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Starsector => Mods => Topic started by: Retry on May 09, 2021, 03:08:23 PM

Title: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Retry on May 09, 2021, 03:08:23 PM
Presented with credits to, and permission from, the original author, Hoon.  The original HHE Fighter Expansion mod can be found here (https://fractalsoftworks.com/forum/index.php?topic=18074.msg283122#msg283122).

FIGHTER EXPANSION (https://www.dropbox.com/s/16srw4r0wpq4v65/HHE%20v1.1.1b.zip?dl=1)

This mod is a content rebalancing and trimming of HHE Fighter Expansion.  Changes to the combat and campaign levels have been applied to control content bloat, and various ships, fighters and weapons have been slightly reworked to function better in-game for the new realities of patch 0.95, become more distinct from their original counterparts, or (in a few cases) just be more fun to use.

Mod includes:

FIGHTERS


Spoiler
Cazin
Fighter
(https://i.imgur.com/NBPlSOP.png)(https://cdn.discordapp.com/attachments/841075134898241556/851903284013039616/hhe_cazin_pirate.png)
Little more than a discount Broadsword, but she tries.


Ixon
Fighter
(https://i.imgur.com/X6hgxW8.png)
Gladius refit equipped with a battery of Swarmer missiles.  Popular with Luddics.


Helot
Interceptor
(https://i.imgur.com/54tsynd.png)
Small, fast, and cheap: Excellent for shoring up the strength of interceptor groups.


Tinhead
Fighter
(https://i.imgur.com/j8owYpE.png)
Heavily armed and armored, the Tinhead is the worst nightmare of unshielded fighter craft... if it can catch them.


Manta
Interceptor
(https://i.imgur.com/xSF3WkR.png)
A heavy fragmentation-based weapon array peppers the flying wing design.  Highly dangerous to fighters, but somewhat toothless against properly armored warships.


Broadsword (L)
Fighter
(https://i.imgur.com/QhIZInl.png)
The end result of centuries of iteration, the late-variant Broadsword further enhances its durability with a reliable shield generator and an upgraded flux core, at the cost of the original model's logistical simplicity.


Talon (L)
Interceptor
(https://cdn.discordapp.com/attachments/841075134898241556/841078412588089394/talon_tritachyon.png)
The end result of centuries of iteration, the late-variant Talon is refit to engage and destroy shielded fighters as were common in the late Domain era.  Their own light shield generators do little to improve their survivability.


Draugr
Phase Interceptor
(https://i.imgur.com/lHuo3zp.png)
An unusual fighter craft using a micro-phase coil actuator, two Bright EMP missile pods are designed to knock out the engines of maneuvering fighters so the Draugr can bring its IR Pulse Laser to bear.


Vernd
Support Fighter
(https://i.imgur.com/7t1uojD.png)
An inexpensive support fighter, provides both basic point-defense service and PD saturation through its weapon compliment.  Vulnerable to being swarmed, as its weaponry has limited effectiveness against even fighter-grade armor!


Brokkr
Support Fighter
(https://i.imgur.com/AU4hRd5.png)
Yo dawg, I heard you like fighters, so I put some fighters on your fighters so you can engage while you engage!


Loki
Superheavy Fighter
(https://cdn.discordapp.com/attachments/841075134898241556/851903263250055208/hhe_loki.png)
Built with some of the finest technology the Domain had to offer, the Loki's combat prowess is eclipsed only by its intense logistical demands.


REDACTED


Spoiler
Lucent
Fighter
(https://i.imgur.com/fTJdmQd.png)
Built around a miniature Ion Lance with shield penetration capabilities, watch your hard-flux levels.


Prism
Bomber
(https://i.imgur.com/gX90Skn.png)
An energy torpedo bomber, with a twist...
[close]


LION'S GUARD FIGHTER CRAFT
(https://cdn.discordapp.com/attachments/841075134898241556/851903503763767327/gg_broadsword_lg.png)(https://cdn.discordapp.com/attachments/841075134898241556/851903486635540560/gg_gladius_lg.png)(https://cdn.discordapp.com/attachments/841075134898241556/851903467404001300/gg_thunder_lg.png)
Reserved for the best of the Sindrian Diktat's fighter jocks, Lion's Guard LPCs are modified for high performance in the skies of Inner Askonia.


FOURTEENTH BATTLEGROUP FIGHTER CRAFT
(https://cdn.discordapp.com/attachments/841075134898241556/851903430452969492/gg_broadsword_xiv.png)(https://cdn.discordapp.com/attachments/841075134898241556/851903408280567838/gg_gladius_xiv.png)(https://cdn.discordapp.com/attachments/841075134898241556/851903352325275679/gg_thunder_xiv.png)(https://cdn.discordapp.com/attachments/841075134898241556/851903324927295538/gg_warthog_xiv.png)(https://cdn.discordapp.com/attachments/841075134898241556/851903385002442792/gg_khopesh_xiv.png)
Heavily modified LPC variants, refit for the Fourteenth Battlegroup's "Decisive Battle" doctrine.  Though the XIV Legions the fighters used to operate from are lost to the sands of time, many XIV fighter LPCs survive to the present day.
[close]


CARRIERS


Spoiler
Sentinel
Supercarrier
(https://cdn.discordapp.com/attachments/841075134898241556/851913382088278117/hhe_sentinel.png)
Blot the stars with your fighter craft.  Finish off your foes yourself with your built-in Desolator flak cannon if you're feeling aggressive, though keep in mind the Sentinel-class is not built for the front line....


Astral (E)
Carrier
(https://cdn.discordapp.com/attachments/841075134898241556/851913410953084938/hhe_astral_culann.png)
An older prototype of the Astral-class carrier commonly found in Tri-Tachyon hands, the Astral(E) lacks the production model's missile array and ship system, but the lower maintenance cost results in its use with more factions within the Persean Sector.


Artificer
Battlecarrier
(https://cdn.discordapp.com/attachments/841075134898241556/841075186115411998/hhe_artificer.png)
A well-rounded capital battlecarrier, four fighter bays compliments its primary weapon array of two Large Energy and single Large Missile.  Rugged and reliable, as far as high-tech ships go.
[close]


MODULAR WEAPONS


Spoiler
Heavy Vulcan Cannon (8 OP)
Medium Ballistic, PD
(https://i.imgur.com/xxlT8ZP.png)
An alternative PD solution to flak cannons, destroys missiles through sheer volume of fire.  The three barrel arrangement strains the ammo feed which may throttle if forced to fire continuously.


Prickler PD (2 OP)
Small Ballistic, PD
(https://i.imgur.com/M5UE8Qp.png)
Accurate and fairly long range for its size, Prickler PD may struggle against either very tough singular missiles or vast swarms.  Works best in cooperation with a Vulcan PD net.


IR Autopulse Laser (13 OP)
Medium Energy, Anti-Fighter
(https://i.imgur.com/L4tGAmp.png)
Overpowers fighter-grade shields and armor through a flurry of light pulse laser shots, its raw damage and flux efficiency also makes the weapon a reasonable shield breaking weapon.


Light Ion Lance (8 OP)
Small Energy, Suppression
(https://cdn.discordapp.com/attachments/841075134898241556/851903645532553216/hhe_ion_lance_light_base.png)
A premium light ion weapon with shield-penetration capabilities, the Lance can also obliterate light fighters in a single burst.


PD Streamer (8 OP)
Small Energy, PD
(https://i.imgur.com/2Dwlqgo.png)
A fragmentation damage PD beam alternative to the Burst PD laser, the PD Streamer has a slight range advantage and far better sustained performance, at the cost of anti-shield and anti-armor performance.


Pulse Phaser (4 OP)
Small Energy, Anti-Fighter
(https://cdn.discordapp.com/attachments/841075134898241556/851903690256023623/hhe_pulsephaser_base.png)
An IR Pulse variant that rapidly fires unstable energy bolts, Pulse Phasers are particularly effective at peeling armor from unshielded fighters.


PD Pulser (1 OP)
Small Energy, PD
(https://i.imgur.com/RFWwbun.png)
A dirt-cheap fragmentation PD laser, you get what you pay for.


Shrieker Missile Pod (2 OP)
Small Missile, PD Saturation
(https://i.imgur.com/m9PoldS.png)
A cheap autoloading missile with minimal direct effectiveness against anything, Shriekers exist solely to occupy enemy PD weaponry to increase the chance of real missile weapons getting through PD nets.
[close]


HULLMODS


Spoiler
SFL: Aegis System
(https://cdn.discordapp.com/attachments/841075134898241556/841075857313366036/hhe_SFL_Aegis.png)
Specialized Fighter Loadout: Dramatically improves the point-defense capabilities of mounted fighter craft through an IPDAI-esque package.


SFL: Predator System
(https://cdn.discordapp.com/attachments/841075134898241556/841075883279908864/hhe_SFL_Predator.png)
Specialized Fighter Loadout: Dramatically improves the anti-fighter performance of mounted fighter craft through maneuverability buffs, autofire accuracy enhancements, and minor raw damage bonuses against small targets.


SFL: Hammer System
(https://cdn.discordapp.com/attachments/841075134898241556/841075906436136960/hhe_SFL_Hammer.png)
Specialized Fighter Loadout: Dramatically improves missile and anti-large craft performance of mounted fighter craft through minor raw damage bonuses against large targets and an ECCM-esque upgrade package for missiles.


Skysweeper Point Defense AI
(https://cdn.discordapp.com/attachments/841075134898241556/841075979887575050/hhe_artificer_ai.png)
Essentially an anti-fighter oriented version of IPDAI, improves weapon autofire accuracy and damage inflicted to fighter-sized targets


Quickload Missile Racks
(https://cdn.discordapp.com/attachments/841075134898241556/841075996257419274/hhe_MissileReload.png)
Increases the reload and regen rate of missile weapons by one third.  And... that's it.
[close]

Changelog
Quote
v1.1.1a
-Quickload Missile Racks now increases missile regen time as well as refire rate for reloading missiles, such as Pilums.

-Added Cazin (P): An ill-advised pirate modification to an already barely spaceworthy hull.

-Added Loki Superheavy Fighter: Heavily shielded two-man squadron with frigate-level firepower.

-Light Ion Lance buffed somewhat, and is now available as a high-end small energy weapon.

-Pulse Phaser reworked and reintroduced as an IR Pulse sidegrade that's particularly effective against unshielded fighters.

-Lion's Guard versions of Thunder, Gladius, and Broadsword with slightly tweaked stats introduced, moved here from the in-development *Guns & Gear* mod.

-Fourteenth Battlegroup versions of Thunder, Gladius, Broadsword, Khopesh, and Warthog with heavily modified loadouts introduced, moved here from the in-development *Guns & Gear* mod.

-Astral (E): Modified Sprite, reduced Base Value to 75% of the original Astral (was: 100%).

-Sentinel: Modified Sprite

v1.1
Initial (re)release of Fighter Expansion Rebalanced


Quote
Credits and Special Thanks
  • Hoon: Original author of the mod, without whom I'd have had nothing to modify
  • Avanitia: For discovering a few oversights and general balance feedback
  • AppleSauce: For discovering that CTD so no one else had to
  • BigBeans: For the modified Astral(E) and Sentinel spritework
  • A whole bunch of people in modding bootcamp, modmaking foundry and elsewhere for general assistance (sorry for not having you all by name!)
Title: Re: Fighter Expansion Rebalanced [0.95 RC15]
Post by: CrashToDesktop on May 09, 2021, 05:33:09 PM
More stuff to cram on my Mora! This along with the Modern Carriers mod looks like just the thing needed to make creating carrier builds more interesting than "slap on Expanded Deck Crew and go".
Title: Re: Fighter Expansion Rebalanced [0.95 RC15]
Post by: Sutopia on May 09, 2021, 09:40:06 PM
I must say I’m very impressed our hull mods didn’t overlap at all!!
Title: Re: Fighter Expansion Rebalanced [0.95 RC15]
Post by: CrashToDesktop on May 12, 2021, 04:24:51 PM
Dear lord the new medium weapons are good. Maybe too good? Both act like 3 small weapons strapped together - same flux efficiency, but they have triple the DPS and have greater range. The IR Autopulse not only has great flux efficiency and DPS, it's also got Skysweeper PD baked in - probably too good for it's OP price. Sure, doesn't have the best armor piercing capabilities, but it does everything else. Maybe reduce the ROF so DPS goes down to 400, and drop the OP cost to 12?

The Heavy Vulcan Cannon also acts as a ridiculously good everything-defense system - missiles, fighters, frigates unfortunate enough to wander into range against a couple of them - worth far more than 8 OP in it's current state. Part of this reason is that there's never any down time to the hail of DU going out the barrel - sure, the DPS effectively halves once you run down the mag, but that doesn't stop it from shredding most things that come into range. It could probably use an OP cost bump to 10, and redesign the mag system so it reloads slower, but in larger increments, so it actually has a vulnerability window for things to break through.

The Mantis is a great interceptor! A few minor things regarding text, as well - it's classed as an Interceptor in-game, but it's named as a fighter, and the description calls it a support fighter, lacking consistency. The description also makes reference to the ancient hangar space mechanic, heh.

The high-tech Talon Interceptor doesn't have a different name, or a different icon, so the only way to tell these apart is to hover over their name.

The SFL Aegis System feels underpowered for it's price - most fighters can already deal with missiles without this system, so just dealing more damage to missiles and nothing else is a very niche requirement - the +100su range to PD weapons is probably more valuable than that.

SLF Hammer System would be worth the price tag just for ECCM Package on bombers alone - the damage is a nice side bonus!

Quickload Missile Racks feels overpriced for what it does - missile rate of fire is typically not the most important thing, and in some cases firing faster might not be what you want, like in the case of the Annihilator Rocket Pod whose sole purpose is to keep shields up - putting more rockets downrange isn't really required. I haven't tested it, but it doesn't sound like it helps with reloading magazine-based missile systems either, like the Pilum.
Title: Re: Fighter Expansion Rebalanced [0.95 RC15]
Post by: Retry on May 12, 2021, 07:51:59 PM
Quote
Dear lord the new medium weapons are good. Maybe too good? Both act like 3 small weapons strapped together - same flux efficiency, but they have triple the DPS and have greater range. The IR Autopulse not only has great flux efficiency and DPS, it's also got Skysweeper PD baked in - probably too good for it's OP price. Sure, doesn't have the best armor piercing capabilities, but it does everything else. Maybe reduce the ROF so DPS goes down to 400, and drop the OP cost to 12?
The IR Autopulse was 16 OP initially, it was dropped from its ultra-high end price for the official release to compete with mid-high end energies because of criticisms that it felt too weak for that spot.  IR Autopulse is a PD_ALSO weapon like the Devastator, rather than having Skysweeper PD baked in (which would maximize its autofire accuracy and inflict extra damage to fighters).
Quote
The Heavy Vulcan Cannon also acts as a ridiculously good everything-defense system - missiles, fighters, frigates unfortunate enough to wander into range against a couple of them - worth far more than 8 OP in it's current state. Part of this reason is that there's never any down time to the hail of DU going out the barrel - sure, the DPS effectively halves once you run down the mag, but that doesn't stop it from shredding most things that come into range. It could probably use an OP cost bump to 10, and redesign the mag system so it reloads slower, but in larger increments, so it actually has a vulnerability window for things to break through.
The heavy Vulcan is quite solid.  The main reason it's priced so low is because of the low range, low accuracy, and the competition is really tough!  The same-priced Flak Cannon has an accurate splash effect and good range, and the premium Dual Flak tends to turn the nearby space into missile no-fly zones.

I'll keep both of those in mind though.
Quote
The Mantis is a great interceptor! A few minor things regarding text, as well - it's classed as an Interceptor in-game, but it's named as a fighter, and the description calls it a support fighter, lacking consistency. The description also makes reference to the ancient hangar space mechanic, heh.
Yeah, that's an artifact of the many iterations of the Manta.  It was initially a bomber, but it'd only launch its missiles at ships and never at fighters, which was not terribly ideal.  Then it was a support fighter, which didn't help that issue.  Then it was a fighter, which helped but it would still like to prioritize ships when available.  Then a few extra guns were added, the Locusts were made reloadable, and the Manta was re-rolled as an interceptor to finally prioritize shooting down fighters.

Anyways, fixed it internally, thanks for the heads up.
Quote
The high-tech Talon Interceptor doesn't have a different name, or a different icon, so the only way to tell these apart is to hover over their name.
The High-tech talon has an alternative color scheme, currently nabbed directly from an unused sprite in the base game (unless you mean the LPC item icons, in which case I think the LPC fighter silhouettes should be different colors because of the design types?).  It might be a bit difficult to tell because there's still some red on the high tech talon (at least, until they start shooting or bring up their shields), so perhaps I could do a color pass on the few remaining red bits.

Good catch on the name though, should be Talon (L) like the high-tech Broadsword.  Fixed internally.
Quote
The SFL Aegis System feels underpowered for it's price - most fighters can already deal with missiles without this system, so just dealing more damage to missiles and nothing else is a very niche requirement - the +100su range to PD weapons is probably more valuable than that.
Aegis is a more support fighter-oriented hullmod, compared to the interceptor-centric Predator and bomber-centric Hammer SFLs.  In addition to increasing anti-missile damage, the hullmod also gives flare ignorance to PD weapons, which is very useful in that role.  It's not a perfect IPDAI analogue though as I didn't include the ability to make non-PD smalls PD capable (thought it may be too powerful), but maybe I'll add that in if it doesn't break things.
Quote
Quickload Missile Racks feels overpriced for what it does - missile rate of fire is typically not the most important thing, and in some cases firing faster might not be what you want, like in the case of the Annihilator Rocket Pod whose sole purpose is to keep shields up - putting more rockets downrange isn't really required. I haven't tested it, but it doesn't sound like it helps with reloading magazine-based missile systems either, like the Pilum.
This one's nearly untouched from the original day, I discovered it a bit late into the revamp.  I've not got strong opinions on that and right now I'm more-or-less in the feedback gathering stage for that hullmod.  Good to know it's likely not game-breakingly powerful though.

Magazine recharge rates is a thing I'm considering.  The main obstacle to that is my abysmal luck with the Ammo Tracker with getting a similar hullmod to work, so I can't give a date on when that'll be working.
Title: Re: Fighter Expansion Rebalanced [0.95 RC15]
Post by: CrashToDesktop on May 12, 2021, 10:38:22 PM
For the Heavy Vulcan, I'd argue it's almost identical to the Dual Flak Cannon strictly in terms of stopping a horde of missiles before hitting the hull, at least before the ammo supply runs dry. It also deals with fighters much better than the Dual Flak Cannon does - the flak cannons might have circular AoE, but the Heavy Vulcan projects a cone of no-living for anything small and squishy like a fighter or frigate. It's range also isn't all that short; the dual flak cannon sits at 400, while the Heavy Vulcan isn't much less at 350, especially once you take ITU into account.

For the Talon (L), yeah, it's the LPC icon - definitely the same as the regular Talon.

Support fighters in Starsector are few and far between, and most of them can already handle point-defense fine without boosting it further.  I'd suggest making Aegis more fighter-related; as in, that role of fighter - distract / disable ships with flares, EMP, or just themselves so bombers can come in. More tankiness would be in order so they can survive contact with the enemy vessel for longer, either as a distraction or so they can pester the enemy ship longer - more armor / hull and possibly more flux capacity and dissipation for those with shields. Also happens to still fit the whole Aegis theme of protection.
Title: Re: Fighter Expansion Rebalanced [0.95 RC15]
Post by: UselessGoddess69 on May 13, 2021, 09:09:36 PM
Hey just wondering if you fixed the Remnant bug where Remnant fleets only spawned the same single (Or two or three) ship over and over again instead of spawning with different types of ships, even when you downloaded other mods which adds more Remnant ships?
The Original version of HHE has this issue (Not sure if others have this issue).
Title: Re: Fighter Expansion Rebalanced [0.95 RC15]
Post by: Retry on May 13, 2021, 09:40:54 PM
I'm 99.999% certain that's been fixed.  Which is to say, I fixed the empty sets that were causing the issue in 0.91, and Alex said he fixed the empty-set-data-wipe that caused such things in 0.95, and none of the other issues caused by the original mod's faction files have cropped up.  I haven't done extensive testing in Remnant Space, but I've done at least a half-hour's worth, and they seemed to spawn the usual variety of ships during the time I spent sleuthing around their territories.
Title: Re: Fighter Expansion Rebalanced [0.95 RC15]
Post by: Arcagnello on May 26, 2021, 03:29:26 AM
...how did I miss this mod?

I'll bump this to find it better when I come back home later  ;)

Addendum: I've already got the "Modern Carriers" mod, I assume combining two or more hullmods of the two mods could lead to some...uh... overperforming results.

Forgive me if I speak heresy, but have you considered doing a merger of the two mods in the future? I've got this sensation that both content additions are trying to achieve the same result through similar actions and that the combination of the two would result in quite the compelling set of additions with no internal conflict to speak of!
Title: Re: Fighter Expansion Rebalanced [0.95 RC15]
Post by: Melanoc3tus II on May 26, 2021, 08:21:40 AM
Please don't combine the two, I really don't want the features from Modern Carriers, and all it would do is save you like one download per 4 months or something on average.
Title: Re: Fighter Expansion Rebalanced [0.95 RC15]
Post by: Sutopia on May 26, 2021, 09:42:47 AM
Please don't combine the two, I really don't want the features from Modern Carriers, and all it would do is save you like one download per 4 months or something on average.
Sorry for stealing the thread;
Would you like to elaborate what parts you don’t like about Modern Carrier?
I would like every feedback I can get to improve the mod quality and make it enjoyable for players.
Title: Re: Fighter Expansion Rebalanced [0.95 RC15]
Post by: Retry on May 26, 2021, 09:43:18 PM
The two mods will not be merged.  FER introduces a few new carriers, a hefty helping of fighter craft, and a small set of fighter-enhancing hullmods with strong conventional performance boosts in relevant fields.  MC introduces fighter-modifying hullmods with novel concepts, usually implemented with radical enhancements and similarly large drawbacks.
Title: Re: Fighter Expansion Rebalanced [0.95 RC15]
Post by: Gaaius on June 05, 2021, 02:28:43 PM
You might want to change the name of your graphics/ships/Drones and /Fighters folders to drones and fighters (all in lowercase) - since that seems to be the way you refernece the path to those graphics.
I got an error(alot) because of that and doing said thing fixed it for me.
The reason why is probably (most definetly) that my OS (Ubuntu) is case sensitive, while yours isnt.
Title: Re: Fighter Expansion Rebalanced [0.95 RC15]
Post by: CrixM on June 07, 2021, 11:00:43 AM
The Prism bomber is probably too strong. Two wings of them pretty much would delete any medium or small ship.
Title: Re: Fighter Expansion Rebalanced [0.95 RC15]
Post by: Retry on June 07, 2021, 10:41:29 PM
I'll take another look at Prism.  Compared to the Dagger, their torpedo's special effects are intended to be somewhat compensated by their reduced raw damage and higher interceptibility compared to Atropos torpedos (Lachesis both have less HP and speed), though the interceptibility probably matters less on small ships. which don't usually have the PD throughput to deal with multiple missiles.  I suppose it really depends on whether the Prism (or Prism+Longbows) performs in excess of Daggers (or Daggers+Longbows) against the same small and medium-sized targets, and if so by how much.

Another HHE update is coming very soontm to a forum near you: Featuring a fix for case-sensitive OS's, 2 more modular weapons, 1 new fighter hull, and 9 modified skins of existing fighter hulls.
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Retry on June 08, 2021, 01:11:13 PM
Mod updated to v1.1.1a, includes the a fix for case-sensitive OS's, two weapons, and a slew of new Fighter craft to toy with.
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Master Troano on June 08, 2021, 01:13:23 PM
Is this save compatible?
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Retry on June 08, 2021, 01:55:08 PM
Yep!
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Deageon on June 09, 2021, 12:50:51 PM
Okay, I just wanted to know, are the Cazin and Cazin (P) better at different roles or anything? Because the more PD focused guns on the Cazin (P) make them seem better as full interceptors than fighters.
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Master Troano on June 10, 2021, 10:54:27 AM
Yep!

Thank you! I'll add this to my current gameplay, then!

Also agree with the Cazins being interceptors. They're not at all bad at screening missiles
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: geezero2201 on June 12, 2021, 09:20:29 PM
i cannot for the life of me find a Sentinel supercarrier in any market, who sells them? I even got that Stellar Networks mod to try finding one but nothing ever shows up. Are they just super rare or am I being stupid here. Otherwise really like the fighter wings added in, they're pretty good without being overpowered.
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: IonDragonX on June 13, 2021, 07:56:34 AM
i cannot for the life of me find a Sentinel supercarrier in any market, who sells them? I even got that Stellar Networks mod to try finding one but nothing ever shows up. Are they just super rare or am I being stupid here. Otherwise really like the fighter wings added in, they're pretty good without being overpowered.
Sindrian Diktat is the only selling faction, although the chances are really low and you probably need a commission.
- After looking at the .factions file for them, there might be a bug/issue. Hull frequency is supposed to have an integer for each but the SD have ' .6 ', which is less than 1. I'm not sure that the game can even use a decimal in that field. You might experiment by changing it to a ' 1 '.
Lion's Guard, Mercenaries, and Scavengers will fly with them sometimes. Maybe recover one from a battle.
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Retry on June 13, 2021, 10:52:04 PM
- After looking at the .factions file for them, there might be a bug/issue. Hull frequency is supposed to have an integer for each but the SD have ' .6 ', which is less than 1. I'm not sure that the game can even use a decimal in that field. You might experiment by changing it to a ' 1 '.
Lion's Guard, Mercenaries, and Scavengers will fly with them sometimes. Maybe recover one from a battle.
Hull frequency can work with non-integer values.  After all, the Hegemony's XIV_bp tagged ships use a decimal number for Hull Frequency (0.25, specifically), and those turn up fine.  The Pirate's Falcon(P) hull frequency is set to 0.5 due to its strength.

Sentinels are intended to be fairly rare, IIRC only the Persean League, the Sindrian Diktat, and rarely Scavengers use them (and the Diktat uses them at a reduced frequency, outside of the Lion's Guard).  It's quite possibly I made them too rare though, so I'll ask around how people feel about the ship's spawn rates.
Okay, I just wanted to know, are the Cazin and Cazin (P) better at different roles or anything? Because the more PD focused guns on the Cazin (P) make them seem better as full interceptors than fighters.
Their weapon loadouts make them functionally quite different, yes.  Cazins are functionally Broadsword Lite: they perform the same function (tankiness, shield pressure, flare distractions) more cheaply, just not quite as well.  Cazin (P) is better against light fighters and missiles due to range and sustained firepower... at first.
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: IonDragonX on June 14, 2021, 08:38:31 AM
Hull frequency can work with non-integer values.  After all, the Hegemony's XIV_bp tagged ships use a decimal number for Hull Frequency (0.25, specifically), and those turn up fine.
Okay, that's true. Just to be on the safe side, you might add the leading 0, just like the vanilla files do.
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Xanrai on June 15, 2021, 07:45:32 AM
i cannot for the life of me find a Sentinel supercarrier in any market, who sells them? I even got that Stellar Networks mod to try finding one but nothing ever shows up. Are they just super rare or am I being stupid here. Otherwise really like the fighter wings added in, they're pretty good without being overpowered.

If you have Nexelerin mod installed, there's a chance for it to prop up in their Prism (or whatever it was called, I keep forgetting) market, and you could buy them without really caring for relation status (as all ships that ever prop up in said market), albeit as mentioned, it could be quite hard to snatch it up when it comes by. Oftentimes it's vanilla capital ships that's in there, but occasionally the Sentinel shows up. Just nabbed mine some hours ago, got lucky as I decided to stop by the market for a quick browsing of what's on the shop lol, would've missed it otherwise.

Now to actually spec it worthy of its supercarrier status, though I am mega ass when it comes to customizing ship loadouts, especially carrier wings and weapons...

Alternatively, I believe Nexelerin's agents (Negotiator type) could probably nick one of the Sentinel ships from Sindrian, though the chances of success varies based on a few things.
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Deshara on June 18, 2021, 09:19:25 AM
i... dont think the quickload racks works. I've tested it a lot (bc I wasnt sure which stat the hullmod affects, its description is a bit vague & doesnt use word-for-word either of the missile stats that it might affect) & using a stopwatch a pod of pilums appears to have the same refire rate and reload rate with & without this hullmod. Maybe I'm wrong & the amount this mod changes is just too small for me to notice, could someone else test it?
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Sutopia on June 18, 2021, 11:12:14 AM
i... dont think the quickload racks works. I've tested it a lot (bc I wasnt sure which stat the hullmod affects, its description is a bit vague & doesnt use word-for-word either of the missile stats that it might affect) & using a stopwatch a pod of pilums appears to have the same refire rate and reload rate with & without this hullmod. Maybe I'm wrong & the amount this mod changes is just too small for me to notice, could someone else test it?
It says by 1/3 so it should be pretty noticeable.
But isn’t that applied to fighters or am I missing something?
I was thinking of talon swarmers
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Deshara on June 18, 2021, 12:13:22 PM
that... would make a lot of sense as to why it doesnt work for my eagle, and why its added in by the fighter expansion rebalance mod. but the mod doesnt say anything about fighters, nor does it indicate in any way that its added in by the fighter mod, unlike the other SFL mods which say SFL & are categorized as SFL instead of as common. I only noticed this is the thread to post about it bc I was reading it for something else & saw the mod mentioned in the OP
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Retry on June 18, 2021, 12:25:26 PM
Quickload racks only affects ships, not fighter craft.

Quickload Racks increases both the raw Rate of Fire of weaponry and the ammunition replenishing rate for missile weapons that have them (such as Pilums)  Did a quick test with the mod ingame for Salamanders and Pilums (and Jinn, which is IIRC a Kadur large "meme" missile with a thin magazine size and a really long regeneration time, and got these results:

Salamanders w/ Quickload Racks: ~18s between bursts
Salamanders w/o Quickload Racks: 25s between bursts

Pilums w/ Quickload Racks: ~48s for 5 bursts (12s between bursts)
Pilums w/o Quickload Racks: ~64s for 5 bursts (16s between bursts)

Jinn w/ Quickload Racks: ~45s missile regeneration time
Jinn w/o Quickload Racks: ~60s missile regeneration time

They appear to be working as intended on my current build.  Do you have the current build?  (v1.1.1b on the compressed folder itself; forgot to add that to the version file)

I think skills such as Missile Specialization's elite effect are additive, so the effect might be harder to discern if you happen to have a significant amount of pre-existing missile reload rate buffs.
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Zangetsuke on July 06, 2021, 11:54:38 AM
Hello,

Just want to tell that Version checker don't detect your last version of the mod, the old version was still green, I see the difference by chance because I wanted to understand more the hullmod "Quickload missile".
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: peppermeth on July 17, 2021, 08:56:09 PM
 I tried using the mod but the game crash and it tell me that it doesn't found the lg broadsword. What should i do?
 
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Helldiver on July 27, 2021, 07:55:25 AM
I like the faction-specific fighter variants. Really adds that extra bit of identity.
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: JAL28 on August 01, 2021, 06:30:04 AM
Is it me or did this mod delete Daggers from the game? Cause I can't seem to find them anywhere I look, from Eochu Bres to Jangala to Maairath

Or is it just me having bad luck, because I have been seeing more longbows than daggers around(idk why, since I usually find them rarer than daggers)
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Deshara on August 01, 2021, 11:58:28 AM
i just looked at the code, wing.data doesnt do anything to the dagger. i think ur just having bad luck
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Nextia on September 22, 2021, 05:21:49 PM
Did the mod have a stealth update at some point? Thread topic still says 1.1.1a but the downloadable version is 1.1.1b, just curious

Never mind I didn't see it mentioned in a previous post, blind as always   :-X
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: TontonBoo on January 05, 2022, 01:18:30 PM
Just a quick shoutout to say that this mod is sorely missed since last game update. Maybe it still works - it probably does - but given the changes to a lot of vanilla balancing and the evolution of other mods I'm not sure the balance is still as good and things still work as intended.
If anyone knows how it performs in 95.1a I'd very much like to know. My carriers feel so empty inside.
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: jlrperkins on February 18, 2022, 07:52:11 AM
No updates in like, forever :( :(

I'm more than half tempted to install it anyway. Has anyone gone ahead and installed it in the latest (0.95.1 RC6) version? Any bugs or crashes?
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Obsidian Actual on February 18, 2022, 11:58:18 AM
No updates in like, forever :( :(

I'm more than half tempted to install it anyway. Has anyone gone ahead and installed it in the latest (0.95.1 RC6) version? Any bugs or crashes?

I am currently running the latest v1.1.1b version from the first thread post, on Starsector 0.95.1a RC6, alongside 125 other mods.

It's been over two months. No crashes related to this mod thus far.
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: PeopleThief on June 22, 2022, 12:39:15 PM
Not sure whether or not this mod is dead (It still works and is a great addition to the game), but if it is not, I think that the LG and XIV variants of the thunder have standard ion cannons when they should have high delay variants, and the same is true for the LG Gladius's IR pulse laser (though the XIV gladius has the correct high delay laser).
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Retry on August 07, 2022, 12:36:43 AM
Not dead.  Just nothing new to report.  Holding off on doing stuff with this until the next major Starsector patch, unless something truly game breaking crops up.

The XIV Fighters in general have a sort of theme: In addition to a basic upgrade package common to all XIV Fighters (Up-armoring, Flux- Core improvements at some expense of speed and mobility), their weapon packages are usually upgraded in some fashion.  The Khopesh receives ECCM, the Broadsword receives Swarmer missiles, the Gladius upgrades their LMGs to DLMGs, and the Thunder's Ion cannons get upgraded to standards.  I think it's mentioned in the codex file.  Naturally, the XIV fighters are also more OP intensive than their standard counterparts depending on the effectiveness of the upgrade, especially for stuff like the Broadsword & Thunder, so it's not a free lunch.

I'm pretty sure LG is not supposed to have that though.  I'll have to double check that.  Then again, this may be moot soon.  The whole LG fighter line may be getting the axe, based on my understanding of the upcoming new Sindrian Diktat; apparently the revamp has their fleet doctrinally using no fighter support whatsoever... (Based upon the "Uniquifying The Factions II blogpost)

(Relatedly, the Sentinel would be removed from Diktat fleets if the new concept goes live, and would probably become PL exclusive.)



I had originally planned on an update to this mod that included new fighters, weapons, and possibly even a carrier or two.  Unfortunately, the spriting process went poorly, and I got burnt out on both modding & the game as an unanticipated side effect, for a time anyways.

Long story short, my total inability to sprite is the main inhibitor of me implementing new content for this mod (and my Weapons Pack mod for that matter, stuck in limbo for the same reason).  At minimum, I'd have to partner with a spriter to co-create the mod who's capable of making small vanilla-like weapons and fighter craft, or enslave one pay for the service.  Neither seems likely in the short term, so the prospect of new content any time soon is low, but rest assured I will still continue to make compatibility and balance updates past 0.95.
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: TontonBoo on August 08, 2022, 09:30:48 AM
Quote
Not dead.  Just nothing new to report.  Holding off on doing stuff with this until the next major Starsector patch

Thanks for the update on the whys and hows. Still works on RC16. Still a very solid package for vanilla-ish dogfights. Highly recommended.
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: topley on August 31, 2022, 09:08:49 AM
Hey great mod, just a question though for some reason the SFL mods only show up on frigate-sized hulls for me, did anyone else have that problem? I can install them semi-automatically by having them be in the goal variants for ships, but for some reason they don't show up in the regular hullmod menu
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: AustinK on December 20, 2022, 07:30:19 AM
Hey, its a really small issue, but I tried to edit this mod's description.csv file with Rons editor, it crashes with 'JSONObject["id"] not found' message. I can edit other csv files such as wing_data or hull_data, but only description file causes crash. I noticed there's some glitched letters on descriptions, so there's maybe some format compatibility issue with that specific file?

Otherwise the mod itself works fine, so no worries on that part.
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: Klize1917 on December 21, 2022, 12:56:26 AM
Hey, its a really small issue, but I tried to edit this mod's description.csv file with Rons editor, it crashes with 'JSONObject["id"] not found' message. I can edit other csv files such as wing_data or hull_data, but only description file causes crash. I noticed there's some glitched letters on descriptions, so there's maybe some format compatibility issue with that specific file?

Otherwise the mod itself works fine, so no worries on that part.
Open csv file in https://products.aspose.app/cells/editor/csv then save it. It should help solve the problem.
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: PreConceptor on May 21, 2023, 08:13:08 AM
Still plans for a 0.96a update?
Title: Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
Post by: PreConceptor on April 06, 2024, 10:02:32 AM
Hi, any chance you'd be willing to pass on permission to keep this updated since its out of date enough to drop off the Index? I'd be willing to do so.