Fractal Softworks Forum

Starsector => Mods => Topic started by: PuffyJelly on May 16, 2021, 10:02:39 AM

Title: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
Post by: PuffyJelly on May 16, 2021, 10:02:39 AM
Hi all,

This is Musashi Manufactorum Ship and Weapon Packs!
Meet your beloved Battleships from WW2 in space!
(https://i.imgur.com/XceW6NY.jpg)

(https://i.imgur.com/pC23vcS.jpg)

Version 1.4.3d Download Here (Patreon, no paywall) (https://www.patreon.com/posts/musashi-1-4-3a-85803207?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link)

Super contributors
Ciruno - Copy writing, Lore design

I've dreamt of having a battleship in space for a while so I decided to make some and end up making a bunch of them and think it would be great to share. The mod also features some weapons to go with the theme. If you're ship-head you would have known some of them. The ship may not look like the same theme as vanilla but they're pretty compatible color-wise. Just give it a shot. Hope you guys enjoy and let me know if you have any requests or comments. Cheers!

Short Description:
- The ships are the offensive focus. They come with a special ammo feeder and targeting core. This leaves room for little else hence smaller cargo and fuel capacity.
- The weapons have high alpha and long reload. Watch out for flux consumption spike when fired!

Compatibility:
As this is just a ship pack, it should be compatible with everything, including Nexerelin.

Change log:
Spoiler
Change log (1.4.3d):
- Fix "GoalVariant: false" on all variant to "true". So that they can be selected to autofit. \ thanks IGdood

Change log (1.4.3c - 0.97a):
- Update game version
- Fix issues with some names being case-sensitive \ thanks turtil
- Updated spawn rate of all hulls in the fleet. I don't have much time to play the game so please let me know if this is overturned or not.

Change log (1.4.3b):
- Fixed Susanowo PD render order/ thanks kazako.

Change log (1.4.3a):
- Fixed the appearance of an unwanted weapon and ship.

Change log (1.4.3):
- Big contribution from Ciruno. Super appreciated. Update the description of both ships and weapons. They should be a bit more consistent overall.

Change log (1.4.2):
- Add two new ships Isetsu and Kurao. One is a phase ship. They can be spawned by pirates and are independent but very rare. They can be obtained through the black market or their own rare bp!
- The phase ship might be a bust so let me know what you think.
- Fix Ebisu_L weapon mounts not line up properly.
- Update sprites of Amaterasu and Mikaboshi. Now they look a bit more like a precious flagship.

Change log (1.4.1a):
- Fixed offset of the Basan Flame Spitter

Change log (1.4.1):
- Added separate blueprints for rare Musashi ships (mm_rare_bp). More ships with iron-cladded hulls will be added to this.
- Added a new weapon called Tadaiji Lance. It can be accessed from the new rare blueprint. It is a lite version of the Onryo Rift Cannon.
- Move Kuzuryu and Kajin into the new rare blueprint.
- Update sprites of older weapons and add animation to Onryo Rift Cannon. I think it is kind of cool. Check it out.
- Added new weapons call Shisa Twin Cannon. It is a double-barrel version of the cannon with a higher rate of fire.
- Added a new wing called Bushi Hunter. It is a marine squad each comes with a cryo-flamethrower. It is very against light armor targets.
- Adjust the look of Kuzuryu a bit.
- Adjust damage of Tengu burst battery. I found it lackluster previously. (Most of the weapons in this mod have higher DPS but the downtime between shots allows the enemy to vent/retreat which is a very noticeable downside.)

Change log (1.4):
- My first try on balance update. with comments from BadDragon and [REDACTED], I try my best to update the mod while keeping my desired outcome of the ship's design. I will always keep a pre-balanced version up here for download.
- Disclosure: I have tried this update for 12-16 hours. They're still a bit OP due to range but I felt that the drawback of the ships makes it somewhat balanced. Getting rushed/flanked can easily doom the fleet. And a lot of moded factions can often overpower my fleet which can be annoying. Any opinion on this, let me know.
- The range bonus from Musashi's Targeting Cores is nerfed. And built-in targeting unit has been removed. This is to provide more options for players.
- Many ship parameters have been balanced. The original idea when I start working on this mod is to balance the range bonus with lower-than-average health, and OP, but I haven't looked into speeds. Most of the larger hulls are now slower.
- Storage parameters of each ship are also updated to match their size.
- The Musashi Feeder systems are slightly nerfed with reduced flux reduction and rate of fire bonus.
- If you want to see all the updates on the hull and weapons system, you can check the difference from BackUp.csv files in the data/hulls or data/weapons folder.

Change log (1.3.2a):
- Adjust the price of almost everything to be slightly lower.
- Increase the rarity of blueprints from insanely rare to moderate).
- Add a new weapon called mm_tadaijilance. Balance is TBD and there is no way to obtain it except via console command. If you want to try go ahead and let me know what you think.

Change log (1.3.2):
- Add new steel-clad ship: Kajin
- Add new medium ballistic: Basan Flame Spitter
- Update all Ebisu sprites to have a more pleasing appearance using Moreya as a base. I also update the description to reflect this change.
- Also update the rarity of all blueprints so they're not all awfully low anymore (@07/03, if you downloaded the mod prior to this date, replace special_items.csv in data/campaign with one from the Patreon post, or just get in there to change the numbers.)

Change log (1.3.1):
- Add the first pirate ship "Fell-Amaterasu".

Change log (1.3.0c):
- Fix some boundary issues.

Change log (1.3.0b):
- Add new engines to most ships.

Change log (1.3.0a):
- Updated all Ebusi to have carrier AI.

Change log (1.3.0):
- Various balance changes on both ships and weapons.
- Update artwork of Watatsumi, Moreya, Amaterasu, and Mikaboshi.
- Reduce the hull frequency of most ships to stop flooding mercenary and pirate fleets.
- Add more hulls to the midline and high-tech bp so it is a bit easier to get some of them.
- Add a set of portraits and a custom flag. I planned to create a faction with these but to no avail.  :'(
- Add custom sounds to some weapons.

Change log (1.2.9e):
- Adjust Susanowo's parameters and its blueprint rarity.

Change log (1.2.9d):
- Adjust the artwork of Bishamonten. The front of the ship is now longer. The idea is to make the frontmost turret placement feel less awkward.
- Add a new specific blueprint that when found allows you to build both the Bishamonten and Onryu rift cannon.

Change log (1.2.9 re-versioned):
- The game version in the mod description is updated.
- I noticed the ebisu_e' engine is misplaced in the art so I also updated it.

Change log (1.2.9):
- Add Integrated Targeting Unit to all hulls (to prevent other targeting units from being installed)
- Reduced all buff from the Musashi Targeting Unit hull mod to make sure the buffs from the combined hull mod remain roughly similar to the previous version.

Change log (1.2.8b):
- Update names of files to fix Linux compatibility. - Thanks Balmung60!

Change log (1.2.8a):
- Update deployment cost of ships. All battlecruisers and battleships now cost more. (I've been testing with various mods and they're still pretty OP)
BTW Still haven't figured out how to lock the ship from getting benefits from targeting core yet. :'(

Change log (1.2.8):
- Add a new ship called Moreya. She is weird and pretty badass. You can find her in the Independent market and Musashi BP.
- Adjust the storage parameters of Ebisu ships. They can carry a bit more fuel now.
- Update Kuzuryu description. Thanks Draconas!
*Somehow I missed 1.2.7 change log but I think that is fine.

Change log (1.2.6a):
- Fixed Kuzyryu weapons and engines do not align properly

Change log (1.2.6):
- Balance changes on many aspects.
- Added artworks for Musashi Targeting Cores hull mod.

Change log (1.2.5):
- Reduce CR deployment cost. (Previously, all ships have high CR deployment costs. I decided to reduce the cost as the ships are weaker and are damaged more often.)

Change log (1.2.4):
- Reduce flux capacity, ordnance, HP, and Armor of most ships.
- Added three different targeting core hullmods to use in place of Advance Targeting Core.
- Slightly reduce weapons range on large guns
- Reduce damage per shot of Kirin battery (just realize energy damage type make this weapon freaking OP)

Change log (1.2.3): - Thanks to everyone for the feedbacks!
- Add 'STRIKE' and 'USE_VS_FRIGATES' to most heavy weapons so they're not used by AI to target fighters - thanks grinningsphinx

Change log (1.2.2): - Thanks to everyone for the feedbacks!
- Ebisu S, M - slightly increase deployment cost, reduce speed and armor
- Bishamonten - Reduce engine slots to decrease engine flare
- Add some ships and weapons to midline_package and high_tech_package for easier access
- Fix Mikaboshi fighter bays description
- Adjust Tengu Burst Battery and Kirin Burst Battery so they are shown and rotate properly

Change log (1.2.1):
- Add a new capital ship called "Susanowo" (obtainable via rare blueprint drop only)
- Add Enera Wrath Battery and Jabakurei Cage for Susanowo.
- Add Gaki Flak Storm Array (a bigger version of Kitsune)
- A lot of small balancing. During my current campaign run, I often found most MM ships to have too heavy armor and too good in general. I mainly focus on increasing supply and cp and stuff but not directly nerf the ship characteristic.

Change log (1.2):
- Add new defensive cruiser "Hachiman"
- Jizo armor is now reduced from 150 to 120
- Reduce Furi Rifle damage from 760 to 725
- Reduce Shisa Howitzer damage from 3200 to 3100
- Reduce Kojin max speed from 200 to 160 and increase supply cost a little
- Adjust the cost of various weapons. (I have no idea Ibitsu Ward PD was $50,000)

Change log (1.1.1):
- Jizo Fighter now carries a nerfed version of Annihilator. Less ammo, burst size reduces from 5 to 4, and burst delay increased from 5 to 8.
- Ibitsu PD damage radius increased. It's should damage more reliably against all targets. (This change also buffed Jizo Fighter/Bomber and Kappa.)
- Added a supercarrier - Mikaboshi
- Added a cruiser - Gongen
- Added an Interceptor - Bushi

Change log (1.1.0):
- Ships and weapons are now spawned under pirate and independent fleets.
- Ships and weapons are now purchasable through the independent and black market.
- Battlecruiser - Kuzuryu
- Supports - Ebisu (three sizes)
- Frigate - Hoderi
- Fighter wing - Kappa
- Weapon - Shisa Howitzer
- Reduce Jizo Bomber's torps from four torps to two.
[close]

Ships in action :
Spoiler
Bishamonten
(https://i.imgur.com/12IpTVM.png)

Amaterasu
(https://i.imgur.com/ReZZotB.png)

Watatsumi
(https://i.imgur.com/ozr8dNU.png)

Kisshoten
(https://i.imgur.com/7w7lncL.png)

Nesaku
(https://i.imgur.com/ct45Vtz.png)

Kojin
(https://i.imgur.com/1yC5aAa.png)

Idaten
(https://i.imgur.com/JWtgt91.png)

[close]
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs
Post by: th3boodlebot on May 17, 2021, 07:27:36 AM
THANK YOU FOR DOING THIS
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs
Post by: Lorkhan4E201 on May 17, 2021, 03:34:28 PM
Great mod, flux stats for weapons are too low and way too op though
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs
Post by: PuffyJelly on May 17, 2021, 07:57:34 PM
Great mod, flux stats for weapons are too low and way too op though

Thanks. Yea, there is some limit with long cooldown weapons, the flux spike is pretty high and some ships can't even use them. And I didn't test them much with other hulls. I will see if I can make it more balance. I will update the mod when I got some more ships, too!
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs
Post by: toastyblitz on May 17, 2021, 08:01:43 PM
I've been wanting to do this style of fleet for awhile, but my sprite skills are rather lacking. Are you planning on making this a faction mod eventually?
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs
Post by: PuffyJelly on May 17, 2021, 08:25:14 PM
I've been wanting to do this style of fleet for awhile, but my sprite skills are rather lacking. Are you planning on making this a faction mod eventually?

I don't have the knowledge yet and my first goal was to make the mod as lightweight as possible. I might make them into faction in the future. Maybe as a sub-independent faction based on a single man-made planet (like the academy but with trade and no special quest). Its lore might be something like a multi-sector corporation that produces and sell ships.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.0.1 - Weapon balance
Post by: lazloner on May 18, 2021, 04:43:16 AM
Nice stuff dude. Gonna give your ships a try now.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.0.1 - Weapon balance
Post by: th3boodlebot on May 18, 2021, 09:12:33 AM
Hey if you can, it would be nice to have this (for now) spawn as regular ships in scavengers and independent (albeit very rare)
I was thinking of doing that myself, if for no other reason that to gain some knowledge -I want to make a faction myself someday  8)
With your permission of course!

I'm going to start a playthrough on youtube soon with the goal of showing off the modability of the sector (I have around 80 enabled mods currently) and to be quite honest I would be remissed if I didn't mention how much I want to have a fleet with at least one or two of your ships.

My intent is to pilot an aleste fighter/frigate from arma armatura (until I find an einhander) and assemble a (nearly) unstoppable force of (totally not gundams).  It is supposed to be an elite fast attack strike force, and having a few gunboats would be sweet and really add a lot to the mobile suit vibe.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.0.1 - Weapon balance
Post by: Ramiel on May 18, 2021, 09:26:04 AM
Can someone with the right privileges, please add this mod to the mod index?
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.0.1 - Weapon balance
Post by: lgustavomp on May 18, 2021, 09:45:09 AM
Nice work man
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.0.1 - Weapon balance
Post by: PuffyJelly on May 18, 2021, 12:45:02 PM
Hey if you can, it would be nice to have this (for now) spawn as regular ships in scavengers and independent (albeit very rare)
I was thinking of doing that myself, if for no other reason that to gain some knowledge -I want to make a faction myself someday  8)
With your permission of course!

I'm going to start a playthrough on youtube soon with the goal of showing off the modability of the sector (I have around 80 enabled mods currently) and to be quite honest I would be remissed if I didn't mention how much I want to have a fleet with at least one or two of your ships.

My intent is to pilot an aleste fighter/frigate from arma armatura (until I find an einhander) and assemble a (nearly) unstoppable force of (totally not gundams).  It is supposed to be an elite fast attack strike force, and having a few gunboats would be sweet and really add a lot to the mobile suit vibe.

I just uploaded an updated file. Now both Independent and pirate will spawn them. The ship and weapon showed in the independent market and the black market. BTW, thank you for offering the assist! Honestly, I almost gave up but I somehow manage to do it.

To make the ship spawn you need to set up files under the folder "data/world/factions". There the main file will be "default_ship_roles.json". This file dictates the class of the ship spawn, so the bigger the ship the harder it will spawn. Then you need to set up individual faction .json. For example, I have independent.json and pirates.json. Each of them makes the ships, weapons, and wings spawn in each faction's fleet.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.0.1 - Weapon balance
Post by: PuffyJelly on May 18, 2021, 01:00:23 PM
Nice stuff dude. Gonna give your ships a try now.

Nice work man

Thanks, guys.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.0.1 - Weapon balance
Post by: th3boodlebot on May 18, 2021, 04:24:45 PM
Hey if you can, it would be nice to have this (for now) spawn as regular ships in scavengers and independent (albeit very rare)
I was thinking of doing that myself, if for no other reason that to gain some knowledge -I want to make a faction myself someday  8)
With your permission of course!

I'm going to start a playthrough on youtube soon with the goal of showing off the modability of the sector (I have around 80 enabled mods currently) and to be quite honest I would be remissed if I didn't mention how much I want to have a fleet with at least one or two of your ships.

My intent is to pilot an aleste fighter/frigate from arma armatura (until I find an einhander) and assemble a (nearly) unstoppable force of (totally not gundams).  It is supposed to be an elite fast attack strike force, and having a few gunboats would be sweet and really add a lot to the mobile suit vibe.

I just uploaded an updated file. Now both Independent and pirate will spawn them. The ship and weapon showed in the independent market and the black market. BTW, thank you for offering the assist! Honestly, I almost gave up but I somehow manage to do it.

To make the ship spawn you need to set up files under the folder "data/world/factions". There the main file will be "default_ship_roles.json". This file dictates the class of the ship spawn, so the bigger the ship the harder it will spawn. Then you need to set up individual faction .json. For example, I have independent.json and pirates.json. Each of them makes the ships, weapons, and wings spawn in each faction's fleet.


Woah!  Thanks so much!  I'm thinking that my faction will mainly be a combination of your ships and arma ships, with my personal fleet having an array of pretty gems from multiple factions (I will especially be looking for one of those pretty blue ships with the red engines, the beshamonten-sorry about spelling lol)
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.0.2 - Ship spawning
Post by: PuffyJelly on May 18, 2021, 10:02:26 PM
I just realized the cost of ships and weapons was set extremely high. I toned them down a little. They are still expensive, due to the premium nature of the product, but not by too much. I also brighten the color of the "Musashi Manufactorum" design type, make it more readable.

Just don't forget to delete the old mod before replacing it with the new one. Hope you guy enjoy. I will focus on creating more hulls and weapons now. Cheers!
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.0.2 - Ship spawning
Post by: th3boodlebot on May 19, 2021, 02:22:50 PM
Excellent!  I just got my internet back on (tree company got my transformer; the green box that houses internet and phone lines)

I'm getting ready to start recording!  I couldnt really feel right doing that until I had my current build ready (around 80 enabled currently)
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: PuffyJelly on May 22, 2021, 02:22:05 AM
Hi all,

I upload a new version that adds some more contents and various balance changes. Here is a picture of everything with updated contents. Enjoy!

Spoiler
(https://i.imgur.com/yiwlMQD.jpg)
[close]
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: dEVoRaTriX_LuX on May 22, 2021, 03:40:03 AM
Can't seem to access it via your patreon, do I need to subscribe to access it?
Hi all,

I upload a new version that adds some more contents and various balance changes. Here is a picture of everything with updated contents. Enjoy!

Spoiler
(https://i.imgur.com/yiwlMQD.jpg)
[close]
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: nekoworkshop on May 22, 2021, 04:05:21 AM
lol the download link literally points to a post that is behind paywall.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: PuffyJelly on May 22, 2021, 04:15:51 AM
lol the download link literally points to a post that is behind paywall.
Can't seem to access it via your patreon, do I need to subscribe to access it?
Hi all,

I upload a new version that adds some more contents and various balance changes. Here is a picture of everything with updated contents. Enjoy!

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

Sorry guys, I'm new to this. I remove the Patreon only things on the post.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: dEVoRaTriX_LuX on May 22, 2021, 04:21:34 AM
No problem dude, appreciate the quick response.

lol the download link literally points to a post that is behind paywall.
Can't seem to access it via your patreon, do I need to subscribe to access it?
Hi all,

I upload a new version that adds some more contents and various balance changes. Here is a picture of everything with updated contents. Enjoy!

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

Sorry guys, I'm new to this. I remove the Patreon only things on the post.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: th3boodlebot on May 22, 2021, 04:26:30 AM
thanks for the update!  I would love to see a couple more fighter planes in the nest update!

speaking of patreon hopefully in the next few months i will strike it rich so i can throw all of the modders a bone!
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: PuffyJelly on May 22, 2021, 04:56:01 AM
thanks for the update!  I would love to see a couple more fighter planes in the nest update!

speaking of patreon hopefully in the next few months i will strike it rich so i can throw all of the modders a bone!

Hey bro, thanks for the kind word. Don't worry about the Patreon thing, I just use it as a file-sharing site. What I need is some feedback on the balance if you have any. I didn't have much time to test the mod myself right now as my main save is pretty deep in the game and I'm not ready to start anew, yet...  ;D
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: th3boodlebot on May 22, 2021, 07:12:27 AM
i have a similar issue, im perfecting my ss build for the playthrough so i havent really gotten to ACTUALLY PLAY the game in weeks, other than some very short playtesting and making sure my recording setup functions properly

from what i have done so far (keep in mind i only tested the original upload, so i dont know about it since your changes)  they are just fine and not OP at all [now i didnt test every weapon, just the two biggest ship and the missile destroyer/ it has a single large hybrid(?)]  and SOME of the weapons: in particular the small laser cannon and the medium flak (I F***ING LOVE THAT FLAK GUN AND THE LASERS ARE GOOD TOO, however, not sure that the twin laser should have built in pd capability.  being that it is a main damage dealer i found myself somewhat annoyed that it wasnt focusing fire on ships)

i would say they are just fine and will fit in PERFECTLY in the modiverse (please remember i essentially have every mod from the community enabled.  no, i am not kidding)

there are A LOT of ships in the modiverse that provide PLENTY of challenge for your ships.

a good example would be pulse industry that just dropped an update for 95: they have a super capital ship that is essentially a mobile station

speaking of mobile stations there was a mod for .91 that literally just made stations pilotable (top speed with boost is 60; on average they move more like 5 su so its perfectly fine. i really hope that mod doesnt die. i would love to have a mobile star fortress fleet that functions as a colony on the move)
well, thats not entirely true that creator did more than that there were also some cool variations

anyway in my opinion i wouldnt nerf them at all.  there are PLENTY of mods that far outclass your ships on a ship by ship basis, even though they are quite powerful.

HOWEVER they are definitely onpar or perhaps better in many cases than the most powerful vanilla ships, just at a glance anyway i havent done in depth testing.


NOW that that is out of the way, PLEASE DONT NERF MY BADASS SPACE BATTLESHIPS!!!!!!! lmfao thats my opinion.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: PuffyJelly on May 22, 2021, 07:54:34 AM
 :D :D :D

Thanks for the input and encouragement, bro. I want to keep my ship a little on the advantage side also!
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: th3boodlebot on May 22, 2021, 08:11:02 AM
you betcha!

and remember: The Invincible Omni EyeBolt is always watching  ;)

.....courtesy of 6Chad.Noirlee9



Have a great day!
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: captinjoehenry on May 24, 2021, 10:43:22 PM
I've played around with this some and I'm a total fan!  I'm sorely tempted to start a new play through just using these ships :D  Sadly I think the AI tends to be a bit brain dead with these types of ships so I'm worried about that.  But I love these massive damage high reload guns :D  Go space battleships go!

Err...  There is one thing you'll probably want to look into balance wise though.  The fighter wing has the normal small sized annihilator rocket launcher which makes them horrifyingly powerful.  They easily dump the first volley of rockets into an enemies face fly over them and then basically wipe out the enemy with repeated massed rocket strikes against the unshielded sides of the ships.  Including vs the Paragon!

Also making a battle carrier would be awesome :D  Something like the Japanese conversions: (https://upload.wikimedia.org/wikipedia/commons/9/9f/Ise1944.png)

I did make a quick and dirty copy paste of what it might look like based off of the normal BB this mod adds:
 (https://i.imgur.com/dkjkl27.png)
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: PuffyJelly on May 25, 2021, 09:58:43 PM
I've played around with this some and I'm a total fan!  I'm sorely tempted to start a new play through just using these ships :D  Sadly I think the AI tends to be a bit brain dead with these types of ships so I'm worried about that.  But I love these massive damage high reload guns :D  Go space battleships go!

Err...  There is one thing you'll probably want to look into balance wise though.  The fighter wing has the normal small sized annihilator rocket launcher which makes them horrifyingly powerful.  They easily dump the first volley of rockets into an enemies face fly over them and then basically wipe out the enemy with repeated massed rocket strikes against the unshielded sides of the ships.  Including vs the Paragon!

Also making a battle carrier would be awesome :D  Something like the Japanese conversions: (https://upload.wikimedia.org/wikipedia/commons/9/9f/Ise1944.png)

I did make a quick and dirty copy paste of what it might look like based off of the normal BB this mod adds:
 (https://i.imgur.com/dkjkl27.png)
Hey man, glad you like the mod. I like the idea of battleship carriers also. If you want me to help you to create a simple mod for you with art you're making I can do or if you want me to add yours into my mod I will do it. I just want to have your consent first.

I have a weird feeling about the fighter, too. I didn't play much with the carrier so I got very little experience balancing it. I will make a copy of annihilator with smaller bursts and ammo. I think it should help.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: captinjoehenry on May 26, 2021, 12:46:43 PM
I've played around with this some and I'm a total fan!  I'm sorely tempted to start a new play through just using these ships :D  Sadly I think the AI tends to be a bit brain dead with these types of ships so I'm worried about that.  But I love these massive damage high reload guns :D  Go space battleships go!

Err...  There is one thing you'll probably want to look into balance wise though.  The fighter wing has the normal small sized annihilator rocket launcher which makes them horrifyingly powerful.  They easily dump the first volley of rockets into an enemies face fly over them and then basically wipe out the enemy with repeated massed rocket strikes against the unshielded sides of the ships.  Including vs the Paragon!

Also making a battle carrier would be awesome :D  Something like the Japanese conversions: (https://upload.wikimedia.org/wikipedia/commons/9/9f/Ise1944.png)

I did make a quick and dirty copy paste of what it might look like based off of the normal BB this mod adds:
 (https://i.imgur.com/dkjkl27.png)
Hey man, glad you like the mod. I like the idea of battleship carriers also. If you want me to help you to create a simple mod for you with art you're making I can do or if you want me to add yours into my mod I will do it. I just want to have your consent first.

I have a weird feeling about the fighter, too. I didn't play much with the carrier so I got very little experience balancing it. I will make a copy of annihilator with smaller bursts and ammo. I think it should help.
No need to ask!  The art I showed was literally just me doing a copy paste from the big carrier in the mod to the BB :P  And a battle carrier could do with a proper sprite.  I literally just copy pasted the middle rear part of the carrier onto the back of the BB.  So yes please go for it!  Feel free to use my crappy copy paste job as a base but it could probably do with a more proper sprite instead of just a copy paste like I did:
(https://i.imgur.com/dM5Yffz.png)

Also I do have a small bug to report.  It seems like the various Wands do their flak burst when they hit the enemy collision circle which vs large ships means that they burst a good ways away from the enemies actual hull and there fore deal no damage.  It's not an issue vs small fighers and such but it looks odd vs enemy capitals and also means no damage is dealt vs capitals at various angles
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: PuffyJelly on May 27, 2021, 05:27:22 AM
Yea. I found the same issue today when I'm testing the fighter. The issue here is that their collision radius is the same as the maximum damage radius (same as vanilla flak). My plan to increase the maximum damage radius so their damage is a little more reliable to larger ships.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: Stealth on May 27, 2021, 12:07:21 PM
FINALLY
wood decks in space
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: PuffyJelly on May 28, 2021, 06:14:02 AM
FINALLY
wood decks in space

Thanks, I'm planning to add some more fighters and cruisers. Please, stay tuned!  ;D
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: captinjoehenry on May 28, 2021, 12:49:53 PM
Also you'll want to rename the fighters and remove the Fighter and Bomber from their name in ship_data.csv as fighters are named: ship_data.csv name + varriant name which in this case results in some oddness like: Jizo Fighter Heavy Fighter
This is because the ship name is: Jizo Fighter
The variant is: Heavy Fighter
which becomes: Jizo Fighter + Heavy fighter. 
I had to adjust my variant names as well for some fighters I was making :P

Also on further real battle testing the Jizo fighter with the Anhilator Rockets might be ok.  Maybe adjust their cost some?  But they don't perform stupidly OP. 
Mind you they are strong.  But they also cost 18 OP so it might balance out?  Still might be worth a double check though
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: PuffyJelly on May 28, 2021, 08:59:17 PM
Also you'll want to rename the fighters and remove the Fighter and Bomber from their name in ship_data.csv as fighters are named: ship_data.csv name + varriant name which in this case results in some oddness like: Jizo Fighter Heavy Fighter
This is because the ship name is: Jizo Fighter
The variant is: Heavy Fighter
which becomes: Jizo Fighter + Heavy fighter. 
I had to adjust my variant names as well for some fighters I was making :P

Also on further real battle testing, the Jizo fighter with the Annihilator Rockets might be ok.  Maybe adjust their cost some?  But they don't perform stupidly OP. 
Mind you they are strong.  But they also cost 18 OP so it might balance out?  Still might be worth a double check though

Hey bro, thanks for the input!

This is really helpful. Currently, I've increased the burst delay of the rocket and reduce the burst counts from 5 to 4. And reduce the ammo cap from 50 to 12. It is a significant nerf but I've also changed the character of the Ibitsu Ward to do damage more reliably. Previously, it did nothing to armor. I will update the file soon, after some more tweaking.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: captinjoehenry on May 28, 2021, 10:56:32 PM
Awesome to hear!  And I do look forward to seeing your take on a battleship carrier :D  Good luck and I'll be keeping a close eye on the mod.

Also as a side note I've been trying out adding 4 fighter bays to the Relic Super Battleship and 375 OP and it seems to work really well.  I'm going to bump the DP cost of it up to 60 and I think that's a pretty darn fantastic ship :)  A bit op but very fun! XD

Another thing I've noticed looking at the lighter ships, cruisers and down, Mushashi ships tend to be rather badly off compared to most other factions non capitals.  With a LOT of cruisers mounting many more and larger weapon mounts mounts.  The destroyer is decent but again there's a fair few other DDs in the mod verse and base game that mount a large weapon and other things and frigate wise it's again fairly poorly off. 
Admittedly given the form factor of these ships with their center line mounts and such it is harder to come up with layouts that mount a good amount of weapons.

The way I see it this might be just fine considering just how powerful the Capital ships of this pack are but if you want to adjust the non capitals I'd recommend looking into the comparable sizes of ships in WW2

For example in WW2 cruisers and battleships were usually more or less the same length.  Just the cruisers were a good bit thinner so they could go faster and mounted lighter weapons and destroyers tended to be about 2/3s the length of cruisers.  So taking inspiration from that should let you make some longer but still fairly thin Cruisers and DDs that while very long are fairly accurate to WW2 and should give you plenty of space to put mounts:
(https://www.naval-encyclopedia.com/wp-content/uploads/2017/03/US-Navy-ww2.gif)

And then here are some sample layouts of heavy and light cruisers that might be helpful for setting up some of your own:
(https://www.naval-encyclopedia.com/wp-content/uploads/2018/02/Pensacola_class__schematic_1941.jpg)
(https://i.pinimg.com/originals/20/bb/ed/20bbed40851435f26e4bde177079e19a.png)

And for destroyers you could do something like the Fletcher with 5 centerline small guns, or something similar, and then 2 medium or large missiles to act as torpedos.
(https://lh3.googleusercontent.com/proxy/1rFKkckc7Vgc9eidkYxbPwcQKltVX4mfI94omCLLKoNAUF2lz3lhP7NzBctdP7mz00bmpibcC19mK3Fdiac5mRZ40Dj-ZMMuju2i7bbPoIj2L22Jp2gbQKPPO61eEBE)

Again though don't want to seem like I'm trying to suggest how to make your mod but I figure these ideas might be useful to you?
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: PuffyJelly on May 30, 2021, 05:10:09 AM
Hey bro,

Thanks for the input. You mean that the cruiser and destroyer are underpowered in general, right? Can you give an estimate in percentage on how much underpower are they? I have the same feeling but the system they have is quite OP. I think the only way to balance them is through supply/fuel per week and maybe change their class.

Thank you for the reference on the fleet also. I'm planning to find a design that can fit the role of the medium cruiser. I think a ship with 5 medium-mount is a good idea. Maybe Fletcher can be a heavy destroyer or light cruiser. Another design I want to put in is The HMS Dreadnaught. Maybe I will make her a super battleship (like a real super one) in her honour.


And here is what I got for the carrier. I added lifted-wing-desk to the main hull. The rearward L-turret is removed for equipment storage for fighters.
(https://i.imgur.com/5O4sCed.png)
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: captinjoehenry on May 30, 2021, 12:50:45 PM
Hey bro,

Thanks for the input. You mean that the cruiser and destroyer are underpowered in general, right? Can you give an estimate in percentage on how much underpower are they? I have the same feeling but the system they have is quite OP. I think the only way to balance them is through supply/fuel per week and maybe change their class.

Thank you for the reference on the fleet also. I'm planning to find a design that can fit the role of the medium cruiser. I think a ship with 5 medium-mount is a good idea. Maybe Fletcher can be a heavy destroyer or light cruiser. Another design I want to put in is The HMS Dreadnaught. Maybe I will make her a super battleship (like a real super one) in her honour.


And here is what I got for the carrier. I added lifted-wing-desk to the main hull. The rearward L-turret is removed for equipment storage for fighters.
(https://i.imgur.com/5O4sCed.png)
Oh man!  The battlecarrier looks awesome :D 

But for cruisers when comparing the cruisers in this mod to the other cruisers out there in the mod verse and base game that have a similiar ship system the cruisers in this mod are severly undergunned.  Here's a gallery of all the cruisers I could find with similiar systems and pretty much all of them mount quite a lot more mounts and a bunch of them mount as many or more medium mounts and multiple large mounts as well.
https://imgur.com/a/lzxZoj9

Destroyer wise the current destroyer seems fairly decent compared to other DDs with similiar ship systems.  But you could also easily mount a fairly good amount of medium and small weapons on a DD with the same type of ship system and have it be fairly well in line.  Here's another gallery with DDs:
https://imgur.com/a/S6TB0j1

And for completness sake here are the frigates with similiar systems. And as far as frigates go at least mount wise the Mushashi ones seem largely in line with the norm.  You could make a 2 medium mount frigate if you wanted to and that would still be mostly in line but most of them are largely similiar mount wise to what you have already.
https://imgur.com/a/7j1sJeB

Also as a side note it does seem ships mounting these types of systems have a slight tendency towards fairly forward firing arcs but there's also a good amount with fairly nice firing arcs especially for the cruisers.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.0 - Add ships & weapons
Post by: PuffyJelly on May 31, 2021, 10:08:52 PM
Hey guys,

So I just update the mod to version 1.1.1. I added a battlecarrier, a cruiser, and an interceptor. I kind of like both of the ships but the Bushi interceptor is, by far, my favorite. Basically, they're just marines in spacesuit. I really love the idea of forcing my crew in a spacesuit and send them out to fight enemy capital ships. What a dark time we're in. lol

I also update the sprite of most ships with shadows, this should give some volume to them.

Hope you guys like them!
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: captinjoehenry on June 01, 2021, 02:24:46 AM
The new Supercarrier and cruiser looks awesome!  But there is a bit of an issue.  Right now 1.1.1 is not save compatible.  as you've changed the weapon slot names for the Bishamonten when you redid the art some.  Causes the game to crash when you're loading a save with the old version of the mod
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: PuffyJelly on June 01, 2021, 02:26:40 AM
MAn that's suck. Let's me check if I can make it save compatble. I was forced to change the weapon slot due to the weapon rendering sequence issue.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: captinjoehenry on June 01, 2021, 02:37:47 AM
Yeah.  You should be able to do so though.  Might just need to manually change the weapon slot id in the ships .ship file so it matches.  Could be a bit of a pain though.

Also some of the turret spots on the ships don't seem to quite line up with graphics showing where turrets go?  In more or less all cases you don't really notice it once you mount weapons on them though.

And you might want to join the discord.  Lots of people there more than happy to give feed back and such if you want to. 
https://discord.gg/gxMqPyjP
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: PuffyJelly on June 01, 2021, 03:50:39 AM
Yeah.  You should be able to do so though.  Might just need to manually change the weapon slot id in the ships .ship file so it matches.  Could be a bit of a pain though.

Also some of the turret spots on the ships don't seem to quite line up with graphics showing where turrets go?  In more or less all cases you don't really notice it once you mount weapons on them though.

And you might want to join the discord.  Lots of people there more than happy to give feed back and such if you want to. 
https://discord.gg/gxMqPyjP

Thanks again, bro. I will try discord tonight after I'm out of the office. I just update the version. I tested the compatibility with the older save and it works. I also went over and check the axis on various weapons. I end up update some of them and the art seem to work find on most except the flak batter which would take some more time.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: PuffyJelly on June 01, 2021, 04:49:20 AM
The fix is up!
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: 6chad.noirlee9 on June 02, 2021, 05:45:41 AM
I love the new ship!  Great choice leaving the aft exposed: a carrier should NEED escorts

All the additions are great and I'm glad balancing is being taken seriously to keep this content strong without being totally overpowered.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: PuffyJelly on June 02, 2021, 07:50:32 PM
I love the new ship!  Great choice leaving the aft exposed: a carrier should NEED escorts

All the additions are great and I'm glad balancing is being taken seriously to keep this content strong without being totally overpowered.

Thanks, man. Hope you like them. I'm playing a cheated playthrough with most of my ship in the fleet. They're pretty fun. lol. The Onryu Rift Cannon is quite OP but it is pretty hard to come by so I think it is okay.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: captinjoehenry on June 06, 2021, 06:06:56 PM
I love the new ship!  Great choice leaving the aft exposed: a carrier should NEED escorts

All the additions are great and I'm glad balancing is being taken seriously to keep this content strong without being totally overpowered.

Thanks, man. Hope you like them. I'm playing a cheated playthrough with most of my ship in the fleet. They're pretty fun. lol. The Onryu Rift Cannon is quite OP but it is pretty hard to come by so I think it is okay.
The rift cannon is amazing :D  But it also costs ALL the flux to fire.  Like if you mount any amount of them on anything they'll almost immedietly over flux.  It's pretty much only usuable in any sort of number on ships with an accelerated ammo feeder or something similiar.  Otherwise it's very much a case of: fire the cannon.  Wait for your flux pool to recover.  Wait a LONG time.  And on some ships they don't even have the flux pool needed to fire it in the first place!
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: PuffyJelly on June 06, 2021, 09:05:44 PM
You're right, man. It is mainly designed for battleship (especially one with ammofeeder). Cruisers can use it but they will have a tough time coup with flux. And it already has better damage per flux than most, if not all, vanilla weapons. I think you will have a better time using it "alternate" (not linked). Still, if you want to test something out you can try adjusting the flux cost under "mod/Musashi Manufactorum/data/weapons/weapon_data.csv".

Just let me know what you found if you try it. My current run mainly consists of ships from my mod and they seem fine so far but this might not be the case for other ships.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: toastyblitz on June 07, 2021, 09:35:13 PM
Loving these.

I have noticed an issue where the AI really likes to crowd these together. I don't need to set an escort order for my flagship as at least 3 ships end up bouncing off of my shields constantly anyways. If I recall there is an avoidance radius you set in the ship tool, maybe that is too small?
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: PuffyJelly on June 07, 2021, 11:07:41 PM
Thanks, man, I just check and the collision radius seems correct. I think the issue might come from the weapon range. Usually, the ships tend to spread out a little so they can shoot. But with most of the ship having Advance Targeting Core, they don't have to move much and tends to stay away from the enemy range. If the enemy spread around, it will cause these ships to cluster together in the middle. I will test out some more and see what can I do with it.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: bananana on June 08, 2021, 02:01:03 AM
please consider splitting your one giant presentation image into separate per-ship images
it already doesn't fit horizontally into the forum post on most monitors, and not all browsers actually display horizontal scrollbar
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: PuffyJelly on June 08, 2021, 04:17:57 AM
Sure bro. I will look into it. I wasn't familiar with forum and bb code and I figure one picture is the easiest when I start.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: Ramiel on June 15, 2021, 10:38:06 AM
Please add this mod to the mod Index page, I'm fairly certain most users use that to look up mods, and overlook this one...
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: PuffyJelly on June 16, 2021, 03:16:27 AM
Hey Guys,

It has been a while. For the next update, I will add a ship or two. And work on redesign variation for pirates. The initial idea is the pirate variation will have more "larger" mounts but less "smaller" mounts. I will also update the ship list on the main post.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: captinjoehenry on June 18, 2021, 01:33:16 AM
Hey Guys,

It has been a while. For the next update, I will add a ship or two. And work on redesign variation for pirates. The initial idea is the pirate variation will have more "larger" mounts but less "smaller" mounts. I will also update the ship list on the main post.
While that does sound like a fun idea I'd advise caution with it to try and avoid making the Pirate versions just better.  As that's been an issue for a few pirate versions.  One option could be to change the ship weapon system to a non ammo feeder power that way the additional large mounts won't be as large of a power spike?  More making them a side / down grade?
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: PuffyJelly on June 18, 2021, 09:02:47 PM
thanks for the advice man. I agree that the balancing is going to be tough. And the design also.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: 6chad.noirlee9 on June 23, 2021, 10:54:53 AM
Really enjoying the mod
I'm about to start editing my first ever youtube video (I changed my username to match the youtube personality name)
The video actually shows two of your ships in action

When it's done and uploaded I can send you a link if you want me to
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: PuffyJelly on June 23, 2021, 08:28:55 PM
Hey man, sure. I want to see your video!
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: 6chad.noirlee9 on June 29, 2021, 04:41:59 PM
so i have been taking a break from the video editing in light of looking for a part time job to keepme afloat, as well as practicing my music and getting ready to possibly to guitar lessons, AND getting my personal brand on teespring utilizing my art up and running (im doing "way too much" but hey, i like it that way)
i have a personal wish list, which you may or may not be interested in
its pretty short really

it would be really cool if you make a version of this mod that is (stats wise) compatible with the archean order total conversion

totally understand if youd rather just keep updating/upgrading vanilla style content

if that is the case, can i have persmission to change the stats of the ships to make them more in line with the archean order total conversion?
all i would be doing (since i dont know how to sprite) is changing the stats so that they line up properly

everything is done much differently in archean order

since the beta was just released, i highly recommend giving it a go: it is quite interesting the changes that have been made to the mechanics and how everything works

either way cheers!  thanks for the great creation and i look forward to any thoughts you may have when i finally launch my channel!

also, as a huge fan of mechs and suits, the new bushi is VERY COOL
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: PuffyJelly on June 30, 2021, 06:44:07 AM
so i have been taking a break from the video editing in light of looking for a part time job to keepme afloat, as well as practicing my music and getting ready to possibly to guitar lessons, AND getting my personal brand on teespring utilizing my art up and running (im doing "way too much" but hey, i like it that way)
i have a personal wish list, which you may or may not be interested in
its pretty short really

it would be really cool if you make a version of this mod that is (stats wise) compatible with the archean order total conversion

totally understand if youd rather just keep updating/upgrading vanilla style content

if that is the case, can i have persmission to change the stats of the ships to make them more in line with the archean order total conversion?
all i would be doing (since i dont know how to sprite) is changing the stats so that they line up properly

everything is done much differently in archean order

since the beta was just released, i highly recommend giving it a go: it is quite interesting the changes that have been made to the mechanics and how everything works

either way cheers!  thanks for the great creation and i look forward to any thoughts you may have when i finally launch my channel!

also, as a huge fan of mechs and suits, the new bushi is VERY COOL

Sup bro, thanks again for reaching out. You can go ahead and try updating the stats for Archeon Order. If you're please with what you have, you can send me to have it uploaded here as an additional option. My company is closing the office here in Thailand and I'm quite busy organizing everything so It will be a while for me to upload the next patch. Anyway, I want to show you what I got so far.

(https://i.imgur.com/s9FOTlu.png)
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: 6chad.noirlee9 on June 30, 2021, 08:45:40 AM
Spoiler
so i have been taking a break from the video editing in light of looking for a part time job to keepme afloat, as well as practicing my music and getting ready to possibly to guitar lessons, AND getting my personal brand on teespring utilizing my art up and running (im doing "way too much" but hey, i like it that way)
i have a personal wish list, which you may or may not be interested in
its pretty short really

it would be really cool if you make a version of this mod that is (stats wise) compatible with the archean order total conversion

totally understand if youd rather just keep updating/upgrading vanilla style content

if that is the case, can i have persmission to change the stats of the ships to make them more in line with the archean order total conversion?
all i would be doing (since i dont know how to sprite) is changing the stats so that they line up properly

everything is done much differently in archean order

since the beta was just released, i highly recommend giving it a go: it is quite interesting the changes that have been made to the mechanics and how everything works

either way cheers!  thanks for the great creation and i look forward to any thoughts you may have when i finally launch my channel!

also, as a huge fan of mechs and suits, the new bushi is VERY COOL

Sup bro, thanks again for reaching out. You can go ahead and try updating the stats for Archeon Order. If you're please with what you have, you can send me to have it uploaded here as an additional option. My company is closing the office here in Thailand and I'm quite busy organizing everything so It will be a while for me to upload the next patch. Anyway, I want to show you what I got so far.

(https://i.imgur.com/s9FOTlu.png)
[close]

cool thanks!

prayers that all is well

.....i really hope that new ship is made to ram things!!
there really isnt enough of that is starsector in my opinion lol

i really hope the final version (of starsector) has combat boarding (ram a ship, stick to it, send in the marines!)

i apologize i got carried away lol
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: captinjoehenry on July 04, 2021, 11:39:14 PM

Sup bro, thanks again for reaching out. You can go ahead and try updating the stats for Archeon Order. If you're please with what you have, you can send me to have it uploaded here as an additional option. My company is closing the office here in Thailand and I'm quite busy organizing everything so It will be a while for me to upload the next patch. Anyway, I want to show you what I got so far.

(https://i.imgur.com/s9FOTlu.png)

Good luck and best wishes man!  And I must say the new sprite looks lovely :D
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: Zoro89 on November 09, 2021, 01:46:43 AM
I tested this mod together with a lot of other faction mods. Usually I lose ships if the enemy use jizo fighters, nesaku with two fujin rail rifle and the kojin. I begin to use some of these ships too and they feel a little bit overpowered. I nerf them and think this is more balanced:

jizo fighters = reduce armor to 100 from 150 (I still fear the ebisu M with jizos)

fujin rail rifle (medium) = this weapon can match up with large weapons. I reduce the damage per shot to 700 (from 760) and the turn rate to slow (from fast).

kojin = 200 speed, double range built-in hullmod and large weapon slot is too much for only 8 recovery/maintaince cost. I half the speed to 100 (120 would be okay too) and shield arc to 90. Now it's still a powerful artillery ship like in the description. Slower ships still don't have a chance to come close but if any ship can, the kojin will struggle for example I lost one because of two phase ships. Before the nerf it was often the last survival ship. It just run away with the insane speed and destroy any fast (and fragile) pursuer with the large weapon.

What do you think?
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: PuffyJelly on November 24, 2021, 03:25:16 AM
Hey Zoro89,

I just get back from a long break. I'm looking to get a playthrough done and will consider rebalancing. I will take note of your input and make sure to double-check on their strength.

Thanks!
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: Watchin_Life_Go_By on November 24, 2021, 03:35:31 AM
I gotta say I absolutely love this mod, but I got to ask is there any way to get the Bishamonten? I've been going around for hours looking for it to spawn in markets and fleets but to no avail.

Does the Ship spawn naturally yet?
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: 6chad.noirlee9 on November 24, 2021, 06:10:11 AM
You could always command console it in
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: PuffyJelly on November 24, 2021, 09:34:28 PM
I gotta say I absolutely love this mod, but I got to ask is there any way to get the Bishamonten? I've been going around for hours looking for it to spawn in markets and fleets but to no avail.

Does the Ship spawn naturally yet?

Glad you like it. For the Bishamonten, I want it to be super rare but I don't have the capability to mod an event for it so I just made it really hard to come by. If you're lucky, you might find it in the Independent and Pirate market or their fleet. I think I find it on a black market once. And as 6chad said, you can always command console it and maybe dump a million cash into the void and assume you bought it.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: Watchin_Life_Go_By on November 24, 2021, 10:36:55 PM
I gotta say I absolutely love this mod, but I got to ask is there any way to get the Bishamonten? I've been going around for hours looking for it to spawn in markets and fleets but to no avail.

Does the Ship spawn naturally yet?

Glad you like it. For the Bishamonten, I want it to be super rare but I don't have the capability to mod an event for it so I just made it really hard to come by. If you're lucky, you might find it in the Independent and Pirate market or their fleet. I think I find it on a black market once. And as 6chad said, you can always command console it and maybe dump a million cash into the void and assume you bought it.

Damn its that rare. Thanks for the heads up I'll console it in after a few hours of searching again.
Title: Re: [0.95a] Musashi Manufactorum Ship and Weapon Packs 1.1.1 - Add more ships
Post by: 6chad.noirlee9 on November 25, 2021, 08:32:04 AM
Keep in mind it is a very powerful ship and with the proper load out will definitely put you in mid/end-game depending what your fleet composition and finances are looking like.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2 - Balancing and a ship
Post by: PuffyJelly on December 15, 2021, 02:30:39 AM
Hi all!

I've got a job after a period of nothingness so I hope to have some time to play and update the mod in the future. For now, I tested the mod with the new Star Sector and it seems to work fine. I also add a new ship called Hachiman and do some balancing (Mostly follow 'ZORO89', so thanks!). I hope you enjoy the ship and mods!

Change log (1.2):
- Add new defensive cruiser "Hachiman"
- Jizo armor now reduced from 150 to 120
- Reduce Furi Rifle damage from 760 to 725
- Reduce Shisa Howitzer damage from 3200 to 3100
- Reduce Kojin max speed from 200 to 160 and increase supply cost a little
- Adjust the cost of various weapons. (I have no idea Ibitsu Ward PD was $50,000)
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2 - Balancing and a ship
Post by: kokuto on December 19, 2021, 10:29:43 AM
Ah yes, a true space battleship yamato style mod
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2 - Balancing and a ship
Post by: damatrix16 on December 23, 2021, 01:23:14 PM
Hello, as most mods have not yet updated to the 0.95.1a version, I am still playing the 0.95a version, is there a link to that download somewhere?
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2 - Balancing and a ship
Post by: PuffyJelly on December 24, 2021, 07:18:35 AM
Hello, as most mods have not yet updated to the 0.95.1a version, I am still playing the 0.95a version, is there a link to that download somewhere?

This link should work: https://www.patreon.com/posts/musashi-1-1-1-51948729?utm_medium=clipboard_copy&utm_source=copy_to_clipboard&utm_campaign=postshare (https://www.patreon.com/posts/musashi-1-1-1-51948729?utm_medium=clipboard_copy&utm_source=copy_to_clipboard&utm_campaign=postshare)

BTW, I didn't change anything really and I think the updated version should work with 0.95a just fine.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.1 - Balance and a ship
Post by: PuffyJelly on December 29, 2021, 03:01:37 AM
Hi All,

I've just updated the mod to another version. I've added a capital ship and some weapons and small rebalance on most ships. You can see detail on the first page. My next plan is to make this into a faction and possibly add a home planet or home station for it. Hope everyone enjoys the mod. Cheers!
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.1 - Balance and a ship
Post by: IGdood on January 07, 2022, 08:19:23 PM
Awesome work

I got 3 Onryu rift cannons on the Kuzuryu.  Nothing can come close.  Single volley obliterates anything low-tech up to cruiser class. 

Graphical work is also really good!
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.1 - Balance and a ship
Post by: PuffyJelly on January 07, 2022, 08:57:01 PM
Awesome work

I got 3 Onryu rift cannons on the Kuzuryu.  Nothing can come close.  Single volley obliterates anything low-tech up to cruiser class. 

Graphical work is also really good!

Thanks, man! Kuzuryu is definitely one of my most favorite designs.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.1 - Balance and a ship
Post by: IGdood on January 09, 2022, 11:21:02 AM
Awesome work

I got 3 Onryu rift cannons on the Kuzuryu.  Nothing can come close.  Single volley obliterates anything low-tech up to cruiser class. 

Graphical work is also really good!

Thanks, man! Kuzuryu is definitely one of my most favorite designs.

Is that the canon (or cannon, should I say?  ;D) loadout for the Kuzuryu?  I assume autofit puts on the desired loadout
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.1 - Balance and a ship
Post by: PuffyJelly on January 09, 2022, 09:04:54 PM
Awesome work

I got 3 Onryu rift cannons on the Kuzuryu.  Nothing can come close.  Single volley obliterates anything low-tech up to cruiser class. 

Graphical work is also really good!

Thanks, man! Kuzuryu is definitely one of my most favorite designs.

Is that the canon (or cannon, should I say?  ;D) loadout for the Kuzuryu?  I assume autofit puts on the desired loadout

Yep, Kuzuryu is a ship with a Rubio-plasmic power system that is designed specifically to house the Rift Cannons. The weapon power system of Kuzuryu is separated from the AI power system, to prevent the power system from taking over the ship and going rogue, as we see in the case of Bishamonten.  ;D
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.1 - Balance and a ship
Post by: Arghy on January 13, 2022, 10:12:50 PM
Hey first off amazing mod, i was complaining about the weird vanilla turrets and how i wanted stepped turrets because that makes sense then someone linked your mod! The ships look amazing and i gotta say they're really balanced well from what i've seen so far. I'm a carrier man and dear god i love your carriers haha they've pretty much replaced all the vanilla carriers i normally fielded but i did notice some issues compared to their respective weight classes.

The ebisu M for example is only 15 DP for 4 fighters with a respectable amount of defenses and decent cargo/fuel carrying ability. The problem is the 20 DP carriers(heron/mora) are completely outclassed at 20 DP for only 3 fighters. I wanna use your carriers because they're everything i think a carrier should be but it feels bad when they're hands down better than the other options. If you changed the points to 18-20 then lowered some of their armor and flux they'd still be absolutely amazing. The heron for example should trade the 1 fighter bay for better speed and flux while the mora trades 1 bay for better armor and hull points. If you left the M at it's current stats then changed it to 22 DP it would be great too.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.1 - Balance and a ship
Post by: PuffyJelly on January 13, 2022, 11:49:40 PM
Hey first off amazing mod, i was complaining about the weird vanilla turrets and how i wanted stepped turrets because that makes sense then someone linked your mod! The ships look amazing and i gotta say they're really balanced well from what i've seen so far. I'm a carrier man and dear god i love your carriers haha they've pretty much replaced all the vanilla carriers i normally fielded but i did notice some issues compared to their respective weight classes.

The ebisu M for example is only 15 DP for 4 fighters with a respectable amount of defenses and decent cargo/fuel carrying ability. The problem is the 20 DP carriers(heron/mora) are completely outclassed at 20 DP for only 3 fighters. I wanna use your carriers because they're everything i think a carrier should be but it feels bad when they're hands down better than the other options. If you changed the points to 18-20 then lowered some of their armor and flux they'd still be absolutely amazing. The heron for example should trade the 1 fighter bay for better speed and flux while the mora trades 1 bay for better armor and hull points. If you left the M at it's current stats then changed it to 22 DP it would be great too.

Thanks Arghy,

I'm really glad you like the mod. I'm not a carrier user myself so I didn't test them that much. I will do some testing and adjust their status for the next update. Cheers!
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.1 - Balance and a ship
Post by: grinningsphinx on January 15, 2022, 08:44:58 AM
might be an issue with overcapacity missile racks,  "stacks with null"
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.1 - Balance and a ship
Post by: PuffyJelly on January 16, 2022, 07:51:54 PM
Hey grinningsphinx,

This is the first time I heard of this issue. Did you use this mod for the first time on old save or are you starting a new game?
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.1 - Balance and a ship
Post by: Cerevox on January 17, 2022, 04:18:28 PM
I didn't go through the whole thread to see if this has already been mentioned, but the Hachiman battlecruiser has the innate heavy ballistics integration hullmod, which decreases all large ballistic weapons by 10 OP. It has 7 medium and 7 small ballistic hardpoints, there is nowhere to mount a large on it, so the hullmod does nothing.

Edit: Also, the Bishamonten's red flare on the engine light is perhaps too much? It kinda washes out a lot of the ship detail.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.1 - Balance and a ship
Post by: Arghy on January 17, 2022, 05:41:47 PM
Is there a blue print drop for all the ships/weapons? I've been using industrial evolutions reverse engineering but it'd be nice to be able to grab a blue print pack for some themed defense fleets haha. I've only gotten to the BC's so far but i'm really impressed at the balance--the AI has some trouble dealing with the weapon ranges so they'll mill about while taking hits but so far i've seen very similar performance to my vanilla fleets. I'm only using ships & weapons pack with this so it's mostly vanilla ships i've been using as a measuring stick.

The weapons seem like direct upgrades but the refire delay is significant and affects their performance to the point that i'd argue they might even be under tuned. I'm running mostly cruisers with 3 BC's now but i have 3 apogees with all vanilla weapons and in some cases they are out performing the mod ships which is a great sign. One problem i've run into is because all the ships are mostly ballistic based i don't have any ECCM at all so my weapon range has gotten hit quite hard against REDACTED fleets haha.

A dream but i'd love to see other WW2 ships given the same treatment haha, some royal navy and kriegs marine ships would be awesome!
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.1 - Balance and a ship
Post by: PuffyJelly on January 17, 2022, 09:10:26 PM
I didn't go through the whole thread to see if this has already been mentioned, but the Hachiman battlecruiser has the innate heavy ballistics integration hullmod, which decreases all large ballistic weapons by 10 OP. It has 7 medium and 7 small ballistic hardpoints, there is nowhere to mount a large on it, so the hullmod does nothing.

Edit: Also, the Bishamonten's red flare on the engine light is perhaps too much? It kinda washes out a lot of the ship detail.

Noted on Hachiman, I usually copy ship preset from one to make another. I think I forgot to remove that. Thanks! I will try to update the engine flare on Bishamonten, too. I'm not sure why it became so bright.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.1 - Balance and a ship
Post by: PuffyJelly on January 17, 2022, 09:13:13 PM
Is there a blue print drop for all the ships/weapons? I've been using industrial evolutions reverse engineering but it'd be nice to be able to grab a blue print pack for some themed defense fleets haha. I've only gotten to the BC's so far but i'm really impressed at the balance--the AI has some trouble dealing with the weapon ranges so they'll mill about while taking hits but so far i've seen very similar performance to my vanilla fleets. I'm only using ships & weapons pack with this so it's mostly vanilla ships i've been using as a measuring stick.

The weapons seem like direct upgrades but the refire delay is significant and affects their performance to the point that i'd argue they might even be under tuned. I'm running mostly cruisers with 3 BC's now but i have 3 apogees with all vanilla weapons and in some cases they are out performing the mod ships which is a great sign. One problem i've run into is because all the ships are mostly ballistic based i don't have any ECCM at all so my weapon range has gotten hit quite hard against REDACTED fleets haha.

A dream but i'd love to see other WW2 ships given the same treatment haha, some royal navy and kriegs marine ships would be awesome!

So you notice that most of these ships are from US navy and France navy? Nice! I want to add some more but can't think of another layout that would make them different from the current one yet. Also, I'm trying to make these into factions so there is a new way to manage access to blueprints and ships.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.1 - Balance and a ship
Post by: Arghy on January 17, 2022, 10:02:56 PM
I found a BP pack! I now have all the ships and weapons. I'm gonna test out the different capitals now but i noticed the mikaboshi has an error in the description where it say's it only has 2 fighter bays haha. I've listened to drachinfels too much haha naval history is very enjoyable.

One approach you could try is going the dreadnought route or even incorporate cold war ships. Low tech is dreadnoughts with casement mounted guns and absurd armor, mid is WW2 fast battleships like hood, iowa, nelson class, high tech being cold war era ships like the kirov and similar ships. Another way to differentiate the ship types without leaving WW2 would be to make the main guns built in so you could simulate all the different calibers, triple 16 inch vs dual since the refire rate will be the major balancing factor. This has the benefit of ensuring the balance stays stable since the AI won't be sticking foreign turrets in those slots.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.2 - Balance update
Post by: PuffyJelly on January 17, 2022, 11:28:21 PM
I have updated the mod following everyone's feedback. Hope you guys enjoy it!
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.2 - Balance update
Post by: grinningsphinx on January 18, 2022, 11:09:14 AM
New game..can send screen shot of the error.

Also, I think the big guns need code to ignore fighters, because facing these ships is zero challenge when you can neuter them with swarms of drone fighters.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.2 - Balance update
Post by: Dranume on January 18, 2022, 04:22:57 PM
I agree with the comment above, for some reason, the main batteries will prioritize fighters, I don't have a problem with them being dual purpose, but then, i would like a proximity HE shell like they used in WW2.  and I don't need the main batteries from my battle ship to prioritize the fighters when it is getting focused down by enemy ships. lol..  just a minor nit pick.

2. The flux per shot ratio for the bigger guns seems excessive, they already have a long reload time.. adding a high flux seems needlessly crippling the ships.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.2 - Balance update
Post by: PuffyJelly on January 18, 2022, 08:10:42 PM
This is the first time I hear that the flux cost is excessive. In my only mod playthrough, they are pretty good when used with the ships from this mod but kind of underpower with vanilla ships. I fear that buffing them might cause them to be too overpowered.

For the ignoring fighter, I will try to find a fix for it.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.3 - Balance update
Post by: PuffyJelly on January 18, 2022, 11:48:46 PM
Okay, I've updated all large weapons to have 'STRIKE' and 'USE_VS_FRIGATES' tags. Now AI will not use them on fighters
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.3 - Balance update
Post by: Arghy on January 19, 2022, 11:50:32 AM
I've used all of the medium and smaller weapons extensively and i don't see a problem at all beyond the M rail gun costing the same as the hyper velocity while being slightly better than it. I'm just getting into large mounts but stat wise beyond increased range they don't look that crazy. I'll do a ton of simulation runs to see if i can cheese anything.

If anything this just might be a better argument to do more built in weapons for the main turrets while leaving the secondary weapons free to mess around with. You'd remove a ton of balance issues while having the ships perform as intended.

*Did abuncha simulation testing and i've come the conclusion that it's a horrible metric for testing. My ships won handily across the board against higher DP ships but that's because they have terrible loadouts. One conclusion i've come too is the BC's all could use a 10 DP increase because the hachiman for example can handle 40 DP capitals easily yet it's only 26. The cruisers and BC's are out performing their DP in cost but that's an easy fix of increasing that. The bigger capitals are going to be a little harder, the 50 DP battle carrier handily thrashed a 60 DP paragon and fiddling the DP isn't the answer because of the DP limit. The glass cannon concept is solid i feel, less flux to ensure that they must stay at range and exploit their chosen weapons rather than being able to stay at range and have enough flux to fire while keeping the shields up.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.2 - Balance update
Post by: Dranume on January 19, 2022, 07:06:51 PM
This is the first time I hear that the flux cost is excessive. In my only mod playthrough, they are pretty good when used with the ships from this mod but kind of underpower with vanilla ships. I fear that buffing them might cause them to be too overpowered.

For the ignoring fighter, I will try to find a fix for it.

my perspective comes from firing full broadsides from the top 3 biggest guns in the mod..  im like "Holy ***! thats almost all my flux bar. "  ahhahahahahaahahahahah  it was just jarring for my play style, i like to get in with my big ships and knife fight the other ships.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.3 - Balance update
Post by: PuffyJelly on January 19, 2022, 07:27:03 PM
I've used all of the medium and smaller weapons extensively and i don't see a problem at all beyond the M rail gun costing the same as the hyper velocity while being slightly better than it. I'm just getting into large mounts but stat wise beyond increased range they don't look that crazy. I'll do a ton of simulation runs to see if i can cheese anything.

If anything this just might be a better argument to do more built in weapons for the main turrets while leaving the secondary weapons free to mess around with. You'd remove a ton of balance issues while having the ships perform as intended.

*Did abuncha simulation testing and i've come the conclusion that it's a horrible metric for testing. My ships won handily across the board against higher DP ships but that's because they have terrible loadouts. One conclusion i've come too is the BC's all could use a 10 DP increase because the hachiman for example can handle 40 DP capitals easily yet it's only 26. The cruisers and BC's are out performing their DP in cost but that's an easy fix of increasing that. The bigger capitals are going to be a little harder, the 50 DP battle carrier handily thrashed a 60 DP paragon and fiddling the DP isn't the answer because of the DP limit. The glass cannon concept is solid i feel, less flux to ensure that they must stay at range and exploit their chosen weapons rather than being able to stay at range and have enough flux to fire while keeping the shields up.

Hey Arghy!

I kind of agree with you here. I feel like the hull/ships are pretty OP due to their built-in mods and armor and health. From my playthrough, the Bishamonten is on par with Paragon without a commander and it becomes much better with commander skills. Still, I usually go in without a shield to conserve flux economy and have enough firepower to pierce the fortress shield. Also, these ships don't do well against swarms. I think if I'm going to make adjustments it might be on flux, armor, and health pool.  :)
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.2 - Balance update
Post by: PuffyJelly on January 19, 2022, 07:33:27 PM


my perspective comes from firing full broadsides from the top 3 biggest guns in the mod..  im like "Holy ***! thats almost all my flux bar. "  ahhahahahahaahahahahah  it was just jarring for my play style, i like to get in with my big ships and knife fight the other ships.
[/quote]

Haha, those guns are quite hard to handle on other ships. It is my intention for those guns to have high flux to not make the ship too OP. I can try to reduce the flux cost of the weapons and flux capacity of the ships together - to help ease the use of weapons on other vanilla ships. I will need some testing on this before I make adjustments.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.3 - Balance update
Post by: Arghy on January 19, 2022, 10:37:16 PM
An easy fix might be to reduce their range since all the ships have built in range increases so the weapons will be balanced on vanilla ships. A flux increase per shot might work too to keep the feel of big slow broadsides. The more i use the bigger ships the more i see potential problems haha i've watched a BC nearly kill a dominator in under 2 seconds because it was allowed to fire from zero flux. The large mounts definitely need to be looked at because on vanilla ships they're drastically out performing other large mounts.

I'm in love with the ebisu L though, a wondrous dedicated carrier that will get slaughtered if caught alone with enough OP to kit out with a ton of useful hullmods and a decent fighter/bomber wing. It works great with a fleet because it adds a ton of utility but if it gets out of position it will be dead very fast.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.4 - Balance update
Post by: PuffyJelly on January 20, 2022, 11:06:46 AM
Okay, guys, I've done some extensive testing with tons of mods and I've made adjustments to the mod. I nerf all ships slightly in all parameters. Now they're slightly weaker but I think they're still stronger than most comparable ships. I've play around 8hrs with this update and I think it is quite balance. I hope everyone enjoy! And thank you for all the feed back.

BTW - if you update the mod, don't forget to remove the old Advance Targeting Core from your ship. It is what make your ship OP! :D
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.4 - Balance update
Post by: Arghy on January 20, 2022, 12:11:00 PM
Okay, guys, I've done some extensive testing with tons of mods and I've made adjustments to the mod. I nerf all ships slightly in all parameters. Now they're slightly weaker but I think they're still stronger than most comparable ships. I've play around 8hrs with this update and I think it is quite balance. I hope everyone enjoy! And thank you for all the feed back.

BTW - if you update the mod, don't forget to remove the old Advance Targeting Core from your ship. It is what make your ship OP! :D
Wooh! Nice, i'll give it some hours today and see if i catch anything.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.4 - Balance update
Post by: Watchin_Life_Go_By on January 20, 2022, 09:32:24 PM
Any thoughts for Phase Ships as Submarines?
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.4 - Balance update
Post by: PuffyJelly on January 20, 2022, 10:01:01 PM
Any thoughts for Phase Ships as Submarines?

Yes, I have some thoughts on it. I saw a mod that does phase submarines a long time ago and it looks pretty cool. The issue is, I'm not a fan of phase ships and didn't play around with them much. It is kinda hard for me to balance them so I'm quite hesitant about the idea.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.5
Post by: PuffyJelly on January 21, 2022, 12:05:20 PM
Guys, after I nerfed the ship, they are damaged more often and with high CR deployment cost, they just ruined my campaign. I've adjusted the deployment cost a bit so they're not as lethal as before.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.4 - Balance update
Post by: IGdood on January 21, 2022, 07:27:25 PM
Any thoughts for Phase Ships as Submarines?

Yes, I have some thoughts on it. I saw a mod that does phase submarines a long time ago and it looks pretty cool. The issue is, I'm not a fan of phase ships and didn't play around with them much. It is kinda hard for me to balance them so I'm quite hesitant about the idea.

I notice most phase ships phase and start dancing around, especially the smaller ones. 

Submarines don't exactly dance, but they can submerge/emerge to dodge things coming their way.   To stay with the Musashi style, I could imagine them acting more like the Ziggurat in how they use their phase

Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.5
Post by: Arghy on January 21, 2022, 08:34:19 PM
Guys, after I nerfed the ship, they are damaged more often and with high CR deployment cost, they just ruined my campaign. I've adjusted the deployment cost a bit so they're not as lethal as before.
Yeah i've been doing some REDACTED clearing and the losses are pretty nuts haha, on one hand it's great because it shows that there was an imbalance before but they could use some tweaking towards the other side. They're still capable and the losses are a little above my vanilla run so almost there! How much did you tweak the numbers?
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.5
Post by: PuffyJelly on January 21, 2022, 08:53:55 PM
Guys, after I nerfed the ship, they are damaged more often and with high CR deployment cost, they just ruined my campaign. I've adjusted the deployment cost a bit so they're not as lethal as before.
Yeah i've been doing some REDACTED clearing and the losses are pretty nuts haha, on one hand it's great because it shows that there was an imbalance before but they could use some tweaking towards the other side. They're still capable and the losses are a little above my vanilla run so almost there! How much did you tweak the numbers?

So I reduced around 10% to almost all parameters so I do the same to the deployment cost. Now the ship is so good with a destroyer and up with the special ammo feeder but they're quite underpowered when comes to swarm. They still boast substantial PD mounts combined with the range advantage, though. Just that they can't face tank fighters with just their armor anymore.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.5
Post by: grinningsphinx on January 21, 2022, 10:18:54 PM
Im gonna keep the mod and the ships the way they are for...Removing the targeting core would suddenly turn them into just-another-ship that id never bother with. The Musashi BP isnt all that common to begin with either lol. I play with a lot of faction and hullmod mods and the intention to balance against Vanilla is kinda misguided considering no one i know just runs one mod in a vacuum. Were all playing faction mods to increase variety and everyone knows that some factions are stronger then others on a per ship basis. Nex already does a decent job keeping things in balance with the vanilla factions(for the most part). By the time you can build a whole fleet and the weapons, youve kinda already won unless youre going for the super high end bounties or take on fortress Remnant systems.

Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.5
Post by: PuffyJelly on January 21, 2022, 11:02:37 PM
Im gonna keep the mod and the ships the way they are for...Removing the targeting core would suddenly turn them into just-another-ship that id never bother with. The Musashi BP isnt all that common to begin with either lol. I play with a lot of faction and hullmod mods and the intention to balance against Vanilla is kinda misguided considering no one i know just runs one mod in a vacuum. Were all playing faction mods to increase variety and everyone knows that some factions are stronger then others on a per ship basis. Nex already does a decent job keeping things in balance with the vanilla factions(for the most part). By the time you can build a whole fleet and the weapons, youve kinda already won unless youre going for the super high end bounties or take on fortress Remnant systems.

Hey Grinningsphinx, do you mean that, at the current state after the nerf, the ship is underpowered? I'm not at the end game yet and using a lot of mods also. It is quite hard to balance but I test each ship with ships from various mods and I think they're still doing fine after the update. The only struggle I have is with carriers, lol. Maybe I will increase the PD range bonus from the targeting core.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.5
Post by: Arghy on January 21, 2022, 11:23:02 PM
The ships are definitely performing they're not super powered or getting demolished. The capitals are in a good spot but the cruisers are definitely over performing for their DP. The problem is the medium rail gun--equip a gongen with 5 hyper velocity guns vs 5 fujins and the difference is massive. The medium rails should be 15 OP for their performance or just decrease their damage to be slightly higher than the HVG's.

In big fleet fights i'm not seeing any huge performance difference but when compared in the simulation the cruisers are easily slaughtering more expensive ships. I'm using my vanilla apogees as a measuring stick and the gongen should be 20 DP or have 10 OP removed. If you put it up against a 22 DP eagle it will slaughter it handily and it's only 18 DP. I put it up against 25 DP of frigates and it didn't even lose it's armor.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.5
Post by: PuffyJelly on January 22, 2022, 03:16:14 AM
The ships are definitely performing they're not super powered or getting demolished. The capitals are in a good spot but the cruisers are definitely over performing for their DP. The problem is the medium rail gun--equip a gongen with 5 hyper velocity guns vs 5 fujins and the difference is massive. The medium rails should be 15 OP for their performance or just decrease their damage to be slightly higher than the HVG's.

In big fleet fights i'm not seeing any huge performance difference but when compared in the simulation the cruisers are easily slaughtering more expensive ships. I'm using my vanilla apogees as a measuring stick and the gongen should be 20 DP or have 10 OP removed. If you put it up against a 22 DP eagle it will slaughter it handily and it's only 18 DP. I put it up against 25 DP of frigates and it didn't even lose it's armor.

You're right. I think the issue is more from the rail rifle than the ship layout. The rail should be at least 16 in its current state which brings the cost too cost to large weapons in my opinion. I think I will nerf the damage a little and adjust the OP cost to 14.

The main reason the rail rifle is overpowered is that when it hit the shield, it does 200% damage - similar to a regular energy weapon but when it hit armor, it doesn't do 50, it explodes and does 100% damage.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.5
Post by: grinningsphinx on January 24, 2022, 06:39:41 PM
I meant to say that without the ATC, the ships are just average.. Fairly fast in a straight line, but turn like slugs unmodded. The medium furi is 13, but there are several medium weapons that go 15 plus. Notably Telums and bladebreaker stuff. Some of the medium energies go up to 16, and stuff like the the thrush missiles and a bunch of other medium missiles are 14+.

Anyway, simulation isnt a good way to judge ship system adjustments. A great dueling ship will often be wrecked in a fleet battle. If youre going to use simulator, a good judge of where youre at is using Higaran Saajuk-Khar and just record how long it takes you to die and how much damage you were able to inflict. After mucho investment and farming blueprints, i do have some ships that can win with max lvl captains, just using AI...but thats not a normal metric by any stretch.

Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.5
Post by: Cirind on January 25, 2022, 11:28:09 AM
Insert Space Battleship Yamato Theme there (https://www.youtube.com/watch?v=LKe0wARmks4/)



Lovely mod cx. Love ships design.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.5
Post by: PuffyJelly on January 25, 2022, 10:00:18 PM
Insert Space Battleship Yamato Theme there (https://www.youtube.com/watch?v=LKe0wARmks4/)



Lovely mod cx. Love ships design.

Thanks bro!
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.5
Post by: toastyblitz on January 26, 2022, 11:28:54 AM
Firstly, absolutely love this mod. I've been wanting to do a "WWII themed" mod for awhile, so I'm glad someone else did first  :D

Two notes:
The Ebisu's don't have the CARRIER tag in the ship_data, so at least in my playthroughs they actively engage at point blank with their PD weaponry. I added it in, and they now behave sensibly and hang back from the front line.

The Susanowo's main gun projectiles seem a bit.. lackluster, from a visual standpoint. The first time I used it I wasn't 100% sure it fired, at least until a ship downrange exploded spectacularly. 
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.5
Post by: LordKhorne on January 26, 2022, 06:30:23 PM
hey man I'm planning to make a mod where I put enterprise cv-6 into the game. we cool?
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.5
Post by: PuffyJelly on January 26, 2022, 08:34:20 PM
hey man I'm planning to make a mod where I put enterprise cv-6 into the game. we cool?

You meant a new mod that will put the Enterprise into the game, right? Yea, I'm cool! I don't think you need my permission on that. Can't wait to see it!
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6
Post by: PuffyJelly on January 29, 2022, 06:11:43 AM
Hi all,

The update 1.2.6 is up. It's main goal is to balance the ships and weapons. Both medium and large rail rifles are nerfed a little. Gongen and Hachiman's deployment cost is increased and some of their parameters are adjusted. I also add sprites for the hull mods and fix some janky artwork. Hope you guys like it.

Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6
Post by: IGdood on February 12, 2022, 11:07:19 AM
I had a thought.  What if there was a mod that put in ships from the Age of Sail into the game?   Except we have solar sails
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6
Post by: PuffyJelly on February 14, 2022, 10:24:31 PM
I had a thought.  What if there was a mod that put in ships from the Age of Sail into the game?   Except we have solar sails

Yea my original idea of making the mod comes from age of sails. One idea that might work is to make a ghost-phased man o' war. But I scratched it in the design phase as I'm not sure how to implement the design into SS properly.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6
Post by: IGdood on February 14, 2022, 10:48:25 PM
I had a thought.  What if there was a mod that put in ships from the Age of Sail into the game?   Except we have solar sails

Yea my original idea of making the mod comes from age of sails. One idea that might work is to make a ghost-phased man o' war. But I scratched it in the design phase as I'm not sure how to implement the design into SS properly.

True, and the AI isn't too good with broadside ships

Another thought I would have would still be Japanese-related, but the ships would be based on the "floating castle" designs from Medieval era Japan and would perform the opposite of Musashi ships.  Close combat rather than distance combat, short-ranged missiles, tractor beams.  Too bad the game doesn't have boarding actions, but I suppose it can be simulated as homing torpedos that do more disabling actions rather than hull damage. 



https://shogun2-encyclopedia.com/units/heavy_ship_heavy_bune.html
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6
Post by: PuffyJelly on February 19, 2022, 09:15:29 PM
I had a thought.  What if there was a mod that put in ships from the Age of Sail into the game?   Except we have solar sails

Yea my original idea of making the mod comes from age of sails. One idea that might work is to make a ghost-phased man o' war. But I scratched it in the design phase as I'm not sure how to implement the design into SS properly.

True, and the AI isn't too good with broadside ships

Another thought I would have would still be Japanese-related, but the ships would be based on the "floating castle" designs from Medieval era Japan and would perform the opposite of Musashi ships.  Close combat rather than distance combat, short-ranged missiles, tractor beams.  Too bad the game doesn't have boarding actions, but I suppose it can be simulated as homing torpedos that do more disabling actions rather than hull damage. 



https://shogun2-encyclopedia.com/units/heavy_ship_heavy_bune.html

Hey good idea. I'm not a fan of the turtle/fortress, though. Maybe I can do 'junk' or galleon or greek ramship with big turret and small broadsides.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6
Post by: IGdood on February 20, 2022, 10:46:55 AM
I had a thought.  What if there was a mod that put in ships from the Age of Sail into the game?   Except we have solar sails

Yea my original idea of making the mod comes from age of sails. One idea that might work is to make a ghost-phased man o' war. But I scratched it in the design phase as I'm not sure how to implement the design into SS properly.

True, and the AI isn't too good with broadside ships

Another thought I would have would still be Japanese-related, but the ships would be based on the "floating castle" designs from Medieval era Japan and would perform the opposite of Musashi ships.  Close combat rather than distance combat, short-ranged missiles, tractor beams.  Too bad the game doesn't have boarding actions, but I suppose it can be simulated as homing torpedos that do more disabling actions rather than hull damage. 



https://shogun2-encyclopedia.com/units/heavy_ship_heavy_bune.html

Hey good idea. I'm not a fan of the turtle/fortress, though. Maybe I can do 'junk' or galleon or greek ramship with big turret and small broadsides.

Hmmm
If you want to stick with the Japanese vibe then maybe Boshin War era ships could be a good fit? 

https://en.wikipedia.org/wiki/Japanese_ironclad_K%C5%8Dtetsu
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6
Post by: Aceje88 on February 20, 2022, 02:16:57 PM
This mod really makes me miss Conquest : Frontier Wars. God that game needs a proper remaster.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6
Post by: PuffyJelly on February 20, 2022, 08:41:39 PM
Hmmm
If you want to stick with the Japanese vibe then maybe Boshin War era ships could be a good fit? 

https://en.wikipedia.org/wiki/Japanese_ironclad_K%C5%8Dtetsu

Yes, this looks do-able to me. One thing I'm not sure about is which type of ship we're still missing from the mods. Some say phase and I would like to do some submarine phase ships. This iron-clad can be frigate or maybe? BTW, this is what I'm currently working on. Cheers!

(https://i.imgur.com/crdvkSH.png)
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6
Post by: IGdood on February 22, 2022, 05:42:22 PM
Hmmm
If you want to stick with the Japanese vibe then maybe Boshin War era ships could be a good fit? 

https://en.wikipedia.org/wiki/Japanese_ironclad_K%C5%8Dtetsu

Yes, this looks do-able to me. One thing I'm not sure about is which type of ship we're still missing from the mods. Some say phase and I would like to do some submarine phase ships. This iron-clad can be frigate or maybe? BTW, this is what I'm currently working on. Cheers!

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

Looks good.

Phase with an emphasis on sniping since Musashi is about the distance?
Torpedo boats?

Most of the ships focus on forward facing fighting.
Maybe mortar ships? But that would only work if gravity is involved
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6
Post by: Latrios on February 24, 2022, 02:56:54 AM
I appear to be unable to construct the Susanowo at my colony. It subtracts money from both myself and the colony, and eventually builds up the right amount of credits in production, but the ship never spawns and the colony keeps charging me money. Any help with this?

It appears to be exclusively with the Susanowo, at least of the ships I've built so far.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6
Post by: PuffyJelly on February 24, 2022, 03:49:45 AM
I appear to be unable to construct the Susanowo at my colony. It subtracts money from both myself and the colony, and eventually builds up the right amount of credits in production, but the ship never spawns and the colony keeps charging me money. Any help with this?

It appears to be exclusively with the Susanowo, at least of the ships I've built so far.

Hey Bro, I'm sad to hear that. I never built one in my playthrough but I did some testing today. I test order it through salvage yard and it didn't work the first time but it work after I order something else first then Susanowo. Then I try to reduce the cost and order it through a small colony I have and I didn't have any issue. I'm still not sure how to solve your problem but I suggest you download the 'console' mod. Press 'Ctrl+Backspace' and type in 'addships mm_susanowo_standard'. And you will get it.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
Post by: PuffyJelly on February 24, 2022, 05:41:15 AM
Guys, I just realize that I messed up Kuzuryu's art somehow. And weapons and engines are not arranged properly in 1.2.6. I've fixed and reuploaded the mod.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
Post by: IGdood on February 27, 2022, 09:55:40 PM
For some reason the Nesaku no longer has a Autofit variant
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
Post by: briansd9 on March 07, 2022, 04:09:10 AM
Thanks for the mod, it's great fun.

A small request: would it be possible to add some sort of projectile trail for the biggest guns? Shells that do 3000 damage should be more visually impressive imo... just the flying bullet is nearly invisible in large battles
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
Post by: kokuto on March 07, 2022, 04:26:49 AM
Very nice mod. More enjoyable than it first appears.

May I ask if you might create a rendition of Space Battleship Yamato? As true to the vessel as possible?

As well as include the Alpha Core version of the Bishamonten that's alluded to in the text?
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
Post by: PuffyJelly on March 07, 2022, 05:01:02 AM
Very nice mod. More enjoyable than it first appears.

May I ask if you might create a rendition of Space Battleship Yamato? As true to the vessel as possible?

As well as include the Alpha Core version of the Bishamonten that's alluded to in the text?

Hey man,

Thanks! I'm not sure about Yamato. That was what gave me the idea of this mod but the weapon arrangement on Space Battleship Yamato is quite hard to do. That I why I came up with something more appropriate to the SS universe. If I have time I will try to create the Bishamon with Alpha Core version. I've got accepted into a master program and is super super busy right now.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
Post by: IGdood on March 07, 2022, 05:37:59 PM
Not sure if you've heard of a mod called Aria Rising but combining WW2 Germany with your mod which is WW2 Japan makes for a great theme space fleet
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
Post by: Danoob on March 09, 2022, 12:26:50 PM
What's the difference with alpha and Beta cores bis?
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
Post by: PuffyJelly on March 09, 2022, 08:04:02 PM
What's the difference with alpha and Beta cores bis?

I have not thought about it yet ;D. When I start the mod, I want Bishamonten to be an OP ship that is not too op and add some mystery to the lore. So I keep the Alpha Core version as mysteries. Maybe an Alpha Core version is better in every way but cannot be controlled. I'm not sure. ;D
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
Post by: Rei Akiba on April 26, 2022, 09:36:20 PM
this mod is really good, really sparks my inner weeb anime enthusiast for anime styled ships (like creature mods, Yuri expedition, royal azalea, aria the escalation, and the new mod United Auroran Federation), keep up the good work. I have a suggestion, im not trying it yet, for the lore purpose i think this ships should be a BP loot ships, not good for independent Open Market, bcs i give some mystery and uniqueness for this ships like "an ancient designs, but really advanced than our conventional technology counterparts". Yeah thats all, keep up the good work
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
Post by: PuffyJelly on April 27, 2022, 07:52:17 AM
Thanks, man! I'm glad you enjoy the mod. Sadly, I will start my graduate degree in Ohio this August and would not be able to work on the mod for at least six months and possibly more. So if there is anyone who likes to take it on and push it forward I would be glad to hand over all the files. I will keep updating the mod to work with any new version of SC, though. So don't worry about that. Cheers!
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
Post by: Draconas on April 29, 2022, 09:57:20 AM
First off I love the flavour of this mod, being a history nerd and seeing the designs instantly made me download this, and I have not regretted it. Thanks for all your hard work!

Question, is the Kuzuryu large turrets working properly? they only face forward at very narrow arcs (well compared to all other ships of this mod I've played). The description almost seems like it mentions this till I noticed all the front large turret only ships have that "frontal focus" phrase.

I don't have a problem with these angles (maybe another 10 degrees would be nice but I'm ok with it as is) but considering its only ship in modpack I've played that has it (so far, haven't played all small ships nor the super biggun yet) it just makes me curious if its intentional.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
Post by: PuffyJelly on April 30, 2022, 01:28:51 AM
First off I love the flavour of this mod, being a history nerd and seeing the designs instantly made me download this, and I have not regretted it. Thanks for all your hard work!

Question, is the Kuzuryu large turrets working properly? they only face forward at very narrow arcs (well compared to all other ships of this mod I've played). The description almost seems like it mentions this till I noticed all the front large turret only ships have that "frontal focus" phrase.

I don't have a problem with these angles (maybe another 10 degrees would be nice but I'm ok with it as is) but considering its only ship in modpack I've played that has it (so far, haven't played all small ships nor the super biggun yet) it just makes me curious if its intentional.

First off, thanks! I don't mind a question like this at all. And yea, the turret is designed to be like that. The idea is the ship's role would be limited to prevent it from being an issue if the AI core went rogue. Having a more limited role makes a fleet of Kuzuryu a lot less terrifying than a fleet of Bishamonten. And hence would be easier to control in case they went rogue. BTW if anyone thinks any description is not good enough, feel free to lets me know what ideas you have. I'm open to all suggestions. Cheers!
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
Post by: Draconas on April 30, 2022, 07:11:11 PM
Thanks for your reply!

Maybe the flavour text could be exactly as you said. You do somewhat have it in there but maybe just condense it into one sentence and mention the limited arcs as well

"Their answer is Kuzuryu. Bishamonten's cousin was designed to have limited function. The frontal focus mounts mean little use for any other role" (btw there is an apostrophe in that sentence.

Maybe merge it and say something like;
"Bishamonten's cousin was designed to have restricted main turret arcs to limit its function, meaning it has little user for other roles"

As I'm not a writer or anything, no idea how to word better or if the "other roles" phrase could be improved, but me and another bud who play thought it was a bug so maybe the above change would be nice.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
Post by: PuffyJelly on May 01, 2022, 09:38:42 PM
The changes sound great. Thank you for the help. I'm not a native English speaker and it is not easy to come up with the description ;D. I will go over the other description also before I re-upload the mod.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
Post by: Draconas on May 03, 2022, 11:12:55 AM
Another question, not quite balance but maybe in part.

Me and bud have hard time playing Susanowo, we usually use the Bishamonten and are loving it.

While we have a few aesthetic qualms with Susanowo (if it lost 2 of the side mount Enera Batteries and had the other 2 move inward towards center to look more sleek) we have hit one major wall with Susanowo. The big problem is this, the number of secondary mounts are very high and very often even speccing into fast flux dissipation we still get overloaded firing just one side of Ibitsu ward and the medium rail rifles. This is to say nothing of even attempting to fire the Enera main guns.

I'm not sure if higher dissipation is needed on Susanowo or if number of smaller mounts/secondary batteries(mediums) need reduction, which I kinda don't want to see because with some range modifiers on the broadside hailstorm of Ibitsu wards is very satisfying. If you go the route of increasing flux capacity and dissipation, maybe raising DP would be required as well to offset balance.

Regardless of whether you do change Susanowo or not, we have really been liking this mod and it is at least a staple for my playthroughs moving forward. I'd be interested to see what others think of my Susanowo problems, in case I may be setting it up wrong.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
Post by: PuffyJelly on May 04, 2022, 08:57:10 AM
Yea, Susanowo is super hard to balance for me. The real reason I make it is to try the double-layered turrets lol. And my original plan is for it to be a unique ship and only obtainable through a special quest. I don't know how to do that yet so I try to make it not too OP. Maybe you can consider fitting it with weapons with lower flux costs. Or grouping the weapons more specifically.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.8
Post by: PuffyJelly on June 24, 2022, 08:30:13 PM
Hi,

Update 1.2.8 is here. There is a new shop called Moreya. It is kind of weird and something I have never done before. IF you have any issue with its balance, let me know. I also updated Kuzuryu description a bit so it is clearer. Thanks! Draconas!
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.8
Post by: Draconas on June 25, 2022, 08:59:09 PM
Hi,

Update 1.2.8 is here. There is a new shop called Moreya. It is kind of weird and something I have never done before. IF you have any issue with its balance, let me know. I also updated Kuzuryu description a bit so it is clearer. Thanks! Draconas!

Looks solid! Cheers
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.8
Post by: Arthur_The_Ok on June 26, 2022, 03:39:04 AM
Game crashed when I pressed ESC. Seeing the crash log, I'm assuming the ship previewer on the options menu failed to load the Moreya, but I don't know why

22360524 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [mm_moreya] variant [mm_moreya_variant]: slot id [WS0023] not found for weapon [atropos]
java.lang.RuntimeException: Ship hull [mm_moreya] variant [mm_moreya_variant]: slot id [WS0023] not found for weapon [atropos]
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.E.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.8
Post by: IGdood on June 26, 2022, 04:21:28 PM
The atropos is a missile weapon right?  Maybe the moreya doesn't have one but something said it should?
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.8
Post by: PuffyJelly on June 29, 2022, 11:39:38 PM
Game crashed when I pressed ESC. Seeing the crash log, I'm assuming the ship previewer on the options menu failed to load the Moreya, but I don't know why

22360524 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [mm_moreya] variant [mm_moreya_variant]: slot id [WS0023] not found for weapon [atropos]
java.lang.RuntimeException: Ship hull [mm_moreya] variant [mm_moreya_variant]: slot id [WS0023] not found for weapon [atropos]
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.E.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Hey bro, I think IGdood is right. The issue seems to be that the variant is missing a weapon. The ship was designed to have some missile slots at the start but I decided to get rid of them. I will check when I have time. In the meanwhile, I will upload an older version to the Patreon page.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.8
Post by: PuffyJelly on June 30, 2022, 04:38:23 AM
Hi Arthur_The_Ok,

I've checked and the 'mm_moreya_variant' should not be in the game. I named the variant of moreya as 'mm_moreya_standard'. Have you tried removing the old version of the mod folders and putting a new one in? I think that might help.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.8
Post by: CountV on July 22, 2022, 09:50:48 PM
Are the Musashi in-built range booster hullmods supposed to block ITU/DTC?

The description mentions precluding their installation, but you can mount them on Musashi ships regardless.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.8
Post by: PuffyJelly on July 24, 2022, 07:24:43 AM
Are the Musashi in-built range booster hullmods supposed to block ITU/DTC?

The description mentions precluding their installation, but you can mount them on Musashi ships regardless.

Hey bro, The core should override the bene of another targeting core but I'm not sure. If that is not the case then I can only advise you to not put the core on ;) . I don't have much time these days and will look into it when I can.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.8
Post by: CountV on July 26, 2022, 02:05:43 AM
Of course, take care of yourself IRL first.

And yeah I've just been not installing the regular range mods onto Musashi ships.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.8a
Post by: PuffyJelly on October 08, 2022, 03:27:33 PM
Hi all,

I've been in Cincinnati for a month and a half and settled down a bit. I've done a playthrough myself and found that the ship, when fully equipped, is OP compared to its counterparts. I've decided to increase the deployment cost of battle cruisers and battleships a bit.
BTW Still haven't figured out how to lock the ship from getting benefits from targeting core yet. :'(

Cheers!
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.8a
Post by: Balmung60 on October 10, 2022, 03:07:28 AM
Wanted to give a heads up that the I get a crash to desktop when trying to launch this mod on Linux. I believe it's related to the graphics files for either the rubion blast cannon or the Omegagun (or both), as that seems to be where the runtime exception happens. There might be a case sensitivity issue there, especially if it isn't happening on other operating systems.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.8a
Post by: PuffyJelly on October 13, 2022, 02:09:12 PM
Wanted to give a heads up that the I get a crash to desktop when trying to launch this mod on Linux. I believe it's related to the graphics files for either the rubion blast cannon or the Omegagun (or both), as that seems to be where the runtime exception happens. There might be a case sensitivity issue there, especially if it isn't happening on other operating systems.

I've checked and I think it is the rubicon that causes the issue. There is a capital "B" on two of them. Can you try this updated version?
https://www.patreon.com/posts/musashi-1-2-8b-73270908?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator (https://www.patreon.com/posts/musashi-1-2-8b-73270908?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator)
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.8a
Post by: Balmung60 on October 13, 2022, 09:34:30 PM
There's still a rogue capital B in one of the files. You accidentally renamed it with _bBody instead of _body.

Also, the data/weapons/mm_omegagun.wpn has two references to the weapon graphics as "Omegagun" rather than "omegagun".

Anyway, I was able to fix these on my end and confirm that with these fixed, the game launches on Linux.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.8a
Post by: PuffyJelly on October 15, 2022, 12:03:09 PM
There's still a rogue capital B in one of the files. You accidentally renamed it with _bBody instead of _body.

Also, the data/weapons/mm_omegagun.wpn has two references to the weapon graphics as "Omegagun" rather than "omegagun".

Anyway, I was able to fix these on my end and confirm that with these fixed, the game launches on Linux.

Oh my. Thanks for the help man.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.8b
Post by: Balmung60 on October 15, 2022, 11:30:37 PM
No big deal

enjoying the mod btw
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.9
Post by: PuffyJelly on October 22, 2022, 01:27:13 PM
Hi Guys,

I've found a workaround to prevent the installation of targeting units. Now all ships come with a built-in Integrated Targeting Unit which would prevent other target units from being installed. And I have reduced the buff of the Musashi Targeting Unit accordingly. I've tried this with my current playthrough and it works fine. Still, I keep the previous version on the download page if you have any issues with it. And please let me know about the issue. Thanks!
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.9
Post by: insockie2 on December 21, 2022, 11:53:46 PM
hi there puffy jelly I have a bug wherf Watatsumi-class battlecruiser refuses to activate it's system ability the musadhi manufactory, I don't know what's the reason but please help. I would like to talk to you on discord Insockie#5111
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.9
Post by: PuffyJelly on December 22, 2022, 11:41:38 AM
hi there puffy jelly I have a bug wherf Watatsumi-class battlecruiser refuses to activate it's system ability the musadhi manufactory, I don't know what's the reason but please help. I would like to talk to you on discord Insockie#5111

Hi Insockie, I just tested and the system seems to work fine for me. I think you can try to remove the mod folder and do a clean reinstall of the mod.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.9
Post by: insockie2 on February 19, 2023, 01:09:15 AM
Best Mod I've Ever Had. Would be cool if there is a faction with this awesome ships
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.9
Post by: PuffyJelly on February 19, 2023, 09:06:12 AM
Best Mod I've Ever Had. Would be cool if there is a faction with this awesome ships

Thanks, man! That means a lot. I have been trying to create a faction out of the mod but to no avail. And sadly, I also don't have much free time now as a graduate student. So if anyone knows anyone who wants to take this and push it further, I'm all for it!
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.9
Post by: Guardsmen83 on April 26, 2023, 11:05:14 AM
this is my first post  i like to say i hope you keep updateing this faction it is so cool

love the big guns ;D

will you update this for the new version?
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.9
Post by: PuffyJelly on May 08, 2023, 06:05:20 PM
this is my first post  i like to say i hope you keep updateing this faction it is so cool

love the big guns ;D

will you update this for the new version?

Thanks, man! I just updated the version of the game in the mod description. This should work fine with the new game version.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.9
Post by: insockie2 on May 28, 2023, 12:00:20 AM
mod is permanent on my modlist and an always go to ship/weapon pack mod
I hope it updates on 0.96a
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.9
Post by: MotokiKuN on May 28, 2023, 05:29:59 PM
mod is permanent on my modlist and an always go to ship/weapon pack mod
I hope it updates on 0.96a

Mod should work fine in 0.96a. Just version bump on mod_info.json would do.
Title: Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.9
Post by: PuffyJelly on May 28, 2023, 08:04:25 PM
Thanks, @MotokiKuN, I actually updated the mod .json file to display the new version but forgot to update the thread name. Still don't have time to really work on the mod tho. So anyone who wants to continue to update the mod is welcome to contact me.  ;)
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.2.9
Post by: PuffyJelly on June 18, 2023, 10:37:48 PM
I just noticed on my new playthrough today that the ebisu_s engine is misplaced. It is updated.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.2.9d
Post by: PuffyJelly on June 19, 2023, 11:42:32 AM
I noticed that Bishamonten's front turret can look awkward with some weapons so I update the artwork a bit. I also added a new blueprint that when found provides Bishamonten and Onryu Rift Cannon. It's supposed to be super rare so good luck!
- Adjust the artwork of Bishamonten. The front of the ship is now longer. The idea is to make the frontmost turret placement feel less awkward.
- Add a new specific blueprint that when found allows you to build both the Bishamonten and Onryu Rift Cannon.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.2.9d
Post by: [REDACTED] on June 19, 2023, 10:27:24 PM
I feel like submarines could be an interesting addition.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.2.9d
Post by: PuffyJelly on June 20, 2023, 07:33:23 AM
I feel like submarines could be an interesting addition.

Yea, man! I just have to figured out a way to make them look cool. Currently, I'm planning to add some torpedos and torpedo boats.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.2.9d
Post by: [REDACTED] on June 20, 2023, 07:42:23 AM
I feel like submarines could be an interesting addition.

Yea, man! I just have to figured out a way to make them look cool. Currently, I'm planning to add some torpedos and torpedo boats.
Using some of history's more unusual submarine designs could help with making them at look interesting, things like the I-400 class, and Surcouf for example, aside from that my ideas for naval ships in space would best be used as a different mod entirely.

Small addition: I think the best way to represent the submersible aspect of submarines would be to make them phase ships, and considering their armaments I think the smaller ones would best be treated as frigates, larger ones(like the ones I suggested above) treated as destroyers
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.2.9d
Post by: PuffyJelly on June 20, 2023, 04:10:55 PM
I saw on Reddit posts that the Ebisu_S is quite OP. Is that true? What do you guys think? Personally, I don't use them much as I'm not a fan of their look, even though I designed them.  ;D So they have not been through much testing.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.2.9d
Post by: [REDACTED] on June 20, 2023, 04:37:38 PM
I saw on Reddit posts that the Ebisu_S is quite OP. Is that true? What do you guys think? Personally, I don't use them much as I'm not a fan of their look, even though I designed them.  ;D So they have not been through much testing.
If they are overpowered I haven't noticed, same would go for everything else I've used from this mod which is most of the easily obtained ships(exceptions being the Kojin and Hoderi).

Some even feel kinda underpowered such as the Kuzuryu which even after making the main battery turrets fully capable of rotating I still often lose against decent size enemy fleets, and I've only found the Idaten usable in the tutorial, make of that what you will.

And finally, I've yet to obtain a Susanowo so I can't comment on it's balance.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.2.9d
Post by: PuffyJelly on June 20, 2023, 04:54:20 PM
I saw on Reddit posts that the Ebisu_S is quite OP. Is that true? What do you guys think? Personally, I don't use them much as I'm not a fan of their look, even though I designed them.  ;D So they have not been through much testing.
If they are overpowered I haven't noticed, same would go for everything else I've used from this mod which is most of the easily obtained ships(exceptions being the Kojin and Hoderi).

Some even feel kinda underpowered such as the Kuzuryu which even after making the main battery turrets fully capable of rotating I still often lose against decent size enemy fleets, and I've only found the Idaten usable in the tutorial, make of that what you will.

And finally, I've yet to obtain a Susanowo so I can't comment on it's balance.

Susanowo was really hard for me to balance. Esppecially with the way its cannon is designed. Not very sure how usable in the real world situation but give it a try! I really loke the look of the ship.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.2.9d
Post by: [REDACTED] on June 20, 2023, 05:24:14 PM
Susanowo was really hard for me to balance. Esppecially with the way its cannon is designed. Not very sure how usable in the real world situation but give it a try! I really loke the look of the ship.
I think the 4 middle main battery turrets would need to be spaced farther apart to work reasonably well IRL since they look like they could collide in the image showing all the ships, aside from that the turret layout would mean 1/3 to 1/2 of the main guns couldn't aim at the same target as the rest of them.

Also, the main reason I haven't used the Susanowo yet is that I haven't figured out how to obtain it, everything else Im managed to either buy, or had one built.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.2.9d
Post by: PuffyJelly on June 20, 2023, 05:35:42 PM
You should be able to get a rare blueprint of it. I think taht is the only way.

The turrent placements are designed that way so that they are not too overpowered. You can only use mostly 4 of them at the same time and would need to be in a pretty steep angle. But each cannon shot three missile-like bullets that go for miles and explode. Not sure how effective would those be but they are very cool.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.2.9d
Post by: [REDACTED] on June 24, 2023, 12:59:12 AM
You should be able to get a rare blueprint of it. I think taht is the only way.

The turrent placements are designed that way so that they are not too overpowered. You can only use mostly 4 of them at the same time and would need to be in a pretty steep angle. But each cannon shot three missile-like bullets that go for miles and explode. Not sure how effective would those be but they are very cool.
I finally found the blueprint and had one made. I, uh... cant provide it the flux dissipation it requires, even with a buff I gave vents the dissipation is only 4178 with the max number of vents, weapon flux per second is 9816.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.2.9d
Post by: PuffyJelly on June 24, 2023, 09:33:46 AM
I finally found the blueprint and had one made. I, uh... cant provide it the flux dissipation it requires, even with a buff I gave vents the dissipation is only 4178 with the max number of vents, weapon flux per second is 9816.
[/quote]

Try putting the rail rifles from this mod both the mid-size and large size. Then alternate between the large battery and rail rifles. Only fire the large cannon while using the special ability. That seems to work pretty well for me but let me know how that goes.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.2.9d
Post by: [REDACTED] on June 24, 2023, 06:29:44 PM
I finally found the blueprint and had one made. I, uh... cant provide it the flux dissipation it requires, even with a buff I gave vents the dissipation is only 4178 with the max number of vents, weapon flux per second is 9816.

Try putting the rail rifles from this mod both the mid-size and large size. Then alternate between the large battery and rail rifles. Only fire the large cannon while using the special ability. That seems to work pretty well for me but let me know how that goes.
[/quote]

Actually, it seems to work just fine in my configuration using 9 kitsune flak batteries, 1 kirin burst battery, and 18 rampart PD coilguns from the UNSC mod in addition to the built-in weapons. I have yet to see it take substantial damage in any of the fights I've taken it into.

Addition, I have no idea what's going on with quotes seemingly not working correctly.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.2.9d
Post by: PuffyJelly on June 24, 2023, 06:46:40 PM
Actually, it seems to work just fine in my configuration using 9 kitsune flak batteries, 1 kirin burst battery, and 18 rampart PD coilguns from the UNSC mod in addition to the built-in weapons. I have yet to see it take substantial damage in any of the fights I've taken it into.

Addition, I have no idea what's going on with quotes seemingly not working correctly.

Glad it work out! I'm working on a lot of small tweaks at the moment. And try to add some custom sounds. I will put up the update soon. The quote thing was my bad. I removed the wrong line of HTML.  ;D
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0
Post by: PuffyJelly on June 26, 2023, 05:51:28 PM
New update 1.3.0!

My next plan is to create specific variants with a unique design for pirates. Still can't figure out how to do the subs yet. And I might add tanks. Not sure. but also will keep updating the sprites of older ships to higher fidelity.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0
Post by: PuffyJelly on June 26, 2023, 06:44:16 PM
BTW, the portraits are AI-generated from Fotor.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0
Post by: YukitoOnline on June 27, 2023, 01:37:52 AM
Will the portraits get updated eventually?
Like into WW2 portraits?  :)
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0
Post by: PuffyJelly on June 27, 2023, 04:50:50 AM
Will the portraits get updated eventually?
Like into WW2 portraits?  :)

I don't have any plans on that for the moment but if you have some specific pictures you can replace those in my mod.
I can also create a portrait pack for you to replace the current one if you can give me some examples.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0
Post by: YukitoOnline on June 27, 2023, 06:48:31 AM
Will the portraits get updated eventually?
Like into WW2 portraits?  :)

I don't have any plans on that for the moment but if you have some specific pictures you can replace those in my mod.
I can also create a portrait pack for you to replace the current one if you can give me some examples.
Is it good to use Girls Und Panzer Japanese Team as examples for the A.I. generation?
or do you need something else specific?

https://twitter.com/hoi2color/status/1150418193669738496
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0
Post by: PuffyJelly on June 27, 2023, 08:56:57 AM
Will the portraits get updated eventually?
Like into WW2 portraits?  :)

I don't have any plans on that for the moment but if you have some specific pictures you can replace those in my mod.
I can also create a portrait pack for you to replace the current one if you can give me some examples.
Is it good to use Girls Und Panzer Japanese Team as examples for the A.I. generation?
or do you need something else specific?

https://twitter.com/hoi2color/status/1150418193669738496

I'm not sure. I could try to play around with it!
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0a
Post by: PuffyJelly on June 27, 2023, 10:02:23 AM
I just saw people discussed Ebisu's AI on Discord, so I updated the Ebisu AI from combat ship to carriers.

If anyone sees anything wrong, please tell me in the forum here so I can fix them!
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0
Post by: [REDACTED] on June 27, 2023, 10:07:37 AM
New update 1.3.0!
  • Various balance changes on both ships and weapons.
    Update artwork of Watatsumi, Moreya, Amaterasu, and Mikaboshi.
    Reduce the hull frequency of most ships to stop flooding mercenary and pirate fleets.
    Add more hulls to the midline and high-tech bp so it is a bit easier to get some of them.
    Add a set of portraits and a custom flag. I planned to create a faction with these but to no avail.  :'(
    Add custom sounds to some weapons.

My next plan is to create specific variants with a unique design for pirates. Still can't figure out how to do the subs yet. And I might add tanks. Not sure. but also will keep updating the sprites of older ships to higher fidelity.
"I planned to create a faction with these but to no avail" and "My next plan is to create specific variants with a unique design for pirates"
If you're going to do unique designs for factions, might I suggest not just unique ships but weapons too for the remnants based loosely on the fleet of fog from Aoki Hagane no Arpeggio?
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0
Post by: PuffyJelly on June 27, 2023, 10:52:30 AM
New update 1.3.0!
  • Various balance changes on both ships and weapons.
    Update artwork of Watatsumi, Moreya, Amaterasu, and Mikaboshi.
    Reduce the hull frequency of most ships to stop flooding mercenary and pirate fleets.
    Add more hulls to the midline and high-tech bp so it is a bit easier to get some of them.
    Add a set of portraits and a custom flag. I planned to create a faction with these but to no avail.  :'(
    Add custom sounds to some weapons.

My next plan is to create specific variants with a unique design for pirates. Still can't figure out how to do the subs yet. And I might add tanks. Not sure. but also will keep updating the sprites of older ships to higher fidelity.
"I planned to create a faction with these but to no avail" and "My next plan is to create specific variants with a unique design for pirates"
If you're going to do unique designs for factions, might I suggest not just unique ships but weapons too for the remnants based loosely on the fleet of fog from Aoki Hagane no Arpeggio?

I think weapons varients seem like a fun idea!
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0
Post by: [REDACTED] on June 27, 2023, 10:58:41 AM
New update 1.3.0!
  • Various balance changes on both ships and weapons.
    Update artwork of Watatsumi, Moreya, Amaterasu, and Mikaboshi.
    Reduce the hull frequency of most ships to stop flooding mercenary and pirate fleets.
    Add more hulls to the midline and high-tech bp so it is a bit easier to get some of them.
    Add a set of portraits and a custom flag. I planned to create a faction with these but to no avail.  :'(
    Add custom sounds to some weapons.

My next plan is to create specific variants with a unique design for pirates. Still can't figure out how to do the subs yet. And I might add tanks. Not sure. but also will keep updating the sprites of older ships to higher fidelity.
"I planned to create a faction with these but to no avail" and "My next plan is to create specific variants with a unique design for pirates"
If you're going to do unique designs for factions, might I suggest not just unique ships but weapons too for the remnants based loosely on the fleet of fog from Aoki Hagane no Arpeggio?

I think weapons varients seem like a fun idea!
Honestly I think the weapon variants would be the more boring part of my suggestion, at least for the large guns since they would just be turned into beam weapons, its the missiles/torpedoes and super weapons that would be the real fun parts.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0
Post by: PuffyJelly on June 27, 2023, 03:19:13 PM
Will the portraits get updated eventually?
Like into WW2 portraits?  :)

I don't have any plans on that for the moment but if you have some specific pictures you can replace those in my mod.
I can also create a portrait pack for you to replace the current one if you can give me some examples.
Is it good to use Girls Und Panzer Japanese Team as examples for the A.I. generation?
or do you need something else specific?

https://twitter.com/hoi2color/status/1150418193669738496

I have tried some and uploaded them into the same Patreon post. Just download, and place any .png you like into "Musashi Manufactorum\graphics\mm\portraits" It should prompt you to replace it. If you already start a campaign with a portrait, you can replace those with any of these just make sure the name remains the same. You can also try Fotor to generate the portrait. It is pretty easy.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0a
Post by: [REDACTED] on June 27, 2023, 06:24:09 PM
It seems like a lot of my ships are over their OP limits after the update, none of them felt over powered(aside from the Susanowo I have in a different save I haven't checked) before the update so it just feels weird.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0a
Post by: PuffyJelly on June 27, 2023, 08:10:54 PM
It seems like a lot of my ships are over their OP limits after the update, none of them felt over powered(aside from the Susanowo I have in a different save I haven't checked) before the update so it just feels weird.

That is weird. I did not adjust any OP at all. Are those only occur with ships and weapons from this mod?
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0a
Post by: [REDACTED] on June 27, 2023, 10:07:48 PM
It seems like a lot of my ships are over their OP limits after the update, none of them felt over powered(aside from the Susanowo I have in a different save I haven't checked) before the update so it just feels weird.

That is weird. I did not adjust any OP at all. Are those only occur with ships and weapons from this mod?
Only ships from this mod, and while most have weapons(and some times fighters) from other mods I only updated this mod.

Addition: This was the first time I updated the mod since first using it on the 11th, so maybe that's why?
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0c
Post by: Vaelophisnyx on June 28, 2023, 01:59:25 AM
Unfortunate to see the inclusion of AI-image-theft content in this mod, definitely leaves a bad taste in the mouth. Especially when the rest of the mod is very well crafted.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0c
Post by: PuffyJelly on June 28, 2023, 05:01:38 AM
Unfortunate to see the inclusion of AI-image-theft content in this mod, definitely leaves a bad taste in the mouth. Especially when the rest of the mod is very well crafted.

Er.. Sorry to hear that. I know a lot of people have strong feelings about AI-generated artwork. I work professionally as a designer and I'm also afraid that one day AI would not only generate art but one day it will be able to generate a design, too. But if it stays then it is a tool and it provides an advantage. As a professional, I must learn all tools to not be left behind. And anyway, this is just a hobby and I just want this chance to try new tools. Also, there is nothing close to this anywhere so I'm not sure if it can be called theft? And they are just custom portraits so you don't have to use them when you start the game and they would not show up anywhere.  ;)
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0a
Post by: PuffyJelly on June 28, 2023, 05:04:49 AM
It seems like a lot of my ships are over their OP limits after the update, none of them felt over powered(aside from the Susanowo I have in a different save I haven't checked) before the update so it just feels weird.

That is weird. I did not adjust any OP at all. Are those only occur with ships and weapons from this mod?
Only ships from this mod, and while most have weapons(and some times fighters) from other mods I only updated this mod.

Addition: This was the first time I updated the mod since first using it on the 11th, so maybe that's why?

Man I can't remember if I changed any ship OP. I might did it in 1.3.0 by my life is a bit hectic so I forgot a lot of stuff. If you think the balance is bad just let me know.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0c
Post by: [REDACTED] on June 28, 2023, 09:47:59 AM
Unfortunate to see the inclusion of AI-image-theft content in this mod, definitely leaves a bad taste in the mouth. Especially when the rest of the mod is very well crafted.
Spoken like someone who has no idea how AI image generation works.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0a
Post by: [REDACTED] on June 28, 2023, 10:30:57 AM
It seems like a lot of my ships are over their OP limits after the update, none of them felt over powered(aside from the Susanowo I have in a different save I haven't checked) before the update so it just feels weird.

That is weird. I did not adjust any OP at all. Are those only occur with ships and weapons from this mod?
Only ships from this mod, and while most have weapons(and some times fighters) from other mods I only updated this mod.

Addition: This was the first time I updated the mod since first using it on the 11th, so maybe that's why?

Man I can't remember if I changed any ship OP. I might did it in 1.3.0 by my life is a bit hectic so I forgot a lot of stuff. If you think the balance is bad just let me know.
Currently my only suggestion for adjusting the balance of existing ships would be to bring the OP limits of the Kuzuryu and Hachiman up to 205 like the Watatsumi.

Addition: Actually, the addition of a rare variant of the Kuzuryu with more typical size main battery firing arcs would be kinda nice, how it would best be implemented I'm not sure, but the first things that come to mind would be a blueprint more common than either of the special battleships, but also more rare than the normal ships, and either having it appear for sale at rates comparable to the normal battleships, or a one of a kind reward for doing something. Perhaps in the case of it being a one of a kind find, you could get the blueprint with the special ship itself?
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.0a
Post by: PuffyJelly on June 28, 2023, 10:40:15 AM
It seems like a lot of my ships are over their OP limits after the update, none of them felt over powered(aside from the Susanowo I have in a different save I haven't checked) before the update so it just feels weird.

That is weird. I did not adjust any OP at all. Are those only occur with ships and weapons from this mod?
Only ships from this mod, and while most have weapons(and some times fighters) from other mods I only updated this mod.

Addition: This was the first time I updated the mod since first using it on the 11th, so maybe that's why?

Man I can't remember if I changed any ship OP. I might did it in 1.3.0 by my life is a bit hectic so I forgot a lot of stuff. If you think the balance is bad just let me know.
Currently my only suggestion for adjusting the balance of existing ships would be to bring the OP limits of the Kuzuryu and Hachiman up to 205 like the Watatsumi.

Okay, let me try that out!
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.1
Post by: PuffyJelly on June 28, 2023, 07:00:08 PM
Added the first pirate-faction ship to the game. This thing is super cool. I have so much fun patching this together!
(https://i.imgur.com/DtYbsrl.jpg)
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.1
Post by: [REDACTED] on June 28, 2023, 08:54:10 PM
A couple ideas just occurred to me, first and the one that fits this mod the most, a few new ships the over-all ideas of which I'll list shortly, the second idea is a combination of a mildly inaccurate historical reference and joke, a couple pirate ships that instead of being modified Musashi ships are labeled as pirate designs and are inspired by German and British destroyers(since subs aren't currently an option).

Back to the first idea, the over-all ideas are: an early battleship or two, a heavy cruiser, and a heavy destroyer
-Early battleships as I imagine them would be inspired by pre-dreadnaughts having 2 large ballistic mounts, 4-6 medium mounts, and several small mounts, while also being less armored than "modern" battleships like the Amaterasu

-the Heavy cruiser, the general idea being something faster than a battlecruiser but not quite as powerful, while still having more medium and small ballistic mounts than the other non-battlecruiser cruisers, perhaps a new medium twin gun turret could be added as it's intended main armament(a 2 gun version of the Kitsune without a range finder?)

-the Heavy(or maybe it should be labeled "advanced"?) destroyer, an abnormally large and heavily armed destroyer of comparable size to the Gongen, with the ballistic armament of the Kisshoten, but also having mounts for 2 medium missiles as well, while it may be big and well armed, it's still a destroyer and  as such has poor armor for it's size(compared to it's cruiser counterparts).
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.1
Post by: PuffyJelly on June 29, 2023, 06:12:01 AM
A couple ideas just occurred to me, first and the one that fits this mod the most, a few new ships the over-all ideas of which I'll list shortly, the second idea is a combination of a mildly inaccurate historical reference and joke, a couple pirate ships that instead of being modified Musashi ships are labeled as pirate designs and are inspired by German and British destroyers(since subs aren't currently an option).

Back to the first idea, the over-all ideas are: an early battleship or two, a heavy cruiser, and a heavy destroyer
-Early battleships as I imagine them would be inspired by pre-dreadnaughts having 2 large ballistic mounts, 4-6 medium mounts, and several small mounts, while also being less armored than "modern" battleships like the Amaterasu

-the Heavy cruiser, the general idea being something faster than a battlecruiser but not quite as powerful, while still having more medium and small ballistic mounts than the other non-battlecruiser cruisers, perhaps a new medium twin gun turret could be added as it's intended main armament(a 2 gun version of the Kitsune without a range finder?)

-the Heavy(or maybe it should be labeled "advanced"?) destroyer, an abnormally large and heavily armed destroyer of comparable size to the Gongen, with the ballistic armament of the Kisshoten, but also having mounts for 2 medium missiles as well, while it may be big and well armed, it's still a destroyer and  as such has poor armor for it's size(compared to it's cruiser counterparts).

Thanks, man. If I make a dreadnaught-era ship, I will also make a circular turret that goes with it.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.2
Post by: PuffyJelly on July 02, 2023, 07:19:40 PM
I finally got a chance to redesign the Ebisu!
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.2
Post by: YukitoOnline on July 03, 2023, 06:34:33 AM
I finally got a chance to redesign the Ebisu!
10/10
Like the redesigns for the Ebisu ships.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.2
Post by: PuffyJelly on July 03, 2023, 07:19:11 AM
I finally got a chance to redesign the Ebisu!
10/10
Like the redesigns for the Ebisu ships.

Thanks  ;D. I refrained from using them before because of their design. Now I felt better to put them in my fleet. I think the largest size is a bit small but I will see how I feel in my playthrough.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.2
Post by: PuffyJelly on July 03, 2023, 01:33:50 PM
I have been exploring most of the sector without finding the main blueprint which make me realize that I was stupidly set to be super rare. I've adjusted those a bit and reuploaded the mod with the same release code 1.3.2. You don't have to replace the whole mod, just replace the special_items.csv also works.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.2
Post by: [REDACTED] on July 03, 2023, 09:27:40 PM
I finally got a chance to redesign the Ebisu!
10/10
Like the redesigns for the Ebisu ships.

Thanks  ;D. I refrained from using them before because of their design. Now I felt better to put them in my fleet. I think the largest size is a bit small but I will see how I feel in my playthrough.
What about an XL variant that is essentially just an Ebisu-L stretched to Amaterasu length, and perhaps a battlecarrier with at least 3 large turret mounts based on the Bishamonten?
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.2
Post by: [REDACTED] on July 04, 2023, 12:59:36 AM
Just found the Basan, 24k per turret seems like a lot to me, and I found that part of it's description says "accerlated", I assume this is supposed to be "accelerated"
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.2
Post by: PuffyJelly on July 04, 2023, 08:29:12 AM
Just found the Basan, 24k per turret seems like a lot to me, and I found that part of it's description says "accerlated", I assume this is supposed to be "accelerated"

Thanks, man. I will update the string and price. How is the gun itself?
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.2
Post by: PuffyJelly on July 04, 2023, 08:31:24 AM
I finally got a chance to redesign the Ebisu!
10/10
Like the redesigns for the Ebisu ships.

Thanks  ;D. I refrained from using them before because of their design. Now I felt better to put them in my fleet. I think the largest size is a bit small but I will see how I feel in my playthrough.
What about an XL variant that is essentially just an Ebisu-L stretched to Amaterasu length, and perhaps a battlecarrier with at least 3 large turret mounts based on the Bishamonten?

The XL variant seems cool. I'm not sure how the one based on Bishamonten would look but that might also be a good idea. I plan to update the sprite on Kuzuryu and Bishamonten, too. 
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.2
Post by: [REDACTED] on July 04, 2023, 12:16:16 PM
Just found the Basan, 24k per turret seems like a lot to me, and I found that part of it's description says "accerlated", I assume this is supposed to be "accelerated"

Thanks, man. I will update the string and price. How is the gun itself?
Haven't used it yet, I'll report my findings once I have though.

I finally got a chance to redesign the Ebisu!
10/10
Like the redesigns for the Ebisu ships.

Thanks  ;D. I refrained from using them before because of their design. Now I felt better to put them in my fleet. I think the largest size is a bit small but I will see how I feel in my playthrough.
What about an XL variant that is essentially just an Ebisu-L stretched to Amaterasu length, and perhaps a battlecarrier with at least 3 large turret mounts based on the Bishamonten?

The XL variant seems cool. I'm not sure how the one based on Bishamonten would look but that might also be a good idea. I plan to update the sprite on Kuzuryu and Bishamonten, too. 
There are a few ways it could be done, but for the Bishamonten I think the 2 best options would either be a flight deck with a slight angle to one side or the other with the bridge offset to the other side, or 2 angled flight decks extending forward from a joined area at the back to just in front of the bridge on both sides. With either flight deck layout I think it would need more points to work with than the standard Bishamonten just to properly equip it with fighters.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.2
Post by: [REDACTED] on July 04, 2023, 10:29:04 PM
Just found the Basan, 24k per turret seems like a lot to me, and I found that part of it's description says "accerlated", I assume this is supposed to be "accelerated"

Thanks, man. I will update the string and price. How is the gun itself?
Now that I've actually used them I'd say they seem quite overpriced for the damage they do in my experience.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.2
Post by: PuffyJelly on July 05, 2023, 06:30:44 AM
Just found the Basan, 24k per turret seems like a lot to me, and I found that part of it's description says "accerlated", I assume this is supposed to be "accelerated"

Thanks, man. I will update the string and price. How is the gun itself?
Now that I've actually used them I'd say they seem quite overpriced for the damage they do in my experience.

I see. I want this to be a bit OP and a bit harder to find. I will recheck the parameters and test it a bit more.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.2a
Post by: dinobeetle on July 05, 2023, 08:21:43 AM
I really love the aesthetics and sounds within this mod. However, I am wondering is there any intention to add in carriers like Taihou and Shinano? And perhaps more planes like the Zuiun?
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.2a
Post by: PuffyJelly on July 05, 2023, 03:54:41 PM
I really love the aesthetics and sounds within this mod. However, I am wondering is there any intention to add in carriers like Taihou and Shinano? And perhaps more planes like the Zuiun?

Thanks, man. I'm glad you enjoy it. I tried designing carriers from real-life carrier hulls before but it is kinda hard. Most carriers are bland when looked at from the top and I'm not sure how to make it looks aesthetically pleasing.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.2a
Post by: PuffyJelly on July 05, 2023, 07:32:21 PM
Thank you for the great comments from BadDragn. I will look into the balance change for the next update.

as promised

general impression: this is insanely overpowered and needs a number of changes to fit with general vanilla/modded balance levels

ships:
why does everything have an ITU built in? remove this.
why the *** does everything have an extra range boost hullmod? remove these too.
why does (almost) everything have IPDAI built in? remove these.
everything has weird PPT values. change PPT to match vanilla values (240/360/540/720).
you need to decide if you want these ships to use energy guns or ballistics. Hybrids locks these into kinetic+tachyon builds and makes balancing f;ux stats and speed very difficult.
the rest of this will assume you've removed those builtins. if you don't want to, stop reading right here, because you cannot balance your mod and keep range boosts like these.

Idaten: very strong system and very high speed for its DP. I would nerf one of these. It's also got a more flux dissipation and than it should, but that's less major.
Hoderi: 7dp frigate carrier with an AAF system is too much. It's also got too much flux and OP.
Ebisu S: Two bays and 100 OP for 5 DP is far too strong, especially since they have targeting feed. Also, too much cargo/fuel/crew for its DP and maintenance costs. Increase DP (to like, 14) or remove the bays entirely. Logistics stats need rebalancing. Look at vanilla ships for comparison.
Kojin: way too fast for a destroyer! this is nearly as fast as a tempest, the fastest vanilla frigate (which has 180 top speed).
Nesaku: why is this a cruiser? it's also too fast, IMO

Ebisu M: 4 bays for anything less than 25 DP is overpowered, and that's before you add in targeting feed. Again, look at logistics stats.
Kisshoten: why is this a cruiser? It's also got way too much flux (compare to falcon)
okay I'm gonna say it here so I don't repeat it- you've tacked on an powerful AAF system to basically every mainline ship. You shouldn't do this. Damage/dps boost systems are intentionally limited to only a few ships. You need to have more than one system that you put on everything.
Gongen: this one is almost reasonable, at least. Too much dissipation though.
Moreya: way too fast for its DP cost. high-speed battlecruisers are usually more expensive, and this one has a good weapon layout for kiting.
Kaijin: probably fine actually? maybe too fast. but 34 DP for a cruiser is a lot.

Ebisu L: same problems as the S and M versions.
Hachiman: Too much dissipation, fine otherwise.
Kuzuryu: Too much dissipation, probably too fast.
Watatsumi: Probably fine? still a bit too fast and with a bit too much dissipation.
Fallen Amaterasu: this would be fine without the builtins
Mikaboshi: Five wings and a good gun layout and the flux to run it and the OP to afford it all is too much for the price. This is basically both an onslaught and an astral in the same ship for 56 DP.
Bishamonten: System is way too strong and it's a bit too fast but otherwise this is fine for 60 DP.
Susanowo: is this a bounty ship? comically busted if it isn't, but that's mostly the fault of the builtin weapons.
oh also: all these ships need their cargo/fuel/crew stats rebalanced, not just your logistics ships.

continued, for weapons:
weapons:
general points:
why do multiple hybrid energy-looking weapons count as ballistic for stat modifiers? if it looks like an energy weapon it should count as one for stats.
your hybrid guns should just be energy guns, not hybrids
S hybrid:
Suzaku: this is too much burst DPS in a small slot. The range is fine if you make it less accurate and reduce DPS.
Akubozo: too much burst DPS for a small energy-slot PD. Also you can't copy the cryoflamer vfx plugin for a gun with multiple barrels.
S ballistic:
Gaki: high-dps accurate flak is a bit much for 4, I would increase OP cost to 5 or 6.
Ibitsu: same as Gaki
you should make sure your fighter weapons are actually hidden
M hybrid:
Basan: this is fine if you reduce the range or the DPS. Same VFX issue as Akubozo.
M Ballistic:
Hone-Onna: this should probably cost 10 or 11 op.
Shisa: why the *** does this have 2000 range? To make this a real weapon, reduce range to 1k, halve the damage, and double the rate of fire. This also needs a projectile trail befitting how dangerous it is. You could also experiment with making the projectile interceptable.
Furi: this one's fine
Kitsune: too much hit strength and range, and that's before we talk about the AoE. Drop the AoE entirely and reduce range or hit strength.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.2a
Post by: [REDACTED] on July 06, 2023, 06:39:12 PM
Thank you for the great comments from BadDragn. I will look into the balance change for the next update.
I skimmed the list and there are few criticisms I agree with, and what I do agree with is:
-Energy weapons should be energy weapons
-Ships should be tagged properly to match their actual hull size(destroyers being destroyers instead of cruisers as an example)
-Susanowo is comically over powered, but considering you have to find a rare blueprint and make it yourself, I think that's fine

One criticism of my own would be that in all of my encounters with it, the Fallen Amaterasu has felt extremely powerful compared to the normal version, doesnt help that I've encountered seemingly the same fleet with IIRC about 3 of them twice in different saves.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.3.2a
Post by: PuffyJelly on July 07, 2023, 06:20:14 AM
Thank you for the great comments from BadDragn. I will look into the balance change for the next update.
I skimmed the list and there are few criticisms I agree with, and what I do agree with is:
-Energy weapons should be energy weapons
-Ships should be tagged properly to match their actual hull size(destroyers being destroyers instead of cruisers as an example)
-Susanowo is comically over powered, but considering you have to find a rare blueprint and make it yourself, I think that's fine

One criticism of my own would be that in all of my encounters with it, the Fallen Amaterasu has felt extremely powerful compared to the normal version, doesnt help that I've encountered seemingly the same fleet with IIRC about 3 of them twice in different saves.

Yea, I'm kinda torn on the energy weapons. There are energy weapons in Vanilla that do energy damage. That is where I get the idea from. I want to keep all of the weapons as ballistic. I will have to spend some time on this playthrough before I can put out the update.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4
Post by: PuffyJelly on July 08, 2023, 04:53:12 PM
My first try on the balance update is up.
with comments from BadDragon and [REDACTED], I try my best to update the mod while keeping my desired outcome of the ship's design. I will always keep a pre-balanced version up here for download.
Disclosure: I have tried this update for 12-16 hours. They're still a bit OP due to range but I felt that the drawback of the ships makes it somewhat balanced. Getting rushed/flanked can easily doom the fleet. And a lot of moded factions can often overpower my fleet which can be annoying. Any opinion on this, let me know.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4
Post by: [REDACTED] on July 08, 2023, 11:49:46 PM
My first try on the balance update is up.
with comments from BadDragon and [REDACTED], I try my best to update the mod while keeping my desired outcome of the ship's design. I will always keep a pre-balanced version up here for download.
Disclosure: I have tried this update for 12-16 hours. They're still a bit OP due to range but I felt that the drawback of the ships makes it somewhat balanced. Getting rushed/flanked can easily doom the fleet. And a lot of moded factions can often overpower my fleet which can be annoying. Any opinion on this, let me know.
After about 2 hours 20min trying the new balance changes I nearly lost my fleet to a swarm of pirates(not sure how many exactly, but it was about 2-3 times as many ships as I had, mostly frigates with a destroyer or two, my combat ships being:1 unfinished Watatsumi(only had 2 kitsune flak batteries and a few hull mods), 1 Moreya, 1 Gongen, 2 Nesaku's(they are still "hull size: Cruiser"), 1 Ebisu S, and 5 Idaten's. What survived the battle was the Moreya, Gongen, and 1 of the Nesaku's, the combination of their PD and shields protected the Moreya and Gongen, the surviving Nesaku was mostly disabled. So I'd say things are working fine so far.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4
Post by: PuffyJelly on July 09, 2023, 03:13:21 PM
My first try on the balance update is up.
with comments from BadDragon and [REDACTED], I try my best to update the mod while keeping my desired outcome of the ship's design. I will always keep a pre-balanced version up here for download.
Disclosure: I have tried this update for 12-16 hours. They're still a bit OP due to range but I felt that the drawback of the ships makes it somewhat balanced. Getting rushed/flanked can easily doom the fleet. And a lot of moded factions can often overpower my fleet which can be annoying. Any opinion on this, let me know.
After about 2 hours 20min trying the new balance changes I nearly lost my fleet to a swarm of pirates(not sure how many exactly, but it was about 2-3 times as many ships as I had, mostly frigates with a destroyer or two, my combat ships being:1 unfinished Watatsumi(only had 2 kitsune flak batteries and a few hull mods), 1 Moreya, 1 Gongen, 2 Nesaku's(they are still "hull size: Cruiser"), 1 Ebisu S, and 5 Idaten's. What survived the battle was the Moreya, Gongen, and 1 of the Nesaku's, the combination of their PD and shields protected the Moreya and Gongen, the surviving Nesaku was mostly disabled. So I'd say things are working fine so far.

lol, thanks, man. Let me know if anything else comes up! The frigates are the bane of Musashi's ships' existence. I would rather fight a group of cruisers+ over a fleet of frigates any day.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4
Post by: [REDACTED] on July 09, 2023, 06:17:10 PM
My first try on the balance update is up.
with comments from BadDragon and [REDACTED], I try my best to update the mod while keeping my desired outcome of the ship's design. I will always keep a pre-balanced version up here for download.
Disclosure: I have tried this update for 12-16 hours. They're still a bit OP due to range but I felt that the drawback of the ships makes it somewhat balanced. Getting rushed/flanked can easily doom the fleet. And a lot of moded factions can often overpower my fleet which can be annoying. Any opinion on this, let me know.
After about 2 hours 20min trying the new balance changes I nearly lost my fleet to a swarm of pirates(not sure how many exactly, but it was about 2-3 times as many ships as I had, mostly frigates with a destroyer or two, my combat ships being:1 unfinished Watatsumi(only had 2 kitsune flak batteries and a few hull mods), 1 Moreya, 1 Gongen, 2 Nesaku's(they are still "hull size: Cruiser"), 1 Ebisu S, and 5 Idaten's. What survived the battle was the Moreya, Gongen, and 1 of the Nesaku's, the combination of their PD and shields protected the Moreya and Gongen, the surviving Nesaku was mostly disabled. So I'd say things are working fine so far.

lol, thanks, man. Let me know if anything else comes up! The frigates are the bane of Musashi's ships' existence. I would rather fight a group of cruisers+ over a fleet of frigates any day.
It seems to depend on weapon configuration which is a worse match-up, at least for any of Musashi's ships larger than a destroyer. I say that because the cruisers that survived managed to do so with minimal damage.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.1 Sprites Update
Post by: PuffyJelly on July 16, 2023, 02:03:48 PM
New update is up!

Change log (1.4.1):
- Added separate blueprints for rare Musashi ships (mm_rare_bp). More ships with iron-cladded hulls will be added to this.
- Added a new weapon called Tadaiji Lance. It can be accessed from the new rare blueprint. It is a lite version of the Onryo Rift Cannon.
- Move Kuzuryu and Kajin into the new rare blueprint.
- Update sprites of older weapons and add animation to Onryo Rift Cannon. I think it is kind of cool. Check it out.
- Added new weapons call Shisa Twin Cannon. It is a double-barrel version of the cannon with a higher rate of fire.
- Added a new wing called Bushi Hunter. It is a marine squad each comes with a cryo-flamethrower. It is very against light armor targets.
- Adjust the look of Kuzuryu a bit.
- Adjust damage of Tengu burst battery. I found it lackluster previously. (Most of the weapons in this mod have higher DPS but the downtime between shots allows the enemy to vent/retreat which is a very noticeable downside.)

Here are the animations I made! I have had a lot of fun working on these.
(https://i.imgur.com/kmKG5oX.gif)
(https://i.imgur.com/Z1O3R0o.gif)
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.1 Sprites Update
Post by: PuffyJelly on July 16, 2023, 02:06:43 PM
BTW, my life is getting busy so I will mainly focus on sprite updates for a while from now until things clear up more.  ;)
(Edited: This doesn't seem to be true. At least for now.)
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.2 Sprites Update
Post by: PuffyJelly on July 24, 2023, 08:13:06 PM
I just added two new ships. I have not played with them much so let me know how the balance goes.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.2 Sprites Update
Post by: YukitoOnline on July 24, 2023, 11:35:24 PM
We got Amaterasu & Susanoo.
Any plans on creating Tsukuyomi?

In order to complete the Takamagahara trio.  ;D
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.2 Sprites Update
Post by: PuffyJelly on July 27, 2023, 05:50:29 AM
We got Amaterasu & Susanoo.
Any plans on creating Tsukuyomi?

In order to complete the Takamagahara trio.  ;D

Yeah! I also felt like the name of Mikaboshi and Susanowo should be switched. So that Susanowo is more parable with the Amaterasu
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.2 Sprites Update
Post by: Rommalb on July 27, 2023, 10:52:24 AM
Is anyone encountering an error when trying to load Musashi Manufactorum on Steam Deck?  I'm getting a Fatal error loading [graphics/mm/ships/mm_kajin.png] resource not found.  I DL'ed the latest version and narrowed it down to only this mod.  Crash happens on start-up as game is loading.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.2 Sprites Update
Post by: YukitoOnline on July 27, 2023, 11:03:26 AM
We got Amaterasu & Susanoo.
Any plans on creating Tsukuyomi?

In order to complete the Takamagahara trio.  ;D

Yeah! I also felt like the name of Mikaboshi and Susanowo should be switched. So that Susanowo is more parable with the Amaterasu
Hope that Tsukuyomi is a Phase Ship.
Since Tsukuyomi is a God of the Moon.  ;D
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.2 Sprites Update
Post by: PuffyJelly on July 31, 2023, 12:30:24 PM
We got Amaterasu & Susanoo.
Any plans on creating Tsukuyomi?

In order to complete the Takamagahara trio.  ;D

Yeah! I also felt like the name of Mikaboshi and Susanowo should be switched. So that Susanowo is more parable with the Amaterasu
Hope that Tsukuyomi is a Phase Ship.
Since Tsukuyomi is a God of the Moon.  ;D

That's it. Tsukuyomi will be a phase ship! It will take a while for the next update, tho. I'm diving into Buldar Gate 3!
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.2 Sprites Update
Post by: YukitoOnline on August 01, 2023, 06:15:00 AM
We got Amaterasu & Susanoo.
Any plans on creating Tsukuyomi?

In order to complete the Takamagahara trio.  ;D

Yeah! I also felt like the name of Mikaboshi and Susanowo should be switched. So that Susanowo is more parable with the Amaterasu
Hope that Tsukuyomi is a Phase Ship.
Since Tsukuyomi is a God of the Moon.  ;D

That's it. Tsukuyomi will be a phase ship! It will take a while for the next update, tho. I'm diving into Buldar Gate 3!
Baldur's Gate 3?
Understandable~
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.2 Sprites Update
Post by: PuffyJelly on August 01, 2023, 12:41:49 PM
We got Amaterasu & Susanoo.
Any plans on creating Tsukuyomi?

In order to complete the Takamagahara trio.  ;D

Yeah! I also felt like the name of Mikaboshi and Susanowo should be switched. So that Susanowo is more parable with the Amaterasu
Hope that Tsukuyomi is a Phase Ship.
Since Tsukuyomi is a God of the Moon.  ;D

That's it. Tsukuyomi will be a phase ship! It will take a while for the next update, tho. I'm diving into Buldar Gate 3!
Baldur's Gate 3?
Understandable~

You're right! Baldar's Gate 3!
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.2 Sprites Update
Post by: Angel963 on August 13, 2023, 03:29:52 AM
is the phase ship listed as such cause I have both the Kurao and Isetsu and I cant use them in the second mission for Sierra from SoTF, if not I do think it would be cool if the Isetsu was the phase ship since it resembles a sub.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.2 Sprites Update
Post by: PuffyJelly on August 13, 2023, 08:36:53 AM
is the phase ship listed as such cause I have both the Kurao and Isetsu and I cant use them in the second mission for Sierra from SoTF, if not I do think it would be cool if the Isetsu was the phase ship since it resembles a sub.

Isetsu is a phase ship. It should work fine with everything related to phase ship. But I will recheck if I miss a tag anywhere. Thanks!
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.2 Sprites Update
Post by: Desudesudesu on August 30, 2023, 07:14:15 PM
I have a bug to report. I was able to use integrated targeting unit with the advanced targeting core, leading to some pretty overpowered ranges. It's minor since obviously a player can just not exploit this but it's worth noting it doesn't function as intended.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.2 Sprites Update
Post by: PuffyJelly on August 31, 2023, 12:02:48 PM
I have a bug to report. I was able to use integrated targeting unit with the advanced targeting core, leading to some pretty overpowered ranges. It's minor since obviously a player can just not exploit this but it's worth noting it doesn't function as intended.

Hi Desudesudesu, Thanks for the heads up. It is actually functioning as intended. You can choose to add the targeting core if you like. I've reduced the Musashi's targeting core bonus in the previous updates and still looking for any further suggestion. For the description, it will be collected on the next update.  :) :)
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3 Description Update
Post by: PuffyJelly on September 10, 2023, 10:37:11 AM
This update focuses on rewriting the description of both ships and weapons. Thanks to a huge contribution from Ciruno. If you like reading sci-fi stuff, I invite you to check the descriptions out.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3 Description Update
Post by: PuffyJelly on September 18, 2023, 03:51:03 PM
I've made a mistake not hiding a new weapons called "Bushi Plasma Spitter" correctly. It is an experimentation aim for future update. If you found them you can try them out but just keep in mind that is doesn't work really well ATM.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3a Description Update
Post by: [REDACTED] on October 01, 2023, 08:50:21 PM
From my recent use of the mod I've noticed a few things:
1) I have encountered the Kuzuryu being available for sale(mostly on the black market) more than I've encountered the Kajin, which I've only found available very rarely through production orders.
2) I've never encountered the Kurao in the wild, whether it be for sale at any kind of market, in production orders, or even a blueprint or enemy fleet
3) I've encountered the Bishamonten in some kind of shop twice, but neither time could I buy it because of my rep with the faction not being high enough, I do kinda like it being available but extremely rare in Independent military stocks.
4) Isetsu doesn't seem to like to use it's torpedoes, despite having 4 in my fleet and spending a while watching them in combat, I've only seen them use their torpedoes 3-5 times

Having seen the Isetsu's torpedoes in use though I think having variants for mounting on other ships could be fun, perhaps small and medium sizes of launcher and some small and/or medium slots on some of the smaller ships changed to universal mounts so they could use them(eg. the middle medium mounts of the Kisshoten and Gongen)
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3a Description Update
Post by: PuffyJelly on October 02, 2023, 05:54:19 AM
From my recent use of the mod I've noticed a few things:
1) I have encountered the Kuzuryu being available for sale(mostly on the black market) more than I've encountered the Kajin, which I've only found available very rarely through production orders.
2) I've never encountered the Kurao in the wild, whether it be for sale at any kind of market, in production orders, or even a blueprint or enemy fleet
3) I've encountered the Bishamonten in some kind of shop twice, but neither time could I buy it because of my rep with the faction not being high enough, I do kinda like it being available but extremely rare in Independent military stocks.
4) Isetsu doesn't seem to like to use it's torpedoes, despite having 4 in my fleet and spending a while watching them in combat, I've only seen them use their torpedoes 3-5 times

Having seen the Isetsu's torpedoes in use though I think having variants for mounting on other ships could be fun, perhaps small and medium sizes of launcher and some small and/or medium slots on some of the smaller ships changed to universal mounts so they could use them(eg. the middle medium mounts of the Kisshoten and Gongen)

Thanks so much [REDACTED]
I'm a bit swamped right now. I will look into all those soon.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3a Description Update
Post by: PuffyJelly on October 06, 2023, 05:52:22 AM
Hey people! If anyone reads this. What do you think if I reduced the availability of the ships from Independent and Back Market and then added slow chances for them to occur in other factions' fleets and markets? That way MM will act more like a rare manufacturer for the sector. And I can play around with recolored skins for each faction.

The next plan for the mod is to add a unique bounty. This will take a while as I'm working on my Thesis but watch out!
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3a Description Update
Post by: [REDACTED] on October 10, 2023, 01:22:57 AM
Hey people! If anyone reads this. What do you think if I reduced the availability of the ships from Independent and Back Market and then added slow chances for them to occur in other factions' fleets and markets? That way MM will act more like a rare manufacturer for the sector. And I can play around with recolored skins for each faction.
Could work, but for it to work well the over-all availability would need to stay roughly the same.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3a Description Update
Post by: PuffyJelly on October 11, 2023, 07:57:59 AM
Hey people! If anyone reads this. What do you think if I reduced the availability of the ships from Independent and Back Market and then added slow chances for them to occur in other factions' fleets and markets? That way MM will act more like a rare manufacturer for the sector. And I can play around with recolored skins for each faction.
Could work, but for it to work well the over-all availability would need to stay roughly the same.

Agreed. I will see if I can make custom bounties happen together with diversifying the ship availability.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3a Description Update
Post by: IGdood on October 11, 2023, 03:44:44 PM
Will need to keep the probability very very low.

For example, the Battlestar Galactica mod pretty much makes mod ships more common than vanilla ships, if not outright replacing them all
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3a Description Update
Post by: PuffyJelly on October 11, 2023, 05:09:29 PM
Will need to keep the probability very very low.

For example, the Battlestar Galactica mod pretty much makes mod ships more common than vanilla ships, if not outright replacing them all

Yea, they will be. Currently, ships rarity are set at multiplication of 0.4-1.4 depending on their class. If I spread them out, this numbers would be spread amongs the offering factions.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3a Description Update
Post by: [REDACTED] on October 15, 2023, 06:09:00 AM
I had an interesting idea while making a selection for nanoforge production.
What about Musashi branches with ships that have different inspirations, and at some point down the road, those branches could then act as the Musashi ships in the fleets of various factions, as an example, the Sindrian Diktat could use ships more strongly inspired by German and/or Russian ships.
Either way, it's just an idea I thought might be interesting.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3a Description Update
Post by: IGdood on October 15, 2023, 02:34:52 PM
I had an interesting idea while making a selection for nanoforge production.
What about Musashi branches with ships that have different inspirations, and at some point down the road, those branches could then act as the Musashi ships in the fleets of various factions, as an example, the Sindrian Diktat could use ships more strongly inspired by German and/or Russian ships.
Either way, it's just an idea I thought might be interesting.

I think Musashi is keeping to Japanese theme though, but maybe other factions can use surplus/old Musashi models that are Japanese ships that followed the medieval era or Boshin War era instead of the WW2 era. 
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3a Description Update
Post by: [REDACTED] on October 15, 2023, 02:53:47 PM
I had an interesting idea while making a selection for nanoforge production.
What about Musashi branches with ships that have different inspirations, and at some point down the road, those branches could then act as the Musashi ships in the fleets of various factions, as an example, the Sindrian Diktat could use ships more strongly inspired by German and/or Russian ships.
Either way, it's just an idea I thought might be interesting.

I think Musashi is keeping to Japanese theme though, but maybe other factions can use surplus/old Musashi models that are Japanese ships that followed the medieval era or Boshin War era instead of the WW2 era.
Musashi keeping it's current theme is why I included in my idea having the ships with different inspirations being under branches, and not the main organization, you could think of it kinda like how Microsoft owns 343, Mojang, and Bethesda. While all 3 are owned by the same company, you wouldn't say for example, that a game made by Bethesda is a Microsoft game.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3a Description Update
Post by: PuffyJelly on October 15, 2023, 05:12:18 PM
I had an interesting idea while making a selection for nanoforge production.
What about Musashi branches with ships that have different inspirations, and at some point down the road, those branches could then act as the Musashi ships in the fleets of various factions, as an example, the Sindrian Diktat could use ships more strongly inspired by German and/or Russian ships.
Either way, it's just an idea I thought might be interesting.

I think Musashi is keeping to Japanese theme though, but maybe other factions can use surplus/old Musashi models that are Japanese ships that followed the medieval era or Boshin War era instead of the WW2 era.
Musashi keeping it's current theme is why I included in my idea having the ships with different inspirations being under branches, and not the main organization, you could think of it kinda like how Microsoft owns 343, Mojang, and Bethesda. While all 3 are owned by the same company, you wouldn't say for example, that a game made by Bethesda is a Microsoft game.

I would love to do that very much. I should have more time next year. I still debating of just different skins or hull design variations. I think that a later one would be better but would take a bit longer time.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3a Description Update
Post by: ShadowKnightNZ on October 22, 2023, 12:59:01 AM
if possible could u create a toggle that takes the blueprints out off all the bp choices and only have them in the musashi bp
would like to try a run where only i can use the ships
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3a Description Update
Post by: PuffyJelly on October 22, 2023, 11:00:31 AM
if possible could u create a toggle that takes the blueprints out off all the bp choices and only have them in the musashi bp
would like to try a run where only i can use the ships

Having it togglable is a bit beyond my knowledge. But you can try these:
(https://i.imgur.com/UAiAose.png)
- Open these three files in .txt. And change all numbers under hull frequency to "0". This should stop the ships from appearing in the fleet.

If that doesn't work, try this:
- Go to Musashi Manufactorum/data/hulls/ship_data.csv
- There, scroll to the right and find a column called "tags".
- Under this column remove everything aside from "rare_bp", "mm_rare_bp" and "musashi_bp"
- Then remove these three faction files in the above picture from the mod directory.

Just FYI, if you remove these, the ships will not appear in any of the markets also. Hope this work

Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3a Description Update
Post by: ShadowKnightNZ on October 23, 2023, 02:50:56 AM
thanks it seems the last one worked like a treat so here goes a earth defense force run
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3b Description Update
Post by: rawkhawklives on October 28, 2023, 10:49:05 AM
I only just saw this mod cuz of the update on the discord. This is so sick. Good companion for ARSWP and it's WW2-era ships when that updates. I'm gonna try this out now, love those portraits. 
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3b Description Update
Post by: PuffyJelly on October 28, 2023, 12:14:37 PM
I only just saw this mod cuz of the update on the discord. This is so sick. Good companion for ARSWP and it's WW2-era ships when that updates. I'm gonna try this out now, love those portraits.

Thanks for the kind word! Hope you have fun with it! And if you find anything that doesn't work or is bad just let me know!
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3b Description Update
Post by: Azntheoryz on November 28, 2023, 01:17:23 AM
Is there a blueprint that i can find for the ships and weapons while exploring?
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3b Description Update
Post by: PuffyJelly on November 29, 2023, 06:29:09 AM
Is there a blueprint that i can find for the ships and weapons while exploring?
Yea, there is one base Musashi package and one rare package for the rare Musashi ships and weapons. And there are rarer blueprints for each of the rarer ships. I plan to move some ships to be bounty-only in the future.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3b Description Update
Post by: [REDACTED] on December 15, 2023, 05:12:16 PM
I've had an idea for a pair of new ships:
One is the relatively common version which is just a larger "submarine", which would have 4-5 small ballistic mounts, a 6 shot torpedo launcher built into the front, a 2 tube launcher at the back, and a single fighter bay.

The other is a bounty only version of the same large sub, armed with the same ballistic weapon mounts and built in torpedoes, but with the fighter bay traded for 3 small hidden missile mounts on either side of the hull(6 total), and a powerful, hidden, built-in beam weapon with a long charge time as the trade off for great damage including hard flux to shields.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3b Description Update
Post by: PuffyJelly on December 16, 2023, 10:02:04 AM
I've had an idea for a pair of new ships:
One is the relatively common version which is just a larger "submarine", which would have 4-5 small ballistic mounts, a 6 shot torpedo launcher built into the front, a 2 tube launcher at the back, and a single fighter bay.

The other is a bounty only version of the same large sub, armed with the same ballistic weapon mounts and built in torpedoes, but with the fighter bay traded for 3 small hidden missile mounts on either side of the hull(6 total), and a powerful, hidden, built-in beam weapon with a long charge time as the trade off for great damage including hard flux to shields.

Thanks! Tube launchers at the back are very interesting! I will keep this idea for when I'm done with grad school! Hopefully, I would finally be able to move some of the ship into bounty only. They would make great hunts.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3b Description Update
Post by: turtil on January 01, 2024, 04:01:04 PM
There is 2 bugs on Linux with the filenames being case sensitive:

Code
 java.lang.RuntimeException: Error loading [graphics/mm/ships/mm_kajin.png] resource, not found in [<snip>,/home/turtil/.local/share/starsector/mods/Musashi Manufactorum,<snip>,CLASSPATH]
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
at com.fs.graphics.for.class(Unknown Source)
at com.fs.graphics.for.Ø00000(Unknown Source)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)

Fixed with:

Code
mv mods/Musashi\ Manufactorum/graphics/mm/ships/mm_Kajin.png mods/Musashi Manufactorum/graphics/mm/ships/mm_kajin.png
mv mods/Musashi\ Manufactorum/graphics/mm/missiles/mm_skull_bullet.png mods/Musashi\ Manufactorum/graphics/mm/missiles/mm_Skull_bullet.png

* Edit: I just lost my first Kajin with a Tengu mounted on it, dude, i felt like a beast, i love it.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon Packs 1.4.3b Description Update
Post by: PuffyJelly on January 02, 2024, 03:35:12 PM
There is 2 bugs on Linux with the filenames being case sensitive:

Code
 java.lang.RuntimeException: Error loading [graphics/mm/ships/mm_kajin.png] resource, not found in [<snip>,/home/turtil/.local/share/starsector/mods/Musashi Manufactorum,<snip>,CLASSPATH]
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
at com.fs.graphics.for.class(Unknown Source)
at com.fs.graphics.for.Ø00000(Unknown Source)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)

Fixed with:

Code
mv mods/Musashi\ Manufactorum/graphics/mm/ships/mm_Kajin.png mods/Musashi Manufactorum/graphics/mm/ships/mm_kajin.png
mv mods/Musashi\ Manufactorum/graphics/mm/missiles/mm_skull_bullet.png mods/Musashi\ Manufactorum/graphics/mm/missiles/mm_Skull_bullet.png

* Edit: I just lost my first Kajin with a Tengu mounted on it, dude, i felt like a beast, i love it.

Hey turtil, Glad you enjoy the mod! I've found the bug. Thanks so much! The fix will be released together with the next update.
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon 1.4.3c Minor Fix & Spawn Rate Tweak
Post by: phatless on January 29, 2024, 12:55:37 PM
Download link a bad gateway errror for me
Title: Re: [0.96a] Musashi Manufactorum Ship and Weapon 1.4.3c Minor Fix & Spawn Rate Tweak
Post by: PuffyJelly on January 30, 2024, 07:03:30 AM
Download link a bad gateway errror for me

Try this: https://www.patreon.com/file?h=85803207&i=17172612
Can you tell me which link that show bad gateway? Is it the one in the forumn or discord?
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3c Minor Fix & Spawn Rate Tweak
Post by: PuffyJelly on February 04, 2024, 04:15:46 PM
I forgot to mention in the update that I made some updates to the Onryu Rift Cannon graphic.

If you like the old one, you can find the old graphics in the folder named "rubionblastcannonalt_opencover". Just copy .png in from this folder and place it in the "rubionblastcannon" folder.

Personally, I like the new style but it is a rush job and the animation is still very janky. I plan to update them in the future. Cheers!
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3c Minor Fix & Spawn Rate Tweak
Post by: IGdood on February 24, 2024, 08:03:54 PM
For the next update can you set GoalVariant = true for the variant files so I can autofit easily in-game?

Thanks
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
Post by: AmeliaWatson on February 28, 2024, 04:34:37 PM
Just wanna say damn the Moreya is so good I love this amazing ship
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
Post by: PuffyJelly on February 29, 2024, 06:33:19 AM
Just wanna say damn the Moreya is so good I love this amazing ship

Thank you so much, AmeliaWatson! I heard from people that the Marines might be too heavy on the PC. Are you experiencing that?

My current plan is to reduce the number of each squad from 6 to 5 marines, decrease the fire rate, and increase damage.
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
Post by: IGdood on March 01, 2024, 08:22:08 PM
No lag on my end!
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
Post by: Hussrball_PL on March 02, 2024, 03:19:48 AM
While single Moreya with bushi squads is not big problem, 3 of them are and game is taking quite the FPS hit.


Oh and before I forget, thank you for creating best ship pack (my favorite) for this game.

And I would like to ask a few things, are there plans for more ships? I think that this mod would benefit from additional frigates, for example American PT-105, German S-38 or Japanese Type T-14, could be considered. And I would personally like to see a ABXY layout cruiser or Battleship and some destroyers with torpedoes
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
Post by: PuffyJelly on March 03, 2024, 09:38:22 PM
While single Moreya with bushi squads is not big problem, 3 of them are and game is taking quite the FPS hit.


Oh and before I forget, thank you for creating best ship pack (my favorite) for this game.

And I would like to ask a few things, are there plans for more ships? I think that this mod would benefit from additional frigates, for example American PT-105, German S-38 or Japanese Type T-14, could be considered. And I would personally like to see a ABXY layout cruiser or Battleship and some destroyers with torpedoes

Yes! Definitely! more frigates.  I plan to add more and keep updating the sprite of the existing ones. I felt that the current destroyers are not very interesting and want to create more interesting sprites for them. And I want to do more pirate versions!
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
Post by: IGdood on March 03, 2024, 10:53:53 PM
This mod + Domain Reformed lets me scratch my WW2 (and beyond) battleship itch.  So good.
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
Post by: PuffyJelly on March 03, 2024, 11:30:36 PM
This mod + Domain Reformed lets me scratch my WW2 (and beyond) battleship itch.  So good.

Thanks so much for the kind word!!!!!
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
Post by: AmeliaWatson on March 04, 2024, 01:45:36 AM
It never lagged on my end but if their is one thing I wanna say the AI doesnt seem to understand how to use the Tadaiji Lance they just keep charging it and never fire unless they have like no flux, maybe I just need to give the ships more flux but whatever man the mod is amazing anyway.
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
Post by: Hussrball_PL on March 04, 2024, 06:45:53 AM
Now that You mention it, Tadaiji Lance seems to be bugged, Ai charges it just to cancel it last moment. It fires from time to time but seemingly only when AI is 120% certain that it will hit the target.
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
Post by: PuffyJelly on March 04, 2024, 03:54:23 PM
It never lagged on my end but if their is one thing I wanna say the AI doesnt seem to understand how to use the Tadaiji Lance they just keep charging it and never fire unless they have like no flux, maybe I just need to give the ships more flux but whatever man the mod is amazing anyway.

Now that You mention it, Tadaiji Lance seems to be bugged, Ai charges it just to cancel it last moment. It fires from time to time but seemingly only when AI is 120% certain that it will hit the target.

Thanks for letting me know  ;) ;) ;). I will look into it. I'm not sure how to fix it yet. Hopefully I don't have to get into AI behavior as I have never done it before.
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
Post by: AmeliaWatson on March 08, 2024, 04:20:50 PM
It never lagged on my end but if their is one thing I wanna say the AI doesnt seem to understand how to use the Tadaiji Lance they just keep charging it and never fire unless they have like no flux, maybe I just need to give the ships more flux but whatever man the mod is amazing anyway.

Now that You mention it, Tadaiji Lance seems to be bugged, Ai charges it just to cancel it last moment. It fires from time to time but seemingly only when AI is 120% certain that it will hit the target.

Thanks for letting me know  ;) ;) ;). I will look into it. I'm not sure how to fix it yet. Hopefully I don't have to get into AI behavior as I have never done it before.
I hope it doesn't detract from your idea of how the gun should work but the Yamato ship from I think the Imperium mod? Charges for a long time then fires maybe that could work as a bandaid? I dont mind Tadaiji being a player only weapon tho since i have fun using it anyway.
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
Post by: Guardsmen83 on March 18, 2024, 11:49:31 AM
thank you so much for keeping this mod going
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
Post by: PuffyJelly on March 22, 2024, 12:11:14 PM
thank you so much for keeping this mod going

Thanks so much for the kind word!
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
Post by: PuffyJelly on March 22, 2024, 12:12:18 PM
It never lagged on my end but if their is one thing I wanna say the AI doesnt seem to understand how to use the Tadaiji Lance they just keep charging it and never fire unless they have like no flux, maybe I just need to give the ships more flux but whatever man the mod is amazing anyway.

Now that You mention it, Tadaiji Lance seems to be bugged, Ai charges it just to cancel it last moment. It fires from time to time but seemingly only when AI is 120% certain that it will hit the target.

Thanks for letting me know  ;) ;) ;). I will look into it. I'm not sure how to fix it yet. Hopefully I don't have to get into AI behavior as I have never done it before.
I hope it doesn't detract from your idea of how the gun should work but the Yamato ship from I think the Imperium mod? Charges for a long time then fires maybe that could work as a bandaid? I dont mind Tadaiji being a player only weapon tho since i have fun using it anyway.

That might works! Thanks for the idea. I will see to it! I've to figure out how to make the animation works better also!
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
Post by: IGdood on March 24, 2024, 08:45:07 PM
The Kurao Class is really cool but the sound effect for the torpedo might get repetitive since it stops and replays when it wobbles between in-range and out-of-range for a target
Title: Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
Post by: PuffyJelly on March 25, 2024, 08:47:21 AM
The Kurao Class is really cool but the sound effect for the torpedo might get repetitive since it stops and replays when it wobbles between in-range and out-of-range for a target

I see. I will looks into it! I have yet to find it without using console in a run. So sad  :'( :'( :'(.