02:31:25 AM
Alright. I'm not super familiar with Nexerelin, so is there a chance they'll build a heavy industry at some point on their own?
Not very familiar with random sector tbh, but i do know nex allows ai to build industry's so i think when they have room, either through taking/making colonies or when the ones they own grow they might build one.
Title: Re: [0.9.1a] Anvil Industries(V:1.3.5) another tournament update
Post by: KMS on November 05, 2020, 02:45:27 AM
Ok, fingers crossed. Thanks for the help!
Title: Re: [0.9.1a] Anvil Industries(V:1.3.6) very small tournament update
Post by: connortron7 on November 26, 2020, 02:04:52 PM
minor update for the tournament

V: 1.3.6: save safe


starburst:
decreased speed from 450 to 375
increased flight time to 8s compensate for loss of range
Title: Re: [0.9.1a] Anvil Industries(V:1.3.6) very small tournament update
Post by: Hiruma Kai on December 26, 2020, 12:52:46 PM
So this is the start of some feedback given the tournament is done, as well as having done a pair of campaign runs with Anvil.

Quick and easy comments:
Minor csv typos:
Quiver:  In 1.3.5 Quiver has a DP cost of 16. I think you increased it to 18 in 1.3.1.  So I think this accidently got reverted.

Lucerne description: 
Kanon Vaul instead of Canon Vaul.

Cielo:
I know you mentioned you wanted to nerf the Cielo during the tournament, and I've got a few suggestions you might want to try first, and then see how it feels.

First, I'm not sure this was intended, but cielo drones have a shield efficiency of 0.6 instead of 1.0 (unlike all vanilla shielded fighters), making their 150 shields more like 250, and their flux dissipation for shields more like 83 instead of 50.

So I'd suggest changing their efficiency to 1.0, which will drop their overall hit points from 350+250=600 to 350+150=500.  Second, they respawn rather quickly, which helps keep their replacement rate up.  Increasing the respawn time to 12 seconds from 8 seconds, will help let the replacement time drop, and give more of a breather to opponents.  Lastly, given there are 2 EMP drones, and I think entropy amplifier affects ion damage, drop the scripted EMP damage from 500 to 250 for the special ability.  You already dropped the EMP energy damage to 50 relative to the Omen's ship system's 100 energy damage, so this would simply getting them back to the same overall ratio.  I'd try that for a bit and see how it feels.  The base Cielo ship without the drones I think is in a not too bad a place.


Now before making further suggestions on individual ships, I'd like to do a more general commentary, and figure out the direction you see the ships in this mod headed.

I really like the idea of three different schools of thought in Anvil, with the background between Henry Thrud, Ellen Charge, and Canon Vaul.  I also liked the lore ideas behind Anvil industries.  Lastly, something I didn't appreciate as much in tournament builds, but more in campaign was that Anvil is really heavily into carriers and drone ships.  2/3 capitals carry fighters, 4/7 cruisers are carriers, and for destroyers, there is 1 carrier and 2 drone ships out of 9.

While playing in the campaign, I realized many ship values seem to be very different from vanilla expectations, but it wasn't clear to me why.  Those unusual values didn't seem to conform to a theme or set of themes for example, other than perhaps random advantages/disadvantages from heavily hacked together ships.

1) Burn speed of Anvil faction ships tends to be low.  Like a full 1 point below on average, and some ships are 2 points below equivalent combat ships in terms of burn speed.  Some ships meet expectations though.  This can have unintended effects on NPC fleets if anvil ships get mixed in.  A fast frigate picket might have only burn speed of 8 with a Hatchet.
1b) The Stallion may have some unintended side effects.  It is a warship, so the AI is much more willing to throw it into fleets than civilian Ox tugs.  So in some cases I've seen large capital Anvil fleets be faster than their frigate picket fleets.
2) Fuel Efficiency is also highly variable, although this does skew better in some places.
3) Peak performance time is generally normal, but unusually long in a few cases (Flail and Flamberge having more peak time than most destroyers).
4) Cargo capacities seem to be strangely high on some ships but not others.  The Ranger's 450 cargo capacity (half of a colossus) seems high compared to say the Heron's 90 or Eagle's 150.  Same goes for the Quiver's 350, although in comparison to the Ranger's 450 is lower while also being a more expensive carrier.

I feel like you could take some of these unusual values and try to make it a bit more organized.  One option for example would be to have the slower burn ships be the hybrid logistics/combat ships.  So instead of paying for additional logistics capability with more supplies per month or more fuel per light year, you could reduce the burn speed, paying for it in terms of campaign map speed (which in turn could be turned into a fuel cost by using Ox/Stallion ships).

So I suggest thinking about some of these outliers, and figure out what you'd like to see happen in game, both for player and NPC fleets.  What are you aiming for with frigates as slow as vanilla cruisers, for example.  Is it a balancing mechanism?

The second question to consider is are you going for tournament balance or campaign balance, as these are two different things.  That will help in fine tuning various ship statistics and abilities.  In a tournament, 450 second of peak deployment time on a frigate is just asking to add safety overrides, since it is mitigating one of it's biggest downsides.  It is perhaps less of an issue in campaign, but still leaves the possibility of out CR-ing some destroyer deployments by just flying around - assuming you have enough weight of forces to start the CR degrading.

I'd suggest (purely in the form of presenting brainstorming ideas - in no way saying this is the only way to go, but just want to present some options for you to take or leave as you see fit) a couple general principles.

In the lore descriptions, indicate which ship designer designed the ship (or perhaps was the greatest influence in collaborations).  This is already done for some, but not all ships.  This would make it clearer which ship philosophy it is following to the player as well as perhaps giving you some ideas on how to better tweak ships.  Also, it might be worth switching the lore around who designed what to better match the ship's design philosophy if it currently doesn't match.

Then, settle on some common themes for the 3 different philosophies.  For example, bulwark charge and burn drive really should only be going on heavily armored and armed ships.  This feels like those kind of ships should be Canon Vaul designs.  Combine with higher than normal armor and 1.0 or worse shield efficiency.  A low-tech and pirate vibe.  Ellen Charge could be good shields (0.6 to 0.7 efficiency) and high tech ship systems, like the Cielo (EMP and Entropy Amplifier), Morgenstern (Plasma Burn) and Jester (Active flares).  Pre-madness Henry Thrud could be the pure logistics ships, mid-line design paradigms (0.8 shield efficiency, fast, mixed weapon loadouts).  Ships systems would tend towards flares, manuevering jets, fast missile racks, and reserve deployment.  Post madness Henry Thrud can be your catch all for every things else that's a bit weird.

Speaking of themes, one of the more difficult themes to balance is the hybrid logistics/combat ships.  A lot of those in the current Anvil line up just don't feel worth while, and bring down the overall capability of AI built fleets.  Others seem like combat ships with logistics tacked on without penalty (Ranger versus Falcon for example).  One of the difficulties of balancing hybrid logistics and combat ships is it is almost always better to simply take a dedicated combat ship and dedicated logistics ship and simply not deploy the logistics ships.  This avoids the possibility of losing a huge chunk of cargo because the logistic ship goes down, and in deployment point limited combat situations, deploying pure combat ships is going get better outcomes.  So it might be worth while separating how you think of the combat effectiveness and the fact it is also a logistics ship.  Design the ships to be balanced as a standard combat ship, with approriate DP cost.   Then, put a hull mod on the ship that increases the supply cost/fuel cost (or otherwise get the montly supply cost to be different from the deployment cost) such that the montly running costs are that of a combat ship plus a logistics ship, and set the cargo/crew/fuel/hull mods as approriate to a logistics ship.  Put the purchasing price point at something like the combat ship + the logistics ship cost, but perhaps with a bit of discount.  So you pay for the logistics benefits with logistics costs, and you pay for the combat benefits with deployment costs.  Set the fleet points to match its combat effectiveness.

To give an example, take the Stallion.  This is clearly intended to be an ox-tug, but scaled up to destroyer size.  Given it's designation as a combat tug, it seems it was intended as more a combat ship than a ox-tug + logistics ship (although it's stat line seems a lot like that of a Mule). In my run through, I couldn't justify using Stallions.  In combat, they're not equivalent in effectiveness to a Hammerhead or other 10 DP destroyer, and Ox are both cheaper to buy and run (5 fuel/ly instead of 8 ).  Generally, I won't start using Ox tugs until I'm well into using capitals, simply because the fuel costs aren't worth the benefits for smaller fleets, so it'd be mostly used in a deployment point limited situation.

So if I were approaching the fine tuning of the Stallion, I'd decide what kind of destroyer I want to balance against. Is this a cheaper 7 or 8 DP destroyer like a Mule or Shrike?  A full on 10 DP combat destroyer intended to tangle with Hammerheads?  In terms of number of weapon mounts, it's closer to a Mule (hybrid logistics) than a Hammerhead.  So I'd probably drop it's DP cost to 7, but in exchange, throw a hull mod on that increases it's supply per month to 14 (just slap on high maintenance).  I'd also drop it's fuel cost per light year from 8, down to 7 or maybe even 6 or 5.  Bump the OP to match the mule's 80.  Lastly, given the armor, weapons, and bulwark charge, indicate this is a Canon Vaul design.

So now it's a more expensive to buy and maintain than a Mule or an Ox, but deploys for 7 supplies like the mule, and probably get similar combat performance (although Bulwark Charge instead of maneuvering jets really hampers it).  So in summary, figure out how effective you want the ship to be in combat, design it and price it in deployment/fleet points as such, then at the end tweak supplies per month/fuel costs independent of deployment costs/combat effectiveness to balance any logistics benefits it brings.

So, this is already a dump of questions and comments, so I'll hold off on individual ship suggestions for the moment, especially if you have any responses to the comments above.  I can simply make suggestions on how to tweak numbers on current ships towards more usability and balance as I see it.  Or if you want, I can make some harder to implement and more sweeping design suggestions in light of the above discussion.
Title: Re: [0.9.1a] Anvil Industries(V:1.3.6) not dead just working on the exalted instead
Post by: connortron7 on February 09, 2021, 04:10:47 PM
Hayo just wanted to say anvil is not abandoned, im putting all my focus on the exalted atm and lifes been rough so haven't had much spare time anway.
I plan on waiting to update till awhile after the next starsector update comes out, ill be making big changes to anvil industries, possibly fully removing blackjack, making anvil most ships look more scrappy and not properly built, not wholly sure yet.

And to hiruma kai thanks for the input! Ill keep all that in mind for the update!
Title: Re: [0.9.1a] Anvil Industries(V:1.3.6) not dead just... well ok its kinda dead.
Post by: connortron7 on February 19, 2021, 07:43:19 PM
disclaimer: this mod is dead, i have no interest in continuing it. but that does not mean all ships will be lost forever, im working on a new mod Keruvim Shipyards which as the name suggests is a ship building company, it will have a midline military fleet but will sell various civ ships to the independents aswell as other factions. many ships will be deleted and few ships are staying, anvil as a faction is no more and blackjacks fate is unknown atm. many new ships and maybe a new weapon or 2 will be added. this new mod will be incompatible with Anvil Industries and as such this mod is no longer available

all and all things are gonna change and ive made up my mind on it, this wont come to pass for some time as ive been busy with work and working on my other mod The Exalted, which is where i will leave off on, check them out sometime! just updated them not to long ago with some new sprites and a new color scheme, have another update already in the works to fix some loose ends!
shameless self plug to the exalted can be found here! https://fractalsoftworks.com/forum/index.php?topic=19036.0


(https://i.imgur.com/ZWEHvGs.png)

Title: Re: [0.9.1a] Anvil Industries V1.3.6: Its dead jim, check out the Exalted instead!
Post by: connortron7 on April 04, 2021, 02:32:31 PM
Alright lads, its been fun but Anvil Industries is now dead and Keruvim Shipyards has risen from its ashes https://fractalsoftworks.com/forum/index.php?topic=20513.0