Fractal Softworks Forum

Starsector => Mods => Topic started by: FlashFrozen on April 24, 2012, 10:27:05 PM

Title: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
Post by: FlashFrozen on April 24, 2012, 10:27:05 PM
(http://i.imgur.com/lCMrP.png)
>                    GraphicsLib Required                   < (http://fractalsoftworks.com/forum/index.php?topic=10982)
>                         LazyLib Required                        < (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Greetings, fellow consumers, we are Neutrino Corp©™

(http://i.imgur.com/PZsXPVs.png)

Lore

The Tri-Tachyon faction wasn't always the powerhouse it is now, for it wasn't the only corporation out there. In what was to of been a joint venture, CEO Biggs Hoson shared the basics of what was to become beam weaponry with the Tri-tachs. The eventual split was brought upon the Corvus incident, where the Tri-Tachyon had believed they had finally outpaced the Neutrino Corporation. With this it was decided they were of no use and broke off of all agreements with Neutrino Corp. This incident has now become known as the instance where the first Paragon class battleship created, was promptly destroyed.



To get pretty lights, you need GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=7958.0)

(http://i.imgur.com/qsYwrZc.png)
Spoiler
(http://i.imgur.com/FLx06eb.png)(http://i.imgur.com/7iC9B9u.png)
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Spoiler
(http://i.imgur.com/kNjJabr.png)(http://i.imgur.com/3nYwC1B.png)
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All Following sprites are to scale.

Fightercraft
Spoiler
- Drohne -     - Schwarzgeist - - Drache - - Floh - - Aegis - - Schwarm - - Gepard -
(http://i.imgur.com/rjcLU4T.png) (http://i.imgur.com/9skIR.png) (http://i.imgur.com/IvlLn.png) (http://i.imgur.com/kpes9.png) (http://i.imgur.com/an0GW.png) (http://i.imgur.com/eh60v.png) (http://i.imgur.com/Gf6kRMU.png)

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Frigates
Spoiler
- Singularity - - Relativity - - Causality - - Polarity - - Criticality -
(http://i.imgur.com/5YXAt.png) (http://i.imgur.com/7ODLX.png) (http://i.imgur.com/LUv9c.png) (http://i.imgur.com/d1f9uuP.png) (http://i.imgur.com/l8Q41yf.png)


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Destroyers
Spoiler
- Hacksaw - - Vice - - Pile-Driver - - Sledgehammer
(http://i.imgur.com/56PTG.png) (http://i.imgur.com/YkMFn.png) (http://i.imgur.com/vMghN.png) (http://i.imgur.com/w0col9U.png)

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Cruisers
Spoiler
- Grinder - - Nirvash - - Lathe - -TheEND - - Maul -
(http://i.imgur.com/3AzbL9M.png) (http://i.imgur.com/LMnRH.png) (http://i.imgur.com/kGzaN.png) (http://i.imgur.com/lGW79DF.png) (http://i.imgur.com/kJLIOec.png)

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Capitals
Spoiler
- Jackhammer - - Jackhammer (2)- Banshee - - Nausicaä - - Nausicaä (2) - - Hildolfr - - Colossus -
(http://i.imgur.com/HSvtt.png) (http://i.imgur.com/LvCL3Uw.png) (http://i0.imgur.com/YH9ga.png) (http://i.imgur.com/WiUY8.png) (http://i.imgur.com/ZjZt4vX.png) (http://i.imgur.com/vo2oe.png) (http://i.imgur.com/d9V78.png)

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These are strange designs by other faction's standards, but this is the fruit of Neutrino corps engineering, trading flux capacity for more armor and dissipation rates. Ships from this corporation are infact heavier than many ships of larger size through the sheer amount of ultra-dense ablative armor. The two long extensions of the hull of the Lathe in fact conceal 2 monsterous neutrino beam lances, the spritual predecessor of the tachyon lance.
In an effort to further increase efficiency, the omni shield generated has been modified to provide ultimate protection in its narrow arc. Automation is used in almost every ship, as Neutrino ships are designed with efficiency in mind, relative crew sizes are very, very small.

General characteristics include a focus on high tech energy weapons and narrow but very sturdy shields, ship systems also tend to be fairly unique and defence oriented.  A preference to large and expensive capital ships is given for the fairly low number of employees in the corporation. ( Death benefits are expensive  :P )

Having left the system long ago to minimize the effect the Tri-Tachyon would inflict on the uneasy peace in the system the Neutrino Corporation has returned under the constant pleas of Independants across the Corvus sector for a way to get at least some independance from the Hegemony stranglehold, in turn we have returned and set up a 640 GW Solar powerplant in the orbit of Corvus I with an included warehouse containing goods to be purchased. Relations with the Hegemony are fairly neutral while TT is still fairly bitter about the the loss they have incurred from long since.

Specialty Ships
Spoiler
- Blowtorch Construction Ship - - Falken - - Unsung - - Banshee Norn - - rm -r *-
(http://i.imgur.com/fUVeR.png)  (http://i.imgur.com/RU7ZRDr.png)   (http://i.imgur.com/aCTsx.png) (http://i.imgur.com/f52yfd3.png) (http://i.imgur.com/RU8AEPh.png)
Spoiler
A ship not often seen, droves of these ships are usually seen abuzz shipyards welding huge plates of armor together in ongoing process of super-capital ship construction. Rarely do they ever leave the heavily defended shipyards but it's known that most of these ships are more durable than even your standard military destroyer. Mobile enough to move from worksite to worksite, these workhorses pave the way for ships that few will rarely think of fighting against.
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Spoiler
- Adventure Civilian Battleship -
(http://i.imgur.com/Mq3pt.png)

Commissioned by the same independent traders that convinced the company to return to the Corvus system after the incident, this ship is a direct upgrade of the very venerable Ventures that dotted the system. The design was ordered to allow civilians to have some capital ship counterpart to the Hegemony and as a mobile base of operations for the many companies that funds the exorbitant cost of a capital ship. The design while simple was made as efficient as possible requiring only the raw material equivalent 2 Ventures. While it may not hold up to an Onslaught or Paragon, this sturdy ship is likely to last for generations to come.
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Arsenal of the Corporation

- Small Missiles -
- Advanced torpedo launcher - - Light Photon Torpedo - - Sapper SRM -
(http://i.imgur.com/s8P4QGW.png) (http://i.imgur.com/okaUHX3.png) (http://i.imgur.com/MChH4PV.png)

- Medium Missiles -
- Dual Advanced Photon Torpedo Launcher - - Photon Torpedo Launcher -
(http://i.imgur.com/mpXlHzJ.png)  (http://i.imgur.com/sRiPjEL.png)

- Large Missiles -
- Quad Advanced Photon Torpedo Launcher - - Javelin Torpedo launcher - - Graviton Inversion Device - - Goliath -
(http://i.imgur.com/wjdN4h6.png) (http://i.imgur.com/WGtBw.png) (http://i.imgur.com/8dll3.png) (http://i.imgur.com/YkyMBrR.png)

- Small Energy -
- Pulsar Beam - - Disruptor -
(http://i.imgur.com/cVnyv.png) (http://i.imgur.com/vOCMu.png)

- Medium Energy -
- Pulsar Beam Repeater- - Anti-Proton Laser - - Darkmatter Beam cannon - - Pulsed Beam Cannon - - Derp Launcher- - Neutron Pulse Cannon - - Heavy Neutron Pulse Cannon - - Misery -
(http://i.imgur.com/FLmikah.png) (http://i.imgur.com/rNp1nZI.png) (http://i.imgur.com/CifQFtF.png)  (http://i.imgur.com/cxRRSQW.png) (http://i.imgur.com/qWbPK.png) (http://i.imgur.com/qs0L54o.png) (http://i.imgur.com/gMp5y94.png) (http://i.imgur.com/r0nTkPW.png)

- Large Energy -
- Heavy Pulsar Beam- - Fusion Lance - - Dual Giga Pulse Laser- - Neutron Pulse Cannon Battery - - Particle Cannon Array - - Unstable Photon Cannon - - Tractor Beam - - Neutron Lance - - Silverlance - - Bane -
(http://i.imgur.com/iDwAx.png) (http://i.imgur.com/ICRXx.png) (http://i.imgur.com/FfsppjI.png) (http://i.imgur.com/KPYjQJj.png) (http://i.imgur.com/6iTBXi9.png) (http://i.imgur.com/afVld.png) (http://i.imgur.com/JTCVE.png) (http://i.imgur.com/5EQP5.png) (http://i.imgur.com/3SUrS.png) (http://i.imgur.com/hks4Adt.png)
Photon-y things for everyboday!

And a special ship for all to enjoy! ( Drive responsibly )
Spoiler
-  HammerClass -

You spin me right 'round, baby. Right 'round like a record, baby. Right 'round, 'round, 'round,

(http://i.imgur.com/U8JHJ.png)

Genius right?  ;D
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Now with all ze help of ze community, I'm proud to give you this official release of Neutrino Corp.  ;)

Works with vanilla, works with other mods, hopefully works linux/mac but have no idea how to test for that but it'll prob come down to capitals and case sensitive derpadur.
 

Comments and criticisms welcome, note, it has not been endlessly and utterly completely balanced against vanilla, but I think the weaknesses are easy enough to exploit considering it can't properly ai vs ai an elite paragon without exploding.

- Neutrino playthrough Courtesy of Tokshen -
Spoiler
http://www.youtube.com/watch?v=QSDSfA8BMtk&feature=share&list=PLrCqw-30TkeXKIZcSvJhl6wrOPOInzMrg
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- TIPS For Adding ships to Exerelin -
Spoiler

For exerelin I guess the easiest way would be to edit mods/Exerelin/data/world/factions/neutrinocorp.faction

Edit with notepad, wordpad, notepad++, anything that can change/add letters in.

Scroll down until you see the fleet listings, you're going to change what ships are delivered to the station

   "fleetCompositions":{
      "exerelinGenericFleet":{
            "displayName":"Generic Fleet",
            "maxFleetPoints":140,
            "daysWorthOfSupplies":[30, 50],
            "lyWorthOfFuel":[40, 60],
            "extraCrewPercent":[80, 80],
            "marinesPercent":[20, 20],
            "ships":{
                "neutrino_colossus_standard":[0, 1],
                "neutrino_hildolfr_standard":[0, 1],
                "neutrino_banshee_standard":[0, 1],
                "neutrino_bansheenorn_standard":[0, 1],
                "neutrino_jackhammer_standard":[0, 1],
                "neutrino_jackhammer2_standard":[0, 1],

                "neutrino_grinder_standard":[0, 1],
                "neutrino_lathe_standard":[0, 1],
                "neutrino_maul_standard":[0, 1],
                "neutrino_nirvash_standard":[0, 1],
                "neutrino_theend_standard":[0, 1],

                "neutrino_sledgehammer_assault":[0, 2],
                "neutrino_vice_assault":[0, 1],
                "neutrino_vice_standard":[0, 1],
                "neutrino_hacksaw_standard":[0, 1],
                "neutrino_hacksaw_assault":[0, 1],
                "neutrino_piledriver_standard":[0, 2],

                "neutrino_singularity_balanced":[0, 2],
                "neutrino_relativity_standard":[0, 2],
                "neutrino_causality_standard":[0, 2],
                "neutrino_polarity_standard":[0, 2],

                "neutrino_drohne_wing":[0, 4],
                "neutrino_schwarzgeist_wing":[0, 4],
                "neutrino_floh_wing":[0, 4],
                "neutrino_drache_wing":[0, 4],
            },
        },


add in this line:

Code
"neutrino_unsung_standard":[0, 1],

near the bottom

   "fleetCompositions":{
      "exerelinGenericFleet":{
            "displayName":"Generic Fleet",
            "maxFleetPoints":140,
            "daysWorthOfSupplies":[30, 50],
            "lyWorthOfFuel":[40, 60],
            "extraCrewPercent":[80, 80],
            "marinesPercent":[20, 20],
            "ships":{
                "neutrino_colossus_standard":[0, 1],
                "neutrino_hildolfr_standard":[0, 1],
                "neutrino_banshee_standard":[0, 1],
                "neutrino_bansheenorn_standard":[0, 1],
                "neutrino_jackhammer_standard":[0, 1],
                "neutrino_jackhammer2_standard":[0, 1],

                "neutrino_grinder_standard":[0, 1],
                "neutrino_lathe_standard":[0, 1],
                "neutrino_maul_standard":[0, 1],
                "neutrino_nirvash_standard":[0, 1],
                "neutrino_theend_standard":[0, 1],

                "neutrino_sledgehammer_assault":[0, 2],
                "neutrino_vice_assault":[0, 1],
                "neutrino_vice_standard":[0, 1],
                "neutrino_hacksaw_standard":[0, 1],
                "neutrino_hacksaw_assault":[0, 1],
                "neutrino_piledriver_standard":[0, 2],

                "neutrino_singularity_balanced":[0, 2],
                "neutrino_relativity_standard":[0, 2],
                "neutrino_causality_standard":[0, 2],
                "neutrino_polarity_standard":[0, 2],

                "neutrino_drohne_wing":[0, 4],
                "neutrino_schwarzgeist_wing":[0, 4],
                "neutrino_floh_wing":[0, 4],
                "neutrino_drache_wing":[0, 4],

               "neutrino_unsung_standard":[0, 1],
            },
        },

AAanndd your done!, note this is only a chance for every ship on the list, so give it some time.


[close]


Code
Version 1.82
-Severe changes to hull armor and healths in trade for a secondary armor layer.
-Added Silver Lance
-Weapon slots have been rearranged on some ships
-Cargo Version of Piledriver added
-Actual integrated campaign
-and assorted bunch of stuff

Version 1.81
-Updated for 0.65.2a
-Added Deathfly's Siege fix
-Removed some hullmod changes

Version 1.8
-Updated for 0.65.1a
-I may of balanced some things but it's been too long to remember.
-More flux levels lowered.

Version 1.75doubleD
-Added Shader support
-reworked the sprite of the Portable Phased Array Cannon
-reworked Drohne sprite
-increased OP cost of PAC to 75 OP
-Decreased Burn Speed of Some neutrinos ships down 1-2 units.
-Removed Photon Cannon
-Removed Heavy Photon Repeater

Version 1.75d
-Added Gepard Drei and Gepard Sechs
-Removed Integrated Targeting Units on some variants and replaced with a different hull mod
-Changed up some variants and stuffs
-Added Goliath SRM

-Adv. Photon Torp made even more susceptible to pd weapons
-Changed how Photon Torpedoes and Light Photon Torpedoes tracked
-Reworked Dual Pulse Beam Cannons into Dual Giga Pulse Lasers

Version 1.75c
-Added Criticality, a moderately high performance/drone-hound frigate
-Added Bane and Misery lasers

-Fixed sound effects for the Javelin Torpedo
-Minor increase in Adv. Photon Torp damage but made more susceptible to pd weapons.
-Changed how the Particle Cannon Array fired + stats
-Changed Sprite for Particle Cannon Arrays

Version 1.75
-Changed most shield flux upkeeps from 0.2 to 0.3-0.4 across various ships
-Added CR timers to the Maul, Causality, and theEND
-Reduced Neutron Pulse Cannon damage 375 => 325 

-Changed sound effect for the Phased Array Cannon
-Changed sound effect for Neutron Lances
-Fixed sound effects for the Graviton Inverter, Neutron Pulse cannons, and the Siege Fusor

-Changed Sprite for Darkmatter beam cannons
-Changed Sprite for Pulsed Beam Cannons
-Changed Sprite for Photon Torpedo launchers
-Changed Sprite for Light Photon Torpedo launchers

-Lowered shield efficiency of almost all ships from 0.2 => 0.4
-(Slightly under)Doubled Flux Capacity of most ships
-Increased day to day usage a tid bit, most ships increased repair cost.
-Added Corona Australis and Exelion
-Readjusted station stock.

Version 1.725
-Lowered hull, armor and speed of Maul Heavy Cruiser
-Fixed missions causing crashes

Version 1.7
-Added Falken OP frigate
-Added Banshee Norn Capital
-Added Jackhammer 2 Capital
-Added Nausicaä 2 Capital
-Added Maul Heavy Cruiser
-Added Polarity Drone
-Added Sapper SRM
-Added Quasar
-Improved Lathe, Nirvash, Grinder, Jackhammer maneuverability
-Changed Dual Pulsar to Pulsar Beam Repeater
-Changed Anti-Proton laser sprite
-Added values for Deployments points, Repair costs, total repair costs.

Version 1.6
-Added Sledgehammer Missile Destroyer
-Changed Neutron Pulse Cannon characteristics abit
-Added Neutron Pulse Cannon Battery
-Added Heavy Neutron Pulse Cannon
-Added Single Advanced torpedo launcher
-Removed Photon cannon and Heavy repeater from station
-Changed Vice Ship system from Fast Missile Racks to Scout Drohne

Version 1.55
-Added TheEND Phase carrier
-Added Neutron Pulse Cannons
-Lowered Drache repair cost from 15 to 12
-Lowered Schwarm repair cost from 20 to 15
-Changed Lathe to a Cruiser
-Lowered Lathe op from 220 to 200 (because capital hullmods costed more)
-Removed arcs from Lathe frontal Large slots
-Changed Piledriver to a Destroyer
-Lowered Pile Driver FP from 14 to 12
-Lowered Pile Driver HP from 4250 to 3000
-Lowered Pile Driver Armor from 1250 to 950
-Increased Speed of Pile Driver from 70 to 80
-Increased Nirvash broadside arc from 5 to 15
-Changed Damage type of derp launcher to high explosive ( prob op. )
-Increased Javelin torpedo per missile damage form 1250 to 1450
-Changed light photon to shoot 3 missile bursts of 3x150 vs 1x250
-Added Jackhammer to station
-Increased range of all Pulsars by 100
-Fixed blowtorch bare variant bug
-Updated Advanced torpedo launcher sprites.

Version 1.5
-Added Unsung Capital
-Added Schwarm drone fighters
-Increased Schwarzgeist bomber wing size to 3
-Lowered Schwarzgeist hp and flux dissip
-Increased Drohne scout wing size to 2
-Lowered Drohne hp
-Lowered some op costs for weapons, reworked Advanced Photons, changed Antiproton laser,
-Lowered FP cost of Nirvash to 16
-Slightly lowered armor of Nirvash from 1450 => 1400
-Added one more derp launcher to the Jackhammer
-Added some more variants


Version 1.4
-Added Causality frigate
-Readjusted some op costs for weapons,
-Lowered fleet FP values
-Added some more variants to Vice and Banshee,
-Added NC ships to simulator

Version 1.375
-Added Heavy Pulsar Beam
-Added Dual Pulsar Beam
-Added Pulsar Beam
-Added Relativity Frigate
-Gave fleets FP reductions,
-Added more variants for Banshee, Vice, Singularity
-Increased flux use for most weapons, slight damage reductions on neutron lance, particle cannon array.
-Decreased flux capacity for Banshee
-25 less op for Jackhammer, made PAC a built in weapon


Version 1.35
-Slightly increased initial amount of things being sold
-General weapons sprite update
-Phased Array Cannon now made built-in
-Added in Derp Charge CIWS
-Swapped Jackhammer's Maneuvering jets to Derp charges
-Swapped Hildolfr's Fortress Shield to Derp charges
-Updated Adventure class with two more small energy slots and larger sprite.
-Gave Adventure Fast missile racks to make it feel more rounded.
-Changed back Floh's Ai type to Support from Fighter
-Changed Floh's burndrive to Swarm-flare because of strange fighter + burndrive ai.
-Updated Singularity frigate variants
-Nausicaa 35000 hull => 32000 flux disp 450 => 400
-Colossus 24000 hull => 17500 flux cap 4000 => 3250
-Guardian shield/drone 5000 hull => 4250 flux disp 2500 => 2000
-Aegis drone 725 hull => 650 armor 250 => 225
-Slight reduction in Neutron Lance damage. 3573 Burst dmg => 3357
-Reduced Particle cannon array damage. 110x24 and 503 dps and 1800 ammo => 65x32 and 467 dps and 1200 ammo
-Reduced Pulsed beam cannon range 925 => 875


Version 1.3
-Added more stopping power to tractor beam
-Slight buff to darkmatter beam cannon
-Added Colossus capital support ship
-Increased acceleration of Banshee,slightly increased top speed, added 5 deg arc to broadsides, slight durability nerf, flux nerf, added Aegis drones system.
-Jackhammer gets Manoeuvring jets.
-Nausicca gets Fortress shield
-Hildolfr gets Fortress shield
-Lathe gets Phase Skimmer ( borderline op, but I can see to giving it nerfs, but I think the skimmer fits it very well. )
-Grinder gets high energy focus
-Nirvash gets Manoeuvring jets.
-Pile driver landing deck removed, Drohne-drone system added.
-Hacksaw gains swarm flare launcher
-Blowtorch gains burn drive
-Vice gets fast missile racks
-Singularity gets High energy focus
-Floh gets burn drive


Version 1.2
-Rebalance to Unstable photon cannon
-Changed how Pulsed beam cannons fire, no change in dps
-Added Banshee Assault Battleship
-Added XL Advanced Photon Torpedo launcher
-Added Advanced Photon Torpedo launcher

Version 1.15
-Fix'd Singularity to be more aggressive
-Added Particle Cannon Array
-Added Darkmatter Beam cannon
-Added Heavy photon Repeater

Version 1.1
-Version naming change for less headaches!
-Added Floh bomber/fighter
-Added Hildolfr Capital carrier/repair thing
-Added Vice destroyer

Version 1.06
-Added Grinder cruiser
-Added renamed fightercrafts, Added schwarzgeist, drache bombers
-Added Graviton Inverter
-Additional tweaks

Version 1.05
-Added a special mission
-Additional tweaks

Version 1.04
-Added Nirvash cruiser
-Added Pulsed beam cannon
-Additional tweaks to shield arcs, hull integrities.

Version 1.03
-Some balance fixes, general nerfings in terms of durability and you guys should really try out the tractor beam on missiles and fighters :D

Version 1.02
-Added Jackhammer battleship and Singularity frigate
-Added phased array cannon and javelin torpedo and TRACTOR BEAM ( well, it makes ships stop moving at least )

Version 1.01
-Added blowtorch construction ship
-Added Fusion lance

Version 1.00
-Slight Rebalances to photon cannon
-Added hacksaw destroyer
-Added Antiproton PD laser

Version 0.99c Rev3
-Minor fixes and stuffs to the station

Version 0.99c Rev2
-Added in a freighter, and a mission
-Campaign integration

Version 0.99b
Added in 2 more ships, haven't yet worked out how to efficiently make this a faction :D
But any ideas are welcome ^_^

-Added Pile-Driver Light cruiser
-Added Sentinel Scout drone

Version 0.99a

-Added Lathe



Standalone Download here - https://bitbucket.org/Deathfly/neutrino-corp/downloads/Neutrino_corp_1.86-RC3.zip (https://bitbucket.org/Deathfly/neutrino-corp/downloads/Neutrino_corp_1.86-RC3.zip)
- Credits to Deathfly for updating all of the things





Now compatible with Dark.Revenant's ShaderLib - http://fractalsoftworks.com/forum/index.php?topic=7958.0 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)
Now compatible with Zaphide's Exerelin - http://fractalsoftworks.com/forum/index.php?topic=6053.0 (http://fractalsoftworks.com/forum/index.php?topic=6053.0)
Now compatible with Histidine's Nexerelin - http://fractalsoftworks.com/forum/index.php?topic=9175.0 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)

Credit to team

- Deathfly for taking up the task of updates and bug fixes
- Debido for exceptional patience in making my mod jar-ified
- Cycerin for some neat scripts and general good ideas
- Uomoz for some starsystem scripts
- LazyWizard code, scripts, and stuffs
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: Emailformygames on April 24, 2012, 10:39:06 PM
I absolutely love your sprite as well as the lore and I hope that you continue making great content like this!
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: Vandala on April 24, 2012, 11:13:38 PM
Wow this is looking great. Do make more!
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: Archduke Astro on April 25, 2012, 12:25:56 AM
Neutrino Corp©™ seem to make naval might in the form of awesome blueberry-flavored lollipops. How many licks does it take to get to the chewy sweet center of a Lathe battlecruiser? I bet that the Tri-Tachyon knows, but due to their ignominious betraW^W^W^uh, "well-timed corporate upsizing", they aren't sayin'.

I admire this new mod, and wish to subscribe to your hypothetical newsletter. God bless the Neutrino Corp©™. The orbittal bombardment will start in 15 minutes.
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: Uomoz on April 25, 2012, 03:18:58 AM
It's a kitbash.

A goddamn good kitbash.

Love it, keep em coming!
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: Trylobot on April 25, 2012, 07:29:39 AM
@FlashFrozen: Holy crap! I adore this.

MOAR
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: Trylobot on April 25, 2012, 07:31:30 AM
Neutrino Corp... Biggs Hoson....

Have you been reading too many physics journals lately? (Higgs Boson)  ;D
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: SwipertheFox on April 25, 2012, 11:21:31 AM
DAMN!! Thats a nice bleepin ship.  ( Darth Vader Voice ) Impressive...  MOST IMPRESSIVE!!!
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: FlashFrozen on April 25, 2012, 12:16:44 PM
no complaints of OP ness yet? :D I'm surprised hehe, and ty all, your business fuels our progress.
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: Archduke Astro on April 25, 2012, 01:06:57 PM
no complaints of OP ness yet? :D I'm surprised hehe, and ty all, your business fuels our progress.

Having played it, I personally do not consider the Neutron Lance, or the Lathe hull itself, OP. Although that shockingly-narrow shield needs a buff to its width. I'd rather have a somewhat less efficient shield than one as very thin as the present shield is. 50-60 degrees of coverage is my preference for the Lathe. I was getting my armor belt sufficiently perforated such that the existing tiny shield was too strong of a balance mechanism.

More Ordnance Points are also needed. I know that this hull exists slightly behind "the present day," but 215 is a real straight-jacket.

Flux dissipation is awesome; keep it. The low flux cap (for a capital ship) is tolerable as long as venting stays as quick as it is now.
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: arcibalde on April 25, 2012, 01:54:33 PM
225 OP would be perfect :)
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: Archduke Astro on April 25, 2012, 02:54:41 PM
225 OP would be perfect :)

I definitely would not call that perfect; rather, a step in the right direction. I've tweaked that same value and from my own experiences, the 235-240 range seems a better solution to me. YMMV.
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: FlashFrozen on April 25, 2012, 03:06:16 PM
Hehe I made the ship with defence as a secondary, I'm pretty sure when you've driven it you've noticed you'll probably destroy anything in the forward arcs, but once your flanked you are hideously under protected, if your feeling frisky, you could always replace the tactical lasers with pd lasers so you could swap out the point defense ai for a targetting unit. The op usage may be a bit strict, it makes you choose a role and stick with it :P haven't tried using the extended shiled hull mod too much but it certainly makes the shield much more passe.
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: arcibalde on April 25, 2012, 03:13:30 PM
225 OP would be perfect :)

I definitely would not call that perfect; rather, a step in the right direction. I've tweaked that same value and from my own experiences, the 235-240 range seems a better solution to me. YMMV.

225 is with vanilla references. Over 225 is OP. Max value for that ship compared with vanilla is 225.
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: WarStalkeR on April 25, 2012, 09:17:45 PM
Looks great. This ship give me feeling of big flying interstellar siege gun 8)
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: Heavy Weapons Pony on April 26, 2012, 02:56:37 AM
I would /Cadence\ love love love this in Campaign...
As my starter ship for epic destruction of Pirates
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: Sunfire on April 26, 2012, 07:34:04 AM
I would like to see this mod get bigger and better
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: FlashFrozen on April 26, 2012, 11:23:32 AM
Questionable incremental update detected  :D

New-anti-capital-fire-support-lightcruiser, hah, can't say that it looks as good the lathe but since i'm running out of parts to rip out from the paragon, this will have to do.
As you noticed, it has a big gun. Though it's fairly unreliable, so best use it at mid ranges,
Carries one landing deck but a hangar size of onl3 ( thinking of nerfing down to 2 just to keep it to corporation standards  ::) )

also added in a scout drone, not that great since it's as effective as green crew, but your not supposed to be depending on it for anything other than sensor data and the occasional capture :P
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: Emailformygames on April 26, 2012, 01:15:05 PM
Since there is no download link (for the new update ATM) I'm just commenting on the data.

To me it seems like 300+ combat movement speed is waaaay OP especially for the ship to have shields AND weapons.  No other ships is that fast which means that nothing will be able to catch up and fight with it.  As it can out run anything (including missiles) plus some pretty dang good shielding the only thing that would probably be able to take that guy out would be a capitol ship with flak cannons (unless the AI just dodges with it's 300+ combat speed).

Again, the above is my theory without being able to play with the ship in game.

As to the rest:

Everything looks cool.  I think that your support ship sprite and your original ship sprite have a different "feel" to them.  The original looks gritty and awesome where as the support sprite looks... too clean/simple?  So far this mod is looking great and I can't wait to see more of what you can come up with!

PS: Please correct me if I am wrong in any of the above.
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: arcibalde on April 26, 2012, 01:23:50 PM
- Lathe class battle-cruiser -   fleet PC is 22. Isn't it a bit high. It's more then Onslaught (20) and little bit less then paragon (25). I think its a bit too much. And the new cruiser he have 2 small mounts and 1 large, right? If it so it's OP should be 90... Unless you cut it somewhere and added those OP to poll  :D
Title: Re: Awkward First Attempt: Neutrino Corp.
Post by: FlashFrozen on April 26, 2012, 01:57:08 PM
Blah, I always mess up the download link, and yeh, the support cruiser is exceptionally flat, like kinda b2 bomber flat. This with it being an experimental ship rather than a production ship :P

and note about the 'fighter' I can see that maybe it's bit too hard too kill, but it's not gonna have a dramatic impact in terms of offence since it's only one drone/fighter  PER wing, and I'm not planning on letting you buy swarms of them. Just enough to be able to scout out surroundings and poke destroyers and up.
Title: Re: Awkward First Attempt: Neutrino Corp. (v.99c)
Post by: FlashFrozen on April 29, 2012, 07:44:44 PM
would love it if someone could help me with adding a station around the sun and/or somehow making the convoy spawn properly :D

I can't help but stare at the ugliness that is my freighter, I'll have to fix it sometime.

Title: Re: Awkward First Attempt: Neutrino Corp. (v.99c)
Post by: armoredcookie on April 29, 2012, 07:46:48 PM
I actually like the style and overall shape of it, just needs some more piping and sensor arrays and stuffs (Astral and Atlas ones?)
Title: Re: Awkward First Attempt: Neutrino Corp. (v.99c)
Post by: Catra on April 29, 2012, 07:52:24 PM
for the station:

just copy one of the existing stations and where it says getentitybyname replace whatever it is there with Corvus, then adjust the numbers for how far away you want it.

for the convoy:

what trouble are you having?
Title: Re: Awkward First Attempt: Neutrino Corp. (v.99c)
Post by: FlashFrozen on April 29, 2012, 07:55:40 PM
for the convoy error i think it's something related to a improper destination , prob cause i'm too nub to figure out the sun's id :P
but i'll have to give that all a try.
Title: Re: Awkward First Attempt: Neutrino Corp. (v.99c)
Post by: keptin on April 29, 2012, 07:56:08 PM
Fantastic sprite work! I love the look of the freighter.  You can rename your thread to "AWESOME first attempt".
Title: Re: Awkward First Attempt: Neutrino Corp. (v.99c)
Post by: Uomoz on April 29, 2012, 07:57:54 PM
would love it if someone could help me with adding a station around the sun and/or somehow making the convoy spawn properly :D

On it.
Title: Re: Awkward First Attempt: Neutrino Corp. (v.99c)
Post by: Catra on April 29, 2012, 08:03:11 PM
hm,

im not too sure how the convoy is getting its destination, as it appears to not be defined anywhere, but i assume you can do this:

this.convoyDestination = convoyDestination;

change the = convoyDestination; part to

= station name;

with station name being whatever it is you named the station.

EDIT: code for station

SectorEntityToken hegemonyStation = system.addOrbitalStation(system.getEntityByName("Corvus"), 45, 300, 50, "Orbital Station", "hegemony");

this puts it about roughly in the middle of the sun, the 300 is the distance from where it spawns, not too sure what the other numbers do, but one controls how many days it takes to complete an full circle.
Title: Re: Awkward First Attempt: Neutrino Corp. (v.99c)
Post by: FlashFrozen on April 29, 2012, 08:10:01 PM
I've been trying to follow along Paul's tutorial here http://fractalsoftworks.com/forum/index.php?topic=1282.0 (http://fractalsoftworks.com/forum/index.php?topic=1282.0)

and I believe that the way he adds a station mid-campaign, is the neatest thing ever :P

but ehh.. the tutorial doesn't cover that part in as much detail as I wanted.

As for the destination code, I currently have it set like
Code
SectorEntityToken convoyDestination = system.getEntityByName("star_yellow");     

Which probably is 9/10 chances wrong.

EDIT: Derp, didn't see your edit :D lemme try that... right now...
Title: Re: Awkward First Attempt: Neutrino Corp. (v.99c)
Post by: Uomoz on April 29, 2012, 08:35:45 PM
Here you are: http://www.mediafire.com/?21gg0dil3636hy4

Added station fixed spawns, fixed convoys.

Right now it spawns max 3 fleets (refreshing every day), spawns 3 fleets at the beginning of the game and the convoy spawns every 5 days or so bringing weapons and Neutrino ships.
Title: Re: Awkward First Attempt: Neutrino Corp. (v.99c)
Post by: Catra on April 29, 2012, 08:40:07 PM
so where is convoyDestination defined? or does the game just put it so that the convoy destination is whatever stations belongs to the convoy?
Title: Re: Awkward First Attempt: Neutrino Corp. (v.99c)
Post by: Sunfire on April 29, 2012, 08:43:38 PM
These are looking very good, are there going to be more ships?
Title: Re: Awkward First Attempt: Neutrino Corp. (v.99c)
Post by: Uomoz on April 29, 2012, 08:52:00 PM
so where is convoyDestination defined? or does the game just put it so that the convoy destination is whatever stations belongs to the convoy?

Destination is defined into the gen file in this case.
Title: Re: Awkward First Attempt: Neutrino Corp. (v.99c)
Post by: FlashFrozen on April 29, 2012, 09:01:54 PM
motherofgod.jpg

Damn, uomoz, it actually works D:

Thanks D:
i'm still surprised there's no errors considering my mess lol
Have say thanks again D:
Title: Re: Awkward First Attempt: Neutrino Corp. (v.99c)
Post by: Uomoz on April 29, 2012, 09:09:11 PM
NP, have fun! When is more on a completed state (and if it's vanilla balanced) might I ask if it can get into Uomoz's Corvus? I really like the aesthetics of this faction.
Title: Re: Awkward First Attempt: Neutrino Corp. (v.99c Rev. 2)
Post by: FlashFrozen on April 29, 2012, 09:14:11 PM
I have no idea what it'll take to feel more complete, but I'll definitely give it a shot, so yes, you may.
Thanks again.  ;D

On a slightly different note, those scourge warmer / infested piranha launchers explosions are imo a bit too bright, they completely wash over my ships shields that i can't see where to point them too next. XD
Great collection mod though.
Title: Re: Neutrino Corp. (v. 1.01)
Post by: FlashFrozen on May 03, 2012, 10:58:25 AM
one more update to coincide with patch 0.52
added the dreaded construction ship! *gasp* kitbashing a venture is fun  ;D
Title: Re: Neutrino Corp. (v. 1.01)
Post by: Sunfire on May 03, 2012, 11:20:11 AM
The new construction ship looks really good, I really do like the design and look of your ships (very unique) and the mod in general. Can't wait for more ships!
Title: Re: Neutrino Corp. (v. 1.01)
Post by: Uomoz on May 03, 2012, 11:23:35 AM
The new construction ship looks really good, I really do like the design and look of your ships (very unique) and the mod in general. Can't wait for more ships!
Title: Re: Neutrino Corp. (v. 1.01)
Post by: Sunfire on May 03, 2012, 11:27:52 AM
The new construction ship looks really good, I really do like the design and look of your ships (very unique) and the mod in general. Can't wait for more ships!

 :D I got quoted and nobody was arguing with me!
Title: Re: Neutrino Corp. (v. 1.01)
Post by: Upgradecap on May 03, 2012, 11:57:24 AM
Trylobot.

Just no.

EDIT: It also looks like stairs. :)
Title: Re: Neutrino Corp. (v. 1.02)
Post by: FlashFrozen on May 08, 2012, 06:08:32 PM
ITTT's AALIIVE,

well, mostly.
Spent some time play testing, but the newest capital is still probably borderline op. lol

frigate is completely derp when you let the ai play it so it's fine.

Hooah, I got atleast a ship for every class now :D

Pretzels for everybody!

Oh and if you guys find the Tiny shields to be too good in the hands of the ai, I have a rebalance in my head that I can try implementing. Just need some feedback to make up my mind ^o^
Title: Re: Neutrino Corp. (v. 1.02)
Post by: Uomoz on May 08, 2012, 06:12:38 PM
Man I love this stuff so much. Is it vanilla balanced? :O
Title: Re: Neutrino Corp. (v. 1.02)
Post by: FlashFrozen on May 08, 2012, 06:15:32 PM
Based the hardpoint weapons sorta around a paragon with all 4 large energy equips, so it'll be fairly equal in terms frontal firepower

it should be within line of vanilla in terms of frigates => cruisers. The capitals will prob be slightly better than their vanilla equivs but close to your Corvus' high end capitals

might need to tone down their spawnrates though but i'm no good at that :D
Title: Re: Neutrino Corp. (v. 1.02)
Post by: Archduke Astro on May 08, 2012, 06:39:07 PM
Cool! My favorite small mod just got a refresh. Thanks, mate. :)
Title: Re: Neutrino Corp. (v. 1.02)
Post by: Uomoz on May 09, 2012, 01:43:21 AM
Not *much* vanilla-balanced :\. I would understand a better version of any vanilla ships, but their current raw efficiency is way too high.

That's too bad because I totally love your style (and lore).

That said I believe you're the best kitbasher with vanilla stuff around by a long shot.

SMALL EDIT: Rofl, I'm too tired this late period, too many exams xD.

Spoiler
(http://i.imgur.com/Kv70m.png)
[close]
Title: Re: Neutrino Corp. (v. 1.02)
Post by: WKOB on May 09, 2012, 02:26:06 AM
In AI vs. AI fights the Lathe always gets slaughtered, in my tests at least, so I don't think it's an issue.

Quote
I believe you're the best kitbasher with vanilla stuff around (imho)

You believe your honest opinion?
Title: Re: Neutrino Corp. (v. 1.02)
Post by: FlashFrozen on May 09, 2012, 08:01:21 AM
hmm, the shipbalancer doesn't play nice with openoffice at all, my recomended values get broken xD

but lemme see what i can do, not hard to tweak these imo :P

EDIT: after playing with the ship balancer I've found what was causing the serious chart messup on the balance suite, it's the shield effectiveness ratio.

Title: Re: Neutrino Corp. (v. 1.02)
Post by: FlashFrozen on May 09, 2012, 09:33:12 AM
Pic for easy way to show what i'm saying.

Just by changing it to 0.9 instead of 0.2 you can see

(http://i.imgur.com/7tCqm.png)

everything is slightly more in line, as of the moment, the balancer completely ignores shield arc ( which for my ships are very narrow )  and emphasizes shield efficiency
(http://i.imgur.com/W7Ww2.png)


This doesn't mean I won't continue balancing my ships though :)
Title: Re: Neutrino Corp. (v. 1.02)
Post by: FlashFrozen on May 09, 2012, 09:38:23 AM
it probably is just the calculation tacks on the shield efficiency at the end as an overall coefficient and probably assumse your ship has like a full 360 shield or something :P
Title: Re: Neutrino Corp. (v. 1.03)
Post by: Sunfire on May 09, 2012, 01:06:49 PM
The balancer assumes that if your ship has omni shields that they have a reasonable arc, so the fact that your ships have very small shield arcs is ignored. If only I knew how to code  :(.
Title: Re: Neutrino Corp. (v. 1.04)
Post by: FlashFrozen on May 14, 2012, 11:25:35 AM
Pew for new update!

The broadside ai still isn't quite... satisfactory, so the ai will prob not hit you with the new ship, but you are welcome to walk into its broadside as you wish though :)

EDIT: Pew pew! a silent update cause I cans, Do try out the special mission I added in for the lulz :D
Title: Re: Neutrino Corp. (v. 1.06)
Post by: FlashFrozen on May 22, 2012, 02:11:09 PM
Update for GREAT JUSTICE.

Might need help/feedback on these new bombers, might also tone down the grinder but it feels.. alright..

Anyone know what you modify to reduce fleet spawns? xP

(http://i.imgur.com/IvlLn.png)

The Drache or big ass bomber, depends fairly on meta game things, It's one shot bomber designed to overload a ship, but if you decide to suck it up with armor, you'll probably regret it. It's there to force your hand, either take a 10-12 second overload, or serious damage ( I wish I could tone down the damage, but since emp no longer affects flux I have to add it back onto damage)
Best counter i can think of will probably be high explosive / missile spam. Alot of OPs for only anti capital use.

(http://i.imgur.com/86SGS.png)

The Grinder is a fairly standard frontal oriented cruiser with a focus on hard flux damage. might remove 2 of the torp launchers for balance if it's too much.

(http://i.imgur.com/9skIR.png)

The Schwarzgeist is a double bomber wing with a fairly consistent payload.  If you have too many of these wings i'd say it'll become OP so let's keep to 1-2 wings max. The low flux dissipation cripples it's sustainable dps, but it has fairly good burst that is hard to pd counter. Use interceptors or something that carries high explosives since these have no pd whatsoever, lotus interceptors are op tho :D



Title: Re: Neutrino Corp. (v. 1.06)
Post by: Psiyon on May 22, 2012, 02:45:23 PM
The Grinder looks pretty hot, I must say.
Title: Re: Neutrino Corp. (v. 1.06)
Post by: FlashFrozen on May 22, 2012, 03:07:46 PM
I do try  :D

now for the balance part..
Title: Re: Neutrino Corp. (v. 1.06)
Post by: IIE16 Yoshi on May 22, 2012, 07:38:04 PM
Maybe I play too much of Uomoz's Corvus and Omega's Minimash, but I can see a massive Nomad Maser in the Jackhammer.
Title: Re: Neutrino Corp. (v. 1.06)
Post by: FlashFrozen on May 22, 2012, 08:21:10 PM
It may be big but it's all about how you use it .. *snicker*
Title: Re: Neutrino Corp. (v. 1.06)
Post by: Archduke Astro on May 23, 2012, 12:30:22 AM
It may be big but it's all about how you use it .. *snicker*

[pokerface]
It's not the metal, it's the motion.
[/pokerface]
Title: Re: Neutrino Corp. (v. 1.06)
Post by: FlashFrozen on May 26, 2012, 11:36:37 AM
o.= wait what,

that avatar...

could you possibly be battlecruiser from WoT? =.o

*conspiracy keanu*
Title: Re: Neutrino Corp. (v. 1.06)
Post by: arcibalde on May 26, 2012, 01:34:20 PM
^^ you play wot?
Title: Re: Neutrino Corp. (v. 1.06)
Post by: Archduke Astro on May 26, 2012, 01:36:49 PM
o.= wait what,

that avatar...

could you possibly be battlecruiser from WoT? =.o

*conspiracy keanu*

I'm afraid I don't understand your post. Try again, please? Thx.
Title: Re: Neutrino Corp. (v. 1.06)
Post by: FlashFrozen on May 26, 2012, 01:49:04 PM
No I just found someone with your exact same avatar,

and well i have no idea where it's from, but i took a chance that it could of been you archduke :D

@archi and yes I play wot ^o^
Title: Re: Neutrino Corp. (v. 1.06)
Post by: arcibalde on May 26, 2012, 03:48:27 PM
US server huh?  ;D
Title: Re: Neutrino Corp. (v. 1.06)
Post by: Upgradecap on May 26, 2012, 03:50:30 PM
Yeah, I too play wot.  Or, rather played it, but I still do occasionally.

European server :)
Title: Re: Neutrino Corp. (v. 1.06)
Post by: FlashFrozen on May 26, 2012, 04:35:16 PM
american server ^o^
part of ssgs  ;)
Title: Re: Neutrino Corp. (v. 1.06)
Post by: Xareh on May 27, 2012, 02:09:24 PM
A few things.
1. The hammer ship is too fun, but could use a major armour buff IMO. (At least, the way I use it.)
2. I seem to be getting daily supply fleets, dropping off only really weapons and supplies etc. and shipwise, an abundance of Drohnes, one or two Drache, four Schwarzgeist, only 3 Singularities, another abundance of Hacksaws but only one blowtorch, and 3 cruisers. No capitals, is this normal?
3.This is quickly becoming my favourite mod. So well made.

EDIT: Took a while but a Jackhammer has arrived.
Title: Re: Neutrino Corp. (v. 1.06)
Post by: FlashFrozen on May 27, 2012, 04:01:56 PM
Hehe, If i gave it too much armor, there'd be no way you could lose :P

I wanted to slow down the convoy but i seem to break it half the time xD But the supply fleets should have every single ship available except the blowtorch, since that's kinda of trophy ship  ;D

Thanks, I always love feedback  :D
Title: Re: Neutrino Corp. (v. 1.06)
Post by: Xareh on June 02, 2012, 12:35:57 PM
Feedback, 2nd Edition.

Hugely enjoying this mod. The Nirvash is insanely powerful, but it feels highly balanced with the amount of time you have to wait for broadsides to be usable again combined with the fact otherwise you only have a neutron lance and 3 tactical lasers, though my problem is I can't see when they're broken or not because they're hidden (am I wrong or right with that?), and I'm saving up for a Jackhammer. I tried a Hacksaw and didn't like it, but then I realised brilliantly that I can swap out the weapons! I do think the ships are quite goddamn over priced though, this derives from the fact I've been grinding for a few hours to amass the 400K credits necessary for the Jackhammer, and I'm probably still going to have to sell my Nirvash and condor to get enough for it, without counting crew....
Title: Re: Neutrino Corp. (v. 1.06)
Post by: FlashFrozen on June 02, 2012, 12:50:56 PM
Mmmm, damn, guess since you brought this back to the front page, I'll just have to update this again xD

I've been sorta stumped on the balance for these beam weapons, on one hand they completely wreck low tech and sometimes midline ships, but are completely ineffective against high tech ships.
I want to make them do more damage to shields but less on armor but without having to changing them into kinetic weapons D:

and yes you are correct, hidden weapons aren't given the disabled text, so it's a bit of a crapshoot but I love hiding weapons xD
The standard hacksaw is pretty sucky ship vs. ship that's why I gave it a better load out variant with photon cannons, 
The ships are all fairly expensive since they are fully loaded out with weapons ( which are equally expensive ) but I'm planning on giving ships a bare hull variant sooner or later with only the essential hidden main weapons that can't be bought in the station.

K gimme some more testing time and i'll patch this up to v. 1.1 hehe
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 02, 2012, 02:24:01 PM
Changes

- Some more rebalancing tweaks
- Adjusted pulse beam cannon, lower burst, higher rof, same dps.
- Added Floh, Vice, Hildolfr

- Floh Corvette Drone -

(http://i.imgur.com/kpes9.png)

A Dangerous, Durable, Devious critter, Armed with a pulsed beam cannon, it'll tear up armor with ease, low tech ships beware, midline and high tech need not fear these as much.
Usually only seen when accompanied by an appropriate Drone command ship.

The fightercraft ai is a bit tricky since if I use the fighter ai, it 's no good at attacking ship, the bomber is okay for attacking ships, but has hard time with fighters.


- Vice Tractor Destroyer -

(http://i.imgur.com/YkMFn.png)

Designed to counter the throng of missiles and fighters this ship has mounted a tractor beam that can effectively and efficiently slow/stop missiles to destroyers for brief moments.
Carries a modest complement of forward weaponry. Not as durable as other neutrino ships but it is deemed acceptable as it is in a support role.


- Hildolfr Drone Command Ship - ( extra ships sold separately )

(http://i.imgur.com/2XKmx.png)

The lower half is dominated by the original Mining rig that has been rebuilt to accommodate 6 landing/repair docks, if the situation arises, it can easily be used to tend to regular ships up to cruiser size.
A fortress of hull, this ship is primarily dedicated to fixing up the drones that are heavily employed by the corporation. Large and lumbering, this ship is difficult to destroy even given its second-hand nature.
Prone to overloads from the copious flux use of it's weapons. Could replace 5 frontal mediums for 1 large if too op.

Sprite didn't end up as nicely as i'd of wanted since I ran out of parts to steal cause this ships too damn big xD


Title: Re: Neutrino Corp. (v. 1.1)
Post by: Xareh on June 02, 2012, 02:26:01 PM
Changes

- Some more rebalancing tweaks
- Adjusted pulse beam cannon, lower burst, higher rof, same dps.
- Added Floh, Vice, Hildolfr

- Floh Corvette Drone -

(http://i.imgur.com/kpes9.png)

Finally, a fighter!
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 02, 2012, 03:07:10 PM
It's areally poor fighter if you try to use it as is atm but you can try :P
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 02, 2012, 06:00:22 PM
How do Thunder wings work, in the base game? Those fighters, out of all the fighters in game, seem to really nail down getting in and applying constant pressure, without the mindless rushing of a bomber wing. They happily run rings around enemy ships, peppering them with EMP dmg and swarmer missiles. I loved them in 0.51. Not so much now, with the implementation of refit supply costs being fairly extortionate and the Thunders losing a wingman.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 02, 2012, 06:13:09 PM
Actually a good question that makes me want to ask alex about the differences in fighter ai, but in due time,

The thunders use the fighter role which seems to be a little bit of everything, they just hang close to their weapons  max range,

doesn't work that well with burst weapons tho, sometimes goes too far out,

Haven't tried the assault or the support role, but giving it more runs.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 02, 2012, 06:20:34 PM
assault and support role?  ???

I kind of imagine support role entails fighters sitting at the edge of their range with beam weapons like the Xyphos. But, the Xyphos is like, one of the only fighters with beam weaponry, so I don't see how any other fighter could handle a support role.  :P
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Temjin on June 02, 2012, 06:35:35 PM
After playing with this mod for a while, I've come to the conclusion that some of the fixed beams are INCREDIBLY powerful versus low-tech and midline ships. Perhaps changing them to kinetic would help? You already have the explosive beams on the welding ship.

Also, is it just me, or is the Nausicaa tougher than an Onslaught? It takes forever to kill the damn things.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 02, 2012, 06:47:00 PM
Beams are troublesome in this regard, since they are the only weapons that can be dissipated with shields up, and that the higher techs are Very very beam resistant,

The issue I have with changing to kinetic is that I'd probably have to cut weapon damage in half to keep it where it's not overwhelming shields, but then it means they'll now do a quarter of the damage they used to do against armor, which will drag out fights enormously. But I can give that fix a try.

The nausicaa is the result of giving a civilian ship role to a corporation with a blank check to ensure their deliveries get through. Remove all the Pd, large weapons, excess luxuries and throw it all into armor and a good engine,

kind of like a blockade runner, there to get the job done, your best bet is probably a good salvo of reapers 1 or 2 will tear out all it's armor :)

Gonna patch this up with a change to the fighter role, since i find that support works really well with the new drones.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: WKOB on June 03, 2012, 01:29:08 AM
I liked your preview image with other ships as part of the sprite. Would it be possible for you implement a second, albeit identical, version of the carrier with it set up like that?

(Even better, make it slightly slower but allow the Singularity weapons to keep working. :D)
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 03, 2012, 01:53:07 AM
It's sprite doesn't have all those ships inside it? Might use it then. I've largely avoided the Neutrino ships because of asymmetry. It bugs the hell out of me, which is annoying, because I love the style of the Neutrino Corp
Title: Re: Neutrino Corp. (v. 1.1)
Post by: WKOB on June 03, 2012, 01:55:17 AM
Check the OP for the 'real' version.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 03, 2012, 02:51:06 AM
Thank you TA guy.
Hrm. I wonder if that carrier has enough flux vent to handle DSTech weapons.....
So much sadface if I find one of those carriers and it's using ballistic mounts instead of energy. I don't think it'll happen though.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Xareh on June 03, 2012, 03:58:45 AM
Got the Jackhammer finally.

It's fairly awesome with it's main weapon, but I really hate the photon cannons (enough for me to swap them for Heavy Blasters).
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 03, 2012, 10:27:53 AM
I'm contemplating the carrier with the ships inside but i'm not sure of the loadout, (because i can mix and match  ;D )

could be 6 singularities or the curret preview pic, or heck, you guys can ask for certain loadout and I'll make it happen ( I can't guarantee balance when you ask me to shove 2-6 ships inside of a bigger one) xD

Title: Re: Neutrino Corp. (v. 1.1)
Post by: Xareh on June 03, 2012, 11:00:32 AM
I'm contemplating the carrier with the ships inside but i'm not sure of the loadout, (because i can mix and match  ;D )

could be 6 singularities or the curret preview pic, or heck, you guys can ask for certain loadout and I'll make it happen ( I can't guarantee balance when you ask me to shove 2-6 ships inside of a bigger one) xD


Hold, da freakin' fone,

did you just say you were going to have it as a carrier where ships haven't taken off yet but their weapons systems are online?
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 03, 2012, 11:02:01 AM
In short, yes.  :D
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Shoat on June 03, 2012, 12:39:35 PM
Sounds like a lot of work, you'd pretty much have to make a new sprite as well as a new ship file for every single loadout (if I'm understanding correctly what you're trying to do there).
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Xareh on June 03, 2012, 12:41:15 PM
In short, yes.  :D
Then make a missile/torpedo boat/ something with tracking capability so you aren't using a broadside behemoth that can barely move.
A Javelin boat would be lovely.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 03, 2012, 01:34:47 PM
Heh, I scavenged weapons from DSTech and put them on my carrier. Twin super gravitons immobilize virtually anything, and if she gets closer, 5 burst lasers mounted up front quickly melt armor. I think she might be a bit OP with those 5 lasers up front. May replace them all with Neutrino photon cannons.

EDIT:
That said, all the hullmods I've added means she has no venting and only a small boost to capacitors, so she doesn't take kindly to using DSTech weapons because they all use extreme amounts of flux. (2 grav lasers = 2.5k flux/s......Still haven't found a remotely balanced ship that can handle that sort of demand)
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 03, 2012, 02:33:09 PM
I'm considering changing the large energy turrets into universal but that's really Iffy to me but should make it slightly more adaptive.

But you could theoretically bump the flux diss/s to 2.7k a second, but I have no idea why you'd need so much firepower xD

Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 03, 2012, 02:37:29 PM
As I said, two grav lasers can immobilize almost anything, along with provide some serious kinetic hurt on shields. Even battleships like the Intrepid, of the Lotus, grind to a halt if they get hit by both lasers. It's actually kinda scary when you need to stop using the lasers for a moment to cool off the flux and the Intrepid suddenly comes alive again. Almost lost my carrier because I was *** around and getting too close.  :'(
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Xareh on June 03, 2012, 03:24:51 PM
Joke ship upgrade: Move the tractor beam to a turret with a 360 degree angle, so I can whack enemy ships with ease.

Ever seen an onslaught go 512+? I have.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 03, 2012, 03:46:02 PM
Does the Neutrino tractor beam actually tractor?  :o

PHYSICS ABUSE TIME~!
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Xareh on June 03, 2012, 03:56:14 PM
Does the Neutrino tractor beam actually tractor?  :o

PHYSICS ABUSE TIME~!
No, it just holds stuff in place, missiles go weird
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 03, 2012, 04:25:32 PM
Awh.  :(
DSTech graviton beams achieve the same thing, just with a ton of kinetic DPS ontop.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: ciago92 on June 04, 2012, 05:25:00 PM
Do you know if this is in any compilations yet? I have this plus minimash but it is so huge the game freezes after ten to thirty seconds now :-( and I have the giant drone ship and the ship with the lance precursor or whatever it is :-((
any idea how to fix freezing? I think its just too many ships and whatnot
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 04, 2012, 05:49:12 PM
As far as I'm aware, this mod is standalone, but it did get offered to be included in Uomoz's Corvus compilation, but it may not be ready for that yet.
Does this happen when you enable the minimash mod alone and only in battles? or only when combined. My best guess is too many ships in a battle or you might be out of ram / video ram.
Try posting in the support forum if it seems really persistent.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: ciago92 on June 04, 2012, 05:51:30 PM
nope, freezes in the campaign map. Its gotta be too many ships though, theres like 13 factions now lol. This mod is compatible with minimash technically lol but it runs my i7 into the ground lol
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 04, 2012, 06:17:33 PM
Strange, since I've played with my mod and minimash together too but I'm lag free for the most part *pats 2600k*
campaign map imo isn't terribly intensive, but I did have some fps problems in earlier versions of starfarer, doesn't happen now though.

EDIT: Finished the ships within a ship, so gonna throw them out, of course, these things are pretty op with ships inside, so i'll make it part of a separate download where all the ships are unlocked/readily buyable.  Go DL from the alternative link if you wish to play the variants.

The shipception variant of the Hildolfr comes in 3 flavours, but they all taste op, so use the standard one if you conscious about things like that.

Spoiler
(http://i.imgur.com/TtN0N.jpg)

Apologies for my resolution xP
[close]

Hurrah!

double edit: fix'd download link so it really has everything
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 04, 2012, 08:50:08 PM
How long do Vices take to arrive? There are two supercarriers, the megafreighter and the battlecruiser, 5-6 of those super bomber wings have been delivered, finally another of the two-man bomber wings have arrived, but still no Vice. I want to see how the Vice plays out :L
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 04, 2012, 09:08:52 PM
All the regular ships have like... a 1 to 1 chance of being delivered except the singularities and hacksaws which come twice as often, but iunno it's as random as possible, could be easier to just start attacking any fleet you see that has a vice to try your chances of capping one.  :D
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 04, 2012, 10:11:04 PM
Using Uomoz's Corvus. Already hostile with most of the system. Don't need more hostilities.  :P


EDIT:
Hrm, noticed that Singularitys (are they called Singularities or Singularitys? 'Singularity' being a name and all) have 0 crew requirements, so I thought I'd get a couple of them into my fleet, free firepower. But they don't seem to do much. Replaced their loadout with DSTech weapons. Two beam lasers with a minimum range of 1000, and a tiny PD laser that doesn't even fit in the mount. (the laser is about 4-5 pixels in size  :D) And, they never seem to want to attack, I think they may be treating the PD laser as an assault weapon, it was meant to be dual-purpose, but even though most of their firepower is up front, they still want to turn to use their non-existant broadside. They're not trying to flank, they're just kiting with the PD laser. Gonna refit, see if that laser is messing them up. I still really like their design, two medium weapons, one behind the other. Basically lets them hit twice as hard as normal.

DOUBLE EDIT:
The idea of shipception leads me to wonder what it would be like if the Singularity was a super-heavy corvette fighter.  :o

TRIPLE EDIT:
The idea of every Neutrino ship smaller than a cruiser, as a corvette. *drool*
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Xareh on June 05, 2012, 04:08:18 AM
As far as I'm aware, this mod is standalone, but it did get offered to be included in Uomoz's Corvus compilation, but it may not be ready for that yet.
Does this happen when you enable the minimash mod alone and only in battles? or only when combined. My best guess is too many ships in a battle or you might be out of ram / video ram.
Try posting in the support forum if it seems really persistent.
Hold the phone

1. Omega's minimash is huge, bigger than Uomoz as far as I know and that runs fairly well on my MacBook Pro mid 2009 with a measly 4gb of ram and 512mb (!!!!!) of VRAM
2. Fight for the Universe also runs fine in combat even with the really big fleets on aforementioned system
Title: Re: Neutrino Corp. (v. 1.1)
Post by: ciago92 on June 05, 2012, 05:31:27 AM
guess my laptop is just derping pretty hard then :-( eh I've been looking for a gaming desktop anyways. any suggestions?
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 05, 2012, 05:44:35 AM
Yeah, I've been looking into getting a tower. Don't need something that plays all games at max graphics. But better than a laptop will do fine. Was looking at geforce 400 cards and a few gigs ram. But the naming grades for CPU still eludes me.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Xareh on June 05, 2012, 05:45:33 AM
guess my laptop is just derping pretty hard then :-( eh I've been looking for a gaming desktop anyways. any suggestions?
Build one yourself, a budget of about £1.5K will get you a fairly high end setup, maybe even using one of the new GTX 600 series from Nvidia along with an i7 (Remember, all Ivy bridge has is better integrated graphics) and a fair bit of RAM (probably 16GB) to go onto a great mobo
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Xareh on June 05, 2012, 05:48:30 AM
Yeah, I've been looking into getting a tower. Don't need something that plays all games at max graphics. But better than a laptop will do fine. Was looking at geforce 400 cards and a few gigs ram. But the naming grades for CPU still eludes me.
i3 is weakest, i5 is midline, cheaper than i7 but with a good enough graphics card, runs games fine. i7 (or i9 and i7xx) are the highest grade, with the best speeds.
2600k is a great i7, quad core, good to OC, and handles most current games with ease (it will run Crysis 2 along with a GTX 590 on max settings with fraps also running).

Get yourself a GTX 560ti (or a pair in SLI) and you'd be fine.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Kalthaniell on June 05, 2012, 05:53:45 AM
I love your ships man. They are EPIC
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 05, 2012, 05:58:17 AM
8GB should have you set for anything unless you plan on abusing 50 windows of Photoshop or something.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: keptin on June 05, 2012, 06:17:29 AM
2600k is a great i7, quad core, good to OC

Get yourself a GTX 560ti (or a pair in SLI) and you'd be fine.

Really, Yoshi should head down to reddit.com/r/buildapc and get some good advice.  A $600-650 i3-2100 build (http://pcpartpicker.com/p/9uGy) w/ an HD6570 or HD7850 is a much better choice for mid-tier gaming.

*edit* We should move this to a new thread elsewhere so we don't hijack Flash's thread.

Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 05, 2012, 06:36:31 AM
So, about dem pewpew lasers?  :D
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 05, 2012, 08:59:23 AM
*wakes up to find all these posts... *

*pokerface*

Hmm changing my whole faction into fighters so they can repair mid fight.... lol......

and ahhh ciago, is your laptop running a dedicated graphics card or integrated? if it's integrated that would explain framerate issues, cpu won't help much there.

I've always wanted to try a alternating/ multi barrelled laser beam setup, but i highly doubt it's currently possible.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 05, 2012, 09:00:41 AM
Okim has a tri-beam laser in his Ironclads mod. Maybe take a look at that little thing?
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 05, 2012, 09:14:41 AM
Just tried it out, it's okay, but i was thinking more like dual flaks, each barrel fires one at a time, instead of simultaneously, even with okims triple barreled laser, it'll ignore the alternating fire type.

but it was a nice lead anyways so thanks. :)
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 05, 2012, 09:23:44 AM
Can't simply give the weapon extra barrels and the right positioning?
*has no experience of coding weapons in starfarer*
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 05, 2012, 09:36:37 AM
Then it would simply be like a guardian pd :P

Title: Re: Neutrino Corp. (v. 1.1)
Post by: ciago92 on June 05, 2012, 10:48:27 AM
nah, its dedicated. it was supposed to be a gaming laptop, but it overheats a ton. dv-7. its only like two years old
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Xareh on June 05, 2012, 10:52:10 AM
Could you merge the autopulse laser's coding and the assault chaingun's graphic and animation into a repeating laser cannon/gatling laser?
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 05, 2012, 10:57:13 AM
Could you merge the autopulse laser's coding and the assault chaingun's graphic and animation into a repeating laser cannon/gatling laser?

That's also something Okim has accomplished in his Ironclads mod.  :D
The Gatling Laser. I think what Flash wants to create is something like the Hephaestus Gun. Multi-barreled carnage, but one barrel at a time, not all of them at once and not like the Assault Chaingun. There's an idea, why not just frankenstein the HAG?
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Xareh on June 05, 2012, 11:04:44 AM
Could you merge the autopulse laser's coding and the assault chaingun's graphic and animation into a repeating laser cannon/gatling laser?

That's also something Okim has accomplished in his Ironclads mod.  :D
The Gatling Laser. I think what Flash wants to create is something like the Hephaestus Gun. Multi-barreled carnage, but one barrel at a time, not all of them at once and not like the Assault Chaingun. There's an idea, why not just frankenstein the HAG?
Or the Mark IX autocannon. If yo look closely you'll see it is multi barrelled, but they fire so quickly and with such tightness leaving the muzzle it looks like it's fired from in between the barrels.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 05, 2012, 11:09:52 AM
That's what it was called.  ;D
Couldn't remember if it was the Mark IV or the Mark IX, so I left it out. But yeah, that monster is a good example too.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 05, 2012, 11:11:39 AM
Actually, think of it as a large mounted turreted, dual pulsed beam cannon :D

but with the firing pattern of the mark 9 / heph auto gun / dual flak.

It's just that barrels/ recoil / alternating don't work with beam weapons, but say dual heavy blasters work, cause they aren't beams D:

Title: Re: Neutrino Corp. (v. 1.1)
Post by: Xareh on June 05, 2012, 11:12:55 AM
That's what it was called.  ;D
Couldn't remember if it was the Mark IV or the Mark IX, so I left it out. But yeah, that monster is a good example too.
It would need work, but if he cut up some of his ships armour plating, shrunk it down and messed around, he could get a weapon with parity to the rest of his ships.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 05, 2012, 09:54:34 PM
*kinda likes the idea of a large repeating photon cannon if repeating lasers doesn't work out*
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Uomoz on June 06, 2012, 01:24:41 AM
I officially request the addition of the Neutrino Corp into Uomoz's Corvus :)
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 06, 2012, 08:01:07 AM
I officially allow such  :D
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 06, 2012, 08:16:44 AM
Photon Cannons and Torpedos still seem pretty gimmicky to me with their travel speeds being so low that ships can easily miss their mark if they're drifting, say, due to strafing or encircling. That said, without shields up, Photon Cannons do incredible damage very quickly. Maybe it's because I'm shooting people with around 7 at once with the supercarrier. Also, would it hurt to increase the range of the Photon Cannons? The range of the projectile itself greatly exceeds that of the current range. I often start shooting at 2500-3000 range instead of the assumed 700 or so.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: ciago92 on June 06, 2012, 08:27:20 AM
I officially allow such  :D
YAAAAAAAAAAAAAAAAAAY!!!!!
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Uomoz on June 06, 2012, 08:30:02 AM
I officially allow such  :D

(http://i.imgur.com/k6U0l.png)ice.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 06, 2012, 08:34:07 AM
@yoshi
I've found the ranges gimmicky on those subset of weapons since I believe the original missile nature extends its range far beyond normal, but the AI doesn't know that or else we'd be in a boatload of trouble ;)

it's a mix of pilum, annihilator and heavy blaster,

The torpedos are souped up annihilators so they aren't anything more than what they should be, I even think they are a bit faster,

Photons are at the same speed but since you can fire them off quickly, it's almost a spray and pray weapon, the little tracking they do have works pretty okay against fighters that don't move too much ;D

For the cost, I might justify a slight increase in tracking to make life easier, but more range is a nono, since then why would you want a big flux heavy, pulse laser/ heavy blaster without a drawback to a good range, good burst, and fairly flux efficient weapon.

@uomoz, wow, I never imagined using that icon like that, lmao.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 06, 2012, 09:10:41 AM
Hrm, better tracking could fix the drifting issues. It's not so noticeable on slower ships like the supercarrier, but on smaller, faster ships like the Singularity or the...I think it's called the Hacksaw? The drift is pretty noticeable on those ships. Still having issues with the Singularity not wanting to attack, preferring to instead pewpew away with whatever weapons I put in the small turret.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 06, 2012, 10:14:06 AM
Some simulations point that singularities with their fairly low turn rate ( for a frigate ) make it harder to point it's frontal weapon against circling frigates, but it does attack (although futilely cause of ai and photon cannon inaccuracy),

May I ask what you tend to fight against? Because if they tend to be large capitals with ITU it sometimes makes frigates try and stay out of their weapon range,
Another cause is that it's flux got pushed up really high that it can no longer fire off its more unwieldy cannons.

Edit: As a slightly op weapon choice, you can always swap in two pulsed beam cannons, but that's like the neutrino equivalent of an antimatter blaster
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 07, 2012, 05:08:41 AM
After playing more with Neutrino, now that it's officially a part of Uomoz's Corvus, Singularities still seem to have issues with attacking their targets. Engaged an ASP fleet, the Singularity did move in to attempt to attack the Gigantophis (http://www.zen102301.zen.co.uk/starfarer/aspsyndicate/syndicate_asp_gigantophis.png) but it never fired. After that ship was destroyed, it broke off to engage a Wolf (which oddly seemed to be missing most of it's weapons). I think it fired twice, both missing before my other ships swooped in and cleaned up. It followed and played tag with the Wolf for the entire fight after disengaging the Gigantophis. Maybe my Singularities are defective or something, being drones and all. Brb, getting partial refund.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Xareh on June 07, 2012, 05:15:22 AM
After playing more with Neutrino, now that it's officially a part of Uomoz's Corvus, Singularities still seem to have issues with attacking their targets. Engaged an ASP fleet, the Singularity did move in to attempt to attack the Gigantophis (http://www.zen102301.zen.co.uk/starfarer/aspsyndicate/syndicate_asp_gigantophis.png) but it never fired. After that ship was destroyed, it broke off to engage a Wolf (which oddly seemed to be missing most of it's weapons). I think it fired twice, both missing before my other ships swooped in and cleaned up. It followed and played tag with the Wolf for the entire fight after disengaging the Gigantophis. Maybe my Singularities are defective or something, being drones and all. Brb, getting partial refund.
I'm not sure if it's the fault of the ship or the fault of the AI. The AI can be pretty wonky if fighting alone, noticed it particularly with frigates.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 07, 2012, 05:17:11 AM
Singularity's AI seemed to be forever trying to flank the Gigantophis, but even after getting behind it, it didn't try to attack, mainly because it turns so slowly that it was practically at right angles compared to the Gigantophis. Poor thing doesn't know what to do with itself.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 07, 2012, 09:21:04 AM
I've tweaked it a bit more, took off the augmented engines, gave it auxil thrusters, and an itu,

it attacks more often now, but it'll still be somewhat a bad solo flanker I agree it doesn't seem to attack the capitals/cruisers very often in simulation but vs. frigates it seems okay.

I'll patch it later since it's just some minor things and I've upped the photon cannon tracking a bit. It's kinda weird seeing them curve, lol

Frigate ai is really conservative unless you give an engage order then they'll go rambo and probably die.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Erick Doe on June 07, 2012, 09:28:55 AM
Neutrino Corp is a part of Uomoz Corvus now? Great! I don't care if the system gets crowded, more interesting ships are most welcome!
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Uomoz on June 07, 2012, 09:37:07 AM
Neutrino Corp is a part of Uomoz Corvus now? Great! I don't care if the system gets crowded, more interesting ships are most welcome!

I'll try my best to keep the number of fleets around under control ;).
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Erick Doe on June 07, 2012, 09:41:50 AM
Neutrino Corp is a part of Uomoz Corvus now? Great! I don't care if the system gets crowded, more interesting ships are most welcome!

I'll try my best to keep the number of fleets around under control ;).

*shoves more Antediluvian vessels toward Uomoz*

Don't dumb down the Ante's now.   ;D
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Xareh on June 07, 2012, 11:29:09 AM
How is the corp doing in UC?
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 07, 2012, 11:53:20 AM
Seems like they aren't fairing too bad, but those lotus neighbours are really nasty  :D

Title: Re: Neutrino Corp. (v. 1.1)
Post by: Uomoz on June 07, 2012, 12:12:52 PM
Flash, I was thinking: would it be acceptable if NC station orbited the planet Corvus 2 (on the same planet as the Hegemony Station) in Uomoz's Corvus?
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 07, 2012, 12:29:09 PM
I don't mind that placement change since it wouldn't change much, it's just since it's a power plant and it's close to the sun, but feel free to :)
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Uomoz on June 07, 2012, 12:31:13 PM
Yeah I do agree with you lore-wise, but right now they are way too close to The Maddening Center Of The System.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: WKOB on June 07, 2012, 12:48:41 PM
I like their position, personally.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: Xareh on June 07, 2012, 01:07:40 PM
I like their position, personally.
They aren't lumped in with any other factions.

Why doesn't anyone use Corvus IV?
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 07, 2012, 01:58:52 PM
Welp just made a storm photon cannon like thing, lol now i need some more ideas before I release the weapon updates  D:



Gonna change graphic directories to match UC for easier updating for both ^o^

But this may break game saves, so cross your fingers.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: IIE16 Yoshi on June 07, 2012, 11:20:49 PM
Storm Photon Cannon? Like, pewpew? everywhere?  dowant.
Title: Re: Neutrino Corp. (v. 1.1)
Post by: FlashFrozen on June 08, 2012, 02:09:37 PM
Update to v. 1.15

-Adjustments to Singularity variant to make it more aggressive.

-3 Additional weapons

(http://i.imgur.com/TvtOp.png) (http://i.imgur.com/dq2JD.png) (http://i.imgur.com/YPz0X.png)

And some screenies of them in action:

Spoiler

(http://i.imgur.com/fhiLm.png)

(http://i.imgur.com/goEhO.png)

(http://i.imgur.com/2MAvS.jpg)

[close]

Gimme 5 mins to update main page.
Title: Re: Neutrino Corp. (v. 1.15)
Post by: Xareh on June 08, 2012, 02:17:41 PM
1800 CHARGES?!

Gonna be one hell of a spam fest...
Title: Re: Neutrino Corp. (v. 1.15)
Post by: FlashFrozen on June 08, 2012, 02:21:24 PM
Might never need to worry about ammo, might change that back down 1200, but I doubt it'll be a big problem since it won't change the fact it's a slow firing weapon. :D
Title: Re: Neutrino Corp. (v. 1.15)
Post by: IIE16 Yoshi on June 08, 2012, 11:13:12 PM
How does the Particle Cannon Array work? Is it like a Burst PD with near-unlimited charges? (Or so-high-you-should-never-realistically-need-to-worry)

EDIT:
Not sure if I like the rod that extends down one side of the Repeater. Never liked it on the Autopulse, but meh, even if it hurts my symmetrical OCD, I think I'll still use it, because pewpew all the things. Only 9 shots to spare at a time, though?
Title: Re: Neutrino Corp. (v. 1.15)
Post by: FlashFrozen on June 08, 2012, 11:18:28 PM
It's more actually like a Heavy needler, exact... more pew, and energy.. and yeah, I had a dual medium mount, but it looked wonky so i just kept the bigger one and reworked it.

I made it look like a beam just for add irony  ;D but think of pulse laser+heavy needler with beams touching end to end so it looks continuous.

But strangely it calls it charges instead of ammo * shrug* no idea why since they don't recharge
Title: Re: Neutrino Corp. (v. 1.15)
Post by: IIE16 Yoshi on June 08, 2012, 11:26:46 PM
*imagines energy weapon ammo to be something like a disposable power core, a charge*
Title: Re: Neutrino Corp. (v. 1.15)
Post by: FlashFrozen on June 08, 2012, 11:30:21 PM
I'm actually experimenting with another ship design, It has negative shield efficiency values (it'll still show up as 0 ) but this means as it takes damage, it actually lowers your flux, lmao

Gonna make it use up all flux so its flux will go up just by turning your shield on, kinda like the drohne atm.

Probably some kind of experimental decoy destroyer, but I'll have to bash up some kinda sprite for that. All I can say is, it's very masochistic,  ;D
Title: Re: Neutrino Corp. (v. 1.15)
Post by: IIE16 Yoshi on June 08, 2012, 11:36:32 PM
That could make for an interesting shield. A shield that lives on being barraged with firepower.

Reminds me of this (http://images4.wikia.nocookie.net/__cb20100306052804/supcom2/images/thumb/e/e9/Bomb_Bouncer_Experimental_Reflector_Shield.png/643px-Bomb_Bouncer_Experimental_Reflector_Shield.png).
Title: Re: Neutrino Corp. (v. 1.15)
Post by: FlashFrozen on June 08, 2012, 11:49:17 PM
While reflecting everything right back at them is nice, i don' think the game would let me :P but mmm, a magnetron/grinder ship is doable...
Title: Re: Neutrino Corp. (v. 1.15)
Post by: IIE16 Yoshi on June 08, 2012, 11:59:31 PM
I can imagine a ship with negative flux/damage efficiency being pretty damned OP. One could simply rambo up to an enemy ship with extended shields and sit in front of it happily while other ships get around it and pewpew away at it's back. Such tactics please me greatly. It's like playing any MMORPG all over again, a tank to soak damage, DDs to put out the hurt, then healers to fix them all up afterwards. A supercarrier could play the role of healer if the DDs in this case happened to be fighter wings.
Title: Re: Neutrino Corp. (v. 1.15)
Post by: Kaerras on June 09, 2012, 09:56:28 AM
Oh my god, I am in love with the tractor beam. Every shot sending little ships spinning before they pop. Its so much fun. :p
Title: Re: Neutrino Corp. (v. 1.15)
Post by: Xareh on June 09, 2012, 09:58:52 AM
I can imagine a ship with negative flux/damage efficiency being pretty damned OP. One could simply rambo up to an enemy ship with extended shields and sit in front of it happily while other ships get around it and pewpew away at it's back. Such tactics please me greatly. It's like playing any MMORPG all over again, a tank to soak damage, DDs to put out the hurt, then healers to fix them all up afterwards. A supercarrier could play the role of healer if the DDs in this case happened to be fighter wings.
But it's horribly boring and leads to no variety in combat.
Title: Re: Neutrino Corp. (v. 1.15)
Post by: ArthropodOfDoom on June 12, 2012, 05:46:35 PM
Smokin' Jesus titty cinnamon this is gonna be SWEEET!
Downloading right now, haven't been on the forums in a while but new sprites are refreshing. :D
Title: Re: Neutrino Corp. (v. 1.15)
Post by: IIE16 Yoshi on June 16, 2012, 09:12:20 AM
Smokin' Jesus titty cinnamon this is gonna be SWEEET!

 :D

Haha, I haven't heard THAT in a while.
Title: Re: Neutrino Corp. (v. 1.15)
Post by: FlashFrozen on June 16, 2012, 06:26:30 PM
Bah I feel terrible now, I scrapped the experimental ship since I had Artists-Photoshop-block on how it looks like  ::)

But in the meantime, got some more ideas on what I might add by going through the rearm mod for hw2 ^.^

Prob gonna be  missile capital Sorry to yoshi, but it's probably gonna be asymmetric :P
Title: Re: Neutrino Corp. (v. 1.15)
Post by: IIE16 Yoshi on June 16, 2012, 06:43:16 PM
Awh..... (http://nooooooooooooooo.com/)
Title: Re: Neutrino Corp. (v. 1.15)
Post by: Vandala on June 16, 2012, 09:37:03 PM
Woot! (http://yeeeeeeeeeeeeeees.com/)
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on June 20, 2012, 01:41:48 PM
Voila!

- Banshee Assault Battleship -

(http://i.imgur.com/Um8Sz.png)

Through and through a complete warship meant to defend shipping lanes. The large white stripes are actually often an indication of the experience of the captain, of which the minimum qualification is Rear Admiral.

So as a standard, all Banshees will be seen with at least two stripes, rarer still are ones with 3 or even 4 stripes which tend to be heavily modified to fit their Captains preferences.

Most often used as stand off distance missile platforms, these ships are well equipped to the task, with 3 Large missiles and 2 Large universals, they can be adapted to nearly any situation.

While it lacks the sheer amount of pd as older ships, the Banshee relies on good arcs for pd coverage.

Without huge and bulky integrated energy weapons, the extra power is shoved into it's highly advanced and powerful engines.

It has a broadside of 6 pulse beam cannons to deal with cruisers and destroyers.


*whew* this ship prob took 4 days of photoshop, which is more than 10 minutes of coding it needed to get it in the game. :P

*feels so proud* I love the way it looks imo, well at least parts of it, the parts I don't like eh... whatever it has a sexy back :D
Was probably going to name it Excalibur or something just for the cheese factor but decided against it. Well, Here ya go. :D
Title: Re: Neutrino Corp. (v. 1.2)
Post by: IIE16 Yoshi on June 20, 2012, 01:43:57 PM
It's so ASYMMETRICAL!
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on June 20, 2012, 01:49:02 PM
but but some of it isn't! x3
Title: Re: Neutrino Corp. (v. 1.2)
Post by: IIE16 Yoshi on June 20, 2012, 01:51:55 PM
Really like the look of the laser batteries on the side though. And the not-so-obvious missile launchers. It's not like, BAM, LARGE HARDPOINT OUTTA *** NOWHERE.
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on June 20, 2012, 01:55:47 PM
It actually looks kinda weird with vanilla large missiles, just because they are all so damn huge, was going to use hidden weapon mounts, but then I realized that the missiles will still show over the hull, which is.. ***.

Ah well, the new missiles are designed for the ship but it's all good 3:
Title: Re: Neutrino Corp. (v. 1.2)
Post by: IIE16 Yoshi on June 20, 2012, 02:08:27 PM
Will they? I know the missiles appear once fired, but they can't be seen when ready to fire. Could tweak the missile launcher itself, so the missile spawns in front of the hardpoint. Is that a tweak on the launcher, or the hardpoint? I think it might be a tweak on the hardpoint, now that I think on it. *shrug* I don't mod, besides fiddle with *_data and break stuff.  :D
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on June 20, 2012, 02:14:07 PM
It's on the launcher, so I'd have to change vanilla things, durp.

just need to get it back into Uomoz's corvus ^o^
Title: Re: Neutrino Corp. (v. 1.2)
Post by: Vandala on June 20, 2012, 02:28:45 PM
It looks very nice. You are a talented spriter.
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on June 20, 2012, 03:11:05 PM
Thanks but it's not really spriting :D just some bashing here and bashing there, it got to the point I couldn't rip out any more parts form the paragon and had to draw it :P

Still no good at weapon creation though. ^~^
Title: Re: Neutrino Corp. (v. 1.2)
Post by: IIE16 Yoshi on June 20, 2012, 03:13:25 PM
Go fiddle with that Battleships Forever sprite maker and make some tiny 'ships' to turn into weapons? *shrugs*

EDIT:
Hrm, does Uomoz's Corvus have the 3 new Neutrino Weapons at least? I might go play around in Corvus if I can fit a Hidolfr with super pewpew.
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on June 20, 2012, 03:19:24 PM
I don't think it's been updated yet, but I've posted up an update in the thread that should 'almost' extract right in you know what to do.
Title: Re: Neutrino Corp. (v. 1.2)
Post by: DNAz on June 20, 2012, 03:38:02 PM
The pointy bit looks kinda weird with the different shade but cool.
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on June 20, 2012, 03:49:05 PM
The upper half? it's actually the colours of the ship, but it looks a bit different because of the parts that actually don't match the colour of the ship, ahh not sure how to say, but It's sort of one of those same shade illusions.
Title: Re: Neutrino Corp. (v. 1.2)
Post by: DNAz on June 21, 2012, 12:45:56 AM
The upper half? it's actually the colours of the ship, but it looks a bit different because of the parts that actually don't match the colour of the ship, ahh not sure how to say, but It's sort of one of those same shade illusions.
I swear it looks greener.
Title: Re: Neutrino Corp. (v. 1.2)
Post by: WKOB on June 21, 2012, 12:49:07 AM
(http://i.imgur.com/8160n.png)
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on June 21, 2012, 10:10:17 AM
(http://i3.kym-cdn.com/photos/images/newsfeed/000/181/367/closeenough.png)
Title: Re: Neutrino Corp. (v. 1.2)
Post by: Xareh on June 21, 2012, 10:12:06 AM
WHEN CAN I HAZ?!
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on June 21, 2012, 10:28:25 AM
It's already out! >:O

Title: Re: Neutrino Corp. (v. 1.2)
Post by: Uomoz on June 21, 2012, 10:35:02 AM
WHEN CAN I HAZ?!

Also on latest U'sC DEV.
Title: Re: Neutrino Corp. (v. 1.2)
Post by: IIE16 Yoshi on June 22, 2012, 05:15:01 AM
I don't remember the Hidolfr's two large turrets being universal. I thought they were energy in the last version? Anyhoo, that's not really important. What's important is the convoys delivering a pair of Pile Drivers. Gonna take their wave guns and mount them to the Hidolfr. Flawless plan, IMO.  :D
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on June 22, 2012, 10:09:27 AM
It was a change I made because I found that it's hard to use javelins when you don't have any missile mounts so I decided why not just make them universal. =P

and hehe, no one can ever spell that ship's name right. :D


Title: Re: Neutrino Corp. (v. 1.2)
Post by: Xareh on June 22, 2012, 10:12:08 AM
The Javelins rock. The Banshee emanates style and uniqueness.

Yay for this mod
Title: Re: Neutrino Corp. (v. 1.2)
Post by: IIE16 Yoshi on June 22, 2012, 10:26:24 AM
and hehe, no one can ever spell that ship's name right. :D

Ok, fine. The Mommy Ship.  :-X
And I'm using the other new missiles at the moment. The sabots-turned-pilums-turned-photon cannons.
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on June 22, 2012, 12:15:15 PM
Javelins are just such strange missiles :P Now if only the banshee could impale ships  ;D

Those new missiles may need a bit more tweaking since they tend to do quite a bit more friendly damage than I'd like. Maybe more Mirv ish in that they have to be fairly close before spawning the photon things.
 
Title: Re: Neutrino Corp. (v. 1.2)
Post by: IIE16 Yoshi on June 22, 2012, 12:22:34 PM
Are those super photons guided? Because the missiles 'fire' their charge at like 3000+, which is more than enough time for any ship to get out of the way of it.
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on June 22, 2012, 12:33:39 PM
They have fairly good guided stats, but I only set them their engines to live for like.. 1.5 seconds which makes them unguided, this makes them less effective as long-range-anti-everythings, Otherwise they make for great SRMs, or decent pilum replacements.
Title: Re: Neutrino Corp. (v. 1.2)
Post by: IIE16 Yoshi on June 23, 2012, 02:41:13 AM
Convoy. Y U NO deliver Pile Drivers?!
On another note, a convoy delivered a Vice, and now I need to resist the temptation of using it until a second one is delivered.


(http://i0.kym-cdn.com/photos/images/original/000/089/665/tumblr_l96b01l36p1qdhmifo1_500.jpg)
Title: Re: Neutrino Corp. (v. 1.2)
Post by: Lopunny Zen on June 25, 2012, 10:14:17 PM
hey is there by chance going to..be a small carrier for neutrino's anytime soon?
Title: Re: Neutrino Corp. (v. 1.2)
Post by: IIE16 Yoshi on June 26, 2012, 02:04:37 AM
Why would you want a small one? Already got the Mommy Ship, which is like, the mother of all carriers.
Title: Re: Neutrino Corp. (v. 1.2)
Post by: armoredcookie on June 26, 2012, 02:06:18 AM
Could put carriers inside carriers? :o
Title: Re: Neutrino Corp. (v. 1.2)
Post by: IIE16 Yoshi on June 26, 2012, 02:10:46 AM
Already done cruisers and frigates inside carriers.  :D
Title: Re: Neutrino Corp. (v. 1.2)
Post by: armoredcookie on June 26, 2012, 02:14:10 AM
Do want carriers inside of carriers, 7 flight decks please  :D
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on June 26, 2012, 06:32:42 AM
I might wait until 0.53 with their drone system since it seems to be able to spawn ships and stuff, which seems to be... quite... inteeeresting... hehehe

But I can consider making a fairly Light carrier of either destroyer/cruiser class but up to you guys, since neutrino isn't exactly a fighter heavy group, still need a decent interceptor but that may be pushing the effectiveness of the faction xD

Title: Re: Neutrino Corp. (v. 1.2)
Post by: Temjin on June 26, 2012, 06:55:27 AM
hey is there by chance going to..be a small carrier for neutrino's anytime soon?


The PileDriver has a flight deck. That, combined with its primary armament, makes it an incredible support ship.
Title: Re: Neutrino Corp. (v. 1.2)
Post by: IIE16 Yoshi on June 26, 2012, 07:08:15 AM
I might wait until 0.53 with their drone system since it seems to be able to spawn ships and stuff, which seems to be... quite... inteeeresting... hehehe

But I can consider making a fairly Light carrier of either destroyer/cruiser class but up to you guys, since neutrino isn't exactly a fighter heavy group, still need a decent interceptor but that may be pushing the effectiveness of the faction xD


*uses Flohs for pretty light shows everywhere*
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on June 26, 2012, 11:55:16 AM
The pile driver might have that landing deck removed for the sensor drone subsystem, that way I can wedge in a proper carrier, It was only meant to carry 1 drohne to help find targets to blow up.

Title: Re: Neutrino Corp. (v. 1.2)
Post by: SteelRonin on July 17, 2012, 09:00:42 AM
a little bug that ive found:

the Singularity frigates dont use their pulsed beam cannons (i believe thats what theyre called) even though they are part of one of the variants of that ship... thoughts?
Title: Re: Neutrino Corp. (v. 1.2)
Post by: Temjin on July 17, 2012, 09:11:37 AM
a little bug that ive found:

the Singularity frigates dont use their pulsed beam cannons (i believe thats what theyre called) even though they are part of one of the variants of that ship... thoughts?

Maybe too much burst flux for their capacity?
Title: Re: Neutrino Corp. (v. 1.2)
Post by: SteelRonin on July 17, 2012, 09:37:48 AM
i presumed this was it but then why is it a stock variant?
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on July 17, 2012, 10:22:10 AM
I can confirm this bug, I gave it a bit of testing and find it's an AI issue,

The pulsed beam cannons have no traverse so no matter how big their weapon arcs are, they can never actually turn. The AI turns the ship until the enemy reaches the edge of the weapon arc, but the weapon itself can't move within that arc, so it'll always never be able to point at the enemy, hence, unable to fire, i'll put up a bug post later, thanks for the help :) atm I'll see what i can do to make it use the weapon.
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on July 17, 2012, 01:20:00 PM
As a quick hotfix to make the Singularity Elite variant fire its beam cannons, Take off one or some of the hull mods, and add atleast 2-3 flux capacitors to allow it to the fire. Manually you can still use these weapons, but in AI hands, it'll need more flux headroom, this issue has been addressed in 0.53a. ^.^
Title: Re: Neutrino Corp. (v. 1.2)
Post by: SteelRonin on July 18, 2012, 12:53:39 AM
after getting the singularity working i was suprised by its lack of accuracy, but i struggled on and eventually got around 20000 credits
i decided to get a floh and ten immediatly learned why it was so expensive when it took down an eagle all on its lonesome!

i am seriously chuffed with that!
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on July 18, 2012, 06:20:41 AM
The singularity is an odd one, but I say it's not the best choice for frigate vs. frigate,

As of the current version, there's slight bug with Flohs that I'm hoping can be fixed but it's a neat lil bugger  ;)
Title: Re: Neutrino Corp. (v. 1.2)
Post by: Trylobot on July 26, 2012, 03:18:20 PM
This mod is looking better every time I visit. Top-quality modding work here FF
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on July 26, 2012, 05:24:07 PM
Thanks ^.^

I sometimes visit just to stare at it too  :D

Probably gonna expand on the non military side soon.
Title: Re: Neutrino Corp. (v. 1.2)
Post by: Kaitol on July 30, 2012, 04:51:26 PM
Been trying out some ships from this mod, figured I'd give some feedback.

Please note that these are for the default loadouts, unless otherwise stated.

Banshee: The energy broadside is kinda terribad, on top of it being fixed, and thus awkward as hell to use, it also recharges slowly. There's a reason the conquest no longer has a fixed broadside. I'd personally switch it to limited arc turrets, similar to the conquest.

Limited shield arc mean if you are on the frontlines against any appreciably threatening force, you are likely going to die. You can only block one small angle, and your arcs of fire are limited enough to make it difficult to quickly deal with multiple threats approaching from your flanks. So any more then two enemies at once is untenable. Your shield is so efficient you can probably laugh off one ship though.

The engines really aren't that amazing, despite the description. It's not slow... for a capital ship, but neither is it that fast for a capital ship. This may be colored by my use of other mods though.

Probably not a ship I would personally use very often, given I'm not terribly fond of missiles, and the awkwardness of the broadside. I've yet to see how the AI handles it either. I may try playing with the loadout a bit to see if I can pull something I like out of it, but otherwise not a personal flagship. Pity, because it looks pretty rad.

Tldr; Definitely not a frontline capital ship, at least in the default variant. Passable midline command/fire support ship. Not too strong... although for its looks and pricetag I was expecting something a bit more... impressive. Maybe even a bit on the weak side for a military-grade capital ship. Shields, speed, and the broadside might maybe need tweaking, although that's just a personal opinion.

Singularity: Its efficient shields make it eminently suitable for escort roles, even without weapons, distracting an opponent, and tanking them nearly indefinitely. It also makes it excellent as a strike frigate, it can tank all damage coming from its target as it moves in.

Its automated nature means any damage it takes costs you no crew, making it good for tanking, especially on prolonged voyages, I imagine that will make it even better when the campaign is fleshed out.

However, when looking at it from a player controlled perspective, this becomes a disadvantage, no crew means no elite bonus to engines, shields, or flux.

Fixed frontal weaponry, even if powerful, mean it's terrible at dealing with multiple opponents at once by itself, turning to fire on one means nearly completely exposing yourself to another, leaving your engines wide open. This ship definitely works best in a group or 1v1 role.

Tldr; A much simpler analysis. An excellent escort, hunter, and strike frigate. Lack of crew, limited arc shields, and slow firing burst weaponry make it unsuitable for solo use. Neither overpowered or underpowered.


That's all I've extensively tested out so far, might post more if I get the hankering to put any others through their paces.
Title: Re: Neutrino Corp. (v. 1.2)
Post by: FlashFrozen on July 30, 2012, 06:51:41 PM
Thanks for taking your time on my mod ^.^
All feedback is welcome, But I do say, fair points on most accounts  :)

This maybe because of the fact almost all neutrino ships are fitted with the narrow shielding, I personally find it a challenge myself in that I always have to be prioritizing targets that flanking or coming en masse,

I personally think of this of a skillcap-esque thing, the multitasking is still very straining on me to this day ( Darn you lotus ! )

I didn't give too much thought into the broadside of the banshee because of the weapon I chose as standard when dealing with broadsides, the pulse beam cannon, as you've noticed doesn't turn, so it's definitely hard to aim :P
It's a high risk/reward to use your broadside, you expose yourself to unleash as much damage in one burst, I can see to testing out more forgiving variants that doesn't use the beams with a possibly to adding in a minor arc to the broadside to allow ease of use for player and ai kind.

As for the speed, The most I can feasibly see the ship having, is 38-45, having 50 is pushing it into the cruiser range, but I think the feeling of maneuverability ( adjusting acceleration ) will satiate the feel of speed better than a speed boost.
If you ask me, it's always best to point the broadside facing towards the enemy while unleashing missiles for maximum damage, Or you can swap out the two javelins for what-ever large weapon slots you choose  :D


The singularity imo is in a good place, the Ai uses it decently in a attack/harasser role it's just survivable enough to take some glancing hits and can speed away (for the most part) from groups it can't face.
Only quirk I can think of is it's inability to capture and hold points since it doesn't have enough punch to quickly dominate points.



Title: Re: Neutrino Corp. (v. 1.3)
Post by: FlashFrozen on August 08, 2012, 08:27:30 PM
Beware, neato update inbound.

Added another capital ship, (apology to uomoz for making his splash image even bigger than ever  :D )

gave every ship a system, some unique, some not so much.

Well, let me introduce you to this (somewhat) gentle giant.

(http://i.imgur.com/JiLMw.jpg)

This ship is a giant shield on some engines. The ship itself has no shields, but the central part has a monsterous 175k flux capacity with huge shield.

Don't fret, for it sacrifices armaments to carry this shield. The shield also has no ability to dissipate soft flux, and takes 1 to 1 damage.

Strategies are few, but it's this makes for a challenge of pounding the shield down, and the either destroying the ship or the central shield ( can be destroyed separately with slightly less effort, but you'll need to be at the side of the ship to get a clear shot. )

- Colossus - Without the Guardian shield module.

(http://i.imgur.com/d9V78.png)

- Aegis -

(http://i.imgur.com/an0GW.png)

Also a new ship dedicated to defense, this drone will protect the Banshee during daring broadsides or from sneaky Hyperions.

This shield drone can absorb fair amount of damage, making fighting it's carrier ship a much more dangerous affair.


Title: Re: Neutrino Corp. (v. 1.3)
Post by: Strifen on August 08, 2012, 08:43:17 PM
  Ah, Neutrino Corp, innovative as usual - Looking forward to seeing how the shield ship holds up with hullmods; the op cost and ship speed will be interesting, as well as how those weapon mount placements deal with the danger of fighters.
Title: Re: Neutrino Corp. (v. 1.3)
Post by: Griffinhart on August 08, 2012, 08:53:56 PM
I spec'd a Lathe capable of ramming a sim Onslaught to death, back in .52 (haven't tested in .53a).

It takes upwards of an hour (probably closer to two), but it's doable. Tedious as hell, though.

Lathe, strip all guns. 50 cap, 50 dissipation. Extended, Hardened, Stabilized Shields. Augmented Engines. Whatever the hell else you feel like (perhaps Auxiliary Thrusters), just no guns (because that would make this too easy).

The first half-hour or so of the fight is just sitting in front of the Onslaught and shieldtanking until it's out of ammo. Then the tedious part begins: smashing into the Onslaught at (relatively) high speeds until it explodes.



I'm liking the idea for the Colossus, though I wonder how the AI will handle it. Certainly, that 175k flux cap is going to be fun to chew through. Hadron Accelerators do 9750 kinetic, translates to 19500 damage on shields before efficiency, assuming that the Colossus is still at 1.0 efficiency, it'll take 9 (technically 8.97, but you can't fire off "0.97") shots to punch through... using solely the HA. +50 flux capacitors brings that up to 10 shots. I'm assuming that Hardened Shields (and all other Shield-affecting hullmods) can't be applied to the Guardian Shield, being that it's a subsystem? If it can, that brings shield efficiency down to 0.75, which means I'd need 12 (13, with +50 flux capacitors) HA strikes... that's over a fifth of a Hadron Accelerator's total ammo count (including bonus from E. Magazines).

I think I should actually put in some practice fighting Neutrino fleets, first (which, admittedly, I haven't actually done).

-- Griffinhart
Title: Re: Neutrino Corp. (v. 1.3)
Post by: FlashFrozen on August 08, 2012, 09:01:09 PM
I won't lie, If you personally pilot the colossus ( and actually equip decent weapons, you can in effect have god mode. You can recall the drone ( guardian shield) and it'll have the flux cap immediately set back to 0 ( cheting yes, i know, but the AI won't do this. ( EDIT: The AI will let the drone's hp drop to 0 and be destroyed, so you don't have to worry about this thing being completely unkillable.)

Whenever the shield is about to collapse, recall your drone and and pop it back out.

Imo, neutrino feels a bit strong with all the new systems, I'll prob take a patch to fix out all the kinks, but then again I think everyone got stronger as well ( damn you power creep! )
so I'll see how it pans out.
Title: Re: Neutrino Corp. (v. 1.3)
Post by: Griffinhart on August 08, 2012, 09:11:09 PM
You can recall the drone ( guardian shield) and it'll have the flux cap immediately set back to 0
Ahahaha oh wow.

Now I'm trying to think of a workaround for that. Some way of generating ~175k alpha... Technically, a concert of three (or four) Titans, each armed with three Hadron Accelerators, equidistant from a Colossus and timing fire simultaneously could pull it off, but that's three or four Titans, each one at 25FP a pop. Also: the AI is horrible at using Hadron Accelerators (by keptin's design).

I mean, the obvious way to do it, easily, is just to get something fast, with decently powerful guns, to get around to the back side (or whichever side the shield isn't facing, anyways) of the Colossus and explode it from there. But that's the easy way, and some things are more fun to do the hard way.

-- Griffinhart
Title: Re: Neutrino Corp. (v. 1.3)
Post by: FlashFrozen on August 08, 2012, 09:20:10 PM
I have yet to see how 3-4 colossus covering each other with shields is like yet, They'd probably take forever to kill xD I'mma see if i can beat the hegemony with just 2-3 of these puppies :P
Title: Re: Neutrino Corp. (v. 1.3)
Post by: Griffinhart on August 08, 2012, 10:19:26 PM
I imagine a large-enough swarm of fighter-weight craft could do harm, since they fly through/over shields.

Persephone wings are 2FP (soon to be 3FP) for 4 craft, and a single Titan has hangar space for 40, so that's 20 (soon to be 13) wings... brings fleet cost up to 65FP (58FP). Add an Auria, 20FP but +15 hangar so you're at 85FP (73FP) and 55 hangar, so there's room for an additional 7 (soon to be 5) Persephone wings.

1 Titan
1 Auria
27 (soon to be 18) Persephone wings

Puts you at 99FP. I think this could take on a fleet of Colossi. That's 108 (http://tvtropes.org/pmwiki/pmwiki.php/Main/OneHundredAndEight) (soon to be 72) fighter-weight frigates you're up against, plus two battleship-weights, with four flight decks between the two of them to service the fighter-weights.

King of Shields, do you have enough Point Defense?! (http://www.youtube.com/watch?v=KP8prUF7N50&t=1m34s)

-- Griffinhart
Title: Re: Neutrino Corp. (v. 1.3)
Post by: Kaitol on August 09, 2012, 01:15:14 PM
Got a crash in campaign map, error log:
Spoiler
1617660 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [neutrinoguardianFleet] not found for faction [neutrinocorp]
java.lang.RuntimeException: Fleet id [neutrinoguardianFleet] not found for faction [neutrinocorp]
   at com.fs.starfarer.loading.return.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.neutrinoSpawnPoint.spawnFleet(neutrinoSpawnPoint.java:40)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.o00000(Unknown Source)
   at com.fs.starfarer.A.ÔÓÓ000(Unknown Source)
   at com.fs.A.oOOO.new(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: Neutrino Corp. (v. 1.3)
Post by: FlashFrozen on August 09, 2012, 07:02:12 PM
Sorry about that, had a 12 hour shift today, fixed up that bad fleet file. xP
Title: Re: Neutrino Corp. (v. 1.3)
Post by: silentstormpt on August 09, 2012, 07:27:27 PM
Give it fortress shield and now only the kraken can break its shield!
Title: Re: Neutrino Corp. (v. 1.35)
Post by: FlashFrozen on August 19, 2012, 10:02:25 PM
Generic-half-an-update

Herp, okay... INTRODUCING! the all new Derp charge launcher!

Durable, Energy, Retaining, Pod! This CIWS magnetically stores 650 grams of pure positrons until they are released in a near perfect sphere around the casing acting as an impromptu high tech Flak shell.
Meant to be a last resort point defence system more than last resort flare launcher, this system is more likely to tear up offending missiles instead of leading them away or right back into you!

Product Manufacturer Warning: This product is generally less effective against hard targets, but may still make talon pilots who spout YOLO cringe a little when these products detonate.

Spoiler
(http://i.imgur.com/1RJKt.png)
[close]

General update to the Adventure sprite and making it larger.

(http://i.imgur.com/Mq3pt.png)

Also, general sprite update for the weapons that sorta reused sprites since they were often hidden :P

Arsenal of the Corporation

- Missiles -
- Advanced Photon Torpedo Launcher - -Advanced Photon Torpedo Launcher XL - - Light Photon Torpedo - - Photon Torpedo Launcher - - Javelin Torpedo launcher - - Graviton Inversion Device -
(http://i.imgur.com/QbPx3.png) (http://i.imgur.com/cbGqU.png) (http://i.imgur.com/LY9Hb.png) (http://i.imgur.com/nh1ki.png) (http://i.imgur.com/WGtBw.png) (http://i.imgur.com/8dll3.png)

- Energy -
-Anti-Proton Laser - - Darkmatter Beam cannon - - Photon Cannon - - Pulsed Beam Cannon - -
(http://i.imgur.com/GUwsW.png) (http://i.imgur.com/9DwRQ.png) (http://i.imgur.com/dndiY.png) (http://i.imgur.com/hS4c8.png)

- Large Energy -
- Fusion Lance - - Particle Cannon Array - - Heavy Photon Repeater - - Unstable Photon Cannon - - Tractor Beam - - Neutron Lance - - Phased Array Cannon -
(http://i.imgur.com/ICRXx.png) (http://i.imgur.com/ote04.png) (http://i.imgur.com/9xJbN.png) (http://i.imgur.com/afVld.png) (http://i.imgur.com/JTCVE.png) (http://i.imgur.com/5EQP5.png) (http://i.imgur.com/3SUrS.png)


General balance changes into the negative territory, I really need to rename that particle cannon array D:

Code
Version 1.35
-Slightly increased initial amount of things being sold
-General weapons sprite update
-Phased Array Cannon now made built-in
-Added in Derp Charge CIWS
-Swapped Jackhammer's Maneuvering jets to Derp charges
-Swapped Hildolfr's Fortress Shield to Derp charges
-Updated Adventure class with two more small energy slots and larger sprite.
-Gave Adventure Fast missile racks to make it feel more rounded.
-Changed back Floh's Ai type to Support from Fighter
-Changed Floh's burndrive to Swarm-flare because of strange fighter + burndrive ai.
-Updated Singularity frigate variants
-Nausicaa 35000 hull => 32000 flux disp 450 => 400
-Colossus 24000 hull => 17500 flux cap 4000 => 3250
-Guardian shield/drone 5000 hull => 4250 flux disp 2500 => 2000
-Aegis drone 725 hull => 650 armor 250 => 225
-Slight reduction in Neutron Lance damage. 3573 Burst dmg => 3357
-Reduced Particle cannon array damage. 110x24 and 503 dps and 1800 ammo => 65x32 and 467 dps and 1200 ammo
-Reduced Pulsed beam cannon range 925 => 875

OH and if anyone wants the adventure in their own mod, they can have it, since It doesn't fit in terribly well with my theme, but urkay :D
Title: Re: Neutrino Corp. (v. 1.35)
Post by: Xareh on August 20, 2012, 01:50:57 PM
man
how long before we can have HERPs
High Energy Release Pulveriser
Title: Re: Neutrino Corp. (v. 1.35)
Post by: robokill on August 20, 2012, 02:26:56 PM
i would like to see more frigates
Title: Re: Neutrino Corp. (v. 1.35)
Post by: FlashFrozen on August 20, 2012, 03:38:20 PM
Nothing specific?  :D

Guess I'll mix something up, But I personally dislike making cookie cutter ships, They must do something neat or unique :P

Title: Re: Neutrino Corp. (v. 1.35)
Post by: robokill on August 20, 2012, 04:48:47 PM
how about a frieghter with no guns but has 0. flux eficiant shields, a frigate with a single large mount, a ram ship, and a emp troll.
Title: Re: Neutrino Corp. (v. 1.35)
Post by: Uomoz on August 24, 2012, 11:22:48 AM
So me and a friend of mine were playing U'sC at his home yesterday and he showed me a particular weapon\ship combination. A Nomad sandstorm with 8 (!) Particle Cannon Array melting an Onslaught in 10 seconds. That combo is sick, I do agree, but wouldn't 8 large energy weapons melt your own flux too? I doublechecked and turns out that the dmg \ flux cost of many NC energy weapons is well above 1:1, while *all* vanilla energy weapons have way worse ratios. (eg. Plasma Cannon 563\900, Particle Cannon Array  467\225). This is quite a big balance issue in the Compilation! What you think about it Flash?
Title: Re: Neutrino Corp. (v. 1.375)
Post by: FlashFrozen on August 24, 2012, 06:50:40 PM
I'm in the process of a general nerf, to most things, but the Particle Cannon Array was meant to be a Energy Slot  version of the storm needler but also does kinetic but with shorter range as a drawback, but it's as like most nc weapons it is fairly bursty in terms of flux use and damage,

Give me a day or 2 and i'll put up a supplementary patch into 1.375 or something  :D

Edit: New version is up, and stuffs  ;D

- Relativity -
(http://i.imgur.com/7ODLX.png)

This bulky frigate houses only 2 small weapons slots but hides a highly weaponized version of the emp emitter, dealing nearly 5 times more normal damage while having slightly less emp effect,
The necessary power generators and quick discharge capacitors have made this frigate slightly larger than it's predecessors leaving it somewhat more exposed.

Also introducing the:

- Pulsar Beam -
(http://i.imgur.com/cVnyv.png)

This small slot weapon is miniaturized synchrotron that can accelerate protons consistently up to 4 TeV. With a high capacity storage ring this weapons fires a dense beam of protons in a quick burst, before cycling into the next burst from the storage ring. The high energy of the protons are quickly lost when past a mere 450 meters.

And now, for completeness sake I've made it in to a series.

- Dual Pulsar Beam -
(http://i.imgur.com/gy984.png)

By increasing slot size, the available space for a larger synchrotron increases damage and range. Proportionally requires more energy to use as well.

- Heavy Pulsar Beam -
(http://i.imgur.com/iDwAx.png)

The final form of the Pulsar series, this weapon is so large and energy hungry, few ships dare use it for it's random nature outside of knife fights. Drawing almost 2900 flux to fire one shot. However its power is undeniable.
Title: Re: Neutrino Corp. (v. 1.375)
Post by: Ghoti on September 01, 2012, 08:56:41 PM
The photon guns and the photon repeater arn't being used by the AI correctly right now. Increasing their range to 1500-2000 get's them to be a bit better without effecting the firing characteristics of the gun. Ideally the AI would be making estimates based on the size, speed, maneuverability, and distance of the target. But actually firing when there's something to hit is fine too.

Another problem is that with the AI using these weapons at least semi competently, it's gonna be pretty apparent how powerful the photon guns are.
Title: Re: Neutrino Corp. (v. 1.375)
Post by: FlashFrozen on September 01, 2012, 09:27:44 PM
Hmm, mind I asking how it's deficient in its current state? Not enough effective damage? Or is it they don't fire often enough?


It's a quirk of the photons, their missile range fair exceeds what it should be but I still can't seem to bring down it's lifetime after it hits its max range :P
Another boon is that the projectile doesn't track immediately, they drift 100 or so meters or like 1 second of delay before tracking it's a pro or a con if you want to hit a certain target right in front of you, or annoying since it prob could of made the shot if it tracked earlier.

I've bumped up their range before, it didn't affect the weapons dramatically imo it made them somewhat awkward, since they'd fire off their 3-4 round burst real early and missing, since it'll only guide the photon projectile for a few seconds ( not enough for 850-950m range ) and then the target is way off.

But their guided properties are semi lacking but unique, as a secret tip from me, add the ECCM hull mod, it will improve accuracy Dramatically, to the point even hounds completely aren't safe if you fire a good spread.
Title: Re: Neutrino Corp. (v. 1.375)
Post by: Ghoti on September 01, 2012, 10:28:31 PM
ECCM effects tracking? huh.

Anyway. The photon guns arn't deficient in any sense. They're seriously effective. As I said. Ideally the AI would be making estimates based on the size, speed, maneuverability, and distance of the target, rather than firing all the torps off once their target gets into range. I believe the AI DOES do that for projectiles, just not for missiles acting like projectiles. Even the bombers are pretty bad about stuff like this.

Regardless. The time to fire a photon gun is as soon as you can to maximize DPS. The reasons for this are legion.
You might hit your target.
You might coax your enemy into firing point defenses, slowing them down.
You might miss and hit something behind your target.
If multiple ships fire at a distance, the cross fire will make the AI freak out trying to dodge.
Waiting with a regenerating stock of ammo means you are wasting ammo.
Antagonizing a far off enemy gives you tactical advantages in positing your ships (The same reason the Pilum LRM is so good)

Firing early is the best strategy, and the AI should always be using the best strategy.
Title: Re: Neutrino Corp. (v. 1.375)
Post by: FlashFrozen on September 01, 2012, 10:54:37 PM
As a general, the game's ai sadly doesn't include projectile speed into the calculations for aiming weaponry, if it's a missile, ballistic or whatever, it'll still point the gun straight at the current position of the enemy, probably for good reason, if the AI could make perfect shots all the time, why would you want to have player aim-able weaponry at all? :P

Reason ballistic tends to hit more often is because of their inherent inaccuracy, their spread allows it to shoot in the direction that it should of aimed had it done the real calculations. Energy weapons as a whole are for the most part perfectly accurate.

I do agree with rechargeable weapons that it feels kind of like a waste just having that clip at max, but I don't see of making them use it only when fully charged, in which case I'd glady make it more Fire support-y

But being caught at point blank range with a slowly recharging but empty clip because they you got trigger happy just isn't fun :P
Title: Re: Neutrino Corp. (v. 1.375)
Post by: Ghoti on September 02, 2012, 06:09:42 AM
Quote
As a general, the game's ai sadly doesn't include projectile speed into the calculations for aiming weaponry,
  :o  ???
Quote
I do agree with rechargeable weapons that it feels kind of like a waste just having that clip at max
  ;D
Quote
But being caught at point blank range with a slowly recharging but empty clip because they you got trigger happy just isn't fun
  >:(
Right
Frozen
It's time to get on with the photon (check missions)
http://www.mediafire.com/?ud1qaym9szzn3r7
Title: Re: Neutrino Corp. (v. 1.375)
Post by: FlashFrozen on September 02, 2012, 12:05:22 PM
But but you gave them 3 times the range and took away all their pd!  :D

The excessive range let's all their ships just fire away and puts most of your fleet under constant suppression, not unlike pilum Lrm spam, but without any pd, it just annoying to stop, my best analogy is that you gave 1 side sniper rifles and the otherside pistols and asked one side to walk across the field when they normally could atleast get some cover/pd :P

But in larger engagements spamming away does do wonders since without any 360 shields you will find a slip through your non 360 shields  ;)

Title: Re: Neutrino Corp. (v. 1.375)
Post by: Ghoti on September 02, 2012, 12:09:52 PM
Both sides were exactly the same stat wise. Your ships were the same as their ships. The ONLY difference was the way the AI behaved.

I've won that mission actually. I did it by taking manual control of one of the heavy photon repeaters, and firing at a target from a distance.
Title: Re: Neutrino Corp. (v. 1.375)
Post by: FlashFrozen on September 02, 2012, 12:22:45 PM
I've just finally gotten to beat it once, and I admit the constant need to keep yourself alert at all times is the biggest trouble since they have 3 times the range making them able to shoot you from practically offscreen,

but while it may not be a stomp, it's more of positions, since you just need to flank to do damage, and the ai tends to be better at that than a player xP

Spoiler
(http://i.imgur.com/oyKB0.png)
[close]

It's much easier when you have map control, and you take out their bigger slower ships such as hacksaws and grinders since chasing the frigates and the vice is just plain hard.
Title: Re: Neutrino Corp. (v. 1.375)
Post by: Alex on September 02, 2012, 12:32:55 PM
As a general, the game's ai sadly doesn't include projectile speed into the calculations for aiming weaponry, if it's a missile, ballistic or whatever, it'll still point the gun straight at the current position of the enemy, probably for good reason, if the AI could make perfect shots all the time, why would you want to have player aim-able weaponry at all? :P

Happened to see this, and wanted to comment - the AI absolutely *does* take projectile speed into account. The quality of this prediction varies with crew experience, with elite crews being very good at it, and green crews being woefully inadequate.

As for bombers, again, the quality of the prediction varies with crew level - but bombs are also very hard to aim, since the target ship has plenty of opportunity to move out of the way or simply change its velocity vector.


The missile tracking algorithm uses a similar method of prediction to aim at where the target is going to be, and the ECCM mod improves it.
Title: Re: Neutrino Corp. (v. 1.375)
Post by: Ghoti on September 02, 2012, 12:35:52 PM
missile tracking. What about missile launch? Does the AI launch directly at the target or does it lead? Because leading is the correct behavior in this case. Actually, there isn't an easy answer. The torps subtly track, Which throws off pretty much most attempts to aim them.

Quote
I've just finally gotten to beat it once, and I admit the constant need to keep yourself alert at all times is the biggest trouble since they have 3 times the range making them able to shoot you from practically offscreen.
Well done. That mission isn't easy.

Why don't you try refitting your ships to use the ranged photon guns, so that your AI plays ball as well? The word walk in the park would spring to mind.
Title: Re: Neutrino Corp. (v. 1.375)
Post by: Alex on September 02, 2012, 12:44:48 PM
missile tracking. What about missile launch? Does the AI launch directly at the target or does it lead? Because leading is the correct behavior in this case. Actually, there isn't an easy answer. The torps subtly track, Which throws off pretty much most attempts to aim them.

Yeah, it leads the target with unguided or poorly guided missiles - again, quality dependent on crew level.
Title: Re: Neutrino Corp. (v. 1.375)
Post by: Ghoti on September 02, 2012, 12:46:58 PM
Ack. Even I thought the behavior was different in that particular case. Especially because it's advantageous with poorly guided missiles to shoot behind the target to get the missile to chase. Rather than trying to intercept the target perpendicularly.

Thanks for the input.
Title: Re: Neutrino Corp. (v. 1.375)
Post by: Alex on September 02, 2012, 01:05:54 PM
Ack. Even I thought the behavior was different in that particular case. Especially because it's advantageous with poorly guided missiles to shoot behind the target to get the missile to chase. Rather than trying to intercept the target perpendicularly.

Actually, what I said isn't quite right. It'll lead the target with unguided missiles, yes. But with poorly guided missiles it tries to kill the relative velocity between ships prior to launch (and it'll actually try to do this with unguided missiles, as well).

Edit: The exact details aren't exactly suited for a clear explanation - there are a *lot* of edge cases here, with slightly different behavior - depending on ammo count, relative ship sizes, hitpoints, etc. So, let's just say that it tries to do the smart thing (not to say it always succeeds) and does take ship movement into account - in various ways - when trying to aim all types of weapons.
Title: Re: Neutrino Corp. (v. 1.375)
Post by: FlashFrozen on September 02, 2012, 01:28:17 PM
eep my bad, I keep forgetting that only elite crews tend to be a good shot xP

but yeah, green and standard crew are woefully inaccurate with leading :D

But photons seem to ignore leading, because of it's missily nature, pulse lasers and heavy blasters lead, but the mining blaster isn't as well aimed

example of what I mean by lack of lead, this is with elite crew the hound is moving perpendicular, but the turrets will still point directly at it as if it was a beam weapon
Spoiler
(http://i.imgur.com/AaBwT.png)
[close]

Here it leads fairly well if not for the mining blasters low turn rate
Spoiler
(http://i.imgur.com/EEY2i.png)
[close]


Title: Re: Neutrino Corp. (v. 1.4)
Post by: FlashFrozen on November 25, 2012, 11:46:25 AM
Generic update to 1.4

Added Causality phase frigate,

(http://i.imgur.com/LUv9c.png)


Dropped FP of fleets across most fleets, made a fleet with one capital ship and very light escort to tempt those into attacking :P
Minor tweaks to weapons,
Added ships to the simulator, can remove if wants since I can't seem to make them at the end of the simulator list.
Title: Re: Neutrino Corp. (v. 1.375)
Post by: ValkyriaL on November 25, 2012, 12:13:43 PM
No chance against my Vatican Mk.II :P
Title: Re: Neutrino Corp. (v. 1.4)
Post by: FlashFrozen on November 25, 2012, 01:58:54 PM
I can always make something up that can :P
Title: Re: Neutrino Corp. (v. 1.4)
Post by: ValkyriaL on November 25, 2012, 02:23:02 PM
Really? something that can best this? bring it on!  ;D
Spoiler
(http://i.imgur.com/0ynQo.png)
[close]

"you probably can" =D
Title: Re: Neutrino Corp. (v. 1.4)
Post by: conorano on November 26, 2012, 07:25:01 AM
Really? something that can best this? bring it on!  ;D
Spoiler
(http://i.imgur.com/0ynQo.png)
[close]

"you probably can" =D

the hammer class would smash it to pieces, literaly  :P
Title: Re: Neutrino Corp. (v. 1.4)
Post by: ValkyriaL on November 26, 2012, 08:00:57 AM
The mega hammer is not a vanilla friendly ship, so it doesn't count :P

The normal hammer "could" do it, but i don't believe it can, i have complete faith in my Vatican :p
Title: Re: Neutrino Corp. (v. 1.4)
Post by: Reshy on November 26, 2012, 09:35:06 AM
The hammer also considers itself a civilian ship for whatever reason. 
Title: Re: Neutrino Corp. (v. 1.4)
Post by: FlashFrozen on November 26, 2012, 09:58:41 AM
Probably through the lack of weapons normally installed :P
Title: Re: Neutrino Corp. (v. 1.4)
Post by: Reshy on November 26, 2012, 10:28:14 AM
It's also slow as sin.
Title: Re: Neutrino Corp. (v. 1.4)
Post by: silentstormpt on November 26, 2012, 10:57:56 AM
The hammer also considers itself a civilian ship for whatever reason. 

That is actually "fixable" by setting their hullSize": into something smaller, i had all my ships on the Star Control to FRIGATE size
Title: Re: Neutrino Corp. (v. 1.5)
Post by: FlashFrozen on November 26, 2012, 12:15:36 PM
But that will also change the op costs for hull mods and things, though it is still a joke ship lol.

Jan 17th Edit:

- Schwarm Drone -
(http://i.imgur.com/eh60v.png)
These fellas come in packs of 42, batteries sold separately.

- Unsung -
(http://i.imgur.com/aCTsx.png)
A monster that will not see the light of day. 6 large universals guarantee front superiority but a lack of rear armament means crafty frigate pilots can butt-hug all day as long the shields aren't pointed rearward.


Schwarm is implemented in campaign, the Unsung is not, no real plans on implementing it yet (maybe when multiple systems are intro'd) but is readily available to be inserted into the station if you dig in the neutrinoGen file.
Couple of new weapons, might have those tweaked a bit later on. Redone the Advanced torpedo launchers to make them slightly more unique, they are now energy mirvs :D (don't get fooled by the onscreen dps it'll pump out a bit more than that.)

A 10 Fp Schwarm wing of 42 drones has effectively around 980 Energy DPS, while not as effective against on other pd/interceptors they will easily survive meagre anti fighter attempts, but will succumb to pilum / annihilator spam/energy pd spam. A great distraction to enemies for you to slip in any form of strike weapon,

For a comparison, 2 wings of 4 FP wasps has a energy dps of 900

Some of the weapons added may get an impending nerf depending on how they play out, such as the Dual PBC and the Advanced Photons, otherwise plans for a Phase-carrier are in place but no progress has been made :D

Code
Version 1.5
-Added Unsung Capital
-Added Schwarm drone fighters
-Increased Schwarzgeist bomber wing size to 3
-Lowered Schwarzgeist hp and flux dissip
-Increased Drohne scout wing size to 2
-Lowered Drohne hp
-Lowered some op costs for weapons, reworked Advanced Photons, changed Antiproton laser,
-Reduced FP cost of Banshee to 26
-Lowered FP cost of Nirvash to 16
-Slightly lowered armor of Nirvash from 1450 => 1400
-Added one more derp launcher to the Jackhammer
-Added some more variants
Title: Re: Neutrino Corp. (v. 1.4)
Post by: Alex on November 26, 2012, 12:27:50 PM
The hammer also considers itself a civilian ship for whatever reason. 

That is actually "fixable" by setting their hullSize": into something smaller, i had all my ships on the Star Control to FRIGATE size

Just FYI - there's a new field in ship_data.csv that lets you specify that something is civilian. If that's not specified, a ship will be assumed military unless it's got more than half of its OP unspent.
Title: Re: Neutrino Corp. (v. 1.4)
Post by: Krelian on February 06, 2013, 11:53:21 PM
Generic update to 1.4

Added Causality phase frigate,

(http://i.imgur.com/LUv9c.png)


Dropped FP of fleets across most fleets, made a fleet with one capital ship and very light escort to tempt those into attacking :P
Minor tweaks to weapons,
Added ships to the simulator, can remove if wants since I can't seem to make them at the end of the simulator list.

kudos for the design
Title: Re: Neutrino Corp. (v. 1.5)
Post by: Chronosfear on March 07, 2013, 07:32:26 AM
Hi,
playing your mod with UC, and started to like them, somewhat because of the "Schwarm Drone" and well , the Unsung  :o
but i think it´s repair costs are to high , up to about 60 supplies for each wing surviving the battle ( depending on % of the wing left )


Title: Re: Neutrino Corp. (v. 1.4)
Post by: MShadowy on March 07, 2013, 09:15:42 AM
The Causality

(http://i.imgur.com/LUv9c.png)

Hmmm... seems  familiar somehow... ;)

Nicely done.   I'm definitely fond of this particular frigates design.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: FlashFrozen on March 07, 2013, 09:31:10 AM
The Causality

(http://i.imgur.com/LUv9c.png)

Hmmm... seems  familiar somehow... ;)

Nicely done.   I'm definitely fond of this particular frigates design.


kudos for the design

Hehe, you can thanks ace combat for that one.

Hi,
playing your mod with UC, and started to like them, somewhat because of the "Schwarm Drone" and well , the Unsung  :o
but i think it´s repair costs are to high , up to about 60 supplies for each wing surviving the battle ( depending on % of the wing left )




I'm glad you are enjoying it :) The costs are a bit up there since the drones are so durable in respects to how hard it is to get rid of them once and for all, you'll have to pay a price for keeping them around, though i could see to making it around 1 supply a drone (42 drones = 42 supplies)
Title: Re: Neutrino Corp. (v. 1.5)
Post by: Apophis on March 08, 2013, 04:08:45 PM
There is an error

Ship hull [neutrino_blowtorch] variant [neutrino_blowtorch_bare]: slot id [WS 7] not found for weapon [neutrino_fusionlance]
Title: Re: Neutrino Corp. (v. 1.5)
Post by: FlashFrozen on March 08, 2013, 06:41:34 PM
There is an error

Ship hull [neutrino_blowtorch] variant [neutrino_blowtorch_bare]: slot id [WS 7] not found for weapon [neutrino_fusionlance]


I've fixed the variant file in my personal version, but didn't update the download because it doesn't get called out generally, but definitely won't be an issue in v.1.6

Unless of course did this happen in campaign?
Title: Re: Neutrino Corp. (v. 1.5)
Post by: SainnQ on March 11, 2013, 03:03:46 PM
Dunno if the discussion is welcome. But has anyone come across an alternative loadout for the Nirvash assault cruiser?
Title: Re: Neutrino Corp. (v. 1.5)
Post by: FlashFrozen on March 11, 2013, 04:12:39 PM
If your willing to replace the neutron lance on the front, you'll find you get much more op to play around with ( not including player skills ) , try replacing the pulse beams on the mediums with pulse lasers, mining blasters/ heavy blasters, even 5 mining blasters will punch a pretty big dent in most ships. ;)
Title: Re: Neutrino Corp. (v. 1.5)
Post by: SainnQ on March 11, 2013, 04:31:31 PM
If your willing to replace the neutron lance on the front, you'll find you get much more op to play around with ( not including player skills ) , try replacing the pulse beams on the mediums with pulse lasers, mining blasters/ heavy blasters, even 5 mining blasters will punch a pretty big dent in most ships. ;)

PBC's are brutal, I haven't got access to the frigin Neutron Lance.

I'm playing Corvus 17.1 atm.

I was thinking about just using Dual PBCs in the prow slot instead of a Lance. But I'm finding that EMP dmg is frigin boss in most fights, it'll absolutely cripple things like IF & Hegemony capitals
Title: Re: Neutrino Corp. (v. 1.5)
Post by: FlashFrozen on March 15, 2013, 12:31:00 AM
Just as a question, does any body actually use photon cannons? Cause I'm thinking about replacing the non missile version in their almost entirety, lol
Title: Re: Neutrino Corp. (v. 1.5)
Post by: Jonlissla on March 15, 2013, 01:10:43 AM
Just as a question, does any body actually use photon cannons? Cause I'm thinking about replacing the non missile version in their almost entirety, lol

Not really, no. Too slow for my taste.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: arcibalde on March 15, 2013, 02:39:21 AM
Just as a question, does any body actually use photon cannons? Cause I'm thinking about replacing the non missile version in their almost entirety, lol
I do. Unstable photon cannon that is.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: SainnQ on March 15, 2013, 05:18:54 AM
Just as a question, does any body actually use photon cannons? Cause I'm thinking about replacing the non missile version in their almost entirety, lol

I don't even bother using the Unstable PC, they're ass to be honest.

Or rather, completely out of line with the utility of the rest of Neutrino's inventory of destruction. Same goes for the DERP launchers.

They both just end up being a waste of a slot that can be utilized by something else far more effectively.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: sirboomalot on March 15, 2013, 07:22:23 AM
Just as a question, does any body actually use photon cannons? Cause I'm thinking about replacing the non missile version in their almost entirety, lol

I kinda like to use them a bit, though I sometimes wish that the shots weren't so easy to dodge.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: FlashFrozen on March 15, 2013, 11:09:32 AM
The projectile homing of the photon cannons is what causes the ironic poor accuracy of the series, its why I have a replacement on the table right now, it'll be similar to the ppcs from x³ , slow unwieldy but painful.

I've also got the light photons to fire in bursts of 3s with reduced damage to help mirror the medium version.

Etc etc just as a last question  any opinions on the pulsars? Too low range? Not enough damage? stuff? :P
Title: Re: Neutrino Corp. (v. 1.5)
Post by: ValkyriaL on March 15, 2013, 11:11:38 AM
They can't hit anything for 5 cents, i never use them unless im in a fast ship with them as brawler guns where accuracy is "whatever" since il be point blank. =I
Title: Re: Neutrino Corp. (v. 1.5)
Post by: arcibalde on March 15, 2013, 01:31:41 PM
Etc etc just as a last question  any opinions on the pulsars? Too low range? Not enough damage? stuff? :P
Range, to low range. I use them at beginning but...
And DUDE! What is with crew??? They don't level up!  :-\  PBC are great. Maybe... akhm... one charge more?  ::)   Or... two  :P

And about that ship... Ah yes Nirvash. Can that left and right 5x weapon mounts have like small weapon arc? Like 10 degrees. C mon!

And, i play your mod inside UC, why there is only smallest capital (with actual capital fire power) to buy? You gotta do something about it man. You got influence with the man. Do something. Just do IT! C mon!


So?  ::)
Title: Re: Neutrino Corp. (v. 1.5)
Post by: FlashFrozen on March 15, 2013, 02:29:23 PM
Which ships don't level crew? :O doesn't happen to my standalone, I could see to bringing up pulsar range a bit in the medium and larges, and for two charge pbc's you'll just have to stuck with the large dual pbc ;)

Well I did buff the banshees energy by a couple degrees for sure , I can check with the nirvash but I think it does have like a couple degrees for you to use, lol as for capitals immediately for sale, since then unsung got taken out, I can add in one capital :p
Title: Re: Neutrino Corp. (v. 1.5)
Post by: SainnQ on March 15, 2013, 03:11:44 PM
Which ships don't level crew? :O doesn't happen to my standalone, I could see to bringing up pulsar range a bit in the medium and larges, and for two charge pbc's you'll just have to stuck with the large dual pbc ;)

Well I did buff the banshees energy by a couple degrees for sure , I can check with the nirvash but I think it does have like a couple degrees for you to use, lol as for capitals immediately for sale, since then unsung got taken out, I can add in one capital :p

Why was the Unsung removed!? D: Is there a way to custom add it into my copy of Uomoz? I've been wondering where the hell it was.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: sirboomalot on March 15, 2013, 03:46:06 PM
The unsung is only available by defeating Uomoz now, due to its power.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: FlashFrozen on March 15, 2013, 04:35:11 PM
Probably to make it even harder to obtain :D

To re-add, go into your mods/uomoz/data/scripts/world/uomozgen.java

Scroll down until you see this
Code
		cargo.addMothballedShip(FleetMemberType.SHIP, "neutrino_nirvash_bare", null);
cargo.addMothballedShip(FleetMemberType.SHIP, "neutrino_grinder_Hull", null);
cargo.addMothballedShip(FleetMemberType.SHIP, "neutrino_colossus_Hull", null);
cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "neutrino_schwarm_wing", null);
cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "neutrino_drohne_wing", null);
cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "neutrino_drohne_wing", null);
cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "neutrino_schwarzgeist_wing", null);
                }
        private void GDCargo(SectorAPI sector, SectorEntityToken station) {

Then slap in this line:

Code
		cargo.addMothballedShip(FleetMemberType.SHIP, "neutrino_nirvash_bare", null);
cargo.addMothballedShip(FleetMemberType.SHIP, "neutrino_grinder_Hull", null);
cargo.addMothballedShip(FleetMemberType.SHIP, "neutrino_colossus_Hull", null);
cargo.addMothballedShip(FleetMemberType.SHIP, "neutrino_unsung_elite", null);                        // <-- This one :D
cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "neutrino_schwarm_wing", null);
cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "neutrino_drohne_wing", null);
cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "neutrino_drohne_wing", null);
cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "neutrino_schwarzgeist_wing", null);
                }
        private void GDCargo(SectorAPI sector, SectorEntityToken station) {

But you didn't hear that from me  ::)
Title: Re: Neutrino Corp. (v. 1.5)
Post by: ValkyriaL on March 15, 2013, 04:53:31 PM
Ooooh i did... i'm telling Uomoz!!!
Title: Re: Neutrino Corp. (v. 1.5)
Post by: phyrex on March 15, 2013, 05:23:24 PM
you should really at least add a mission with the unsung to toy with :P
Title: Re: Neutrino Corp. (v. 1.5)
Post by: SainnQ on March 15, 2013, 05:26:18 PM
You're a gentlemen and a scholar Frozen.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: SainnQ on March 16, 2013, 05:47:14 PM
So I added that line of generator code for the Unsung, and started a new game. It did diddly.

I think Uomoz might've gone out of his way to insure only his pet fleet spawned with it.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: Dog on March 16, 2013, 06:07:31 PM
So I added that line of generator code for the Unsung, and started a new game. It did diddly.

I think Uomoz might've gone out of his way to insure only his pet fleet spawned with it.

It worked fine for me, did you copy paste it in from the code flash provided?  While I was at it I even added Phased Array Cannons to the store, and those worked too.  No reason for Uomoz to have all the fun.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: SainnQ on March 16, 2013, 06:09:39 PM
So I added that line of generator code for the Unsung, and started a new game. It did diddly.

I think Uomoz might've gone out of his way to insure only his pet fleet spawned with it.

It worked fine for me, did you copy paste it in from the code flash provided?  While I was at it I even added Phased Array Cannons to the store, and those worked too.  No reason for Uomoz to have all the fun.

Yeah. I added it manually. Typed it out and all.

Used EditPad Lite
Title: Re: Neutrino Corp. (v. 1.5)
Post by: FlashFrozen on March 16, 2013, 06:16:28 PM
Copy and paste usually is more reliable, but also do take note, this line is position specific, so you can't just put it anywhere you want.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: SainnQ on March 16, 2013, 06:31:58 PM
Copy and paste usually is more reliable, but also do take note, this line is position specific, so you can't just put it anywhere you want.

Found out the problem. User mistake. Clicked the wrong X on my EditPad client, didn't save the code line added.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: DornoDiosMio on March 16, 2013, 06:57:04 PM
Copy and paste usually is more reliable, but also do take note, this line is position specific, so you can't just put it anywhere you want.

Hi, been lurking around here the last few weeks or so and I'm now obsessed with this stuff.  Just wanted to say thanks for the stellar work on NC and also ask you a hopefully small question.

I used the code you posted to edit the game and add the Unsung back in.  Mainly because I never had a chance to play with it in version 17 before switching to the 17.1 compilation.  Will the Unsung eventually show up in a previously saved game or will it require me to start a new game?  Also, if I start a new game will the ship be there immediately or does it take a little while for the station to receive 'fresh stock'?

Also, I imagine it would be possible to edit my save file and add the Unsung to my saved game that way?  I can probably figure that out, because it would just use the same 'ship name' as the stuff I posted into UC .java file correct?

Anyways, thanks for the great mod and your help!
Title: Re: Neutrino Corp. (v. 1.5)
Post by: FlashFrozen on March 16, 2013, 07:06:14 PM
Copy and paste usually is more reliable, but also do take note, this line is position specific, so you can't just put it anywhere you want.

Hi, been lurking around here the last few weeks or so and I'm now obsessed with this stuff.  Just wanted to say thanks for the stellar work on NC and also ask you a hopefully small question.

I used the code you posted to edit the game and add the Unsung back in.  Mainly because I never had a chance to play with it in version 17 before switching to the 17.1 compilation.  Will the Unsung eventually show up in a previously saved game or will it require me to start a new game?  Also, if I start a new game will the ship be there immediately or does it take a little while for the station to receive 'fresh stock'?

Also, I imagine it would be possible to edit my save file and add the Unsung to my saved game that way?  I can probably figure that out, because it would just use the same 'ship name' as the stuff I posted into UC .java file correct?

Anyways, thanks for the great mod and your help!

Thanks for the kind words! :)
Unfortunately, using that line of code, it will only add the ship to the station once, and only when it's a newgame, as for waiting it will also not be delivered via convoys, so your probably out of luck,
The only save game editing I've tried before was for character stats, replacing your current ship might take a bit more effort if its possible at all. I can try it myself if helps :P
Title: Re: Neutrino Corp. (v. 1.5)
Post by: SainnQ on March 16, 2013, 07:23:47 PM
Might trigger Uomoz's anti-cheat measure.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: Vinya on March 16, 2013, 07:30:45 PM
But if you allow the Unsung to be played, then it will have sung.


Ow, right in the English.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: FlashFrozen on March 16, 2013, 07:40:27 PM
I've tested it and yes you can replace your current ship, it bugs out what ship you have on the campaign map, but otherwise you get the ship, all you really need to do is replace 1 line, atm 17.1 doesn't seem to detect it.. lol
Title: Re: Neutrino Corp. (v. 1.5)
Post by: SainnQ on March 16, 2013, 07:48:31 PM
I've tested it and yes you can replace your current ship, it bugs out what ship you have on the campaign map, but otherwise you get the ship, all you really need to do is replace 1 line, atm 17.1 doesn't seem to detect it.. lol

What're the chances Uomoz's cheat detection would make the client unstable after cheating in cash? O_O
Title: Re: Neutrino Corp. (v. 1.5)
Post by: FlashFrozen on March 16, 2013, 08:11:03 PM
Atm I'm not sure what the cheat protection detects, lol but I doubt he's willing to tell just to make it so the cheat detection, detects things :P
But I assume it'll check the moment it happens ( I could be wrong)

There are always underhanded ways to 'cheat' but I'm not sure if it detects devmode either.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: SainnQ on March 16, 2013, 08:18:59 PM
So I added that line of generator code for the Unsung, and started a new game. It did diddly.

I think Uomoz might've gone out of his way to insure only his pet fleet spawned with it.

It worked fine for me, did you copy paste it in from the code flash provided?  While I was at it I even added Phased Array Cannons to the store, and those worked too.  No reason for Uomoz to have all the fun.

Phased Cannon Arrays? Don't you mean Particle Cannon Arrays?
Title: Re: Neutrino Corp. (v. 1.5)
Post by: Uomoz on March 17, 2013, 03:22:32 AM
Hehe, I guess it could be a mistake on my part, but I only intended it for be ship you were to discover/earn when multi systems get implemented,  but since I finished the ship before said feature, I just put it in the station.
 ATM for all purposes you don't get to fight it outside of the Uomoz event fleet, but you are allowed to purchase if you join the bloc.

I'm openminded about taking it out of that station so as to make it the only way to acquire( for now) through the event fleet.

But just as a note, hull mods and character skills almost nullify the weaknesses it has, but try flying one in a new character and you'll notice the weaknesses much more heavily, ( perhaps nerf a bit? )

That's why I removed the Unsung from the station. Just sayin'. :)

EDIT: just made so in DEV you have the Unsung blueprint drop from Uomoz.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: Dog on March 17, 2013, 11:33:38 AM
Phased Cannon Arrays? Don't you mean Particle Cannon Arrays?

Haha nope, the Phased Array Cannon is the Jackhammer's built-in weapon.  It used to be available to buy or find, and it's a really fun weapon to mount on an end game Unsung or Banshee.  It's such a pretty sprite, it would be a shame to never see it  ;)
Title: Re: Neutrino Corp. (v. 1.5)
Post by: SainnQ on March 18, 2013, 12:47:44 AM
Yeah.. Just bought the Jackhammer for the sake of seeing that weapon in action.

It's like a damn borg cutting beam.

6 of those on an unsung is unimaginable. No wonder if was turned into a Built In weapon over refittable.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: DornoDiosMio on March 18, 2013, 12:29:37 PM
Thanks for the kind words! :)
Unfortunately, using that line of code, it will only add the ship to the station once, and only when it's a newgame, as for waiting it will also not be delivered via convoys, so your probably out of luck,
The only save game editing I've tried before was for character stats, replacing your current ship might take a bit more effort if its possible at all. I can try it myself if helps :P

Thanks for the response!  Didn't get a chance to check back for a couple days.  I must've made a mistake when I edited the main thingy, cause I didn't see the ship when I started a new campaign, but, I'm sure I can fix that when I check it again.

I didn't really want to replace my main ship with the unsung in the current campaign, but, add it to the station, but, I doubt that is possible.  Thanks a ton for your help though, I just might try replacing my ship when this current game I'm on has run its course!

I don't think I've had this much fun since I played SC2 as a wee tot.  Then of course Ur-Quan Masters a few years back. Sadly, I never could beat the damn thing, lol.  I think I spent too much time flying around in my uber ship killing everything with those heat seeking orbs of death.  Ahh... memories.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: FlashFrozen on March 20, 2013, 12:10:59 AM
Well gentlemen, theEND is near.

This one to be exact,

Spoiler
(http://i.imgur.com/XzpqBm3.png)
[close]

Spoiler
(http://i.imgur.com/oABh8Vm.png)
Just saying, that ring was a PITA.
[close]
More playtesting will help finalize the stats, it can beat a dominator, but not a aurora.

As well as intro-ing the replacement of the photon series, there will also be an additional ship coming Soon™ to flesh out the lower tiers in v1.6.
Additional comments, I'm thinking about adjusting the size classifications of the pile driver and making it a destroyer, while also lowering a lathe to a cruiser, just for consistency's sake.
Photon cannons may eventually get removed altogether, prob after v1.6 in which respriting of older ships will take place most notably the Nausicaä, and the Jackhammer.

That is all.



Title: Re: Neutrino Corp. (v. 1.5)
Post by: MShadowy on March 20, 2013, 10:35:06 AM
Well gentlemen, theEND is near.

This one to be exact,

Spoiler
(http://i.imgur.com/XzpqBm3.png)
[close]

Spoiler
(http://i.imgur.com/oABh8Vm.png)
Just saying, that ring was a PITA.
[close]
More playtesting will help finalize the stats, it can beat a dominator, but not a aurora.

As well as intro-ing the replacement of the photon series, there will also be an additional ship coming Soon™ to flesh out the lower tiers in v1.6.
Additional comments, I'm thinking about adjusting the size classifications of the pile driver and making it a destroyer, while also lowering a lathe to a cruiser, just for consistency's sake.
Photon cannons may eventually get removed altogether, prob after v1.6 in which respriting of older ships will take place most notably the Nausicaä, and the Jackhammer.

That is all.





Allow me to be the first to say that that kicks ass.  Beautiful.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: Wyvern on March 20, 2013, 10:53:28 AM
Hm.  One thing I'd suggest: Try out a few variants with non-neutrino weapons - particularly, I'd expect that ship would do rather well with, say, four heavy blasters instead of the current beam array it's got up front.  (Though it might also need to invest in capacitors to be able to fire them all...)

Still, awesome looking ships, that's for sure.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: sini002 on March 20, 2013, 11:16:58 AM
i dunno why but i imagined it beeing bigger...  :-\ but anyway it's an awsome looking ship you have made   ;D
Title: Re: Neutrino Corp. (v. 1.5)
Post by: phyrex on March 20, 2013, 12:04:31 PM
wow ! this is freakin badass !
Title: Re: Neutrino Corp. (v. 1.5)
Post by: sdmike1 on March 20, 2013, 02:13:23 PM
We are all doomed :D
Title: Re: Neutrino Corp. (v. 1.5)
Post by: SainnQ on March 21, 2013, 03:42:39 PM
Is it a Cruiser? It looks Destroyer sized.

Also the Neutron cannons replacement for the photon Cannons?

Are they like plasma bolt throwers or beam emitters?
Title: Re: Neutrino Corp. (v. 1.5)
Post by: FlashFrozen on March 21, 2013, 04:18:11 PM
It is indeed a cruiser it is slightly bigger than an aurora, not exactly the most well armed, but very usable for what it is.

Neutron pulse cannons are indeed meant to be the replacement, but atm they feel very high end and will need to be adjusted ... somehow.
Think of them in terms of visual a miniature plasma cannon, with the slowest projectiles you can still use. They also hit pretty hard. I'd expect the skill to boost projectile speed would be immensely beneficial.
Title: Re: Neutrino Corp. (v. 1.5)
Post by: Aratoop on March 22, 2013, 07:59:20 AM
Fatal: null error upon entering 'edit variants'. With devmode, obviously.

Spoiler
Fatal: Ship hull [neutrino_blowtorch]variant [neutrino_blowtorch_bare]: slot id [WS 7] not found for weapon [neutrino_fusionlance]
[close]
Title: Re: Neutrino Corp. (v. 1.5)
Post by: FlashFrozen on March 22, 2013, 10:44:47 AM
Fatal: null error upon entering 'edit variants'. With devmode, obviously.

Spoiler
Fatal: Ship hull [neutrino_blowtorch]variant [neutrino_blowtorch_bare]: slot id [WS 7] not found for weapon [neutrino_fusionlance]
[close]

There is an error

Ship hull [neutrino_blowtorch] variant [neutrino_blowtorch_bare]: slot id [WS 7] not found for weapon [neutrino_fusionlance]


I've fixed the variant file in my personal version, but didn't update the download because it doesn't get called out generally, but definitely won't be an issue in v.1.6

Unless of course did this happen in campaign?


I've never used devmode yet, so does this crash the moment you start editing variants with devmode or something you have to work to manually make it crash?
if it is more serious I'll put up a supplementary patch.

but I guess nows a good time to try devmode at least :P
Title: Re: Neutrino Corp. (v. 1.5)
Post by: Aratoop on March 22, 2013, 11:34:29 AM
It happens as soon as you click the 'edit variants' button :p

Guess I'll just have to play the game...  ::)
Title: Re: Neutrino Corp. (v. 1.55)
Post by: FlashFrozen on March 22, 2013, 12:48:59 PM
I guess I'll put up a supplementary update,

Neutrino Corp. v. 1.55
http://www.mediafire.com/?tvh1rute66gdule

TheEND Phase Carrier
(http://i.imgur.com/lGW79DF.png)
This Black Ops cruiser was meant for deep incursions into unknown systems or more rarely, deliveries of sensitive documents that could not be sent over standard FTL communications. With 4 landing decks, it has ample room to support the relatively few fighter the corporation possesses. With technology learned from the Causality, the ability to indefinitely phase a cruiser was achieved, partially with the phase ring nearing the back. With 4 embedded medium energy weapons and a single turret medium, it has more direct firepower than one would expect of a carrier. Similarly, it also employs the phase missile system as to supplement the already fearsome armament.

- Adv. Photo - -XL. Adv. Photon - - Neutron Pulse Cannon -
(http://i.imgur.com/mpXlHzJ.png)(http://i.imgur.com/wjdN4h6.png)(http://i.imgur.com/qs0L54o.png)

Probably most of the changes of note, if I remember anymore I'll add it in the notes
Code
Version 1.55
-Added TheEND Phase carrier
-Added Neutron Pulse Cannons
-Lowered Drache repair cost from 15 to 12
-Lowered Schwarm repair cost from 20 to 15
-Changed Lathe to a Cruiser
-Lowered Lathe op from 220 to 200 (because capital hullmods costed more)
-Removed arcs from Lathe frontal Large slots
-Changed Piledriver to a Destroyer
-Lowered Pile Driver FP from 14 to 12
-Lowered Pile Driver HP from 4250 to 3000
-Lowered Pile Driver Armor from 1250 to 950
-Increased Speed of Pile Driver from 70 to 80
-Increased Nirvash broadside arc from 5 to 15
-Changed Damage type of derp launcher to high explosive ( prob op. )
-Increased Javelin torpedo per missile damage form 1250 to 1450
-Changed light photon to shoot 3 missile bursts of 3x150 vs 1x250
-Added Jackhammer to station
-Increased range of all Pulsars by 100
-Fixed blowtorch bare variant bug
-Updated Advanced torpedo launcher sprites.


Also, just playing around with the grinder a bit (absolutely not official  ::))
Spoiler
(http://i.imgur.com/3AzbL9M.png)
hmm, Idk, I do sorta like the symmetry though :D
(http://i.imgur.com/Mvr3RAi.png)
[close]
Title: Re: Neutrino Corp. (v. 1.55)
Post by: ValkyriaL on March 22, 2013, 03:53:26 PM
Code
-Lowered Pile Driver HP from 42500 to 3000

Pile driver had 42500 hp?...
Title: Re: Neutrino Corp. (v. 1.55)
Post by: FlashFrozen on March 22, 2013, 04:01:30 PM
Just a typo in just the log, fixing now ;D
Title: Re: Neutrino Corp. (v. 1.55)
Post by: SainnQ on March 22, 2013, 05:29:18 PM
For some reason none of the supply fleets are bringing in the new Phase carrier
Title: Re: Neutrino Corp. (v. 1.55)
Post by: FlashFrozen on March 22, 2013, 06:01:54 PM
It may of been one of the earlier versions of 1.55 where I forgot to update the convoy file, lol
Or it could just the convoy script doing it's randomized magic as usual, but if it persists, try another fresh copy, my apologies :P
Title: Re: Neutrino Corp. (v. 1.55)
Post by: SainnQ on March 22, 2013, 08:39:49 PM

So I turned everything up to 11 to playtest the new Neutron cannons

They're awesome, but even with Increased Stress Tolerances, everything from a "fast" cruiser and down can evade the bolts at a pretty decent rate.

Dunno if intended. but I'd say they just cruise along at a bit too slow a pace.
Also I was wondering if it was planned to implement a LARGE turret equivalent of them, I recall a particular weapon I think in the Neutrino arsenal that had these disabling emp arcs upon weapon impact. Maybe implement those into it for added flare, and indicator of damage.

I wouldn't make like a dual Neutron pulse cannon, that would just *** damn face even if the individual cannons were kept at Medium Hardpoint levels of performance.

Throw in Entopic Range Finger, and Integrated Targeting Unit and they would be a near perfect all around general purpose weapon.
Title: Re: Neutrino Corp. (v. 1.55)
Post by: phyrex on March 22, 2013, 08:47:11 PM
Quote
(http://i.imgur.com/lGW79DF.png)

man, that ship is freakin awesome looking. the aft section especially just look SOOOOO good.
and the bow too actually.

ok the damn whole thing just look freakin fantastic
Title: Re: Neutrino Corp. (v. 1.55)
Post by: FlashFrozen on March 22, 2013, 09:44:24 PM

So I turned everything up to 11 to playtest the new Neutron cannons

They're awesome, but even with Increased Stress Tolerances, everything from a "fast" cruiser and down can evade the bolts at a pretty decent rate.

Dunno if intended. but I'd say they just cruise along at a bit too slow a pace.
Also I was wondering if it was planned to implement a LARGE turret equivalent of them, I recall a particular weapon I think in the Neutrino arsenal that had these disabling emp arcs upon weapon impact. Maybe implement those into it for added flare, and indicator of damage.

I wouldn't make like a dual Neutron pulse cannon, that would just *** damn face even if the individual cannons were kept at Medium Hardpoint levels of performance.

Throw in Entopic Range Finger, and Integrated Targeting Unit and they would be a near perfect all around general purpose weapon.

They definitely are meant to be that slow ;)

http://youtu.be/aDd9VxS_VJc?t=13m7s

as an example of what I wanted them to be like, slow, hard hitting, and you can see the trail of death long before they hit.

I'm still wondering how a large slot equivalent would be like, a quad mount is still up for grabs, or a single barrel heavy version with either slowerrof/higherdmg/fasterprojectile
But for 14 OP I still think it's just a tid bit overpowered, it's does more than a heavy blaster, but costs much less than a plasma cannon, but it's soooo easy to dodge.
Maybe limited ammo? something. :P

As a sidenote, a special effect was planned that would be similiar to the shard autocannons from BRDY but this effect would be high explosive dmg based and guaranteed to happen on hull contact, but It already feels pretty strong as is :P

Quote
Spoiler
(http://i.imgur.com/lGW79DF.png)
[close]

man, that ship is freakin awesome looking. the aft section especially just look SOOOOO good.
and the bow too actually.

ok the damn whole thing just look freakin fantastic

Thanks for the compliments :)
Title: Re: Neutrino Corp. (v. 1.55)
Post by: SainnQ on March 22, 2013, 09:53:51 PM
Aw dude you just reminded me of how wonky X3:AP has been behaving for me with my couple of mods.

Well as it stands, I think they're actually really well balanced. I like to think of Neutrino as a Technology Conglomerate who's somehow got the up & up on cutting edge replacements to the more common place armory available to the Era-Restricted factions.

So I see it as being fine right now, especially with how slow that damn projectile speed is.

A quad barreled large variant would be awesome, maybe one that spins up before belting out a staccato burst of 4 rounds?
I wish I could remember what weapon it was that had that EMP arc effect on contact, it was like a miniature version of the EMP Emission, Giving it a Shard Autocannon like Explosive hull effect would be obscene tho, it already wrecks so much ass as far as armor is concerned. Lol.
Title: Re: Neutrino Corp. (v. 1.55)
Post by: phyrex on March 22, 2013, 09:57:16 PM
lol flash you should make a powerful gun with an absurdly intricate but cool looking firing animation. kinda like cycerin's solenoid quench cannon (but cooler and more absurd).

maybe some sort of laser of death that take 5 second to fire and during that time, it opens up all crazy anime style XD
Title: Re: Neutrino Corp. (v. 1.55)
Post by: FlashFrozen on March 22, 2013, 10:02:59 PM
Aw dude you just reminded me of how wonky X3:AP has been behaving for me with my couple of mods.

Well as it stands, I think they're actually really well balanced. I like to think of Neutrino as a Technology Conglomerate who's somehow got the up & up on cutting edge replacements to the more common place armory available to the Era-Restricted factions.

So I see it as being fine right now, especially with how slow that damn projectile speed is.

A quad barreled large variant would be awesome, maybe one that spins up before belting out a staccato burst of 4 rounds?
I wish I could remember what weapon it was that had that EMP arc effect on contact, it was like a miniature version of the EMP Emission, Giving it a Shard Autocannon like Explosive hull effect would be obscene tho, it already wrecks so much ass as far as armor is concerned. Lol.

Blargh, more fancy rotating things, hard work. :D
Maybe it's the Vanilla Ion cannon your thinking about :P
The thing about this weapon is that it sucks up so much flux you always get a boost in terms of damage,

lol flash you should make a powerful gun with an absurdly intricate but cool looking firing animation. kinda like cycerin's solenoid quench cannon (but cooler and more absurd).

maybe some sort of laser of death that take 5 second to fire and during that time, it opens up all crazy anime style XD

I'm thinking about redoing the Jackhammer, and making the PAC a built in hardpoint instead of a hidden, so you might just get your wish :P but I looathe animating things  ::)

Title: Re: Neutrino Corp. (v. 1.55)
Post by: SainnQ on March 22, 2013, 10:04:04 PM
lol flash you should make a powerful gun with an absurdly intricate but cool looking firing animation. kinda like cycerin's solenoid quench cannon (but cooler and more absurd).

maybe some sort of laser of death that take 5 second to fire and during that time, it opens up all crazy anime style XD

Quad Neutrino Pulse Battery.

Each round has a rotating barrel and emitting pulse blast barrel shroud. The rounds leave an electrical crackle across the battery when they leave the barrels.

The Coding.
The Horror
Title: Re: Neutrino Corp. (v. 1.55)
Post by: SainnQ on March 27, 2013, 06:10:30 AM
Is there any way to add 1.55s content to Uomoz's myself?
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on March 27, 2013, 09:07:12 AM
There is, but it's still a fairly manual process of basically copying over files, adding lines to UC's .csv and config files and etc.

Edit: April 1 (huehue)

http://www.mediafire.com/?q8ju09h86sa5cay

- Sledgehammer -
(http://i.imgur.com/w0col9U.png)

A fairly old Missile Destroyer design dating back approximately 8 months, it had been brought up to par by Neutrino Corp. engineers. With the old Dura-Carbon plating replaced with the standard Reactive Artificial Neutronium.
Along with the general update of engines it also has a large Siege Fusor installed on the offside.

- Advanced torpedo launcher single -
(http://i.imgur.com/s8P4QGW.png)

- Heavy Neutron Pulse Cannon - - Neutron Pulse Cannon Battery -
(http://i.imgur.com/gMp5y94.png) (http://i.imgur.com/KPYjQJj.png)

After patch 0.6 these will hopefully have an bonus effect ;)

Code
Version 1.6
-Added Sledgehammer Missile Destroyer
-Changed Neutron Pulse Cannon characteristics abit
-Added Neutron Pulse Cannon Battery
-Added Heavy Neutron Pulse Cannon
-Added Single Advanced torpedo launcher ( renamed other launchers to dual and quad)
-Removed Photon cannon and Heavy repeater from station
-Changed Vice Ship system from Fast Missile Racks to Scout Drohne
Title: Re: Neutrino Corp. (v. 1.6)
Post by: SainnQ on April 05, 2013, 07:27:04 PM
Erm.
Just out of curiosity
Neutrino Pulse Batteries, Quadruples, but only fire 2 shots?
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 05, 2013, 10:36:48 PM
Yep, 2 shot bursts, just like how the medium version with 2 barrels only fires one shot.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Uomoz on April 06, 2013, 06:44:55 AM
Did you forget the SYSTEM hint for the sledgehammer built in, or is it intentionally acquirable?
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 06, 2013, 09:35:09 AM
Oof my bad, definitely a built in,
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Wyvern on April 06, 2013, 02:01:28 PM
Out of curiosity, is there any particular reason the Singularity's missiles are a ship system instead of a built-in weapon?  Or am I running an out-of-date copy of the mod or something?
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 06, 2013, 04:55:46 PM
Not sure if you mean the Causality phase frigate, if so it was intended to be a ship system (albeit with a broken ai),

If I did implement it as a weapon, you'd have to switch to it to use it vs. hitting f and the ai would probably use it at every opportunity.

Edit: I could try it as a built in as a test, since i do see where you're coming from,
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Teh_Wolf on April 06, 2013, 04:59:47 PM
Doesn't the singulo class have EMP emitter?
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 06, 2013, 05:03:07 PM
That would be the Relativity, lol guess the naming scheme makes it harder to remember :P
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Teh_Wolf on April 06, 2013, 05:09:33 PM
(http://pwtorch.com/artman2/uploads/4/mind-blown.jpg)
Science has screwed my brain over once again
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Wyvern on April 10, 2013, 02:29:33 PM
Not sure if you mean the Causality phase frigate, if so it was intended to be a ship system (albeit with a broken ai),

If I did implement it as a weapon, you'd have to switch to it to use it vs. hitting f and the ai would probably use it at every opportunity.

Edit: I could try it as a built in as a test, since i do see where you're coming from,

Yeah, I meant the Causality.  And, hm.  I may have to see if I can make an AI for that, then; the missiles are a fairly major portion of its armament; given that we don't have push-to-fire (yet), that makes some sort of sense as a ship system.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 10, 2013, 02:52:24 PM
I've tried them as built ins, and really do kinda like it since the ai doesn't need to treat them as specially, but since that'll leave two ships without a system, I had devised a new one, but as usual the ai isn't exactly tweaked to effective use of it either.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Lightforger on April 10, 2013, 05:33:44 PM
Since the AI can't use the phase missile system now if you make it built in and have a fast missile rack type system it could let the AI use the missiles giving me a reason to have the Causality in my fleet if I'm not flying it.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 10, 2013, 05:47:21 PM
It can only use it in the current cause of being almost hit by a missile, as it uses the flare ai,
A slight issue is that using fast missile racks would only work on that one weapon as the phase ships aren't missile centric.

A big issue I kinda wish I can retain is that ship system version uses a percentage of the flux capacity but the weapon version doesn't allow that.
This makes it harder to balance, because the flux will debilitate the Causality but is completely inconsequential on theEND,

I've created a low tech system which let's a ship tank with armor like the fortress shield, but it conflicts with the phase nature of the ships a bit, so more tinkering needed on that end.
I'm open to suggestions as well, so don't hold back lol
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Wyvern on April 10, 2013, 05:59:44 PM
I'd assumed they used slightly different systems - since, firepower that's decent for a frigate, is similarly inconsequential for a cruiser.

Hm.  I wonder... if the system generated hard flux and was usable while phased, how ridiculous would that be?  It'd certainly merit it being a ship system rather than a built-in weapon...
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 10, 2013, 06:15:42 PM
Lemme give that a shot, as the base phasecloak has firing while cloaked disabled, but that may make the ship itself able to fight while phased ( a unique attribute worth having? or just blatant op? :P )

Edit: Did that, ships can fire anything and everything they want while phased, but phase missile system will still need an update if it's to be used while phased,

Edit2: On second test, it actually limited to beam weapons that can be fired, so that idea won't work :x meh
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Wyvern on April 10, 2013, 07:36:50 PM
Normal weapons usable while phased is - in combination with the current zero upkeep phasing cloaks - indeed, blatantly overpowered.  Was why I was thinking of limiting that to the ship system; if it generates hard flux, that should work out okay-ish - you wouldn't be able to hide in phase & attack forever.

Also, I'd suggest considering giving their phase cloaks upkeeps - in particular, the AI doesn't know how to use an upkeep-less phase cloak, and will occasionally just randomly decloak when it really shouldn't (for example, when it's nearly dead and should just be running for the map edge.)
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 10, 2013, 08:15:52 PM
The csv option that controls whether it can allows the system to work while phased also allows the weapon to fire, so it's not selectable, so the idea doesn't work out without serious balancing

I wish I could adapt the ai to the niche capabilities, just cause I tend to favor uniqueness over usability, lol
This is what the in test ship system adaption looks like, not saying it will be implemented for sure, just a possibility of sorts.

- Gravity Plating -
(http://i.imgur.com/uM2AvZf.png)
Spoiler
(http://i.imgur.com/IboAZ0W.png)
(http://i.imgur.com/IW2V1cB.png)
(http://i.imgur.com/Ur9jiuZ.png)
[close]


Basically God mode for 6.5 seconds, no need for flux, 3 uses max.
might make it 2 uses, but the ai burns through them no matter what.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Wyvern on April 10, 2013, 08:46:49 PM
Hm... I think I'd prefer to keep the current system, and just... add something to it, to make it more than "just" a weapon.  So... phase missiles.  What might be a reasonable side effect of firing such a device?

Maybe firing shifts the ship slightly out of phase for a moment, granting a temporary 10% damage reduction?
Maybe firing it temporarily disrupts the phase drivers, increasing the cost to activate phase cloak (or outright disabling the phase cloak)?
Maybe the missiles send telemetry data back to the mothership, temporarily boosting weapon range as if they were sensor drones?

All of these, of course, would need custom AI - but with lazylib's range-finding methods, that shouldn't be impossible to put together...
Title: Re: Neutrino Corp. (v. 1.6)
Post by: SainnQ on April 11, 2013, 04:28:31 PM
Frozen, what diabolical *** is "The Ring"

 :o
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 11, 2013, 05:54:02 PM
A secret weapon with a reload time of 7days.  ::)
Title: Re: Neutrino Corp. (v. 1.6)
Post by: SainnQ on April 11, 2013, 08:17:37 PM
A secret weapon with a reload time of 7days.  ::)

Does it involve Worm holes, and Tachyon emissions?
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 20, 2013, 03:31:04 PM
So yeah.... Finally finished the resprite of the Nausicaä


From this,
 
(http://i.imgur.com/WiUY8.png)

to...

Spoiler
and just as a comparison,
(http://i.imgur.com/ZjZt4vX.png) (http://i.imgur.com/VFlf3l5.png)

[close]
For when you Realllly need to get that cargo from point A to B  ::)

Stats will also be tweaked.

Yeah... next up?.... Jackhammer?
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Teh_Wolf on April 20, 2013, 03:34:49 PM
A prefer the style of the old one, but I prefer the actual execution of the new one. Good sprite!
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 20, 2013, 03:37:22 PM
I tried a variation of this with the style of split into two halves, but it just didn't look nice, I feel more satisfied with the new one since the first was fairly sloppy.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: theSONY on April 20, 2013, 04:34:40 PM
A prefer the style of the old one, but I prefer the actual execution of the new one. Good sprite!
i prefer old pne too, & dont forget Flash that "LONG" big ships have easier life cuz the AI got problem with the shooting & with your faction it would me a horror for the AI :D
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 20, 2013, 05:09:03 PM
Aw but i kinda like it  :D
Not sure what i could do to make it better though lol.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Vinya on April 20, 2013, 05:25:40 PM
Love the new sprite. Much more freighter-like. The dual-pod one from before looked kinda flimsy.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: silentstormpt on April 20, 2013, 06:31:35 PM
Just leave both in, theres never such thing as "too many ships"
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Vinya on April 20, 2013, 06:47:48 PM
I can just imagine my convoy attacks being so much more awesome now. Doesn't look too tough >.>



Fite me in campaign, Nausicaa, do you even kite?
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 20, 2013, 07:43:49 PM
Alrighty, fine, all mercifully bring it back from a backup and allow it a meager existence :P

It will still replace it terms of all previous usage, but if one digs hard enough, they'll find the still working version.

Edit: Just remembered why I redesigned the cargo containers, these cute lil puppies.

- Nausicaä - - Polarity Cargo Drone -
(http://i.imgur.com/ZjZt4vX.png)(http://i.imgur.com/d1f9uuP.png)

Too bad I can't make it hirable so it'll be available on demand/rent like *cough ev nova*
Title: Re: Neutrino Corp. (v. 1.6)
Post by: HELMUT on April 21, 2013, 02:29:51 AM
Just like the other, i like the old "dual-wing" Nausicaä, even though the new one look pretty cool too. Perhaps you could convert one of them into a tanker rather than a freighter? As Neutrino don't have one yet.

The lil' cargo drone is cute too.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: phyrex on April 21, 2013, 10:00:52 AM
Alrighty, fine, all mercifully bring it back from a backup and allow it a meager existence :P

It will still replace it terms of all previous usage, but if one digs hard enough, they'll find the still working version.

Edit: Just remembered why I redesigned the cargo containers, these cute lil puppies.

- Nausicaä - - Polarity Cargo Drone -
(http://i.imgur.com/ZjZt4vX.png)(http://i.imgur.com/d1f9uuP.png)

Too bad I can't make it hirable so it'll be available on demand/rent like *cough ev nova*

cool ship, i like it more than the other one.
for some reason, looking at it i feel like all the mounts should be fitted with a sort of laser flak weapon since this is meant to be a big cargo ship
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Uomoz on April 21, 2013, 10:07:45 AM
Laser.... flak?
Title: Re: Neutrino Corp. (v. 1.6)
Post by: ValkyriaL on April 21, 2013, 10:12:59 AM
Sounds like an awesome invention! ...
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 21, 2013, 11:19:48 AM
Just like the other, i like the old "dual-wing" Nausicaä, even though the new one look pretty cool too. Perhaps you could convert one of them into a tanker rather than a freighter? As Neutrino don't have one yet.

The lil' cargo drone is cute too.

Just as a note, those 4 circley things on the new one are fuel tanks, so it can double as a fuel tanker,

Alrighty, fine, all mercifully bring it back from a backup and allow it a meager existence :P

It will still replace it terms of all previous usage, but if one digs hard enough, they'll find the still working version.

Edit: Just remembered why I redesigned the cargo containers, these cute lil puppies.

- Nausicaä - - Polarity Cargo Drone -


Too bad I can't make it hirable so it'll be available on demand/rent like *cough ev nova*

cool ship, i like it more than the other one.
for some reason, looking at it i feel like all the mounts should be fitted with a sort of laser flak weapon since this is meant to be a big cargo ship

Hehe, I already have one of those just not with this mod. =p
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Vinya on April 21, 2013, 12:48:32 PM
Just an idea here- would probably require a lot of work.

It's ship system could allow it to dump cargo- bunch of debris would float off the ship making it hard for smaller ships to follow the freighter without getting damaged by debris, freighter would get 50% faster, but it's lose half it's cargo. Not sure if even possible though >.>
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 21, 2013, 01:27:14 PM
The original idea was that the whole cargo section is one independant block where it could be released for that speed boost ( and well, a giant ass block as either a meat shield / massive kinetic missile(like an asteroid, but hard to implement)

It looks kinda weird without the cargo block :P

(http://i.imgur.com/AdA0O3Y.png)

The main thing that stopped that was how to integrate it. Missiles in the game go on top the ship sprites, but as you can see it'll need to be rendered below.

Your idea is only some cargo containers, which while workable as a weapon, it's harder as a system, I really haven't tested missiles as systems,

But if i were to do something like that, I'd masquerade some of the containers as missile launching containers that'll release some number of missiles when the enemies are near,
Getting it to looks nice is definitely the hardest part.

Title: Re: Neutrino Corp. (v. 1.6)
Post by: Uomoz on April 21, 2013, 05:06:34 PM
No Neutrino ship comes pre equipped with extended shields, that'll be only a player modification they can make at their leisure.
The known issues are the 0.2 affect autoresolve immensely as auto resolve doesn't take into account shield arc, so if you have a 0.0 eff shield with 1 arc, it'll probably beat a 1 eff 360 deg arc ship regardless, even if in a real battle that's not the case.

This put a big difference in the effectiveness between the AI version and the Player version of the same ship, as shields are pretty much the big feature of NC.

May I give a small design suggestion about this? Halve the base shield radius on all NC ships, add extended shields to all variants (plus its cost in OP to all ships, so it's "free").
The current issue is that putting Extended Shields on a Neutrino ship is a complete no-brainer, as it gives A LOT more in efficiency than any other possible hull mod on any possinble ship, considering the insane shield absorption rate.

My 2 cents! ;)
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 21, 2013, 05:41:41 PM
No Neutrino ship comes pre equipped with extended shields, that'll be only a player modification they can make at their leisure.
The known issues are the 0.2 affect autoresolve immensely as auto resolve doesn't take into account shield arc, so if you have a 0.0 eff shield with 1 arc, it'll probably beat a 1 eff 360 deg arc ship regardless, even if in a real battle that's not the case.

This put a big difference in the effectiveness between the AI version and the Player version of the same ship, as shields are pretty much the big feature of NC.

May I give a small design suggestion about this? Halve the base shield radius on all NC ships, add extended shields to all variants (plus its cost in OP to all ships, so it's "free").
The current issue is that putting Extended Shields on a Neutrino ship is a complete no-brainer, as it gives A LOT more in efficiency than any other possible hull mod on any possinble ship, considering the insane shield absorption rate.

My 2 cents! ;)

Fairly intuitive, but stock ship arcs are 30-35, extended gives a flat 60, so i'll have to delve into negative arcs... lol I'll try it out now to see if it works,

Edit: It sorta works, but there's a catch, if you take extended shields off, you won't have a shield, so basically means if you strip a ship / buy a new one you won't have any shields if you didn't level your character into tech.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Uomoz on April 21, 2013, 05:49:55 PM
Only tech players should delve in NC technology! Just kidding xD.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Talkie Toaster on April 22, 2013, 12:29:53 PM
Fairly intuitive, but stock ship arcs are 30-35, extended gives a flat 60, so i'll have to delve into negative arcs... lol I'll try it out now to see if it works,

Edit: It sorta works, but there's a catch, if you take extended shields off, you won't have a shield, so basically means if you strip a ship / buy a new one you won't have any shields if you didn't level your character into tech.
You could only sell weapons-free variants with it fitted rather than raw hulls. Alternatively, perhaps it's possible to make a 0-skill hullmod that only shows up on Neutrino ships, like how Dedicated Targeting doesn't show up on anything smaller than a cruiser?
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 22, 2013, 12:53:29 PM
I do have some hulls variants like that, but it'll only solve half the problem, if they accidently take it off / hit strip, they won't get it back. I'm not so sure if the hullmod idea is possible since it works by ship size, nots hip faction ( ie non-neutrino ships).
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Wyvern on April 22, 2013, 02:13:55 PM
Hullmod idea is quite possible, actually.  Very easy to implement.  Get hull type, check if it's on a certain list.

Might be better, though, to add such a check to the extended shields mod, and make it so it cannot be installed on Neutrino ships.  Since, well, you'd need to edit the extended shields mod anyway just to make sure it's not compatible with your custom shield-extending mod.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 22, 2013, 03:31:11 PM
Hullmod idea is quite possible, actually.  Very easy to implement.  Get hull type, check if it's on a certain list.

Might be better, though, to add such a check to the extended shields mod, and make it so it cannot be installed on Neutrino ships.  Since, well, you'd need to edit the extended shields mod anyway just to make sure it's not compatible with your custom shield-extending mod.

I'm too terrible at this xD

I've looked at the front shield emitter to see how it disallows installation on ship with front shields, and the dedicated targeting core that disallows with other mods,
but I've yet to figure out how to specify this list of inapplicable ships, is there an example of that somewhere/mod?

It'll prob be easier to modify the extended shields more than anything, though.



Title: Re: Neutrino Corp. (v. 1.6)
Post by: Uomoz on April 22, 2013, 04:19:16 PM
Valks code for a hull-specific hullmod:

package data.hullmods;

import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;
import java.util.*;

public class DissipateHardFluxWhileShielded extends BaseHullMod
{
    private static final List allowedIds = new ArrayList();

    static
    {
        allowedIds.add("excalibur_corv_wing");
        allowedIds.add("insert another ship id that can have this hullmod here");
        // etc
    }

    @Override
    public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id)
    {
        stats.getHardFluxDissipationFraction().modifyFlat(id, 1f);
    }

    @Override
    public boolean isApplicableToShip(ShipAPI ship)
    {
        if (allowedIds.contains(ship.getHullSpec().getHullId()))
        {
            return true;
        }

        return false;
    }
}
Title: Re: Neutrino Corp. (v. 1.6)
Post by: LazyWizard on April 22, 2013, 05:45:15 PM
All your ship IDs have the neutrino tag, right? You could just use:

Code
    @Override
    public boolean isApplicableToShip(ShipAPI ship)
    {
        // Block any ship with a neutrino hull id
        return !ship.getHullSpec().getHullId().startsWith("neutrino_");
    }
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 22, 2013, 08:08:33 PM
Valks code for a hull-specific hullmod:

Spoiler
package data.hullmods;

import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;
import java.util.*;

public class DissipateHardFluxWhileShielded extends BaseHullMod
{
    private static final List allowedIds = new ArrayList();

    static
    {
        allowedIds.add("excalibur_corv_wing");
        allowedIds.add("insert another ship id that can have this hullmod here");
        // etc
    }

    @Override
    public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id)
    {
        stats.getHardFluxDissipationFraction().modifyFlat(id, 1f);
    }

    @Override
    public boolean isApplicableToShip(ShipAPI ship)
    {
        if (allowedIds.contains(ship.getHullSpec().getHullId()))
        {
            return true;
        }

        return false;
    }
}
[close]

All your ship IDs have the neutrino tag, right? You could just use:

Code
    @Override
    public boolean isApplicableToShip(ShipAPI ship)
    {
        // Block any ship with a neutrino hull id
        return !ship.getHullSpec().getHullId().startsWith("neutrino_");
    }


Thank you! :)
It's not pretty but atleast it works now
Code
package data.hullmods;

import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;

public class NeutrinoSigmaUpgrade extends BaseHullMod {

    //private static final List allowedIds = new ArrayList();

public static final float SHIELD_ARC_BONUS = 30f;

public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
stats.getShieldArcBonus().modifyFlat(id, SHIELD_ARC_BONUS);
}

public String getDescriptionParam(int index, HullSize hullSize) {
if (index == 0) return "" + (int) SHIELD_ARC_BONUS;
return null;
}

    @Override
    public boolean isApplicableToShip(ShipAPI ship)
    {
        // Allows any ship with a neutrino hull id
        return ( ship.getHullSpec().getHullId().startsWith("neutrino_") &&
!ship.getVariant().getHullMods().contains("extendedshieldemitter"));
    }
}

Also had to modify the extended shields with the code by LazyWizard :)

Since imo while op, having extended shields was an upgrade, but now never ever having that option again, I've decided to add a little something to neutrino specific hullmod in addition to the standard arc,

Either;

1. Armor regen ( I've no idea in any way how to do this, as the player skill only does hull )
2. Improved ship aiming ai in the lines of gunnery implants but 30-40%

No idea how to make that work either :D
But For sure prob related to this,
Code
	public void apply(MutableShipStatsAPI stats, HullSize hullSize, String id, float level) {
stats.getAutofireAimAccuracy().modifyFlat(id, SkillData.GUNNERY_IMPLANTS_AIM_BONUS * level);

*shrug* lol
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Silver Silence on April 23, 2013, 09:13:53 PM
Perhaps a hullmod standard amongst the Neutrino ships that gives them their signature super shield and confers a few extra bonuses on the side like more durable weaponry so that a flanked ship isn't immediately stripped of their weaponry?



PS:
Achievement unlocked: First post!
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Vinya on April 23, 2013, 09:22:57 PM
Welc to the forums, Silver.

First post in the modding forums too. Classy.

:D

Now for something actually related..

Playing with a fleet based around TheEND class cruisers, I've noticed some lulzy tactics with fighters. If you have fighters on-board and then phase, they can't escape until you de-phase. (Might be me glitching though, haven't seen anyone else post this)

>Load a bunch of Schwarzgeist wings
>Fly behind Onslaught
>Unphase, fighters fly off
>Onslaught is pwnt.
>???
>PROFIT! (A lot)
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on April 23, 2013, 10:44:08 PM
I migght have got the hullmod weapon auto aim working

Perhaps a hullmod standard amongst the Neutrino ships that gives them their signature super shield and confers a few extra bonuses on the side like more durable weaponry so that a flanked ship isn't immediately stripped of their weaponry?



PS:
Achievement unlocked: First post!

Just as question, would it seem interesting if the hullmod decreases shield arc ( to the current 30 degress and 0.2 ) if you equip the neutrino hullmod

But stock would be a larger arced but say, 0.4 - 0.5 or so shield ( or not since you may as well use extended shields + hardened shield again )

Edit:
Welc to the forums, Silver.

First post in the modding forums too. Classy.

:D

Now for something actually related..

Playing with a fleet based around TheEND class cruisers, I've noticed some lulzy tactics with fighters. If you have fighters on-board and then phase, they can't escape until you de-phase. (Might be me glitching though, haven't seen anyone else post this)

>Load a bunch of Schwarzgeist wings
>Fly behind Onslaught
>Unphase, fighters fly off
>Onslaught is pwnt.
>???
>PROFIT! (A lot)

I've noticed fighters can land while the cruiser is phased, ( magical phase fighters :P ) never tried using it to launch an attack though lol.

Title: Re: Neutrino Corp. (v. 1.6)
Post by: Silver Silence on April 23, 2013, 11:37:42 PM
I migght have got the hullmod weapon auto aim working

Just as question, would it seem interesting if the hullmod decreases shield arc ( to the current 30 degress and 0.2 ) if you equip the neutrino hullmod

But stock would be a larger arced but say, 0.4 - 0.5 or so shield ( or not since you may as well use extended shields + hardened shield again )

Perhaps make the Neutrino hullmod fix the shields to a certain arc? Is that possible? So that all the shield extensions in the world won't change anything. Make it so the Neutrino shieldtech hullmod fixes the shield to 30, gives them the added rotation speed of accelerated shields, the obvious hardening, and then make all other shield mods incompatible. So, you could either roll the super Neutrino shield, or a less super Neutrino shield that can be modified with more typical hullmods. In my head, that seems like it'd work. But I've zero coding expertise and I've no idea if such is possible.

"Neutrino Shield Technology:
Heavy modifications to the shield make for a very durable and responsive shield, at the cost of notably decreased shield arc. These modifications make it difficult, if not impossible to further modify the shield."
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Silver Silence on June 08, 2013, 08:25:02 PM
Wow, that must've been, what, my 2nd or 3rd post?  ::)
Anyways...
(http://blog.mobileframe.com/wp-content/uploads/defibrillator-paddles.gif)

Out of curiousity, what does CNC stand for? You know, like TTS / TriTachyon Ship or ISS / Independant Star Ship
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on June 08, 2013, 08:35:24 PM


Wow, that must've been, what, my 2nd or 3rd post?  ::)
Anyways...
(http://blog.mobileframe.com/wp-content/uploads/defibrillator-paddles.gif)

Out of curiousity, what does CNC stand for? You know, like TTS / TriTachyon Ship or ISS / Independant Star Ship

Hehe, I was thinking more along the lines of Corporate Naval Command , but Corporate Naval Ship might be a bit more fitting? something like that :D
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Silver Silence on June 08, 2013, 11:08:26 PM
Just put an S on the end~
Corporate Naval Command Ship, CNCS. Or CNCV for Corporate Naval Command Vessel.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Plasmatic on June 15, 2013, 07:30:49 AM
Just put an S on the end~
Corporate Naval Command Ship, CNCS. Or CNCV for Corporate Naval Command Vessel.

I think Vessel would be more fitting for space faring ships..

On a related note.. the Unsung gets completely OP when you invest into tech tree and get more OP.. it gets like 800 OP... and enough rear PD to cover the engines even with the 2 speed hullmods..

Shield is nearly impenetrable unless you flank the ship, but since it is OMNI the only way to flank is the outnumber the thing.

6 Large slots completely kick ass.. Put some autopulse lasers and they rip EVERYTHING to shreds..

6 Missiles.. Dear god.. Harpoon pods, Pilums, Salamander pods..

6 Medium slots perfectly set for rear defense and supplementary frontal defense

Countless small slots provide ample PD and extra broadside damage..

The thing is damn unstoppable..

Keep up the good work :D
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on June 15, 2013, 02:05:35 PM
Hehe, in a unleveled character I find it kinda hard to get frigates off your rear without help :p

Just brainstorming up a jackhammer replacement, got the phased array cannon animated but I have no idea how I should rework the hull. I had like 3-4 different versions but none ended as I'd of hoped.

I kinda liked the shape of the jackhammer, prob why I'm having a hard time making a good replacement but t he current hull is completely ineffective ai wise so it needs a more ai friendly design.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Silver Silence on June 15, 2013, 02:25:24 PM
I personally can't comment because ARGH ASYMMETRY  :P

As for the Unsung, put 6 Mjolnirs on it, it's flux is completely capable of handling the flux/s for long enough that anything dies under it. DERP launchers on the mediums grant pretty decent PD coverage and disruptors in the external small slots throw off missiles for quite a while.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Plasmatic on June 16, 2013, 01:17:12 AM
I personally can't comment because ARGH ASYMMETRY  :P

As for the Unsung, put 6 Mjolnirs on it, it's flux is completely capable of handling the flux/s for long enough that anything dies under it. DERP launchers on the mediums grant pretty decent PD coverage and disruptors in the external small slots throw off missiles for quite a while.

having the 6 large filled with the heavy photon guns is pretty spectacular too, the rapid fire ones.. anything that gets in range is just bombarded into submission within seconds..

Not to mention the main HERP Emitter completely Melting anything that gets caught in the fire, 0 flux and shield or not, everything melts.

I haven't had the pleasure of facing a paragon yet, but from the track record, I think it would overload and melt just like everything else..
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Silver Silence on June 16, 2013, 02:16:27 PM
I rarely use the HERP Emitter, or Emitter-s- technically as there's 4-5 of them. Generally don't need it's firepower because so far, the mods that include Neutrino don't have ships that can really stand up to the Unsung and expect to win. I don't tend to use the Photon Cannons or Repeaters because flak shuts them down pretty effectively. The IFed -could- totally deny that sort of firepower with their Thunderchiefs but only one ship uses it in the standard IFed fleet and that's the Yukon I believe. I really wish IFed ships, hell all mod ships, had more loadouts. Neutrino seem to have all but phased out the Photon Cannon in favour of the Neutron Cannon, and though there is a Neutron Battery, I've yet to find a ship that uses it. I had that problem with the IFed. Trying to find a ship that uses HV75s and almost gave up on it till I noticed that Shoguns were the only ships to equip it.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on June 16, 2013, 04:54:31 PM
I've still yet to make a giant space-chainsaw, but animating that will be the end of me :P

The only downside to the Herp, is that is slightly flux heavy, and that you need to aim your whole ship, sorta like the jackhammer, but with 6 large slots on top.

I've got some new variants with the neutron batteries, but it's still on hold until everything is complete ^.^
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Silver Silence on June 16, 2013, 08:08:36 PM
As I prefer frontal firepower, pointing a ship at enemies is no biggie for me. And besides, then it lets you point 6 whatever-the-f**k-you-wants at your enemies. 6 Hadrons, for example. *whistles*
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on June 17, 2013, 08:58:24 PM
I kinda wanna, ask which ships + weapons are the most disappointing? I'll give them a polish up/rework.

I'm leaning on the most unsuccessful as the Piledriver, Nirvash, Jackhammer for ships, and Photon Torpedo launchers, Darkmatter beam cannons for weapons.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Silver Silence on June 17, 2013, 10:19:20 PM
For the most part, I just bought Piledrivers to tear out their cannon, give it to the Omnifactory, then proceed to smother my ship in them. Though, I feel the need to note that for the sake of keeping battles going, I remove the ammo count of the UPC. That way, dragged out battles don't turn into wars of attrition as one side waits for the other to run out of dakka.
The ship itself is okay, if woefully under equipped, even in it's job of basically being a space-borne A-10 and being a gun with a complimentary ship attached to it. I like the Piledriver's design. Though it's two small energy slots barely protect it from anything and the range of the UPC means that the Piledrivers get closer than they need or want to with their limited secondary weaponry.

Nirvash and Jackhammer I haven't much played with, because-
ARGH ASYMMETRY  :P
Though I have played with the Banshee because it looks like a flying sword and it spews forth so many missiles that it was too much to resist putting adv. launchers in every slot I could.


Photon Torpedo Launchers, and Photon Cannons both suffer from an issue which is that flak denies the s**t out of them. While spitting globs of photonic energy at mid and high tech ships is great because all they have is PD lasers or Burst PD, larger low tech ships refuse to be bullied because of their flak guns. Entire bursts of Photon Repeaters can be denied all day long by dual flak, or god forbid, the Thunderchief. I know that's the idea of flak, but yeah. Normal PD seems almost pointless against it, except en masse, while one can shoot down entire photon spreads and even punches massive holes in UPC walls of photonic energy.

Darkmatter Beams, never seen much point in them. The kinetic damage seemed a little low for the length of the burst, though I also have that issue with the big PD laser. Antiproton or some such? It's burst seems very long, it's tracking slow and while it can deny missiles, there is a long time between lazes.

Another nitpick I have is with the Tractor Beam. Why in blue blazes is it a PD weapon? I used it once and for an entire battle, it was wasting my large slots by not-shooting-down missiles and just making them do pretty twirls instead.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Vinya on June 17, 2013, 10:31:45 PM
Causality looks amazing but is actually kinda useless in combat. Could use moar weapons or higher armor. Preferably both.

Jackhammer is kinda meh. As a cap-ship it's kind of underwhelming, that and the general design of it has little appeal to me.



TheEND needs a better name. Osiris? Hephaestus? Something greeky or dark. It's a menacing cruiser, but going as far as to call it TheEND is a little bit too dramatic. It's medium slot on the front could be moved back a few pixels, it overlaps oddly with the other mount right next to it.


Photon Torpedoes feel like they should have either higher velocity or better tracking. Advanced ones are fine, but the standard and light ones need a bit more punch. Right now they're only useful if you have enough mounts to spam them like crazy. Yeah, better tracking or higher speed, to make them different than Photon Cannons.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Doogie on June 18, 2013, 12:19:31 PM
I propose you rename TheEND to "Machinist."
Also, I noticed the upper of the two large gun mounts on the banshee is slightly offset to the left from it's counterpart.
...It's staring at me...
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Silver Silence on June 18, 2013, 06:09:45 PM
That upper large slot can also turn practically right over the Banshee's shoulder because the bridge isn't in the way so much.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on June 19, 2013, 10:53:21 AM
I propose you rename TheEND to "Machinist."
Also, I noticed the upper of the two large gun mounts on the banshee is slightly offset to the left from it's counterpart.
...It's staring at me...

Just fixed that little booboo on the Banshee, Good eye though. ;)

The names for the TheEND and Nirvash are *cough* references to something, so they aren't exactly sticking to the tool theme for ship names.
That and I'm running out of tools to use hehe. No one else finds the Hacksaw a little underwhelming either? D:
Title: Re: Neutrino Corp. (v. 1.6)
Post by: HELMUT on June 19, 2013, 11:17:39 AM
Causality can be pretty effective in the hand of the player even though his role is clearly being a harasser and not a ship killer. The problem come from the AI who is barely using the phase missiles. If AI was able to spam it at every possible occasions, then a squad of 2 or 3 Causalities could even be a treat to cruisers.

The tractor beam shouldn't be a PD weapon as it is too slow to catch stuffs. It should be constantly focus on frigates and other fast ships to truly show his effectiveness.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Silver Silence on June 30, 2013, 01:38:05 AM
The Hacksaw can stow 4 racks of annihilators. I feel the armament is a bit light, but I feel that of most of the smaller Neutrino ships just because they're so heavy and weighty. They FEEL like they should throw a lot of weight around, just because they act like they have so much of it anyway. 2 medium energy slots and 2 small energy slots if I remember the loadout correctly. And 4 small missiles, which you could mount the 3-shot light photon torpedoes in. In comparison, the Enforcer has 5 medium ballistics + missiles, while the Medusa has two medium energy, 5 small energy and 2 small universal.

The design of the Hacksaw is pretty nice, I like it. If you're gonna tweak it, I think it only needs a couple tweaks to it's armament. Maybe an extra medium, or a couple more small energy slots to mount something like pulsars in.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Gotcha! on June 30, 2013, 03:58:23 AM
If you're fixing stuff, there's this ship with this huuuge shield radius. Or was that meant to be?
(If so, whyyyy :'( )
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Silver Silence on June 30, 2013, 06:32:41 AM
If you're fixing stuff, there's this ship with this huuuge shield radius. Or was that meant to be?
(If so, whyyyy :'( )

The huuuge shield radius ship is actually unshielded IIRC. It's the Colossus. It's a support ship with fairly mediocre armament compared to other Neutrino capital ships. Its ship system deploys a drone which then projects an enormous shield. As a drone, ships can no clip through its shield, essentially allowing friendly ships to hide inside the shield while firing out of it. The drone's shield has a million HP and a 1.0 efficiency.

Its shield is not a bug, it is designed to be that way.
Gimme a moment, I'll dig through and find Flash's post.

EDIT:
Flash's post on the Colossus.
I stand corrected. Not a million HP. 175k. Feels like a million regardless.

Spoiler
Beware, neato update inbound.

Added another capital ship, (apology to uomoz for making his splash image even bigger than ever  :D )

gave every ship a system, some unique, some not so much.

Well, let me introduce you to this (somewhat) gentle giant.

(http://i.imgur.com/JiLMw.jpg)

This ship is a giant shield on some engines. The ship itself has no shields, but the central part has a monsterous 175k flux capacity with huge shield.

Don't fret, for it sacrifices armaments to carry this shield. The shield also has no ability to dissipate soft flux, and takes 1 to 1 damage.

Strategies are few, but it's this makes for a challenge of pounding the shield down, and the either destroying the ship or the central shield ( can be destroyed separately with slightly less effort, but you'll need to be at the side of the ship to get a clear shot. )

- Colossus - Without the Guardian shield module.

(http://i.imgur.com/d9V78.png)

- Aegis -

(http://i.imgur.com/an0GW.png)

Also a new ship dedicated to defense, this drone will protect the Banshee during daring broadsides or from sneaky Hyperions.

This shield drone can absorb fair amount of damage, making fighting its carrier ship a much more dangerous affair.


[close]
Put into a spoiler because big images.

DOUBLE EDIT:
Grammar fix.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on June 30, 2013, 05:46:22 PM
The Hacksaw can stow 4 racks of annihilators. I feel the armament is a bit light, but I feel that of most of the smaller Neutrino ships just because they're so heavy and weighty. They FEEL like they should throw a lot of weight around, just because they act like they have so much of it anyway. 2 medium energy slots and 2 small energy slots if I remember the loadout correctly. And 4 small missiles, which you could mount the 3-shot light photon torpedoes in. In comparison, the Enforcer has 5 medium ballistics + missiles, while the Medusa has two medium energy, 5 small energy and 2 small universal.

The design of the Hacksaw is pretty nice, I like it. If you're gonna tweak it, I think it only needs a couple tweaks to it's armament. Maybe an extra medium, or a couple more small energy slots to mount something like pulsars in.

The hacksaw could of had two built in mediums in the side prongs, but I'm not sure how well that'll balance out or how much flux it'll push on the ship, but it's a little costly for what it does :P

If you're fixing stuff, there's this ship with this huuuge shield radius. Or was that meant to be?
(If so, whyyyy :'( )

(http://i.imgur.com/OpFcp.jpg)

In all seriousness, it's just a neat thing to try out, if it was possible I'd like the shield to not block shots once you've went inside it, but otherwise it was there to help offset the factions obviously tiny shield arcs with something huge :D
And Silver Silence is right, it is kinda mediocre,
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Silver Silence on July 01, 2013, 01:33:25 AM

The hacksaw could of had two built in mediums in the side prongs, but I'm not sure how well that'll balance out or how much flux it'll push on the ship, but it's a little costly for what it does :P


What about removing the medium mounts, adding unique built-in mediums (personally, I'm a sucker for built-in weapons...) and adding a couple more small energy slots for either PD needs or suicidal assault needs?


The Colossus is pretty fun to fly and god forbid you use multiple of them and their shields start overlapping and all sorts of nonsense. They just become space-borne fortresses if they're allowed to clump up.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Sleepyfish on July 17, 2013, 05:52:42 PM
Mr.Flash, I would like to know how to get that Phase carrier. With the command console, I try everything on the addship command.
Even if I take the shipID from the .ship or the shipdata files, It says that no such ship is available. Maybe I'm just stupid and haven't read the post where you said it was disabled in a special way or something.  :-\ Anywho, great job on your mod. I envy your skillz at sprite makin'.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Gotcha! on July 17, 2013, 06:24:14 PM
@Foxer360: Did you include _Hull after the shipname? (Addship shipname_Hull)
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Silver Silence on July 17, 2013, 07:05:17 PM
TheEND's game id is "neutrino_theend" if the console commands mod needs to use ids instead of names. You can also just buy a hull of any ship and do some save editing to turn it into TheEND.

If you're playing Uz's Corvus, I don't think that's updated enough as to include TheEND. Exerelin has it, and of course the standalone has it.

For the save editing, just buy a ship (any ship, doesn't matter, not fighter wings though. Could, I've never tried with wings), take note of it's name then save your game. Open your savefile with Notepad++ and search the ship's name. Under the name, you should see the hull ID. As an example (http://scr.hu/0zoz/jcjlo), I'll use a Shadowyards "Shamash". By changing the hullId of the Shamash to "neutrino_theend", the Shamash becomes a TheEND. Though due to the Shamash's built-in weapon, this particular TheEND is now fitted (http://scr.hu/0zoz/l4qu9) with Shamash's built-in weapon. An example of why ships should be stripped of weapons before hand. If I was to turn this into a different ship that didn't have 3 weapon slots, the game would throw an error as the ship has an illegit weapon fitted.


P.S.
While creating the example, something odd (http://scr.hu/0zoz/no8m5) happened.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on July 17, 2013, 07:40:11 PM
Depending on the version you have, (1.55 and above) it should appear only in the Light Escort fleets and the Elite Escort fleets.

But as Silver has said ( man, you must know more about this mod than me xD ) you can save edit and make yourself a ship, but only if your current version actually has the files.

Title: Re: Neutrino Corp. (v. 1.6)
Post by: Sleepyfish on July 17, 2013, 09:38:58 PM
Alright, thanks for answering. It's late now, so I have to wait until tommorow!  :'(  Interesting though, I never tried hull swapping.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Gotcha! on July 18, 2013, 03:21:14 AM
Ehm, you already have the console mod installed. It's just as easy to spawn a new ship. >_>
Just put _Hull after the ship's id.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Shield on July 18, 2013, 09:09:47 AM
Ehm, you already have the console mod installed. It's just as easy to spawn a new ship. >_>
Just put _Hull after the ship's id.

Or just type the variant which usually is easier for some reason.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Vinya on August 18, 2013, 07:28:47 PM
When did you add the Falken? :D/<3
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on August 18, 2013, 07:40:27 PM
Oooh Idk, I've been playing around with it for a while, tried to make as OP a fighter/frigate possible while making it feel different :P
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Silver Silence on August 19, 2013, 02:37:07 AM
Falken?  ???
Title: Re: Neutrino Corp. (v. 1.6)
Post by: HELMUT on August 19, 2013, 11:05:40 AM
Never heard of that Falken thingy, what is it?

By the way, will you keep the old Jackhammer? I always loved the sprite. Even though i hope the MKII will be an "improved" version of it. Neutrinos always lacked a proper brawler capital ship (aside from the Unsung) and the old "Jacky" was more of a support ship. I expect the new one to be more able to stand against Paragons and Onslaughts.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on August 19, 2013, 11:31:54 AM
Falken?  ???

Never heard of that Falken thingy, what is it?

By the way, will you keep the old Jackhammer? I always loved the sprite. Even though i hope the MKII will be an "improved" version of it. Neutrinos always lacked a proper brawler capital ship (aside from the Unsung) and the old "Jacky" was more of a support ship. I expect the new one to be more able to stand against Paragons and Onslaughts.

Check through all the spoilers :) and just ssying , the red ones go faster x)

Helmut: I liked the sprite too, but this was a case of form over function which unfortunately made it act support-y , this is most rectified now and you might want to stay away from the front of the new one.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Knight4d7 on August 24, 2013, 08:30:20 AM
How do I get the new jackhammer (2) with the console? I love the look of the ship, and want to test it in campaign.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on August 24, 2013, 10:02:44 AM
It's unfortunately not out for general public release yet but is ready in the 1.7 build, so the some of the images on the front page is just to tease people :P
That and I still need to see if it's actually balanced, but it'll come, Soon™ don't worry :)
Title: Re: Neutrino Corp. (v. 1.6)
Post by: Knight4d7 on August 24, 2013, 06:35:08 PM
It's unfortunately not out for general public release yet but is ready in the 1.7 build, so the some of the images on the front page is just to tease people :P
That and I still need to see if it's actually balanced, but it'll come, Soon™ don't worry :)
ahhh ok well sir you are a awfully good teaser. :P anyway can't wait to see it in action, also love your mod. I only use neutrino ships when I play. Lol
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on August 24, 2013, 07:15:37 PM
All part of the job ;) Another happy customer, hehe.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: SainnQ on September 13, 2013, 06:59:23 PM
So I'm assuming vers 1.7 will be .6A compatible?
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on September 13, 2013, 07:06:07 PM
Working on it now, renaming all the sound effects, and tweaking some things before release.
Title: Re: Neutrino Corp. (v. 1.6)
Post by: SainnQ on September 13, 2013, 07:15:18 PM
Working on it now, renaming all the sound effects, and tweaking some things before release.

Oh frigin sweet.

Will we need Lazylib? Or is Lazylib more required along the lines for Uomoz's Corvus and Exelerin?
Title: Re: Neutrino Corp. (v. 1.6)
Post by: FlashFrozen on September 13, 2013, 07:30:08 PM
lemme double check that, I may or may not of tried using something for one of my weapons.

Edit: probably still standalone capable atm, but gotta squash this bug that I can't see to trace.

Well I guess I smushed it...

Paaaaatch daaaaayy (Dial up beware)
Spoiler
- Polarity -
(http://i.imgur.com/d1f9uuP.png)
A Simple cargo drone made for cheap, with an engine, a flare launcher and a simple pseudo-ai.

- Falken -
(http://i.imgur.com/RU7ZRDr.png)
The original Causality prototype. Being a typical Neutrino Prototype it has specs that far exceed that of the production models, able to fit a large slot into a frigate is no small feat. But the exceptional rarity of even seeing one makes for typical rumors surrounding the corporation.

- Maul -
(http://i.imgur.com/kJLIOec.png)
With the ability to enter into siege mode, the Maul punch of a capital ship in the form factor of a Cruiser.
Siege mode increases weapon range by 4 times but at the cost of turret turn speed, disabling the engines and a slight damage reduction

- Banshee Norn -
(http://i.imgur.com/f52yfd3.png)
A modification of the Banshee class, it forgoes most of it's long range missile complement for a mix of more numerous small slots and medium slots.

- Jackhammer (2) -
(http://i.imgur.com/LvCL3Uw.png)
A remodel of the Jackhammer class to bring it more in line of the offensive capabilities of other factions Battleships while retaining the multirole capability.

- Nausicaä (2) -
(http://i.imgur.com/ZjZt4vX.png)
A remodel of the workhorse of the corporation. With the addition of the massive "Pillar" modular cargo container the Nausicaä class has a cargo capacity that is unmatched in the sector. The uses for such large craft is limited to all of the most valuable of cargo hauls, with the sturdiest hull possible, the Nausicaä has yet to of failed a delivery.
[close]
"When you download, you’re getting Neutrino Corp (formerly “Sony”) in its current state – that’s why we’re offering it right now. As an added bonus, downloading entitles you to all bugs and promises, including the final version. "

Just a note as a bug in 0.6a, most drone ships has had their AI infected with scareware, until an appropriate patch arrives, Manually operated vessels are recommended.
http://www.mediafire.com/download/k3iopn9223t9i6c/Neutrino_corp_1.7.zip (http://www.mediafire.com/download/k3iopn9223t9i6c/Neutrino_corp_1.7.zip)

Code
Version 1.7 
-Added Falken OP frigate
-Added Banshee Norn Capital
-Added Jackhammer 2 Capital
-Added Nausicaä 2 Capital
-Added Maul Heavy Cruiser
-Added Polarity Drone
-Added Sapper SRM
-Added Quasar
-Improved Lathe, Nirvash, Grinder, Jackhammer maneuverability
-Changed Dual Pulsar to Pulsar Beam Repeater
-Changed Anti-Proton laser sprite
-Added values for Deployments points, Repair costs, total repair costs.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Carroy on September 14, 2013, 06:04:58 AM
I see you even went as far as giving it the same name & color ;D
Title: Re: Neutrino Corp. (v. 1.7)
Post by: DeathRay on September 14, 2013, 12:08:28 PM
Hey Flash
The mod works fine with 0.6a, but it looks like you missed a few Ships/fighters while adding the CR values. They have a maximum CR of 0%.
All frigates and fighters i have seen so far have this problem
It would be cool if you could look into that.

PS: I just love this mod. Its one of the best faction I found so far on this Forum. Keep up the great work.^^


Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 14, 2013, 12:27:34 PM

"When you download, you’re getting Neutrino Corp (formerly “Sony”) in its current state – that’s why we’re offering it right now. As an added bonus, downloading entitles you to all bugs and promises, including the final version. "

Just a note as a bug in 0.6a, most drone ships has had their AI infected with scareware, until an appropriate patch arrives, Manually operated vessels are recommended.

Lol I kid, I know about the bug, but I'm hoping for the hotfix to patch it up, but if you really want to I can give a workaround (or you can just set all ships that have a Min crew of 0 to 1 ).
Title: Re: Neutrino Corp. (v. 1.7)
Post by: DeathRay on September 14, 2013, 12:37:28 PM
A little workaround would be great.

Thx^^

PS: I am not that comfortable with editing game data.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 14, 2013, 12:50:29 PM
Here you go :)

http://www.mediafire.com/download/7hw34gf8cwppy4m/Neutrino_corp_1.7_workaround.zip (http://www.mediafire.com/download/7hw34gf8cwppy4m/Neutrino_corp_1.7_workaround.zip)
Title: Re: Neutrino Corp. (v. 1.7)
Post by: DeathRay on September 14, 2013, 01:08:42 PM
Looks like it worked.^^
Thx
Title: Re: Neutrino Corp. (v. 1.7)
Post by: DeathRay on September 14, 2013, 03:01:17 PM
I somehow feel like a annoying fly...

Unfortunetly its still isnt working completely.
The frigates are working. But everytime i own an fighter and interact with it in any way the game crashs and i get the message:
Java(TM) Platform SE binary reagiert nicht.

Sorry for beeing annoying.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: ciago92 on September 14, 2013, 03:20:36 PM
I just bought the swarm wing and it's stuck at zero CR. I'm assuming this is from the 0 crew so I went and changed (all three?) to needing 1 crew. However, now whenever I attempt to view my fleet it locks up. I can fly around in campaign mode fine. I haven't tried combat yet, I will go give that a shot

as soon as I selected the swarm wing it froze so I still don't have any crash logs :-\
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 14, 2013, 03:32:48 PM
Testing again now, I think i've just encountered it myself, but I have absolutely no idea what would be causing it,
Title: Re: Neutrino Corp. (v. 1.7)
Post by: ciago92 on September 14, 2013, 04:08:09 PM
I changed the requirements to 6/0/0 for the swarm/2/3 in case the 2 and 3 were the deployed stuff from the system or something and it registered the crew change cuz it said I didn't have enough but it still froze. changing it back to 0/0/0 made it work fine. and it's not changing data in between saving and loading cuz I boosted my gemini's speed just fine
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 14, 2013, 04:22:54 PM
The reason the bug came up was because of the crew requirements making 0 crew ships having 0 combat readiness, but now that i set them from 0 min, 0 max to 1 min 1 max it causes a bug which I don't get.. lol made a post about it in support so i'll see how that goes, but for now I'll just set fighters and things to 0 crew and leave frigates to 1 crew.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: DeathRay on September 14, 2013, 04:29:33 PM
A little balancing problem i just noticed:
TheEND-class has 4 flight decks. That mixed with its ability to stay infinitly cloaked makes it the perfect carrier.
You can create every Fighter till they have no more CR, which can be over 20, without risking your carrier.

I really like it that way, but for ballancing there should be a little nerf to it somehow.
I suggest to decrease the amount of Decks to two or even one.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: ciago92 on September 14, 2013, 04:45:37 PM
also TheEND can service ships while cloaked....idk if that makes sense
Title: Re: Neutrino Corp. (v. 1.7)
Post by: DeathRay on September 14, 2013, 04:56:04 PM
Speaking of cloaking, are there any plans to make phase rockets useable while beeing cloaked?
Just wondering because I often think its kinda silly to decloak my ship to use cloaked rockets...
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 14, 2013, 05:02:09 PM
with CR changes i've decided to make it only have 2 decks, but I don't see anyone of making phase missiles, since the use of phase disallows firing of weapons and I can't get around that to only allow missiles.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: DeathRay on September 14, 2013, 05:09:11 PM
Maybe it could be possible by making an exception for a ship system?
More or less wild guessing from me, I have near to 0 Experience with coding.

By the way, a little offtopic:
Why do many of your ships have german names?
Just me beeing curious.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 14, 2013, 05:14:09 PM
I tried making an exception but it seems like that the system is hardcoded and can't be bypassed without making everything bypass it.

Hehe, I guess I just wanted a different naming scheme for fighters, and I know an older game used german names for earth bound forces while greek for space bound.

That and they sound and look cool :P
Title: Re: Neutrino Corp. (v. 1.7)
Post by: DeathRay on September 14, 2013, 05:21:37 PM
Kinda interesting.
Though I normaly think that english names sound better.
But thats properly only because I am german.^^
Title: Re: Neutrino Corp. (v. 1.7)
Post by: SpaceRiceBowl on September 15, 2013, 11:08:58 AM
I keep on crashing when ever i click on the Buy Ships tab.
I only get this when Neutrino Corp is running
:/
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 15, 2013, 12:04:16 PM
I keep on crashing when ever i click on the Buy Ships tab.
I only get this when Neutrino Corp is running
:/

Mind if I ask if this is with the 1.7 workaround or 1.7?
Title: Re: Neutrino Corp. (v. 1.7)
Post by: SpaceRiceBowl on September 15, 2013, 12:26:42 PM
Its the workaround
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 15, 2013, 01:10:16 PM
Mmm I'm trying to replicate, but I can't. Any other mods going on at the same time? what kind of error does it give? a starfarer error or a Java SE kind of error?
Title: Re: Neutrino Corp. (v. 1.7)
Post by: ciago92 on September 15, 2013, 01:32:57 PM
did you update for the hotfix? RC1 or RC4? I think there was something similar in RC1
Title: Re: Neutrino Corp. (v. 1.7)
Post by: SpaceRiceBowl on September 15, 2013, 01:37:31 PM
hmm.. i think i still have RC1
gonna try and update
also i had the Kadur mod and Shadowyards running

edit: nope, i have RC4 running
Title: Re: Neutrino Corp. (v. 1.7)
Post by: singlespace on September 15, 2013, 09:00:53 PM
Mmm I'm trying to replicate, but I can't. Any other mods going on at the same time? what kind of error does it give? a starfarer error or a Java SE kind of error?
I can reproduce: buy a super bomber wing, depart the station, return, click on buy/sell ship.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 15, 2013, 09:11:08 PM
Are the fighters not-combat ready / 0 CR? :/
Title: Re: Neutrino Corp. (v. 1.7)
Post by: singlespace on September 16, 2013, 01:03:04 AM
Actually, it crashes after I buy a super bomber then try to goto the fleet screen as well, so I can't check the CR after purchase either.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: BrickedKeyboard on September 16, 2013, 08:57:39 AM
Can't wait to try this mod in .6a (been hesitant due to all these reports of crashes).

I wonder how the supply costs and CR will be balanced.  Neutrino corp ships make the Tri-tachyon stuff feel low tech - does that mean that each ship will lose -100% CR per battle? :P

Title: Re: Neutrino Corp. (v. 1.7)
Post by: theSONY on September 16, 2013, 09:06:17 AM
Are the fighters not-combat ready / 0 CR? :/
every fighter wings are not-combat ready, you can easly check that in simulation mode
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 16, 2013, 10:14:02 AM
The workaround makes sure that only fighters are not combat ready, thereby avoiding the buy/sell bug.

But I don't see what could be making it crash since I've basically almost left the fighters untouched.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Gabriel_Braun on September 16, 2013, 01:09:08 PM
I think the drone basis has to be looked at dude, it's not going to work with CR recovery/Logistics as it stands :(
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 17, 2013, 12:01:41 AM
See if the new work around, errr.. works.

http://www.mediafire.com/download/7hw34gf8cwppy4m/Neutrino_corp_1.7_workaround.zip (http://www.mediafire.com/download/7hw34gf8cwppy4m/Neutrino_corp_1.7_workaround.zip)
Title: Re: Neutrino Corp. (v. 1.7)
Post by: singlespace on September 17, 2013, 01:17:18 AM
Fixed for me
Title: Re: Neutrino Corp. (v. 1.7)
Post by: singlespace on September 17, 2013, 02:01:03 AM
Question: Are the super bombers supposed to deliver one shot then retreat from the battlefield via the landing on the carrier? The standard bombers and fighters will resupply then re-enter the fray, but it seems like the super bombers will just take a single shot and call it a day. Is this the correct behaviour?
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 17, 2013, 07:59:09 AM
Err Edit

Not really, I'll take a look when I get back, but usually from 0.54.1a they would reload and go back out in another bombing run.
If you mean the bomber fires only once before returning to the carrier, yes. It only has a payload of one shot.


Now that I think about it, I might just alter the damage of it, into something even a fortress shield paragon won't protect against.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Jazzrish on September 17, 2013, 09:09:41 PM
Question: Are the super bombers supposed to deliver one shot then retreat from the battlefield via the landing on the carrier? The standard bombers and fighters will resupply then re-enter the fray, but it seems like the super bombers will just take a single shot and call it a day. Is this the correct behaviour?

fighter replacement is highly rely on CR, use elite crew on them will make the difference.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Silver Silence on September 18, 2013, 06:51:56 AM
Now that I think about it, I might just alter the damage of it, into something even a fortress shield paragon won't protect against.

*insert cheesy build that involves flying Vices into enemy ships to dump a graviton bomb in their face*
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 18, 2013, 06:54:48 AM
Overloading a paragon in one hit is actually kinda hard, I've set the bomb to deal about 2 mill damage ( one mill wasn't enough) to ensure even a paragon will have its shield popped ;)
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Sleepyfish on September 18, 2013, 07:20:54 AM
Wow. I wonder if there is a way to make it have 2 damage values, one for hull and one for shields. That way it isn't too OP. It might be super rare through, making the bomber hard to find.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 18, 2013, 07:22:48 AM
One step ahead :)

2 mill is only if it's a shield hit, otherwise it'll be a 12.5k (?) kinetic hit on a hull which should rend through most armor, but only leaving 5-8k actual hull damage.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Gabriel_Braun on September 18, 2013, 07:33:02 AM
This is one of the times that creative problem-solving makes the development cycle worth it in the end and makes all those iterations count for something :D
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Silver Silence on September 18, 2013, 07:40:24 AM
One step ahead :)

2 mill is only if it's a shield hit, otherwise it'll be a 12.5k (?) kinetic hit on a hull which should rend through most armor, but only leaving 5-8k actual hull damage.

Aw, so we can't delete an Onslaught from existence with 2m damage?  :D
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 18, 2013, 07:45:10 AM
Certainly possible, but I wouldn't be allowed to make it available on one bomber for vanilla reasons :p

Maybe if there was a twin version one Shield breaker, one Hull breaker I'd do it but there isn't much need for one shot bombers x) too much pd and annihilators in the way =p
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Silver Silence on September 18, 2013, 07:49:07 AM
And any remotely smart player (or alternatively, one that let the neutrino super bomber smack him for 10x his hull hp in damage) would focus the *** out of it. I know I do it to any bomber already, especially as Piranhas can get free damage by dumping bombs on top of you and ignore the shield.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Nexusin on September 18, 2013, 10:20:23 AM
I am also having a problem with the super bomber leaving the battlefield after launching once, instead of resupplying. It has more than enough CR and the fleet window display that it has replacement hull etc, but I just end up with the "Wing has no more deployable fighters" message.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 18, 2013, 10:43:24 AM
I'll see if this an issue caused by the wing size being one. If it is I'll forward it onto the bug section but I'll make a note of it.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: TescoBag on September 19, 2013, 10:31:18 AM
Does this work on 0.6 yet? I assume not from no (0.6a) tags but just checking!
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 19, 2013, 10:58:11 AM
This is 0.6a compatible though support for 0.54.1a is lost due to sound changes. Most bugs have been worked around, some minor ones are still present such as all fighters that come in ones will not repair and resupply.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 20, 2013, 02:26:37 PM
Any opinions on the extended shield Nerf for neutrino? Any comments on the built in hull mod for neutrino ships? ( mostly is the autofire with these ships too good/not good enough?) I might give 2nd balance pass in 1.75 with the addition of the home system.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Blackout1943 on September 20, 2013, 08:39:10 PM
this is one of my representations of one of your ships. this is my first time doing anything like this
hope you enjoy :)

[attachment deleted by admin]
Title: Re: Neutrino Corp. (v. 1.7)
Post by: TescoBag on September 20, 2013, 08:57:27 PM
Any opinions on the extended shield Nerf for neutrino? Any comments on the built in hull mod for neutrino ships? ( mostly is the autofire with these ships too good/not good enough?) I might give 2nd balance pass in 1.75 with the addition of the home system.

I'm not keen on the nerf. How would I mod this out?
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 20, 2013, 09:04:28 PM
this is one of my representations of one of your ships. this is my first time doing anything like this
hope you enjoy :)

Cool :D

Any opinions on the extended shield Nerf for neutrino? Any comments on the built in hull mod for neutrino ships? ( mostly is the autofire with these ships too good/not good enough?) I might give 2nd balance pass in 1.75 with the addition of the home system.

I'm not keen on the nerf. How would I mod this out?


Err ahh, you'll need to take out ExtendedShieldEmitter.java from Neutrino corp/data/hullmods
and edit out the 2nd line "Extended Shields   extendedshieldemitter      4   8   12   20   data.hullmods.ExtendedShieldEmitter   Increases the shield's coverage by %s degrees.   graphics/hullmods/extended_shields.png                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               "
From the hull_mods.csv

Then you can freely use the sigma upgrade with the extended shields.
Or you can just take off the sigma upgrade and use the extended shields.

If the ships feel weak without extended shields I have an idea on how to balance that out without resorting to giving more arc.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Griffinhart on September 20, 2013, 10:42:21 PM
For the Unsung, at least, I think the shield nerf is *maybe* a bit much, considering that 0.6a reduced the Ordnance Point bonuses from leveling, so it's much harder to fit Extended Shields, etc. without compromising elsewhere. (IIRC, in 0.54.1a, a character with all of the +OP bonuses could get the Unsung up to 760 OP, at which point you could have a full gun fit [no missiles, though], plus 200 points in flux cap and vent, and a pile of hull mods, and still end up with points leftover; 0.6a's changes brings the Unsung down to 676 OP.)

Not that that really stops the Unsung from crushing pretty much anything and everything in its way with impunity; an Unsung with some Wasps or Schwarms for point-capping/fighter screening and some freighters for logistics can pretty much take on anything in the game. (Navigation 10 + the one applicable engine hull mod brings your burn rating up to 7, so you can catch most things, too.)

-- Griffinhart
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Nexusin on September 21, 2013, 05:31:43 AM
I always felt that the neutrino capital ship shield to be nigh on indestructible and seriously OP with extended and hardened shields, so I am fine with this.

Now I have to be careful of getting flanked by something dangerous.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Silver Silence on September 21, 2013, 05:39:29 AM
When their front is pointed at you, yeah, it takes a ridiculous amount of firepower to get them to shove off, and it only takes them moments to vent off all that built up flux anyway. If their sides are pointed at you, you can fire clean past their shields and shoot either end of the ship.

Hardened Shields would still give them like 0.1 efficiency, unless the Neutrino Shield hullmod disabled that. I can't remember what was decided on and I wanna wait until Exerelin is working again before playing with all the new toys.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Plasmatic on September 21, 2013, 07:30:14 AM
First off, Still loving the mod, Unsung is by far my favorite looking ship, and probably favorite to play as well.. but, it is massively OP..

The Herp Emitters still melt anything and everything and with flux vents etc cost next to nothing to fire..

It has a ridiculous amount of hull/armor strength. I can easily face down multiple capital ships without ever turning shields on.

Couple that very nice turning ability (to aim Herp Emitters) with 6 large slots, 6 medium, countless small slots and you have an unbeatable ship basically..

Just run a simulation vs all of the vanilla ships I could deploy at once and I won with 0% hull damage, that is 0% without ever even turning shields on, eating all the torpedoes to the face and everything..

The only thing I found that kills it reliably is other neutrino capitals, and even then, I need to run a simulation with all of them to kill it as fast as I kill them one on one..


Though I have no idea what can be done besides lowering the flux dissipation, hp and armor..

Title: Re: Neutrino Corp. (v. 1.7)
Post by: SpaceRiceBowl on September 21, 2013, 07:37:20 AM
Nah, I say keep it op, just increase its supply usage and cost in campaign so it's like an endgame ship
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Garmine on September 21, 2013, 07:43:13 AM
Isn't the Unsung *supposed* to be OP?
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Silver Silence on September 21, 2013, 08:11:33 AM
Yeah, it kinda is. But boohoo, it works well and kills ships easily, nerf it into the core of the Earth. The ground is not enough.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 21, 2013, 12:39:56 PM
Mmm I might hold off on any sort of buff for now then, but Let's not base all our balancing on the biggest ship in the fleet :P

The two buffs that I was gonna give was either:

All neutrino ships have 0 flux usage/sec with shields on - for more fleetwide maneuverability
All neutrino hull/armor takes normalized damage, prob like 75% HE, 75% Energy, 75% kinetic - because your bound to take plenty of shots on your hull without extended shields.

but i'll let it go on a little longer to see how this fares x)
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Silver Silence on September 21, 2013, 01:18:50 PM
0-flux generation with shields raised seems pretty nifty. Maybe a mild speed nerf to all ships to counteract always being able to cruise with shields up?
Title: Re: Neutrino Corp. (v. 1.7)
Post by: HELMUT on September 23, 2013, 05:25:01 AM
I don't think Neutrinos need a buff, they are already the top dogs in the sector, including other vanilla balanced mods.

I played a bit with them on 0.6. I expected them to have much more punishing CR reduction. Frigates got a 5% CR reduction per deployment, 3 times less than a hound! And without CR deterioration per second on top of that. Destroyers and Cruisers are more reasonable but capitals ships are still extremely easy to deploy which seems weird to me. The Unsung cost 15% CR, such a gigantic high tech monstrosity should require a lot more efforts to ready for battle i think. Same apply for other big ships.

The supply daily cost is reasonable though, high techs ships need to be supply hungry! However i was still surprised about the 3 daily supply for the Polarity freighter, that's a lot for such tiny ship who can't even defend itself in combat even though it's pretty handy (and dirt cheap) for additional cargo space.

Otherwise i like that Neutrino can't install the extended shield hull mod. Their tiny shields are their best strength as well as their worst weakness. However i agree that it is difficult to use such a tiny shield for the player, especially when you are getting showered with Annihilators. The AI don't seems to have that problem, and with a wider shield arc, that would be overpowered. So yeah, i like the Neutrino sigma upgrade replacement for extended shield.

Other than this... I found something weird with the Causality frigate. It got the built in phase missiles as well as the phase missile ship system. That's a bit too much i think, could replace the ship system with something else (flares maybe? the Causality is already very powerful, so avoid adding a system too strong.) Oh and also, you should put the phase missile on auto-fire on the variant. Without it, it won't launch its missiles against frigates.

Speaking of phase ships. I have yet to fight a Causality and a TheEND but i know they have the ability to stay permanently phased, which can cause some problems for the player. If it want to retreat, there is nothing i can do to prevent him to do so, he can just wander around the map without any risks. Worst, what if it don't retreat, but still stay phased the whole time just to troll the player, waiting him to give up and retreat? I wouldn't surprised it would do that kind of trick, it already do something quite similar by engaging without any ships to deplete the player CR. You should try to add a theEND in a fleet to see how it fare against the player (i'm not sure the Neutrinos AI are actually using phase ships in fleets).

The Unsung, as other have said before, is still op as hell. An Elite variant piloted by the AI managed to take down alone the whole Hegemony SDF. The problem of the Unsung is, i think, it have too many weapons mounts. The six large universals are fine, after all it is supposed to be a powerhouse. But i think it got too much rear guns. The only way to take on a Neutrino ship is to avoid the shield, which is usually facing the front, but in the case of the Unsung, even the rear is capable of taking down capital ships. The HERP emitter is pretty crazy as well, you can one hit kill everything in the game (save the Paragon with its shield).

And as someone said it before, the Drache bomber seems bugged. It can deliver its bomb but can't resupply for a second run.

Aside from this, i think everything seems pretty balanced. Ah i forgot, the Falken is pure lolz in the campaign.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 23, 2013, 05:58:57 AM
Thanks for the feedback!


I played a bit with them on 0.6. I expected them to have much more punishing CR reduction. Frigates got a 5% CR reduction per deployment, 3 times less than a hound! And without CR deterioration per second on top of that. Destroyers and Cruisers are more reasonable but capitals ships are still extremely easy to deploy which seems weird to me. The Unsung cost 15% CR, such a gigantic high tech monstrosity should require a lot more efforts to ready for battle i think. Same apply for other big ships.


I was thinking of a way to balance out the usually high initial cost of the ships by needing relatively low maintenance, most ships are low crew and automated, so I can fluff it and say the drones are low maintenance. This could be troubling since I wasn't decided on how much the CR cost will be per deployment so that is up for adjustment.


The supply daily cost is reasonable though, high techs ships need to be supply hungry! However i was still surprised about the 3 daily supply for the Polarity freighter, that's a lot for such tiny ship who can't even defend itself in combat even though it's pretty handy (and dirt cheap) for additional cargo space.

Otherwise i like that Neutrino can't install the extended shield hull mod. Their tiny shields are their best strength as well as their worst weakness. However i agree that it is difficult to use such a tiny shield for the player, especially when you are getting showered with Annihilators. The AI don't seems to have that problem, and with a wider shield arc, that would be overpowered. So yeah, i like the Neutrino sigma upgrade replacement for extended shield.

Other than this... I found something weird with the Causality frigate. It got the built in phase missiles as well as the phase missile ship system. That's a bit too much i think, could replace the ship system with something else (flares maybe? the Causality is already very powerful, so avoid adding a system too strong.) Oh and also, you should put the phase missile on auto-fire on the variant. Without it, it won't launch its missiles against frigates.


I'll take a look at the polarity drone, it's supposed to be cheap so having it use more than it's worth in supplies is... unintended lol.
Personally the best part and probably hardest to notice of the sigma upgrade is the improvedweapon guidance, it's like 3-4 free skillpoints worth of autofire accuracy, and it makes even green crew seem like Simo Häyhä.

The extra phase missiles might of been a leftover from an experiment of replacing the system with a straight up weapon, I'll probably keep it as a shipsystem.
BTW all neutrino phase ships still behave like regular phaseships, so they kinda have an awkward tendency to drop phase even though they can keep it up indefinitely, a little  handicap on players I suppose =p


The Unsung, as other have said before, is still op as hell. An Elite variant piloted by the AI managed to take down alone the whole Hegemony SDF. The problem of the Unsung is, i think, it have too many weapons mounts. The six large universals are fine, after all it is supposed to be a powerhouse. But i think it got too much rear guns. The only way to take on a Neutrino ship is to avoid the shield, which is usually facing the front, but in the case of the Unsung, even the rear is capable of taking down capital ships. The HERP emitter is pretty crazy as well, you can one hit kill everything in the game (save the Paragon with its shield).

And as someone said it before, the Drache bomber seems bugged. It can deliver its bomb but can't resupply for a second run.

Aside from this, i think everything seems pretty balanced. Ah i forgot, the Falken is pure lolz in the campaign.

The arcs on the rear of the unsung are kinda mediocre, 4 medium guns if you are perfectly on its ass, but you'll still need to chew through a lot of hull. Once I figure out how to generate a proper system, I might hide the unsung somewhere.

The issue with Drache bombers is a problem brought in because of the fighter mechanic change, the last lone fighter in any wing will not repair/resupply(?)  only workaround is wings of 2 (op) or oror idk lol. I might give it some additional perks to make having one seem preferable.

Falken? Forward is the only way ;)
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Magician on September 23, 2013, 06:03:41 AM
The only reason Unsung is overpowered - his high flux dissipation. You can install most flux hungry weapons, tank damage with shield and still have almost zero flux during combat. It is sole reason he seems overpowered and nothing else. If you take for example valkyrian or council fleets - even though they have ALOT of ships with many weapon mounts, they are easy to fight against even with very small force. The reason being - their flux stats are very low. After several seconds of fire their weapons and shields begin to choke and they simply become a big sitting ducks. In any other aspect Unsung isn't that outstanding.
Still I don't mind fighting against Unsung. And if I want fair competition, I just refrain from using Unsung. So I don't really know, Vatican mk4 too considered overpowered, but it's not a normal capital you can buy or find anywhere. And thus there is no need to balance it, as Valkyrial explained in his thread.

Title: Re: Neutrino Corp. (v. 1.7)
Post by: HELMUT on September 23, 2013, 06:55:10 AM
BTW all neutrino phase ships still behave like regular phaseships, so they kinda have an awkward tendency to drop phase even though they can keep it up indefinitely, a little  handicap on players I suppose =p

Yeah that's true, how many time i raged because that idiot Causaility pilot thought it was a good idea to unphase just in the center of a Pilum volley... Well, i hope it will do stupid mistakes like this against the player.

To answer Magician, the high flux venting is a trademark of the Neutrinos. Every single one of them can vent much faster than everything else, that's why their shields are so infuriating to take down. I'm asking for a decrease in weapons mounts because i don't think Flash will nerf the flux venting as the whole Neutrino spirit is revolving around this tactic. And when i say nerfing weapons mounts, changing two mediums mounts to small should be enough, i think. However it would be better if we could fight one to see how it fare against the player before trying to nerf it.

Title: Re: Neutrino Corp. (v. 1.7)
Post by: Silver Silence on September 23, 2013, 07:35:20 AM
Yeah, I don't think I've ever seen an Unsung in a fleet. Maybe everyone should try walking all over it after Flash has kitted it out in the finest weapons-grade Neutrino awesomesauce that they have to offer.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Shoat on September 23, 2013, 07:38:26 AM
The Unsung cost 15% CR, such a gigantic high tech monstrosity should require a lot more efforts to ready for battle i think. Same apply for other big ships.

High tech is better than low tech. Just as with everything else, as technology gets better and newer, less effort is needed by the user for it to work properly.
 
I'm not only talking about the fact that the Neutrino ships have A LOT of automation everywhere. Even without the automation, a high tech ship would always require less effort to ready for battle (and to keep it in shape) than a low-tech piece of crap would, just like ANY new piece of technology will require less maintenance than an older lower tech variation of the same kind.

Also the Unsung is expensive as *** (buying and fully equipping costs so much you could get an entire low-tech fleet for the same price, IF you can find one in a station to buy, that is), costs a *** ton of supplies and takes up almost 1/3rd of your fleet points (meaning you'll sometimes not even be able to deploy it for lack of points).



Anyway, I really like having a super-endgame ship available to fight against and I really love using it myself whenever I magically get lucky enough to grab one (even though I'm too bad to properly use omni-shields with low arcs, I usually just end up armor-tanking all the things). It's the perfect ship for soloing and I'd hate to have that ruined by an unnaturally high CR cost.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Erick Doe on September 23, 2013, 07:39:43 AM
*throws a Zorg Control Matrix at the Unsung - watches it explode*
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Silver Silence on September 23, 2013, 07:41:38 AM
If I had a few good hours to spare, I'd go test that theory.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Uomoz on September 23, 2013, 07:52:31 AM
The Unsung cost 15% CR, such a gigantic high tech monstrosity should require a lot more efforts to ready for battle i think. Same apply for other big ships.

High tech is better than low tech.

Oh boy, you are SO wrong. Alex stated multiple times, high tech and low tech are 2 different ways of approaching the game, there's not a better way. For instance, vanilla high tech costs WAY more to deploy then low tech, and its probably related to the fact that vanilla repair and resupply parts are HARDER to find in a post apocalyptic situation. But I guess that most of the player base don't really care about the lore of the game.  ::)
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Taverius on September 23, 2013, 07:55:04 AM
Vanilla balance sets the rule that higher tech = more CR per deploy. Older tech = cheaper to run.

5% is ludicrously low. I think the lowest I've seen anywhere else is 15%.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Uomoz on September 23, 2013, 07:58:02 AM
Can't say I really like where this mod is going, personally I would have liked some very high maintenance costs for neutrino, as they pretty much rule the battlefield. Good in battle and outside, it's a bit too much for my tastes.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 23, 2013, 08:14:31 AM
I'll tinker some more when I get back, but if the ships are high maintenance, I'd have to buff cargo/fill it with cargo drones because the ships always take hull damage, and with supplies as is, it's unrunnable/profitable you'll run out of credits in mere days if you don't become Bobba Fett 24/7

Alternatively, low total repair cost, high CR deployment. I personally think high initial cost and high maintenance costs are illogical to use, kinda like the beaten to death hyperion.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Silver Silence on September 23, 2013, 08:18:53 AM
Uomoz, the only time you like a faction is when it's ships are balanced almost to the point of incompetence against any half decent foe.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Cycerin on September 23, 2013, 08:23:18 AM
How can something be balanced to the point of "incompetence"? Starting with the best cards isn't always interesting. Balance is about meaningful decisions, and letting the player make the difference. Without designed weaknesses to go with designed strengths, everything is meaningless.

High power and low maintenance are obviously two strengths, not one strength and a counterbalancing weakness. A way to balance with a faction that has both these traits, would be to add another weakness, like.. hmm, let me brainstorm a bit. Low out-of-combat burn rate across the field, and reliance on auxiliary tugs and so forth, maybe? The core gameplay certainly isn't skint on ways to justify a faction's strengths with weaknesses in other areas.

I personally think Neutrino is a fairly balanced faction and has always been, and any overpowered traits are usually justified by interesting/fun gameplay mechanics: but designed weaknesses NEVER hurt the gameplay if they're done well and the player understands and learns how to plan around them.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Erick Doe on September 23, 2013, 08:24:36 AM
Uomoz, the only time you like a faction is when it's ships are balanced almost to the point of incompetence against any half decent foe.

I find that a rather strongly formulated opinion. And not one that belongs in this thread.

Uomoz is giving his opinion on how balanced he thinks this mod is. As he works with mod compilations and actually gets them to work together "HIMSELF", I'd say he is more of an authority on vanilla balance than anyone else out there.

I for one share his 'fear' of having mod ships becoming too powerful compared to vanilla vessels. The only reason I see for this happening is that mod builders are starting to compare their ships to those in other mods. Hence, this creates an 'arms race' where there shouldn't be one!

Of course, FlashFrozen is the only one who can comment and confirm that Neutrino ships are balanced with taking other mods in consideration.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 23, 2013, 08:30:50 AM
How can something be balanced to the point of "incompetence"? Starting with the best cards isn't always interesting. Balance is about meaningful decisions, and letting the player make the difference. Without designed weaknesses to go with designed strengths, everything is meaningless.

High power and low maintenance are obviously two strengths, not one strength and a counterbalancing weakness. A way to balance with a faction that has both these traits, would be to add another weakness, like.. hmm, let me brainstorm a bit. Low out-of-combat burn rate across the field, and reliance on auxiliary tugs and so forth, maybe? The core gameplay certainly isn't skint on ways to justify a faction's strengths with weaknesses in other areas.

Actually, you may of just given me an idea, hold the thought. I might make most of the ships have like ... 1 - 2 burn but make those cargo drones integral, they'll carry the supplies and are basically all tugs, so if you want to gut a neutrino fleet, go after the backend, but civilian ships don't deploy at all atm so I'll see

But as a note, I didn't touch the base stats of most of the ships from 1.6 => 1.7 in most sense other than increasing deployment points and adjustments to the new jackhammer ( which may get toning down )

Title: Re: Neutrino Corp. (v. 1.7)
Post by: Silver Silence on September 23, 2013, 08:54:29 AM
Uomoz, the only time you like a faction is when it's ships are balanced almost to the point of incompetence against any half decent foe.

I find that a rather strongly formulated opinion. And not one that belongs in this thread.

Uomoz is giving his opinion on how balanced he thinks this mod is. As he works with mod compilations and actually gets them to work together "HIMSELF", I'd say he is more of an authority on vanilla balance than anyone else out there.

I for one share his 'fear' of having mod ships becoming too powerful compared to vanilla vessels. The only reason I see for this happening is that mod builders are starting to compare their ships to those in other mods. Hence, this creates an 'arms race' where there shouldn't be one!

Of course, FlashFrozen is the only one who can comment and confirm that Neutrino ships are balanced with taking other mods in consideration.

And this mod should practically be a godsend for the lurkers out there who have all signed up to make their first post about the absolute horrors of CR and how much it totally stuffs over their play as they fight one battle, do not fight perfectly and might as well roll another toon because they're stuffed forever.

I'm fine with ships being better than the best ship that vanilla has to offer. After about an hour of play, just about any capital ship that's not an Atlas can be tuned to the point that you just hold W with all guns on autofire and cruise through an enemy fleet. I would very much like it if there were factions that are not simply reduced to "raise shields, drink tea, win, take all the women and children, rinse repeat". Neutrino ships are great for withstanding that "autofire to win", if only for a few moments longer than everyone else.

Of course, everyone could simply take the EVE route of "cost is not a balance factor", in which case every ship can blandly have 35% CR cost to deploy and take a week to restore afterwards. Then, like EVE, it's just same *** different day. That seems much better. Let us not have mod factions that offer a different experience from what vanilla has to offer. Let's just make everything a differently styled Paragon, Aurora, Medusa and Tempest and call it a day.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Uomoz on September 23, 2013, 09:11:32 AM

1) absolute horrors of CR

2) I'm fine with ships being better than the best ship that vanilla has to offer.

3) After about an hour of play, just about any capital ship that's not an Atlas can be tuned to the point that you just hold W with all guns on autofire and cruise through an enemy fleet. I would very much like it if there were factions that are not simply reduced to "raise shields, drink tea, win, take all the women and children, rinse repeat". Neutrino ships are great for withstanding that "autofire to win", if only for a few moments longer than everyone else.

4) Let us not have mod factions that offer a different experience from what vanilla has to offer. Let's just make everything a differently styled Paragon, Aurora, Medusa and Tempest and call it a day.

I laugh at your total misinterpretation of what I meant. Anyway, without sounding too harsh, here's my answers. After this I'll stop posting here since it doesn't relate to Neut too much, its more like a general topic.

1) If the game feels hard with CR, mod it so you can play with whatever parameter you want. This is a vanilla balanced mod, and here every discussion regarding balance needs to take CR into high consideration.

2) I'm not and I can express my concern.

3) Fixable by adding skills to enemy captains instead of adding ships and factions that are tailored to specific moments of the game. An expert admiral with low tech frigates should be an enemy to take in consideration even late game. I do not like the idea of an enemy whose role is "great for withstanding that "autofire to win", if only for a few moments longer than everyone else", that's just ***.

4) Junk Pirates, Blackrock. I can list many factions with very interesting mechanics without being better then vanilla ships.

Title: Re: Neutrino Corp. (v. 1.7)
Post by: Griffinhart on September 23, 2013, 11:40:18 AM
Of course, everyone could simply take the EVE route of "cost is not a balance factor", in which case every ship can blandly have 35% CR cost to deploy and take a week to restore afterwards.

Cost really isn't a balance factor, though. I've got like... maybe 4-6 hours on my 0.6a game and I've got two Unsungs, a Jackhammer, and like 800k credits to spare. CR costs are meaningless because every large fleet engagement I get into results in far more supplies than the cost of fully deploying my entire welpfleet. And it doesn't take a week to restore everything to max CR, because it takes less than a week at Burn 7 to return to a friendly station to spend supplies to re-up CR.

-- Griffinhart
Title: Re: Neutrino Corp. (v. 1.7)
Post by: valefore on September 23, 2013, 08:58:03 PM
Of course, everyone could simply take the EVE route of "cost is not a balance factor", in which case every ship can blandly have 35% CR cost to deploy and take a week to restore afterwards.

Cost really isn't a balance factor, though. I've got like... maybe 4-6 hours on my 0.6a game and I've got two Unsungs, a Jackhammer, and like 800k credits to spare. CR costs are meaningless because every large fleet engagement I get into results in far more supplies than the cost of fully deploying my entire welpfleet. And it doesn't take a week to restore everything to max CR, because it takes less than a week at Burn 7 to return to a friendly station to spend supplies to re-up CR.

-- Griffinhart


I would disagree and say that costs are in fact a balancing factor. Buying neutrino ships in the start and mid-game is much more harder than buying something similar that does reasonably well at the same time. It's not just a 50% difference or so but like a 300% difference, including weapon costs. Same goes with CR and supply usage. Until end-game, these costs are a serious matter to the growing player.
I think your example only applies to end-game situations where cost, indeed does become pretty much irrelevant. But other aspects of game play also become bland such as the power of your character and fleet and the meager challenges enemies pose. That's like saying that an rpg game isn't balanced after farming 200 hours for the best possible gear and stats. Starsector is in the alpha stages and does not have an end goal, but I would say that most people wouldn't play the game seriously after reaching the levels such as yours.


-----------------------------------------------------------------
On the other hand,
Uomoz, the only time you like a faction is when it's ships are balanced almost to the point of incompetence against any half decent foe.
I don't completely agree with Silver Silence, but I do share some of his sentiments on this quote, Uomoz. I'll state right now that I think you are correct in most (only 'most' because someone can't be always right) of the things you say in this forum and that I am very grateful for the modding you do. Balance is a very important aspect of game play, and an incorrectly balanced game can be exploited in game play, feel too easy, hard, unfair and simply not fun. I also understand your preference for orthodox game design, sticking to the lore, game mechanics and styles of the original game. Anything that deviates too much from the original game can hurt the ambience of the game, leading to degraded experience or just a completely different game.


What I am concerned about is how you phrase your opinions.
Oh boy, you are SO wrong.
But I guess that most of the player base don't really care about the lore of the game.  ::)
Can't say I really like where this mod is going
it's a bit too much for my tastes.
I laugh at your total misinterpretation of what I meant.
Anyway, without sounding too harsh,

None of these comments are nice at all, and it's not like other people were bombarding you with degrading remarks. In fact, the first person you replied to was only stating his opinion and the second had mild sarcasm, and as a forum regular (I think I saw him often), I think I can understand why he did that (Although it's still BAD). But I'm not just bringing this up for the few comments you posted here, but also in others before, like when you talked about cheaters and the Hawken fleet mod.

Simply put, the comments you write can make you sound 'cold and condescending'. I won't say that you actually are that kind of person, but I think that's how you would sound to many people, and I do remember some conflicts. I mean, I cannot sense any respect for other people in the comments I quoted above, even disregarding the third one which you may have considered an attack. NONE of the people around me would appreciate me if I say 'You are SO wrong, and a lot of people (probably including you) don't care about something Important,' or 'I don't really like your work. It's too much for my tastes'. It's not even 'different tastes' but 'too much for my tastes'. I don't want to be overly analytic, but you should know that little parts of language can imply a LOT of things.


I really would have kept these opinions to myself, but looking from the reaction of the community, I thought I had to bring this up, because you guys are being way too harsh to one person over another in similar situations. If you guys think I am hypersensitive, then so be it, I'll accept the facts. But I think the least I can argue is that 'we should choose our words more carefully'.

--------------------------------------------------------------------


Apart from that and Neutrino-wise, I would disagree that they are overpowered in combat, especially after the extended shields were taken off. They may be strong 1:1 but have pretty high costs, low speed, low fire power due to the arrangement of weapon mounts, and you can basically shoot through the sides of the shields, especially for big capital ships.
If they are OP at all, they are as OP as the other modded factions. Some mentioned that Junk Pirates and Black Rock are very vanilla balanced, but I disagree on that too. Junk Pirates are one of the most durable enemies I fought with and Black Rock are very aggressive and hunt and rip your fleet apart (In fact, I could kill enemies much faster with Black Rock than any other faction). And all the others too: definitely OP in Pirate and Hegemony standards. Maybe they par with Tri-tachyon.
As a side note, I think interstellar Federation was about similar to Hegemony and a little weaker than Tri-Tachyon.

I haven't played much since 0.6a, so I don't know how balanced Neutrino is in regards to CR, but I'd say it's good to go if they are similar to Tri-tachyon or slightly lower due to high initial costs.



BY THE WAY, the Unsung is definitely not balanced and I thought this was not the purpose since Uomoz specifically took the ship out for 'Boss Fleet Only' in his mod. The ship has way too many OPs, and if you max your tech tree, you can basically add 100 flux dissipation and almost every single hull mod. It's also bad since the Unsung has really high flux dissipation and the 6 large cannons are universal mounts, which means you can add 6 flux crazy super weapons and be able to fire non-stop. Also, the HERP cannon is super strong too...
But I thought this was a bonus ship like the Valkyrian Vatican mk4. I understand the reasoning for taking it out in a compilation, but does a bonus ship in a stand alone mod need to be balanced?
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Shoat on September 23, 2013, 09:09:05 PM
Oh boy, you are SO wrong. Alex stated multiple times, high tech and low tech are 2 different ways of approaching the game, there's not a better way. For instance, vanilla high tech costs WAY more to deploy then low tech, and its probably related to the fact that vanilla repair and resupply parts are HARDER to find in a post apocalyptic situation. But I guess that most of the player base don't really care about the lore of the game.  ::)

I wasn't talking about how vanilla balances it, I meant that as a general rule in the world high tech is better than low tech.

For this specific issue, it's just common sense that high-tech anything requires less effort to use than low-tech anything.

Using it (CR) and doing maintenance for it (supply costs) are two entirely different things, though, so don't get me wrong here.
Of course it'll be more expensive to maintenance it (more expensive supplies used for repairs and such) but as far as I understand the CR mechanic it makes no sense for high tech to cost more CR than low tech.


Gameplay-wise this is, of course, an advantage (and I have confidence that there'll be a fair measure to counterbalance that since cost alone is not enough) and I'm certainly not one to encourage straying too far from vanilla balance.
But I find it really counterintuitive how CR treats high-tech and low-tech in vanilla.



Edit:
Don't worry about it valefore, I don't think there's any true hostility in Uomoz's corv comments and there's no reason (for me at least) to feel attacked by them. We're discussing a topic that we consider controversial so it's natural if one comment seems a bit harshly worded.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Borgoid on September 23, 2013, 09:52:24 PM
If you're all quite done waving your respective genitalia around about unrelated nonsense...

There's plenty of room for supply costs to be tweaked and given that the majority of the ships have identical supply costs/repair times/deployment costs it's fairly safe to say that they're either placeholders or simply a starting point.

Frankly, I enjoy the short downtime nature of the current Neutrino ships. It would be nice to have their supply costs brought in line with other ships of similar classes while still maintaining the low downtime but I'm not sure it's viable given the way Logistics is counted against the supplies/day rather than the total cost of deployment.
As it stands Neutrino ships are typically the hardest to actually incorporate into your - Note, YOUR fleet - due to their large base supplies/day + logistics hit and this also has the side effect of their non-combat maintenance being much more costly though possibly not costly enough.

It's unfortunate that logistics is based on the supplies/day stat , it makes low downtime but high cost to deploy ships practically impossible.
If you want to have something take half the time to recover lost CR then you need to have it cost double the supplies/day but... that literally doubles the logistics cost of the ship :(
Title: Re: Neutrino Corp. (v. 1.7)
Post by: valefore on September 23, 2013, 11:49:59 PM
Don't worry about it valefore, I don't think there's any true hostility in Uomoz's corv comments and there's no reason (for me at least) to feel attacked by them. We're discussing a topic that we consider controversial so it's natural if one comment seems a bit harshly worded.
That's what I think too...

If you're all quite done waving your respective genitalia around about unrelated nonsense...

There's plenty of room for supply costs to be tweaked and given that the majority of the ships have identical supply costs/repair times/deployment costs it's fairly safe to say that they're either placeholders or simply a starting point.

Frankly, I enjoy the short downtime nature of the current Neutrino ships. It would be nice to have their supply costs brought in line with other ships of similar classes while still maintaining the low downtime but I'm not sure it's viable given the way Logistics is counted against the supplies/day rather than the total cost of deployment.
As it stands Neutrino ships are typically the hardest to actually incorporate into your - Note, YOUR fleet - due to their large base supplies/day + logistics hit and this also has the side effect of their non-combat maintenance being much more costly though possibly not costly enough.

It's unfortunate that logistics is based on the supplies/day stat , it makes low downtime but high cost to deploy ships practically impossible.
If you want to have something take half the time to recover lost CR then you need to have it cost double the supplies/day but... that literally doubles the logistics cost of the ship :(
I'd say this is a Great comment if you omitted the first sentence. And you had to say 'Genitalia' and join in.

Anyway, that is too bad that low downtime+high CR costs don't work well. But even if it was possible, it would effectively double the maintenance costs too, right?
I don't know whether Neutrino ships deserve that kind of penalty in maintenance. They do not particularly excel in combat (except the Unsung) and if they were that expensive... for example twice as more expensive than Tri-Tachyon, I think there won't be much sense in buying Neutrino ships. Maybe doing that and reducing hull repair costs as FlashFrozen said would work by keeping average supply costs reasonable. I don't know.

I'm going back to observer mode. Sorry to bug you guys and good luck.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Sleepyfish on September 24, 2013, 12:22:53 AM
I know this is crazy, but perhaps some bigger :'( Neutrino ships could have a combat timer? They would be very long, of course, as not to make them totally useless. I just think it might be a interesting combat feature. No more infinite beam destroyers smacking you behind your 270 front shield forever.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Borgoid on September 24, 2013, 12:31:18 AM
Yes the only way that I can see to have low downtime and balanced supply costs involves very high non-combat supplies/day since the CR maintenance cost is 10% of the supplies/day which would have to be high to compensate for the low downtime ( High repair % per day)

Not sure I agree that they don't particularly excel in combat, most of the time I have to build anti-Neutrino specific ship loadouts to capitalize on their weaknesses and while that isn't inherently a bad thing it's a pretty jarring transition.
Not to mention that when it comes to actually using them they punch well above their weight, a Hacksaw(Or Vice) can tank an Onslaught for an ALARMING amount of time, long enough for the Onslaught to run out of ammo in fact.

There really isn't a ship (modded or not) that doesn't struggle when using a standard loadout vs a Neutrino ship in a 1v1 situation. At least none come to mind.


Title: Re: Neutrino Corp. (v. 1.7)
Post by: Griffinhart on September 24, 2013, 01:05:48 AM
In a simulation battle, a properly fitted Unsung piloted by a level... I think I was around 35 at the time? Character can take on (and win against) an Onslaught, Paragon, Astral, and the one other low-tech capital whose name escapes me at this moment. Autopilot has slightly worse performance (I think it went 2 for 3, mostly on account of the AP being really bad at focusing its shield against the Paragon's Tachyon Lances, so it eats a lot of EMP), but it's still doable. The only things you really need to do is primary the Onslaught ASAP, maintain shield against the Paragon's Tachyon Lances, and don't let the other low-tech capital get close enough to sneak torpedoes past your shield.

It's not just a 50% difference or so but like a 300% difference, including weapon costs. Same goes with CR and supply usage.

No; weapon costs are only relevant if you are buying and using Neutrino-only weapons and comparing against vanilla weapons. Many of the fits that suit my playstyle rely on vanilla weapons (e.g. an Unsung with 6xTachyon Lances, 6xPulse Lasers, and as many TacLasers as possible can essentially win fleet engagements without ever being engaged with the right hullmods - Optics, ITU, and Integrated PD AI at minimum; although, admittedly, a better fit replaces the Pulse Lasers with Antiproton Beams and the Tachyon Lances with Neutron Lances).

CR/supply costs are entirely different from ship buy price cost, which is what I was referring to. Even then, a half-way decent pilot can easily win engagements where they're outmatched (but not obscenely so; there's a limit to how much player skill can accommodate for overwhelming odds), regardless of vanilla or mod, and most engagements result in a net profit of supplies, even after accounting for repair costs (which ideally are 0) and resupply costs at a station, and even travel costs to go from station, to a fight, and back again.

I wasn't talking about how vanilla balances it, I meant that as a general rule in the world high tech is better than low tech.

Real-world balancing has exactly zero relevance to Starsector in general (and the Neutrino Corp. mod in specific). If you want to bring real-world mechanics in, then we should first address the fact that Starsector has two (nontrivial) spatial dimensions, but the real world has (at least) three observable spatial dimensions. That seems like a much more significant issue re: balancing Starsector as a whole, since it affects the entire underlying gameplay mechanic, and should be fixed before going forward with any other mechanics or adjustments.

-- Griffinhart
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Turdicus on September 26, 2013, 07:45:12 PM
Ah, clever girl. Blocked the ability to add extended shields...thought I'd outsmarted you haha

Edit: On a serious note the Heavy Pulsar Beam weapon does not function properly; it just does the firing animation and achieves a cooldown, but doesn not fire or generate flux. Not sure if you knew yet.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 26, 2013, 08:42:31 PM
Ah, clever girl. Blocked the ability to add extended shields...thought I'd outsmarted you haha

Edit: On a serious note the Heavy Pulsar Beam weapon does not function properly; it just does the firing animation and achieves a cooldown, but doesn not fire or generate flux. Not sure if you knew yet.

Hehe, you can still take off the neutrino upgrade to add the extended shields if you want,
But for the heavy pulsar beams, make sure you actually have over 2520 flux available to shoot them, they won't do anything if you don't meet the minimum, a secret weakness of neutrino ships, they all have fairly low flux capacity for high burst flux usage :P
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Turdicus on September 26, 2013, 10:45:01 PM
Cool beans. I got a chance to play extensively with Neutrino for the first time and it is a very interesting set of ships to play with. At first glance the ships seem very overpowered (my maul could 1v1 anything in the game, 3 heavy pulsar beams OUCH), because the small shields are so powerful; however, the moment a second ship enters the mix those shields are only 50% effective, and less and less so the larger the fleet action. Still powerful, but actually quite limited in that power. I didn't get to play with all of the weapons though, but I find them to be perfectly fine. Alpha strikes are really strong, but its all burst with no staying power, gotta take one ship out at a time.

Overall I love your faction, super fun. The Maul with armor mods is sexy, and the Singularity (or relativity? whichever frigate gets 2 medium energy slots) with particle beams is really cool. Keep up the good work dude!
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Durendal5150 on September 27, 2013, 01:59:38 PM
The Causality is a piece of work. It chews up pirates and doesn't afraid of anything.

http://www.youtube.com/watch?v=KBv-EE5kdgY

I'mma go hunt down a venture next and see how it fares.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Uomoz on September 27, 2013, 02:22:42 PM
The Causality is a piece of work. It chews up pirates and doesn't afraid of anything.

http://www.youtube.com/watch?v=KBv-EE5kdgY

I'mma go hunt down a venture next and see how it fares.


AAAAAAAnd that's why Alex added th CR degradation  ::)
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Silver Silence on September 27, 2013, 03:19:16 PM
The Causality is a piece of work. It chews up pirates and doesn't afraid of anything.

http://www.youtube.com/watch?v=KBv-EE5kdgY

I'mma go hunt down a venture next and see how it fares.


AAAAAAAnd that's why Alex added th CR degradation  ::)

If the iterated degradation (only decreases with general flux usage, weapons and shields) is fully moddable, it could be made so that the Causality degrades during cloak use (seeing as the cloak has only a enter-phast cost and not a phasing upkeep cost). Combine that with... I dunno... a minute, minute'n'half of CR time after which the ship starts to fall apart with continued phase usage.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Uomoz on September 27, 2013, 03:38:28 PM
The Causality is a piece of work. It chews up pirates and doesn't afraid of anything.

http://www.youtube.com/watch?v=KBv-EE5kdgY

I'mma go hunt down a venture next and see how it fares.


AAAAAAAnd that's why Alex added th CR degradation  ::)

If the iterated degradation (only decreases with general flux usage, weapons and shields) is fully moddable, it could be made so that the Causality degrades during cloak use (seeing as the cloak has only a enter-phast cost and not a phasing upkeep cost). Combine that with... I dunno... a minute, minute'n'half of CR time after which the ship starts to fall apart with continued phase usage.

That's a fair solution.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Gotcha! on September 27, 2013, 06:48:33 PM
The Causality is a piece of work. It chews up pirates and doesn't afraid of anything.

http://www.youtube.com/watch?v=KBv-EE5kdgY

Whoah. I think something deserves a nerf here. ^_^'
Incredibly fast, like Silver Silence said: no flux increase while cloaking, missiles that corner like crazy, long range laser...
CR degradation won't cut it for this ship, in my opinion.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Silver Silence on September 28, 2013, 01:09:04 PM
The missiles are very finicky as they're aimlessly sprayed in the general direction in front of you and like annihilators, they inherit your momentum so if you're ducking and diving around enemy ships to avoid getting hit, then entire volleys of phase missiles can disappear into the ether. Not helped by the fact that until they unphase, you can't see the "+" that marks your own missiles. And the Repeater is not all that long-ranged. (650 range, 500flux/s, ~300 dps, medium mount). The PBC has 850 range and fits in the same mount, albeit it can't turn, but in the Causality, that's something of a non-issue anyway.


Causality is something like the Neutrino answer to a Hyperion with it's manueverability and fragility, compared to other Neutrino frigates which are a bit hardier (or at least feel a bit hardier) and handle like bricks compared to the likes of the Lasher, Omen or Vigilance.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 28, 2013, 02:24:53 PM
I'm still a bit undecided at CR, I've got new a basic CR use for the faction atm, but I'm not sure How balanced it is.
As a personal preference, I kinda dislike adding timers of of get it done or get out for everything frigate-y. It feels a little odd that a non-prototype *cough hyperion* ship that has been cleared for production, can't last more than 2 minutes of actual combat use.

Doesn't mean it's a bad balance parameter, it just.... feels off.
More importantly unlike shields, you have to tank hits with if you want to FIGHT BACK, that limits the longevity of any extended engagement.


Just as a counterpoint, I think the biggest drawback with the causality is that you'll overload yourself pretty often using the phasecloak from it's high upfront flux cost, even Durendal (good job though :D) did it to himself like 2-3 times. It's especially troubling when you really needed that cloak.
Though the bug of it having two phase missiles has been squashed.

For the (atm) no cr degradation, you get: more hitpoints, more armor, no flux upkeep, slightly less speed, less maneuverability, no pd, less flux dissipation, at the cost of +1 deployment point and twice the credit cost.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Uomoz on September 28, 2013, 05:35:14 PM
Credit cost isn't really ever a drawback
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 28, 2013, 06:20:16 PM
So it'll be fine for me to lower everything to below low tech prices? lol

Title: Re: Neutrino Corp. (v. 1.7)
Post by: Uomoz on September 28, 2013, 06:31:06 PM
Well you don't have to ask me! xD I'm just stating that after 3-4 fights a player have 50k+ credits easily
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Magician on September 28, 2013, 07:29:34 PM
 In a test against Buffalo and two lashers Causality simply died. At the same time wolf with assault weapon won. Both using autopilot.

Because the only thing this youtube video shows is that Humans play better than AI. Nothing else. Killing defenseless Buffalos 1 by 1 isn't something great, especially when human controls ship. Causality in the first place is good only because of how humans control ships and how AI controls ships. Not because Causality has something outstanding. And in any serious battle against opponents who have weapons and are attacking in numbers Causality will feel herself very uncomfortable, very, even under humans control. The sole fact that this ship has only 1 assault weapon with phase instead of shield already tells that except 1vs1 situations against ships with lack of defense and weapons Causality will feel herself uncomfortable.

The only reason Causality performs good - because it is human who controls the ship and because this ship is designed solely for striking purpose, sacrificing all other aspects.

P.s. Though I strongly against nerfing ships just because they are good at something, or someone managed to kill buffalo with it... Theoretically speaking this assault blaster should be changed to either less stronger weapon or to a weapon or two weapons of another type, not with assault stats. But this will completely ruin whole purpose of having phase system on this ship.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Durendal5150 on September 28, 2013, 08:01:08 PM
Just as a counterpoint, I think the biggest drawback with the causality is that you'll overload yourself pretty often using the phasecloak from it's high upfront flux cost, even Durendal (good job though :D) did it to himself like 2-3 times. It's especially troubling when you really needed that cloak.
Though the bug of it having two phase missiles has been squashed.

Hehe, thanks. and I think that's a fair point. If that volley that eventually got me had just a few more missiles in it I would have been scrap. I did eventually just run it in a test against a Venture...there's no way the Causality can get past that things shields by itself, to say nothing of anything heavier.

In a test against Buffalo and two lashers Causality simply died. At the same time wolf with assault weapon won. Both using autopilot.

Because the only thing this youtube video shows is that Humans play better than AI. Nothing else. Killing defenseless Buffalos 1 by 1 isn't something great, especially when human controls ship. Causality in the first place is good only because of how humans control ships and how AI controls ships. Not because Causality has something outstanding. And in any serious battle against opponents who have weapons and are attacking in numbers Causality will feel herself very uncomfortable, very, even under humans control. The sole fact that this ship has only 1 assault weapon with phase instead of shield already tells that except 1vs1 situations against ships with lack of defense and weapons Causality will feel herself uncomfortable.

The only reason Causality performs good - because it is human who controls the ship and because this ship is designed solely for striking purpose, sacrificing all other aspects.

P.s. Though I strongly against nerfing ships just because they are good at something, or someone managed to kill buffalo with it... Theoretically speaking this assault blaster should be changed to either less stronger weapon or to a weapon or two weapons of another type, not with assault stats. But this will completely ruin whole purpose of having phase system on this ship.

Also very good points. I've found the Causality great for these sorts of buffalo-slaughtering runs; but against anything more than that you need to bring 7-9 of them; and the AI cannot handle them terribly well; in groups they are highly effective, but I lost several of them to cruiser and capital death explosions.

If Flash has removed their second missile launcher, I'd say that's probably nerf enough; that cuts their damage output pretty heavily.

Chances are they'll still destroy an infinite number of Buffaloes in 1v1 though :P
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Griffinhart on September 29, 2013, 07:46:25 AM
Lashers piloted by a human can take out AI Buffalos in 1v1, that's nothing special.

I'm assuming the FALKEN has the TLS for its built-in weapon, yes? :p

-- Griffinhart
Title: Re: Neutrino Corp. (v. 1.7)
Post by: EurypteriD on September 29, 2013, 10:26:10 PM

In a test against Buffalo and two lashers Causality simply died. At the same time wolf with assault weapon won. Both using autopilot.


P.s. Though I strongly against nerfing ships just because they are good at something, or someone managed to kill buffalo with it... Theoretically speaking this assault blaster should be changed to either less stronger weapon or to a weapon or two weapons of another type, not with assault stats. But this will completely ruin whole purpose of having phase system on this ship.

The frig you can start with. The one with arc porter and 2 Phase beams.
In that i can easy kill 4 buffalo or making it more fun 6 Mules.

But yes if the AI takes over the ship it might win over 1 buffa but no way against that many.

Spelling errors are COPYRIGHTED by Eurypterid
Title: Re: Neutrino Corp. (v. 1.7)
Post by: valefore on September 29, 2013, 11:56:18 PM
Credit cost isn't really ever a drawback

Uomoz, you need to be more specific in these comments before somebody asks... And some constructive feedback in addition to negative ones would help.

Well, I said this before too but credit costs are in fact significant. Sure you can get 50k in 3~4 fights in mid-game, but you can buy like 5 low-tech frigates, 3 Tri-Tachyon frigates or 2 destroyers (about?), and you can buy 2 crappy Neutrino frigates. And you should know how useless Neutrino ships can be against 1 on multiple enemy fights, which will be the majority of the fights you have. Additionally neutrino ships really suck in cargo size... so an additional freighter is a must. Finally, Neutrino ships start to get useful beginning from the destroyer classes because they begin to have decent mounts and high flux capacity, but those cost a boatload of money (60k for destroyers and over 11k for cruisers). Not to mention that capital ships cost over 30k, which is a fortune for the first hour or so of game play.

In short, Credits are in fact an important factor, and it is much more cost-efficient to buy and use other mid-tech or high-tech ships then to use Neutrino ships. It's also hard to control Neutrino ships because of the tiny shields (although strong), so I personally rarely used neutrino ships in 0.6 despite the fact that I'm a Neutrino fan boy.



Well, maybe you can get really strong by replacing your ships with Neutrino ones, one by one, as you become more and more rich. But even then, I don't think Neutrino ships are super competitive, especially up to the cruiser levels because of the weird weapon mounts and slow speed. I think they are strong in Capital ship battles, just because that limits the number of ships and Neutrino are better in few:few combat, but then again they have a lot of capital ships. This advantage was previously offset with high Fleet Deployment Points, but with the current version, that becomes useless. So there may be a balancing problem in 0.6. However, implementing high maintenance costs just makes them unusable (non-profitable) mid-game, when players are struggling with using their money.



Here is my opinion on Neutrino Balance:

I'm actually not completely sure of how balanced Neutrino is because it's such a unique faction. It's offensive capabilities are less than average but it's defensive capabilities are off the chart in certain situations. For the CR degradation, I don't think it would hurt Neutrino that much because even with other frigates, combat was usually over before that became a problem. Maybe adding one with a longer limit to Neutrino ships will help even the situation with other faction frigates.

Also, how about decreasing the shield effectiveness slightly? I think all of this commotion is because Neutrinos are near impossible to beat head-on, due to their insane shield efficiency and flux vent rate. Although this may be a unique strength that brings about different strategies, I think it is unfair to completely block one strategy, especially when Neutrino can vent their flux super fast. Come to think of it, these two strengths produce an unfair synergy... I think the idea should be 'Neutrinos are hard to beat head on, but are easy to beat by flanking' instead of 'Neutrinos are near impossible to beat head on, but are easy to beat by flanking'. Maybe lower the shield effectiveness to about 0.4? 0.4 is still twice as effective as other high-tech ships and 30 degrees is about half of most omni shield ships so... And maybe slightly buff the flux capacities of smaller ships because they die easily even now compared to other faction frigates.

And you can cut costs on most ships because you made a significant nerf, maybe to x2 of average than the current ~x3. I still think they should cost more because they force a different strategy.


How do you all think? Would this be a satisfying compromise?
 
Title: Re: Neutrino Corp. (v. 1.7)
Post by: HELMUT on September 30, 2013, 05:09:27 AM
and you can buy 2 crappy Neutrino frigates.

The Causality disagree with your statement. In the hand of the player, i found it to be the most powerful frigate of the game, save for the Hyperion. And for the destroyers, i always found them kinda underwhelming in comparison to other ship class. They make incredible support ships (Vice as ranged disabler, Hacksaw as point defense boat, Piledriver and Sledgehammer as long range fire support. All of them with stock weaponry though) but are kinda lacking to pretend to be the backbone of a Neutrino fleet.

I am against integrating the money cost in the balance system. Right now it is just far too easy to farm the independents freighters around Askonia for free money, even with one low level frigate.

If a nerf could be used for the Neutrinos. It would be i think, increasing the CR cost and implementing CR degradation during battles. Unlike you, i found Neutrinos to be very good at attrition warfare as a lot of their ships got long range weaponry and carrier capability (TheEND would be probably the most effective ship in the whole game for prolonged battles). Well, of course fights can be shorts when you bring the brawlers like the Unsung, Jackhammer MKII or even the Lathe.

But money as balance factor? Nope, far too easy to grind, even for getting the hundreds of thousands needed for the big ships.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Uomoz on September 30, 2013, 05:45:30 AM
Credit cost isn't really ever a drawback

Uomoz, you need to be more specific in these comments before somebody asks... And some constructive feedback in addition to negative ones would help.


1) Wait a second, it is constructive feedback, I just express it in a very concise way. For example, the Hyperion: it cost an absurd amount of credits but its negative balance factor is the CR cost, not the price itself.
2) It may look like negative feedback but it's not. I love the factions I give feedback to and I simply want the best for em. I made the campaign integration for this very mod when it was just released, as I saw a lot of potential in it.
3) Probably the more "veteran" forumers around here know my way to write things, and get my message despite my poor way to manifest it.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Borgoid on September 30, 2013, 06:13:17 AM
3) Probably the more "veteran" forumers around here know my way to write things, and get my message despite my poor way to manifest it.

Being concise implies being comprehensive. People only get annoyed with you because you emphatically declare things without justifying or contextualizing them. Even if you're correct people are going to perceive it as arrogance rather than intelligence, and anyone who can't work it out is going to feel left out and subsequently annoyed.

Anyway back on topic, credit cost is a pretty tiny hurdle even in the worst of times and it's very much a 1-time thing. Once you own the ship there's really no further challenge. CR is a much harder mechanic to circumnavigate and one of its primary advantages is it can be used to balance out powerful ships.



Helmut when it comes to Hacksaws and Vices, throwing Heavy Blasters or Pulse Lasers on a Hacksaw leads to very different results, same goes for a Neutrino Lance on a Vice. Best of all the AI handles them fairly well so from an ownership standpoint I'd say they're pretty back-boney.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Uomoz on September 30, 2013, 06:27:04 AM
3) Probably the more "veteran" forumers around here know my way to write things, and get my message despite my poor way to manifest it.

Being concise implies being comprehensive. People only get annoyed with you because you emphatically declare things without justifying or contextualizing them. Even if you're correct people are going to perceive it as arrogance rather than intelligence, and anyone who can't work it out is going to feel left out and subsequently annoyed.

Fair point. Not that many of the things I write need a lot of justification, like: "Credit cost isn't really ever a drawback", but whatever xD.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Silver Silence on September 30, 2013, 07:05:12 AM
Before my save bloated to a point I could no longer load it, I worked up a million credits on Exerelin while playing as the Neutrino with a Hacksaw and a pair of Causalities. Also a pair of buffaloes for hauling lewt but they were never fielded, they weren't even fitted. I had the Hacksaw with 4 Sappers (about the only time I've used missiles on a ship in recent memory, aside from FairyEN where Pilums had unlimited ammo. Any ship with Fast Missile Racks in that mod... *shudders*...), two.. are they Phase Repeaters or Photon Repeaters? The ugly square boxes that I'm unsure if it even constitutes a gun, two burst PDs for the defense. It worked pretty well. Well enough that instead of getting the slow-firing heavy version when I eventually upgraded to a Maul (because the Jackhammer IIs and Norns had been cycled out of the station by the time I had money for them), I kept the repeaters and added a third. The result was quite hilarious, just sitting in the general area of enemy ships, sieging up and blapping away with woefully inaccurate repeater fire. Even contemplated adjusting the stats to have the same RoF and flux/s but with a much higher rate of fire so I could just suppress a ship that had it's shields down without ever doing real damage.


The Vice, in 0.54, was my go-to destroyer escort when I decided I wanted escorts. Fitted with the crazy Neutrino needler missiles, Unstable Photon Cannons and another photon cannon in the locked forward mount, they just spewed forth a sickening amount of things that hurt. 'Course, I also edited the needler missiles and the Photon Cannon to have unlimited ammo in case a battle went on for longer than I expected.

I think the Neutrino destroyers are okay. Never really touched the cruisers at all until the Maul, because asymmetry.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: valefore on September 30, 2013, 08:11:33 AM
and you can buy 2 crappy Neutrino frigates.
But money as balance factor? Nope, far too easy to grind, even for getting the hundreds of thousands needed for the big ships.
Well, that's why I also brought up the balancing point... But cost should have at least SOME importance as it wouldn't make sense to make all ships 1k and call it a day, which I've never seen any modder do.

The Causality disagree with your statement. In the hand of the player, i found it to be the most powerful frigate of the game, save for the Hyperion.
Actually, I always thought that the Causality without the double phase missiles was pretty lame, especially because it was a phase frigate with no strike or high offensive capabilities. Maybe the infinite phase is the problem... But in terms of usability or firepower, I'd just go with the Tempest. And the AI sucks at using it too.

If a nerf could be used for the Neutrinos. It would be i think, increasing the CR cost and implementing CR degradation during battles. Unlike you, i found Neutrinos to be very good at attrition warfare as a lot of their ships got long range weaponry and carrier capability (TheEND would be probably the most effective ship in the whole game for prolonged battles). Well, of course fights can be shorts when you bring the brawlers like the Unsung, Jackhammer MKII or even the Lathe.
Well, I forgot about CR costs but I thought FlashFrozen was going to do something about that. As for the TheEND, that's probably also because the infinite phase... which I think should be fixed... On the other hand, in terms of long range weaponry, I'd say other factions have much better ones. In my opinion, the shields and high armor are what make Neutrino good at attrition, but you have a point.



Helmut when it comes to Hacksaws and Vices, throwing Heavy Blasters or Pulse Lasers on a Hacksaw leads to very different results, same goes for a Neutrino Lance on a Vice. Best of all the AI handles them fairly well so from an ownership standpoint I'd say they're pretty back-boney.
Oooh... i forgot about those. Yeah, I think the destroyers can be pretty strong too because of high flux vent rates and decent weapon mounts.
Hmm.. What do you think about the cruisers or the new capitals? I haven't had time to try them all out.



1) Wait a second, it is constructive feedback, I just express it in a very concise way. For example, the Hyperion: it cost an absurd amount of credits but its negative balance factor is the CR cost, not the price itself.
2) It may look like negative feedback but it's not. I love the factions I give feedback to and I simply want the best for em. I made the campaign integration for this very mod when it was just released, as I saw a lot of potential in it.
Well.. Constructive feedback should mean suggesting ways of improving, regardless of intent. On the other hand, negative feedback should mean identifying problems so other people can realize them, regardless of intent. And I think positive is praising, but anyway, these are the terms I meant. Btw, I completely believe that you have good intent.
That said, feedback is most effective when constructive and negative feedback are given together; identify a problem and suggest ways to fix it. However, simply pointing out problems can be frustrating to a lot of people. At least it frustrates students really easily, and most people aren't very far from students so...

3) Probably the more "veteran" forumers around here know my way to write things, and get my message despite my poor way to manifest it.
Being concise implies being comprehensive. People only get annoyed with you because you emphatically declare things without justifying or contextualizing them. Even if you're correct people are going to perceive it as arrogance rather than intelligence, and anyone who can't work it out is going to feel left out and subsequently annoyed.
Yeah.. the reason I continuously bring this up is because some people in fact do look offended by your comments, Uomoz. I actually believe that you are a nice person, judging from your work here and your previous comment.
However, you have to understand that stating a single line of opinion, which is often criticism, is not helpful to most people. You need to elaborate, because anything not explained is an ambiguity, which can be interpreted in a variety of ways. In fact, it's very easy to be misunderstood and I can occasionally see slight antagonisms arise with you and even people who look somewhat 'veteran'. Even if that's not the case, most people in this forum would probably not be 'veteran' so it would help if you take that into account. Because I think you can and are misunderstood a lot...

Fair point. Not that many of the things I write need a lot of justification, like: "Credit cost isn't really ever a drawback", but whatever xD.
For example, your statement "Credit cost isn't really ever a drawback" really doesn't convey any meaningful information. A reader can know that's your opinion, but why? It is very possible the reader believes otherwise and have his own reasons to believe so. In fact that's most likely the case, or else you wouldn't be making that comment in the first place. However, there is absolutely no reason for the reader to change that thought by looking at the simple statement you made, because the logic or reasoning behind it is not apparent at all. You might as well say that 'If you don't believe in my god, you will go to hell' and it will hold the same accountability and usefulness as the comment you made. What readers may assume is that you are authoritative because you 'declare' your ideas, and that you think the idea is so obvious that it's not worth explaining (because you didn't), which leaves the reader to be a fool which further annoys him.
The last misunderstanding won't happen 100% of the time (although it would happen easily), but this kind of comment is still not helpful. What you could say is that 'I think this, and here is why'. Then the other person might say 'I think this, and here is why. I understand why you think that way, but I disagree with X', and you and the reader actually have a scaffold that they can build a discussion on.


Don't take this as offense because that's not intended. These are constructive+negative feedback, which is your choice whether or not to accept them. But if you don't, you should be prepared to have some people being offended by you once in a while, and they might want to offend you too...
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Uomoz on September 30, 2013, 08:43:37 AM
I never gave any negative feedback, I was just stating an opinion. I didn't try to change any other mind over this matter, so your example is pretty faulted there. I do believe that people can have different opinions and trying to change the other's is not always a good way to deal with it. It was not negative to begin with, not even criticism! I was in a hurry and wrote something quick, you guys read way too much into it.

Keeping it simple: the cost is not a valid way to nerf a ship in this game because most of the time the difference between 5k credits and 50k is minimal in terms of time spent earning it. That's related to the fact that Alex actually made strong ships not only cost more, but with many other downsides. That's it. I see no point in being offended over this, really. Note: I did suggest ways to improve the matter, not long ago.

I can occasionally see slight antagonisms arise with you and even people who look somewhat 'veteran'

Ehrrr what? I have close and super friendly connections with a lot of members on this forum, I think you are a bit exaggerating here... This is a great community, and I have 0 problems with anyone.

I accept the criticism about my one liners and I appreciate that you consider my opinion though :)

#UOMOZ OUT
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Borgoid on September 30, 2013, 11:20:26 AM
Well see now I have a problem with you, you used a hashtag :P


Valefore regarding the cruisers and capitals:
Firstly the Lathe is a monster, iirc it used to be classed as a capital ship and it still feels like one. It's a lot like flying around a Tenzen with a better shield, typical weakness vs multiple small targets but it's so well armored and so maneuverable with the phase skimmer that it's rarely a problem.

The Maul is pretty unique and I'd say completely overpowered, neutrino ships already deal with large ships easily and the Maul does that with the added advantage of absolutely crushing smaller ships, I'm not even sure how to kill it if I'm honest. Pretty much any high dps weapon on this thing is devastating

The Nirvash is really freaking hard to use, effective but.. not in my hands and I'm not willing to take the time to learn to use it well.

TheEnd is pretty much the final say in combat carriers,at least for the non-capitals. The AI doesn't handle it very well but in a human players hands it's a monster.


Not a lot to say about the capitals, they're all exceptionally strong and quite a few of them excel vs multiple targets while retaining their dueling effectiveness. I'm not a huge fan of the asymmetrical Jackhammer though, it's a bit ungainly to use.

Oh I almost forgot about the Colossus - Even if you don't recall/call the drone to refresh its flux reserves, this thing can duel it out with an Onslaught and crush it. Also you can throw on both Unstable injectors and Augmented engines ( at least until 0.61) and cruise around at a balmy 137 speed, (22 base + 50 0-flux + 40 from hull mods + 25 from combat skill) it's pretty hilarious.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Erick Doe on September 30, 2013, 02:44:33 PM
I don't think this is the place to discuss "how people interpret Uomoz's opinion".

I will say this though: his comment on credit cost was aimed at FlashFrozen, and I'm sure that he knows what Uomoz was refering to.

I did. I happen to agree that credit cost is a poor way of balancing things out. It is because (at the moment) credits can easily be dismissed as a balancing factor as it is too easy to get a hold of.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: valefore on September 30, 2013, 02:57:03 PM
I never gave any negative feedback, I was just stating an opinion. I didn't try to change any other mind over this matter, so your example is pretty faulted there. I do believe that people can have different opinions and trying to change the other's is not always a good way to deal with it. It was not negative to begin with, not even criticism! I was in a hurry and wrote something quick, you guys read way too much into it.
I think you misunderstood me on the use of that term... I didn't imply anything negative per se by using the term 'negative feedback'. It should be a neutral term.
But I'd say the opinion was in fact criticism to the idea 'Credit costs are significant in balance', at least that's what it looks like in context. But here also, I'm not implying any emotional or moral charge. It should be perfectly fine and also very helpful for a community to criticize each other and offer solutions, as long as that is helpful and done in good intent (Much like the scientific community). After all, that's why there's a forum. Sure changing opinions may be hard but I think I rarely saw people in this forum unable to take in other people's laid out opinions.

But Yeah, thanks for taking in what I had to say.


I don't think this is the place to discuss "how people interpret Uomoz's opinion".
I will say this though: his comment on credit cost was aimed at FlashFrozen, and I'm sure that he knows what Uomoz was refering to.
I agree. But Silver Silence and FlashFrozen's replies didn't look so fond to me, although this could be obtrusive on my part. But there are at least some people who agree with me, and there's not really a different forum to discuss such matters, so I decided to take it out here where it was hot. I apologize for going off topic though, especially sorry to FlashFrozen.


Valefore regarding the cruisers and capitals:
Firstly the Lathe is a monster, iirc it used to be classed as a capital ship and it still feels like one. It's a lot like flying around a Tenzen with a better shield, typical weakness vs multiple small targets but it's so well armored and so maneuverable with the phase skimmer that it's rarely a problem.

The Maul is pretty unique and I'd say completely overpowered, neutrino ships already deal with large ships easily and the Maul does that with the added advantage of absolutely crushing smaller ships, I'm not even sure how to kill it if I'm honest. Pretty much any high dps weapon on this thing is devastating

The Nirvash is really freaking hard to use, effective but.. not in my hands and I'm not willing to take the time to learn to use it well.

TheEnd is pretty much the final say in combat carriers,at least for the non-capitals. The AI doesn't handle it very well but in a human players hands it's a monster.


Not a lot to say about the capitals, they're all exceptionally strong and quite a few of them excel vs multiple targets while retaining their dueling effectiveness. I'm not a huge fan of the asymmetrical Jackhammer though, it's a bit ungainly to use.

Oh I almost forgot about the Colossus - Even if you don't recall/call the drone to refresh its flux reserves, this thing can duel it out with an Onslaught and crush it. Also you can throw on both Unstable injectors and Augmented engines ( at least until 0.61) and cruise around at a balmy 137 speed, (22 base + 50 0-flux + 40 from hull mods + 25 from combat skill) it's pretty hilarious.
Okay... I think my problem was that I was thinking in mainly old version terms. I thought of the Nirvash for cruiser and Jackhammer for capital, and a lot of others were modded or added later. It definitely seems that Neutrino is somewhat overpowered and I can now see that it is more than I thought.

Well I'll just wait for the next version and see what happens because this is my favorite mod. Hope it lives long.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Uomoz on September 30, 2013, 03:04:11 PM
You wanted to make it hot, I just wrote down an opinion and I believe that Flash have no issue with me whatsoever, as I don't have any with him. I love his mod, and he knows it. You are generating forum drama without any reason. I don't even know what posts are you referring to, reading back this thread. Just stop it here. :) Peace!
Title: Re: Neutrino Corp. (v. 1.7)
Post by: valefore on September 30, 2013, 04:00:06 PM
You wanted to make it hot, I just wrote down an opinion and I believe that Flash have no issue with me whatsoever, as I don't have any with him. I love his mod, and he knows it. You are generating forum drama without any reason. I don't even know what posts are you referring to, reading back this thread. Just stop it here. :) Peace!
That is very strange because just a few pages before (specifically, 9/23), you had an obvious conflict with Silver Silence, with other people joining in. I don't know if you consider that daily and normal but that amounts to small clashes for people around me.

Uomoz, the only time you like a faction is when it's ships are balanced almost to the point of incompetence against any half decent foe.
I find that a rather strongly formulated opinion. And not one that belongs in this thread.
At least what you just said is more serious than this one.


BTW, I may have made this 'forum drama' right after that incident (and few took interest fortunately or unfortunately) but the first comment I made in reply to you just yesterday should have been to the point, without mentioning anyone else in particular but a one line opinion on the way you write 1 sentence comments. Everything after that emerged by going back and forth with people in between, so don't put ALL the blame on me.

Finally, if you want to STOP, try not to make accusations, because with those going back and forth, it'll just go on forever. I understand now that you really didn't take in my or Borgoid's suggestion and don't look nicely upon me. However, I NEVER accused you of anything like malicious intent, inconsideration of other people, dumbness and so on, which you are accusing me of by saying "You wanted to make it hot" and "You are generating forum drama without reason".


As things are now, it looks like this will turn into a fight for the 'last word', without neither side yielding, so you can have the last word after this. Just understand that I can take in criticism but I HAD to confront accusations.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Uomoz on September 30, 2013, 04:15:06 PM
I'm speechless. Yeah me and other guys had a "pretty standard discussion" a few days ago, and the opinions were pretty much 50\50 for each side. I'm ok with that, for each his own.

You are implying that I have conflicts with persons that actually went and wrote something harsh regarding me, first (had to read the conversation again, but it's crystal clear).

I think your opinion and crusade is blatantly biased.

Please, stop posting here about this, PM me if you want to continue this pointless discussion. You are getting silly. :)
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 30, 2013, 04:20:00 PM
Jebus guys, I leave my thread alone for a while and all these messages are barely about balance :p

While yes uomoz may be a bit blunt, I believe his intentions are well meaning, but I take all feedback seriously. So if its any consolation I'm testing a rework of neutrino but its all up in the air, so just gimme some of your patience and understanding that I'll try and polish it up as best I can :D

And maybe if I can get this dumb system gen working.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Uomoz on September 30, 2013, 04:27:22 PM
Some guys went a little out of control, but I guess it's fixed now.  ::)

Pm me what you need for the gen, flash, I can set it up in no time.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Sleepyfish on September 30, 2013, 04:37:06 PM
Flash, did you buff the Unstable Photon cannon? I got absolutely destroyed in a hammerhead, and I couldn't even touch him. Or maybe I was just playing a midline ship, all of which suck nevertheless.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 30, 2013, 05:34:01 PM
Flash, did you buff the Unstable Photon cannon? I got absolutely destroyed in a hammerhead, and I couldn't even touch him. Or maybe I was just playing a midline ship, all of which suck nevertheless.

No one ever complains about the unstable photon cannon, cause it so easy to deny with low tech flak lol.

Didn't buff or nerf it in a long time, but if you do let it split to the final wave, it'll do approx 3k dmg.
Beam pd don't work that well against the unstable projectiles, flak on the otherhand is like a godsend.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Sproiet on September 30, 2013, 06:34:10 PM
Hey Flash, Loving the mod but I ran into a kind of large problem.
I saw previously in the thread that there was some problem with the CR because of the autonomous nature of the mods. So I was starting a new game and needed some easy cargo space. I turn to the polarity (the box with an engine attached  :P) Maybe an hour later, I realize my CR of the entire fleet has fallen to 0% and going into the fleet tab reveals that my polarity is not 'Combat Ready' and that spikes my supply cost of my fleet up to 20 per day...I had to ditch it.  :-\
Title: Re: Neutrino Corp. (v. 1.7)
Post by: FlashFrozen on September 30, 2013, 06:55:44 PM
Depending on your logistics, the early version of 1.7 ( which is probably the one still up ) has a fairly high supplies usage / day so having too many cargo drones may push your logistics down also, make sure you have at least a couple of crew, if you have like 1 crew, you only have 2 logistics available, there's a minimum amount of crew required before you hit you cap on logistics.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Sproiet on September 30, 2013, 06:58:37 PM
The thing is it went from perfectly normal (.9 supplies per day) to 20 supplies per day and 0% CR overall. I have enough crew and a high enough logistics rating to support my measly 5 ships.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: EurypteriD on September 30, 2013, 09:19:45 PM
The thing is it went from perfectly normal (.9 supplies per day) to 20 supplies per day and 0% CR overall. I have enough crew and a high enough logistics rating to support my measly 5 ships.

Did your fuel or cargo space go over the limit?
as i have seen 2 fuel can cause the boat to tip.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: Sproiet on October 01, 2013, 06:55:45 AM
No, I had under the max for fuel and supplies but when the polarity hits up the fleet, the CR hits rock bottom, Zero.
Title: Re: Neutrino Corp. (v. 1.7)
Post by: BrickedKeyboard on October 01, 2013, 11:01:43 AM
Flash, while you are reworking balance, I wanted to comment that some of the 30 supply/day capitals are not worth 30 supplies/day.  One of them is the freighter : it only has the cargo capacity of 2- 5 supply per day freighters, and it does not have the firepower of a 20/supply day capital ship from the vanilla game like the Paragon. 

Furthermore, some of the 30 supplies/day capitals just can't hold a candle to two 15 supply/day onslaughts.

Of course, the Unsung is in a class of it's own.  45/supplies day is a bargain, and at that price, it's the only one of your capital ships that is even worth the supply cost.
Title: Re: Neutrino Corp. (v. 1.725)
Post by: FlashFrozen on October 02, 2013, 05:41:20 PM
I'd like some opinions on a test version, it probably is just plain broken, but compared to the current, I wouldn't know any better :P

First link is a slightly different method of handling flux, Give it a spin and see what it's like, I can probably say it's not balanced but I can work down easier than working up.

http://www.mediafire.com/download/4c8x7418nxbjscc/Neutrino+corp+1.725+Rebal.zip (http://www.mediafire.com/download/4c8x7418nxbjscc/Neutrino+corp+1.725+Rebal.zip)

Second link is a fairly untouched version updated to handle 0.6.1a

http://www.mediafire.com/download/7hw34gf8cwppy4m/Neutrino+corp+1.725.zip (http://www.mediafire.com/download/7hw34gf8cwppy4m/Neutrino+corp+1.725.zip)
Title: Re: Neutrino Corp. (v. 1.725)
Post by: valefore on October 05, 2013, 04:21:03 PM
First link is a slightly different method of handling flux, Give it a spin and see what it's like, I can probably say it's not balanced but I can work down easier than working up.

I didn't play that long but I want to write down my opinions so far.

So from what I understand (correct me if I'm wrong), you greatly increased the flux capacity and greatly decreased the flux dissipation rate for most ships, which reversed the Neutrino's uniqueness in handling flux into the opposite method. The shield efficiency was also lowered to 1.0. This maintains the Neutrino's endurance in face-to-face combat, but once they hit their limit in flux, they are sitting ducks, especially because they are slow and it takes so long to vent the enormous amount of flux.


I think this definitely makes the Neutrino weaker, especially in prolonged combat because eventually flux vent would outweigh flux cap. Because of this, they become much more susceptible to hit and run strategies. It should also put a strain on Neutrino ships on always going for crazy dps weapons instead of flux-efficient weapons.

But I'm personally against this idea because it seems to make gameplay bland. Because Neutrino are often slow and have low maneuvarability, it's hard for them to strategically use this way of handling flux. Most of the time, I found myself trying to close in and throw all I've got before I hit high flux or the enemy escaped. If the enemy was enduring, I'd just fire everything-vent-fire everything-vent until the fight was over. Currently, I think this is the best strategy to fight regardless of the situation, since fleeing and venting in between is not feasible due to slow speeds.
On the side of the opponent, I didn't feel a need to go around the shields as I did before, because it was easier for me to kill off Neutrino ships after they hit max flux and were vulnerable rather than to try to kill them faster when they could still hurl weapons at me (similar to fighting an onslaught or conquest).


On the other hand, before I had to be careful with handling flux because of the low flux capacity (although this became trivial with larger ships that had useful flux caps). If I fired high flux weapons too much while fighting, I could instantly hit max flux and become overloaded. This is why I thought Neutrino frigates weren't that strong because despite their high shield efficiency, they overloaded very quickly with ship-system and weapon usage while they also lacked the speed advantage of other frigates. Coupled with the small shields, I had to be cautious of when to dive in and pick a fight and when to silence weapons and vent flux.



I personally think the original method in handling flux (high vent, low cap) was better because it requires strategy to use effectively. I also think it's unique since I don't know any other faction that uses high vent, low cap like Neutrino does. But I guess it would be harder to balance since most of the time, high vent=high fire power and defense...
Anyway, What do you think about lowering the flux capacity for larger ships even more, like halving? That would put an op strain on weapons and burst flux usage considerations, and also increase the chance of overload, which are most of the weaknesses of Neutrino frigates.
Title: Re: Neutrino Corp. (v. 1.725)
Post by: FlashFrozen on October 05, 2013, 05:31:12 PM
The idea of that was the ships would have a full vent time between 15-25 seconds at full flux, but basically they have such huge reserves that attacking them from the shielded part would be as tough as before, but this has the side effect of making the ships never able to use 0 flux boost most of the time lol,

With the lowered flux, they have to worry about incoming damage and damage output using flux.

I've also have another rebal with 0.4 shields but the same flux dissipation, slightly less effective capacity but more actual reserves. but took away most of the vent bonus ( so it's barely more than normal passive dissipation lol )

By having too low a flux capacity, you actually can't fire a whole lot of energy weapons at the same time, indeed it is pretty hairy in a jackhammer/lathe/singularity, everytime you fire, if you get hit by something, you very well could overload.

The speed at which neutrino could dissipate your efforts was probably the key problem, and it's damn hard to maintain that nice tipping point of balanced vs different.
I personally prefer different, space hipsters ahoy!

Though on the bright side I did manage to finally get a neutrino system in, but no idea the scripts for the fleets anymore they just break everything. :D
Title: Re: Neutrino Corp. (v. 1.725)
Post by: NightmareOwl on October 08, 2013, 01:15:41 PM
Quick question, how to get the falken ? don't know where to start looking for it
Title: Re: Neutrino Corp. (v. 1.725)
Post by: Sidie Hawkton on October 08, 2013, 05:46:21 PM
Although I haven't tried the rebalanced version, I've been a longtime fan of how Neutrino plays.  The banshee is my fav capital, despite the supply costs.  Of course, I was boosting speed with unstable & augmented engines all that time...  Haven't tried much with the new restrictions.  Still, not only do the ships generally more limited firing arcs and flux plan give a great strategic feel, but they fit to my playstyle well.

Only thing that made them OP for me was the ability to mount other mod weapons... highly efficient weapons of unbalanced joy.  NIHIL!!!  or Zorg...
Title: Re: Neutrino Corp. (v. 1.725)
Post by: FlashFrozen on October 08, 2013, 08:51:20 PM
Quick question, how to get the falken ? don't know where to start looking for it

If the Falken has peaked your interest, I suggest being on the lookout for some (not)Suspicious Lone fleets.

High Value Technology TestBeds are usually kept within Corporate Hands rather than Corporate Brochures :P

Although I haven't tried the rebalanced version, I've been a longtime fan of how Neutrino plays.  The banshee is my fav capital, despite the supply costs.  Of course, I was boosting speed with unstable & augmented engines all that time...  Haven't tried much with the new restrictions.  Still, not only do the ships generally more limited firing arcs and flux plan give a great strategic feel, but they fit to my playstyle well.

Only thing that made them OP for me was the ability to mount other mod weapons... highly efficient weapons of unbalanced joy.  NIHIL!!!  or Zorg...

Thanks for the kind words, most people do see to like the Banshee :D Though I'm not sure of the version you're using, but in the current version supplies are really low for standby, but repair costs are pretty hefty. :P
Title: Re: Neutrino Corp. (v. 1.725)
Post by: NightmareOwl on October 09, 2013, 12:26:00 AM
Ok i'll keep an eye out :) but, it's possible to find it even if not representing neutrino on Exerelin?
Title: Re: Neutrino Corp. (v. 1.725)
Post by: Ishman on October 09, 2013, 12:13:48 PM
I'm quite enjoying the low supplies and immense repair costs in the current version; though the almost universal 1% repair rate a day means anything but the most minor scratches require a pit stop at a station, I guess this is supposed to entice you into keeping a repair gantry equipped vessel in the fleet?
Title: Re: Neutrino Corp. (v. 1.725)
Post by: BigNose on October 10, 2013, 09:54:17 AM
I really like the style of the neutrino ships, I play them in Exerelin almost all the time!
Title: Re: Neutrino Corp. (v. 1.725)
Post by: ValkyriaL on October 10, 2013, 09:58:17 AM
I don't like them in that sense, its way to easy if you play as them, fighting them makes the game much more interesting.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on October 10, 2013, 11:14:52 PM
Added a system, may continue tweaking in v1.8 but for now, test and see if it's any decent, lol.

http://www.mediafire.com/download/k3aymptcko47rpr/Neutrino+corp+1.75.zip

Code
Version 1.75
-Lowered shield efficiency of almost all ships from 0.2 => 0.4
-(Slightly under)Doubled Flux Capacity of most ships
-Increased day to day usage a tid bit, most ships increased repair cost.
-Added Corona Australis and Exelion
-Readjusted station stock.


Title: Re: Neutrino Corp. (v. 1.75)
Post by: TimeDiver on October 11, 2013, 12:50:48 AM
Added a system, may continue tweaking in v1.8 but for now, test and see if it's any decent, lol.

http://www.mediafire.com/download/k3aymptcko47rpr/Neutrino+corp+1.75.zip

I was wondering why the Exelion star system wasn't showing up at all on the hyperspace map, and well...

Not sure if deliberate or not, but line 21 of 'data\scripts\world\systems\Exelion.java' is currently:

StarSystemAPI system = sector.createStarSystem("");

whereas it should be written as:

StarSystemAPI system = sector.createStarSystem("Exelion");

Addendum: Then again, considering what is there... maybe it's best left out for now.

Yikes...
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Piemanlives on October 11, 2013, 12:56:04 AM
Will this break saves or not?
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on October 11, 2013, 03:55:00 AM
Added a system, may continue tweaking in v1.8 but for now, test and see if it's any decent, lol.

http://www.mediafire.com/download/k3aymptcko47rpr/Neutrino+corp+1.75.zip

I was wondering why the Exelion star system wasn't showing up at all on the hyperspace map, and well...

Not sure if deliberate or not, but line 21 of 'data\scripts\world\systems\Exelion.java' is currently:

StarSystemAPI system = sector.createStarSystem("");

whereas it should be written as:

StarSystemAPI system = sector.createStarSystem("Exelion");

Addendum: Then again, considering what is there... maybe it's best left out for now.

Yikes...

*snicker whisper snicker*  ;)

Will this break saves or not?


It may break saves, but I personally can't tell , so just keep a backup if it worries you, lol.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Piemanlives on October 11, 2013, 05:46:34 PM
I can confirm as far as I've seen existing saves should work however due to the way games work the new system won't appear unless a new game is started.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Blackout1943 on October 12, 2013, 03:00:08 AM
hey i dont know if this has been talked about already but since their is another faction that is already white(the default starsector faction cant remember what its name is) does that mean you need to change colours or somthing?
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on October 12, 2013, 12:46:23 PM
hey i dont know if this has been talked about already but since their is another faction that is already white(the default starsector faction cant remember what its name is) does that mean you need to change colours or somthing?

I've noticed it a bit as well, the Sindrian Diktat are pretty similar in color, but most colors are running out now, so hmm, white is a shade of grey ( maybe use the 49 other shades? :P )

I'll see how big a problem it'll become
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Doogie on October 12, 2013, 02:23:30 PM
Except that Neutrino ships look nothing like Sindrian ships. At all. It should be fine.
In terms of the map colors, maybe make a slight shade more towards blue.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on October 12, 2013, 02:44:23 PM
Tried that before, looks like.. well Tri-Tachyon then lol
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Blackout1943 on October 12, 2013, 05:14:51 PM
maybe if you wanted to be indie you could make it so that there not even white triangles at all maybe like squares. just a thought
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Jazzrish on October 14, 2013, 08:20:21 AM
i find that AI CAUSALITY no longer activate their amusing Phase Missile System, that's much less cool  :(
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Histidine on October 15, 2013, 12:30:32 AM
To the best of my knowledge, pastel pink is still untaken as a faction color ;)
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Erick Doe on October 15, 2013, 01:58:46 AM
How about a grayish blue?

Spoiler
(http://2.bp.blogspot.com/-LMJ1i6ZM5NE/TYEl-baNAkI/AAAAAAAAAWA/o7IMJblFjP0/s1600/12-paint-wolf-gray-col0507-xlg.jpg)
[close]

Not fully grey, like independents. Not fully light blue, like TT.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: NightmareOwl on October 15, 2013, 06:44:51 AM
50 shades of neutrino ? also gray /Black (thats evil)  or some other diferent color ?
Title: Re: Neutrino Corp. (v. 1.75)
Post by: BigNose on October 15, 2013, 10:11:14 AM
How about a grayish blue?

Spoiler
(http://2.bp.blogspot.com/-LMJ1i6ZM5NE/TYEl-baNAkI/AAAAAAAAAWA/o7IMJblFjP0/s1600/12-paint-wolf-gray-col0507-xlg.jpg)
[close]

Not fully grey, like independents. Not fully light blue, like TT.

I like this, grayish blue FTW!
Title: Re: Neutrino Corp. (v. 1.75)
Post by: HELMUT on October 15, 2013, 10:27:12 AM
+1 for the grayish blue.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on October 15, 2013, 08:45:13 PM
How about a grayish blue?

Spoiler
(http://2.bp.blogspot.com/-LMJ1i6ZM5NE/TYEl-baNAkI/AAAAAAAAAWA/o7IMJblFjP0/s1600/12-paint-wolf-gray-col0507-xlg.jpg)
[close]

Not fully grey, like independents. Not fully light blue, like TT.

I like this, grayish blue FTW!

It's certainly not bad, but it's a little to dark that it sometimes blends in with independents, so I've used a lighter version [130,152,165,255],

I'll see if that's okay but I'll still miss the blinding white :P
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Cosmitz on October 16, 2013, 12:57:35 PM
Offtopic, but having played Exelerin against Neutrino, i find the 10% CR per deployment to be extremely low for what some ships bring to the table.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: NikolaiLev on October 16, 2013, 01:34:12 PM
How about a grayish blue?

Spoiler
(http://2.bp.blogspot.com/-LMJ1i6ZM5NE/TYEl-baNAkI/AAAAAAAAAWA/o7IMJblFjP0/s1600/12-paint-wolf-gray-col0507-xlg.jpg)
[close]

Not fully grey, like independents. Not fully light blue, like TT.

I like this, grayish blue FTW!

It's certainly not bad, but it's a little to dark that it sometimes blends in with independents, so I've used a lighter version [130,152,165,255],

I'll see if that's okay but I'll still miss the blinding white :P

Oh no!  My upcoming mod faction was going to use slate grey!    :-\

Unfortunately, the color turns out to fit both factions.  Then again, colors seem to be running out in the Starsector Modiverse.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Flare on October 16, 2013, 04:59:09 PM
Very few of the neon colours, and none that I know of use the light-powder colour hues.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: NikolaiLev on October 16, 2013, 07:10:19 PM
Very few of the neon colours, and none that I know of use the light-powder colour hues.

Heh, and for good reason.  They seldom fit, and are in general quite ugly.   :P
Title: Re: Neutrino Corp. (v. 1.75)
Post by: namad on October 22, 2013, 07:21:43 AM
CR per deployment seems all out of whack compared to other factions, it might need to be raised at least on some of the ships? otherwise this faction is somewhat OP.  Also how does it work for a ship to be able to phase permanently? doesn't this make the ship invulnerable? also some ships probably need CR lowered, most of the fighters... 100 CR per deployment is probably too high to be sane. probably didn't realize it was 50CR per fighter for a total of 100? a superfreighter the nausicca should probably cost more than 2supplies a day since it's also twice as powerful as any vanilla superfreighter?
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on October 22, 2013, 12:21:46 PM
Thanks for the feedback!

Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.

Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.

From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.

Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.

Title: Re: Neutrino Corp. (v. 1.75)
Post by: lightningcount on October 25, 2013, 12:01:33 PM
Will the Neutrino Corp. ever get a unique troop transport or will it always use the vanilla troop transport?
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Wunder on October 25, 2013, 12:08:48 PM
Thanks for the feedback!

Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.

Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.

From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.

Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.


I need a Superweapon ship, Like a super missile, Cycerins Hammerclaw looked cool, maybe add a side cooporation using before the Tritaychon Smash, old neutrino ships reffitted by pirates

That would be AWESOME
but the name implies
Neutrino
Will be
Neutrino
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on October 26, 2013, 07:39:30 PM
Will the Neutrino Corp. ever get a unique troop transport or will it always use the vanilla troop transport?

They probably won't need something dedicated to such a brutish job, but there will always be ideas to be had.

Thanks for the feedback!

Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.

Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.

From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.

Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.


I need a Superweapon ship, Like a super missile, Cycerins Hammerclaw looked cool, maybe add a side cooporation using before the Tritaychon Smash, old neutrino ships reffitted by pirates

That would be AWESOME
but the name implies
Neutrino
Will be
Neutrino

Lol, why not just combine these two ideas, the ship is basically 1-2 giant booster rockets, it'll function as a troop transport/ boarding ship. The huge booster can be launched to assault a ship/ left on to blaze the transport around.  ::)
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Wunder on October 27, 2013, 05:25:52 AM
 
Will the Neutrino Corp. ever get a unique troop transport or will it always use the vanilla troop transport?

They probably won't need something dedicated to such a brutish job, but there will always be ideas to be had.

Thanks for the feedback!

Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.

Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.

From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.

Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.


I need a Superweapon ship, Like a super missile, Cycerins Hammerclaw looked cool, maybe add a side cooporation using before the Tritaychon Smash, old neutrino ships reffitted by pirates

That would be AWESOME
but the name implies
Neutrino
Will be
Neutrino

Lol, why not just combine these two ideas, the ship is basically 1-2 giant booster rockets, it'll function as a troop transport/ boarding ship. The huge booster can be launched to assault a ship/ left on to blaze the transport around.  ::)
:D
Title: Re: Neutrino Corp. (v. 1.75)
Post by: namad on November 01, 2013, 04:35:04 AM
Thanks for the feedback!

Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.

Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.

From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.

Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.



I actually meant many of the non-fighters cr cost was too low, and also the fighters cr costs being too high... many fighter groups in the mod get 1-2deployments from full not 4-7... and even your ships which do get 7 are comparable to other factions ships that seem to only get 3or4 making 7 seem a bit OP...    I don't think time matters in CR recovery... if it takes eons to regain the factions CR it just means you go to the home station frequently, it recovers CR instantly, the only drawback is the cost, and you're right I noticed the supply cost to recover CR for this faction was very high... the end result though ends up making the buggy high CR cost of fighters too expensive to use, despite how awesome this factions fighters are. a handful of frigates can deploy 5-10times as often for a lower cost than the fighters.

I guess the point I'm trying to make is that CR recovery time in .6.1a is nearly irrelevant because you have to fly back to the station to offload your victory spoils anyways, and when you're there you instantly refill CR.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Wunder on November 01, 2013, 04:25:08 PM
Oh, See, I already knew this,
google images
nexus, the jupiter incident
COLOSUSS
Mega Fortress shield
2 sections
normally in an escort
It appears Mr Frozen
You Like Nexus!
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on November 02, 2013, 08:28:16 AM
Spoiler
Thanks for the feedback!

Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.

Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.

From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.

Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.


[close]

I actually meant many of the non-fighters cr cost was too low, and also the fighters cr costs being too high... many fighter groups in the mod get 1-2deployments from full not 4-7... and even your ships which do get 7 are comparable to other factions ships that seem to only get 3or4 making 7 seem a bit OP...    I don't think time matters in CR recovery... if it takes eons to regain the factions CR it just means you go to the home station frequently, it recovers CR instantly, the only drawback is the cost, and you're right I noticed the supply cost to recover CR for this faction was very high... the end result though ends up making the buggy high CR cost of fighters too expensive to use, despite how awesome this factions fighters are. a handful of frigates can deploy 5-10times as often for a lower cost than the fighters.

I guess the point I'm trying to make is that CR recovery time in .6.1a is nearly irrelevant because you have to fly back to the station to offload your victory spoils anyways, and when you're there you instantly refill CR.


I think I understand now, might be my mistake, but I think it still uses the old x amount of cr per deployed fighter, so I might readjust, but it'll still be much more limited replacements compared to vanilla so you may still only get 2-3 deploys if  you don't lose annny fighters. If you lose 1-2 fighters you probably won't be able to deploy them next fight,

As for the car recovery time, I'm pretty sure Alex has stated that repairing + restoring cr instantly isn't here to stay, so just fighting and docking isn't going to be as viable in the long run, if I could I'd make it so neutrino ships could only repair at high tech stations, not just Hodge podge hegemony outposts,

Oh, See, I already knew this,
google images
nexus, the jupiter incident
COLOSUSS
Mega Fortress shield
2 sections
normally in an escort
It appears Mr Frozen
You Like Nexus!

Yes the colossus is inspired by, the Colossus, too bad I couldn't emulate it in entirety,
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Garmine on November 02, 2013, 11:20:10 AM
Oh, See, I already knew this,
google images
nexus, the jupiter incident
COLOSUSS
Mega Fortress shield
2 sections
normally in an escort
It appears Mr Frozen
You Like Nexus!

Yes the colossus is inspired by, the Colossus, too bad I couldn't emulate it in entirety,

I knew it! :D

(Hmm, and I guess the phased array cannon fits as a Siege Laser....)
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on November 02, 2013, 02:23:31 PM
If I could, I'd of made it so the shield doesn't absorb shots once you get inside, but that's not the case, though beam weapons aren't stopped once you go inside. Hehe the siege laser was pretty neat, pretty sure I can code in the combining system.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Wunder on November 03, 2013, 04:16:56 AM
With the colossus
press n when guardian shield, or in nexus' case fortress shield is up
and you controll it!
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Thule on November 03, 2013, 05:09:56 AM
Flash?

I DEMAND PORTRAITS OF NEUTRINO PERSONNEL NOW!
I want to see how they look.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: HELMUT on November 03, 2013, 06:04:06 AM
For some reason i always visioned the Neutrinos like this:

(http://3.bp.blogspot.com/-D1V82OjYTg8/TwsHaXEwPbI/AAAAAAAAXCA/xWm5qefnkzM/s1600/Mitt.jpg)
Title: Re: Neutrino Corp. (v. 1.75)
Post by: SpaceRiceBowl on November 03, 2013, 10:00:40 AM
lol  :D
Title: Re: Neutrino Corp. (v. 1.75)
Post by: felixsimon on November 17, 2013, 11:53:44 PM
Is there a special condition or something to get Unsung to appear in store, or am I just super unlucky? (I've been escorting neutrino supply convoys for hours now, and still nothing)  :-\
Title: Re: Neutrino Corp. (v. 1.75)
Post by: ValkyriaL on November 18, 2013, 12:00:17 AM
Its a brokensause ship so obviously its not in the store, he does want the mod to be somewhat balanced yuno. :P you have to edit the files to make it appear.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on November 18, 2013, 12:14:49 AM
The only hints I'll give is: "what ever happened to that second star system I added?"

If that is not enough, look on page:
Spoiler
37
[close]

 ;)

Sorry for no portraits to show, but I have generalistic idea of how they'll look, but no time or talent to implement them, as well, currently 2-3 ships on drawing board just cause I love making them :p
Though it seems they kinda put people off with how tough the faction is lol.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Sabaton on November 18, 2013, 03:35:49 AM
somewhat balanced yuno


 The key word here is ''somewhat''  :D

 And yes, some people do think this faction is too strong,( I say it's hella op) perhaps you'd like to rethink their MO?
 Strong, efficient shielding, fast engines, crazy ship systems (look at cycerin for example) coupled with fragile armor and hull might be a start.
 Also, some of their guns need some balancing, me thinks some of their ships have a slight case of weapon spam too...
 It's a shame they're op, they look good and I'd really want to play with them, but then I remember that once I buy one of their cap ship I won't be needing any other ships, and boredom wouldn't be very far.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: ValkyriaL on November 18, 2013, 03:55:57 AM
Its not that they are hard to beat( well, they are), 2V1 and they lose because of their narrow shields and inability to fight multiple targets, in my experience, no ship in the game can beat them 1V1 unless the player controls them, well, usually.

Its more a case that their stats are too great, for example, their shields are way too good for the kind of armor they have. 0.2 shield eff is absolutely colossal no matter how small the shield is, you can get that down to 0.11 or something with elite crew, max CR and hardened shields and + forward shields and extended shields their weakness is gone, now, that on a destroyer combined with 800-1000ish armor and 1-3 second venting + the rather powerful weapons your faction have is just too much.

i'm probably running an old version tho, because i remember you changing their shield eff to 0.4 or 0.6 in some update. and nerfing their armor somewhat. ???

I see the Unsung as a boss ship, much like my Vat IV, its way to powerful to have roaming around, have it as a boss, you beat it, you get it, and you can play around and have fun. ;D
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Bjørn_in_the_Sector on November 29, 2013, 04:16:28 AM
^seconded with a vengeance. Neutrino are unbreakable 1-on-1, but swarms of ships will take them down, due to the thin shield and (relavtively) weak armour. I SOOOOO wish the unsung was in the campaign, though. It's so much fun testing out various large weapons on it (killed 4 other caps in a row with 6 ripper triple masers from the Nomad mod) The advanced proton torps are without doubt one of the best missile systems around - compatible with every size mount, very well scaled in terms of damage (meaning that the smalls aren't too powerful and the larges aren't too weak) and deliciously satisfying to use. Seeing the top edge of my screen fill with friendly missile blips is one of my favourite times of the day. My only concern is that the flux-less photon torp mount got into the campaign, and I'm running around with those plastered to any mount that the'll fit in. (The omnifactory is the devil's tool :P) Not sure about the disruptor as the only PD weapon. I love the pulsars so much that I wish you'd give us a PD laser that does damage (Neutron Pulse PD Laser?) All in all, an outstanding mod that I won't really ever consider not having. Thanks! (and sorry for the wall of text)
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Feralcus on November 30, 2013, 02:45:52 PM
Ermerhgerrhd...

I just got a Falken, it takes like 20-something logistics points and flying it with all the upgrades
is like trying to ride a coked out ferret with a chainsaw... It's awsome... ;D
Title: Re: Neutrino Corp. (v. 1.75)
Post by: momerathe on December 02, 2013, 07:30:41 AM
Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.

So that's what's going on! I see the logic, but it makes them very hard to use in Exerelin in systems where you have no bases.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Doogie on December 02, 2013, 07:33:25 AM
That's why you need to compliment high tech ships like these with mid-tech (Blackrock) or low-tech (Hegemony) vessels.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: SpaceRiceBowl on December 13, 2013, 06:06:17 PM
May I ask how to edit the unsung in?
Sorta a nub when it comes to programming
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on December 14, 2013, 01:50:03 PM
Depends, is this for exerelin or standalone? Standalone already has it ready and waiting,

The only hints I'll give is: "what ever happened to that second star system I added?"

If that is not enough, look on page:
Spoiler
37
[close]

 ;)

Sorry for no portraits to show, but I have generalistic idea of how they'll look, but no time or talent to implement them, as well, currently 2-3 ships on drawing board just cause I love making them :p
Though it seems they kinda put people off with how tough the faction is lol.



For exerelin I guess the easiest way would be to edit mods/Exerelin/data/world/factions/neutrinocorp.faction

Edit with notepad, wordpad, notepad++, anything that can change/add letters in.

Scroll down until you see the fleet listings, you're going to change what ships are delivered to the station
Code
	"fleetCompositions":{
"exerelinGenericFleet":{
            "displayName":"Generic Fleet",
            "maxFleetPoints":140,
            "daysWorthOfSupplies":[30, 50],
            "lyWorthOfFuel":[40, 60],
            "extraCrewPercent":[80, 80],
            "marinesPercent":[20, 20],
            "ships":{
                "neutrino_colossus_standard":[0, 1],
                "neutrino_hildolfr_standard":[0, 1],
                "neutrino_banshee_standard":[0, 1],
                "neutrino_bansheenorn_standard":[0, 1],
                "neutrino_jackhammer_standard":[0, 1],
                "neutrino_jackhammer2_standard":[0, 1],

                "neutrino_grinder_standard":[0, 1],
                "neutrino_lathe_standard":[0, 1],
                "neutrino_maul_standard":[0, 1],
                "neutrino_nirvash_standard":[0, 1],
                "neutrino_theend_standard":[0, 1],

                "neutrino_sledgehammer_assault":[0, 2],
                "neutrino_vice_assault":[0, 1],
                "neutrino_vice_standard":[0, 1],
                "neutrino_hacksaw_standard":[0, 1],
                "neutrino_hacksaw_assault":[0, 1],
                "neutrino_piledriver_standard":[0, 2],

                "neutrino_singularity_balanced":[0, 2],
                "neutrino_relativity_standard":[0, 2],
                "neutrino_causality_standard":[0, 2],
                "neutrino_polarity_standard":[0, 2],

                "neutrino_drohne_wing":[0, 4],
                "neutrino_schwarzgeist_wing":[0, 4],
                "neutrino_floh_wing":[0, 4],
                "neutrino_drache_wing":[0, 4],
            },
        },


add in this line:

Code
"neutrino_unsung_standard":[0, 1],

near the bottom

Code
	"fleetCompositions":{
"exerelinGenericFleet":{
            "displayName":"Generic Fleet",
            "maxFleetPoints":140,
            "daysWorthOfSupplies":[30, 50],
            "lyWorthOfFuel":[40, 60],
            "extraCrewPercent":[80, 80],
            "marinesPercent":[20, 20],
            "ships":{
                "neutrino_colossus_standard":[0, 1],
                "neutrino_hildolfr_standard":[0, 1],
                "neutrino_banshee_standard":[0, 1],
                "neutrino_bansheenorn_standard":[0, 1],
                "neutrino_jackhammer_standard":[0, 1],
                "neutrino_jackhammer2_standard":[0, 1],

                "neutrino_grinder_standard":[0, 1],
                "neutrino_lathe_standard":[0, 1],
                "neutrino_maul_standard":[0, 1],
                "neutrino_nirvash_standard":[0, 1],
                "neutrino_theend_standard":[0, 1],

                "neutrino_sledgehammer_assault":[0, 2],
                "neutrino_vice_assault":[0, 1],
                "neutrino_vice_standard":[0, 1],
                "neutrino_hacksaw_standard":[0, 1],
                "neutrino_hacksaw_assault":[0, 1],
                "neutrino_piledriver_standard":[0, 2],

                "neutrino_singularity_balanced":[0, 2],
                "neutrino_relativity_standard":[0, 2],
                "neutrino_causality_standard":[0, 2],
                "neutrino_polarity_standard":[0, 2],

                "neutrino_drohne_wing":[0, 4],
                "neutrino_schwarzgeist_wing":[0, 4],
                "neutrino_floh_wing":[0, 4],
                "neutrino_drache_wing":[0, 4],

               "neutrino_unsung_standard":[0, 1],
            },
        },

That will give a chance for exerelin to spawn them as a buyable ship,
Title: Re: Neutrino Corp. (v. 1.75)
Post by: SpaceRiceBowl on December 14, 2013, 06:40:20 PM
Standalone, because i never seem to be able to see it spawn in the store.
Dunno if i'm just dumb or what
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on December 14, 2013, 07:17:27 PM
It won't be on sale, you just have to look for it :)

Surprised how many people haven't found it yet
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Ambient on December 14, 2013, 08:59:53 PM
Any chance of this to be reincluded in the Uomoz Compilation?

I really miss the sweet design of the ships.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on December 15, 2013, 01:21:57 PM
That would be up to Uomoz to decide, but if it isn't there as of the moment, I'd say don't get your hopes up :)
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Lucian Greymark on January 03, 2014, 09:27:29 AM
Idk if anyone has figured this out yet, but the banshee norn is completely overpowered, (And I love it!) I equip mine with fluxless neutron pulse canons on the broadsides and four mounts at the back, I have several mods on my game at the moment and it can solo entire fleets. Several times I've actually cleared the simulator of ships with no problems. Totally happy with this mod, the weapons are wonderfully balanced and the ships have an original feel to them that makes me keep coming back for more. My entire fleet is currently comprised of Netrino ships and some of my favorites include the aforementioned banshee norn, lathe class, the END class and Floh class corvettes. Great work, keep it up.

Ps. How do I get my hands on a hammer? ^.^ or maybe one of those nifty looking unsung class ships.....
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Farlarzia on January 03, 2014, 10:18:21 AM
For the unsung look to page 40, Flash left a little clue of how to acquire it there. However the hammer is completely removed from the campaign unless you want to spawn it in. If you thought the banshee was good, you haven't seen anything yet. The unsung eats entire fleets like there is no tomorrow.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on January 03, 2014, 03:08:59 PM
Idk if anyone has figured this out yet, but the banshee norn is completely overpowered, (And I love it!) I equip mine with fluxless neutron pulse canons on the broadsides and four mounts at the back, I have several mods on my game at the moment and it can solo entire fleets. Several times I've actually cleared the simulator of ships with no problems. Totally happy with this mod, the weapons are wonderfully balanced and the ships have an original feel to them that makes me keep coming back for more. My entire fleet is currently comprised of Netrino ships and some of my favorites include the aforementioned banshee norn, lathe class, the END class and Floh class corvettes. Great work, keep it up.

Ps. How do I get my hands on a hammer? ^.^ or maybe one of those nifty looking unsung class ships.....

Glad you enjoy the mod :)

But as Farlarzia said, the Hammer doesn't exist in the campaign in standalone, but I don't think you'll ever need something that crazy in the campaign :p
Title: Re: Neutrino Corp. (v. 1.75)
Post by: theSONY on January 03, 2014, 04:48:34 PM
it's an old one (March 18, 2013) from awesome Weapons Pack 0.31 but i dunno if this opportunity still work   
Spoiler
(http://i.imgur.com/xF3nMQZ.png)
[close]
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Lopunny Zen on January 03, 2014, 10:52:18 PM
Actually the fleet sometimes on rare occasion spawns with the hammer ship...its hilarious but otherwise useless against a player fleet
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Piemanlives on January 03, 2014, 10:56:16 PM
The Hammer ship is so hilarious.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on January 07, 2014, 01:51:00 PM
Since with the changes to cr some ships don't deploy in the hammer mission I've updated with other things to bash, I almost replaced some sound effects that I hope will give some more satisfaction when used.

I'll probably put it up in like....6-8 hours

This is just a minor patch, nothing really new, though I've added more shield tweaks.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: LiquidStang on January 07, 2014, 02:21:31 PM
Idk if anyone has figured this out yet, but the banshee norn is completely overpowered, (And I love it!) I equip mine with fluxless neutron pulse canons on the broadsides and four mounts at the back, I have several mods on my game at the moment and it can solo entire fleets. Several times I've actually cleared the simulator of ships with no problems. Totally happy with this mod, the weapons are wonderfully balanced and the ships have an original feel to them that makes me keep coming back for more. My entire fleet is currently comprised of Netrino ships and some of my favorites include the aforementioned banshee norn, lathe class, the END class and Floh class corvettes. Great work, keep it up.

Ps. How do I get my hands on a hammer? ^.^ or maybe one of those nifty looking unsung class ships.....

It's close, but in my game at the moment the guns and powder neutron cooker completely overwhelmed when I have several ways Norn Banshee (and love) bezflyusnoy me, him, may remain in the fleet. I once had a problem, try cleaning the ship simulator. Defense weapons with a balanced diet, and will be a great feeling to return again and again. At this point in my fleet, including some of my favorite Banshee Norns Netrino, lathes, class and power class corvettes are Floh. Good job, keep it up.  ;)
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on January 07, 2014, 08:46:46 PM
Welp new-ish 1.75 up

http://www.mediafire.com/download/k3aymptcko47rpr/Neutrino+corp+1.75.zip

It ain't Blackrock level sound effects but I adore hearing the Phased Array and Neutron lances go off now :D

Code
Version 1.75
-Changed most shield flux upkeeps from 0.2 to 0.3-0.4 across various ships
-Added CR timers to the Maul, Causality, and theEND
-Reduced Neutron Pulse Cannon damage 375 => 325 

-Changed sound effect for the Phased Array Cannon
-Changed sound effect for Neutron Lances
-Fixed sound effects for the Graviton Inverter, Neutron Pulse cannons, and the Siege Fusor

-Changed Sprite for Darkmatter beam cannons
-Changed Sprite for Pulsed Beam Cannons
-Changed Sprite for Photon Torpedo launchers
-Changed Sprite for Light Photon Torpedo launchers

-Lowered shield efficiency of almost all ships from 0.2 => 0.4
-(Slightly under)Doubled Flux Capacity of most ships
-Increased day to day usage a tid bit, most ships increased repair cost.
-Added Corona Australis and Exelion
-Readjusted station stock.

Title: Re: Neutrino Corp. (v. 1.75)
Post by: Sleepyfish on January 08, 2014, 12:40:01 AM
Goodie! I look forward to the challenge of Neutrino Corp!
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Lopunny Zen on January 10, 2014, 03:42:27 PM
ive stumpled upon something very annoying...the tractor beam doesnt do what it implies...it just makes me spin like crazy...even worse it does it with my shields up which makes no sense...could you by chance make it pull instead of disco part...seems more like the scramble beam more then a pull one
Title: Re: Neutrino Corp. (v. 1.75)
Post by: MesoTroniK on January 10, 2014, 03:43:57 PM
FlashFrozen, I actually have a script laying about that would make the tractor beam behave more like its name sake implies. Poke me on Skype if you want :)
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on January 10, 2014, 05:54:01 PM
FlashFrozen, I actually have a script laying about that would make the tractor beam behave more like its name sake implies. Poke me on Skype if you want :)

I Hope your talking about that, =D
https://www.youtube.com/watch?v=2BcAiSwu-To

I'm not that sure if the current tractor beam really needs a buff, Sometimes I rather have the enemy held in one spot rather than dragging him ( and his own guns) closer to me.

If it was ever possible I'd make it drag enemies closer at low flux , hold them in place at 25% bonus flux and repulse when near 50% bonus flux ( to give you breathing space :p)

ive stumpled upon something very annoying...the tractor beam doesnt do what it implies...it just makes me spin like crazy...even worse it does it with my shields up which makes no sense...could you by chance make it pull instead of disco part...seems more like the scramble beam more then a pull one
And if you get hit by a tractor beam, It's kinda supposed to be annoying, well the shields are attached to your ship, so why would it not affect you :P
Title: Re: Neutrino Corp. (v. 1.75)
Post by: MesoTroniK on January 10, 2014, 06:21:56 PM
Well it is literally that weapon script turned backwards :)

About the advanced mechanics you mentioned, that would be pretty badass...
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Mytre on January 25, 2014, 08:13:03 AM
Will this mod be updated for the newest starsector?
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on January 25, 2014, 05:45:34 PM
Neutrino shouldn't need any fixing for 0.6.2a so you can use it as is :) even the CR changes made vanilla closer to how neutrino CR is like :p
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Mytre on January 26, 2014, 07:15:19 AM
oh. xD ok . then i will download it :D
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Lopunny Zen on January 29, 2014, 03:22:03 PM
the neutrino are broken...they need to have their armor lowered...because not only do they have the broken flux pool and heavy stabilized shields they have normal armor...im not really seeing a weakness in them...and no their shield coverage doesnt count since it usually and always blocks anything that might give you the slight chance of victory...even with numbers which should be their weakness their armor denies even a slight weakness
Title: Re: Neutrino Corp. (v. 1.75)
Post by: ValkyriaL on January 29, 2014, 04:38:44 PM
Are these overpowered? they have high stats. they must be broken right? they also have no vanilla balanced tag, but they can be played with vanilla, so they must be balanced, right? ...right?... I SAY it SHOULD be balanced because i feel that way! Also, your carrier doesn't have enough flight decks, it should have atleast 10 for that size, also, I cannot kill these things because they are specialized and lore wise said to be the nemesis of Tri-Tachyon, which is the strongest faction in this game, you have to nerf them, because hey, i can see that vanilla tag shaded in white!

IS what i WOULD say, but that would be mean... I think.... moving on..
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Flare on January 29, 2014, 05:04:48 PM
the neutrino are broken...they need to have their armor lowered...because not only do they have the broken flux pool and heavy stabilized shields they have normal armor...im not really seeing a weakness in them...and no their shield coverage doesnt count since it usually and always blocks anything that might give you the slight chance of victory...even with numbers which should be their weakness their armor denies even a slight weakness

Have you tried looking at the other half of all available weapons called ballistics? It might have flown under your radar since the lasers and beams tend to have a "omg soo shinie!" quality to them.
Heavylily armored ighters also eat them for lunch as well.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Lopunny Zen on January 31, 2014, 05:36:46 PM
dude ballistics dont do jack...like i said they have normal armor and the shields sponge the damage too much...even the ai has an idea where to point it and the allied ai has no idea how to fight it..they just plow ahead at the shields in vain. Why not have normal range and powered shields..this team is very unique as it is...ive never lost with this team and its easy to take on anything you want...it took me short time to take over the galaxy with this team...point is the shiled range may seem like the downside but they have as many ships as you(perhaps more) they have way more power and survivability...even the auto battle makes them win alot. Other then that the team is very cool looking and the unique weapons brings out their charm
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Lcu on February 01, 2014, 07:06:14 AM
Have anyone found the Unsung? Because i found it in a strange way :)
Title: Re: Neutrino Corp. (v. 1.75)
Post by: MesoTroniK on February 01, 2014, 01:26:22 PM
Was it found in the Sindrian Diktat station in Askonia?
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Mytre on February 01, 2014, 01:45:46 PM
read somewhere between page 40 or 39 . there is a hint :D . also grabing the unsung in campaign is always winning, unless you dont fill all the weapons slots and go solo against the valkyrian boss fleet.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Lcu on February 02, 2014, 01:47:55 AM
I was playing with the Neutrino and Bounty Hunts mod, when I accepted an Escort mission, it was dangerous since it started near the Hidden Pirate Base, and I was terrified when my escort somehow knew that place, deserted, abandoned place.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Silver Silence on February 02, 2014, 02:36:51 AM
dude ballistics dont do jack...like i said they have normal armor and the shields sponge the damage too much...even the ai has an idea where to point it and the allied ai has no idea how to fight it..they just plow ahead at the shields in vain. Why not have normal range and powered shields..this team is very unique as it is...ive never lost with this team and its easy to take on anything you want...it took me short time to take over the galaxy with this team...point is the shiled range may seem like the downside but they have as many ships as you(perhaps more) they have way more power and survivability...even the auto battle makes them win alot. Other then that the team is very cool looking and the unique weapons brings out their charm

Yes. Neutrino ships are very powerful if allowed to take repeated one-on-one fights. Valkyrians are the same as they bristle with firepower. Valkyrians take quite some time to dump flux and their shields are not terribly efficient, meaning the NPCs end up "running hot" quite a bit. Neutrino NPCs can be beaten with numbers as many of their ships focus their firepower in particular directions, usually to the front and their slim shields mean they cannot protect themselves against everything. I haven't played since the release of 0.6.1 as my craptop doesn't have the memory to support Ironclads anymore, but I assume juking Neutrino shields with missiles is still a thing. Maintaining pressure on Neutrino ships is paramount to defeating them because if they are allowed to pick their engagements, they almost always come out on top. OP, they are not. I've died quite a few times in L40 Unsungs of Doom from being too brazen and picking fights with several big ships at once. The Heg Def Fleet when they get all their Onslaughts on the field early, which they sometimes do, quickly makes a mess of most Neutrino ships because they are perfect for maintaining pressure by burning into range.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Amurka on February 03, 2014, 01:41:48 PM
These ships aren't just powerful. They're clearly overpowered. Nearly every ship has it's own superweapons, combined with almost unbeatable shields and ridiculous flux dissipation.

I currently am running a game as the BlackRock faction, and I have some seriously powerful ships, that can whoop ass on most things. Yet when I toss even the FRIGATE sized ships of the Neutrino faction against my CAPITAL ships, they still put up a serious fight. The capital ships are in a whole different league. Even with a ship with 12 torpedoes, 2 Cains, and 2 Twin-barreled Railguns, as well as other KINETIC weaponry, it still takes everything I have to force their shields down at all, and I almost NEVER cause them to overload.

Those MIRV launchers that launch the Red glowing missiles that magically turn into 30 projectiles are way overpowered as well...allowing even tiny ships equipped with them to overwhelm even Dual Thunderstorm defences.

TLDR: Balance this please. We all understand how COOL it makes you feel to make a faction that can kick everything else's ass, but it really doesn't make for fun gameplay.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Doogie on February 03, 2014, 02:11:03 PM
^Player-controlled Blackrock ships can take out entire fleets of Neutrino ships. Especially if the player uses an Imaginos or Desdinova. Also, Blackrock's best ships are frigates, not capital vessels.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Amurka on February 03, 2014, 02:24:47 PM
Yea, that's exactly what I'm saying. BlackRock frigates may be the best/fastest/most cost effective. But the capital ships have more firepower...and that firepower isn't even enough to get through. That's my point.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: HELMUT on February 03, 2014, 02:35:30 PM
If you fight Neutrino ships in 1v1, you are doing it wrong. Also if you think you can overwhelm their defense trough brute force, you are also doing it wrong. No matter how much dakka you throw at them, their venting capacity make that even if you overload them, it's for a very short period of time.

Missiles and beams are very inefficient against Neutrino as they will block them with their shields (with the exception of the Tachyon lance which can snipe long Neutrino ships edges, a blind spot for the AI). Explosive weaponry are the way to go, packed on numerous smaller ships, you will slaughter them. If Antediluvians were updated to 0.6.2, i would say they are the hardest counter to Neutrino. Lot of small, weak ships with a lot of firepower. Carriers based fleets are pretty effective as well.

I have yet to see a vanilla balanced faction that can stand against Neutrino in a straight slugfest, perhaps the Nomad Gila Monster but even then it wouldn't be cost efficient.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Sabaton on February 03, 2014, 02:58:27 PM

I have yet to see a vanilla balanced faction that can stand against Neutrino in a straight slugfest, perhaps the Nomad Gila Monster but even then it wouldn't be cost efficient.

 Just wait until he whose name shall not be spoken finishes his mod.
 ( black and red boss ships )
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on February 03, 2014, 06:13:31 PM
In retrospective, Neutrino is probably in it's weakest state in it's existence as it only has received nerfs, with a sole exception of the jackhammer since the remodeled hull actually allows the ai to utilize it's main weaponry.

These ships aren't just powerful. They're clearly overpowered. Nearly every ship has it's own superweapons, combined with almost unbeatable shields and ridiculous flux dissipation.

I currently am running a game as the BlackRock faction, and I have some seriously powerful ships, that can whoop ass on most things. Yet when I toss even the FRIGATE sized ships of the Neutrino faction against my CAPITAL ships, they still put up a serious fight. The capital ships are in a whole different league. Even with a ship with 12 torpedoes, 2 Cains, and 2 Twin-barreled Railguns, as well as other KINETIC weaponry, it still takes everything I have to force their shields down at all, and I almost NEVER cause them to overload.

Those MIRV launchers that launch the Red glowing missiles that magically turn into 30 projectiles are way overpowered as well...allowing even tiny ships equipped with them to overwhelm even Dual Thunderstorm defences.

TLDR: Balance this please. We all understand how COOL it makes you feel to make a faction that can kick everything else's ass, but it really doesn't make for fun gameplay.

I'll say it like this, If you're using your capital ship to fight a neutrino capital ship, you'll lose 7 times out of 10 unless you have some massive range/ kiting ability.

The best method to beat them is to not be in a situation that is trading blow for blow.
Maneuverability is your best defence against the (Anti-Capital) firepower most Neutrino capitals use.
Swarms of smaller ships (or fighters/bombers those do pretty good) will beat out the defences.
Use a mirv launcher and you'll do a serious number on probably 80% of neutrino ships as the arc can't block all of the missiles.

I've already labelled it as overpowered so I'll only change them as I see fit :)

If you feel like making them weak, just change the Shield effiency to 0.6-1.0  Good Luck!

Title: Re: Neutrino Corp. (v. 1.75)
Post by: Zaphide on February 03, 2014, 06:23:36 PM
Use a mirv launcher and you'll do a serious number on probably 80% of neutrino ships as the arc can't block all of the missiles.

Yeah a MIRV, Annihilator Rocket's and explosive ballistic weapons are the go :) Just ignore the shields and take additional ships/fighters to be able to flank/surround effectively. Swarm tactics :)
Title: Re: Neutrino Corp. (v. 1.75)
Post by: MesoTroniK on February 03, 2014, 10:40:13 PM
So I heard swarm tactics are a good way to deal with Neutrino Corp... (https://www.youtube.com/watch?v=JbMGfNZXtBM)
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Doogie on February 03, 2014, 11:34:50 PM
Yea, that's exactly what I'm saying. BlackRock frigates may be the best/fastest/most cost effective. But the capital ships have more firepower...and that firepower isn't even enough to get through. That's my point.
Nope. You missed it completely. Because the capital ships have "more firepower" means nothing. Blackrock ships are meant for strike tactics; to hit hard where it hurts. Flanking tactics work here. Last time I checked, using a Desdinova to flank was a hell of a lot easier than to use a Karkinos.
If you know how to play, Neutrino ships are easy prey.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: HELMUT on February 04, 2014, 07:03:14 AM
So I heard swarm tactics are a good way to deal with Neutrino Corp... (https://www.youtube.com/watch?v=JbMGfNZXtBM)

Eh funny, i just thought about Exi ships being good against Neutrino due to their missiles circling around shields. Also, Cigen cannons.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: ValkyriaL on February 04, 2014, 07:05:39 AM
shield penning weapons is a hard counter to neutrino (or anything using shields as their main def), so i guessed the cigen cannon as well as my ether would be very effective.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Lopunny Zen on February 04, 2014, 11:51:30 AM
dude ballistics dont do jack...like i said they have normal armor and the shields sponge the damage too much...even the ai has an idea where to point it and the allied ai has no idea how to fight it..they just plow ahead at the shields in vain. Why not have normal range and powered shields..this team is very unique as it is...ive never lost with this team and its easy to take on anything you want...it took me short time to take over the galaxy with this team...point is the shiled range may seem like the downside but they have as many ships as you(perhaps more) they have way more power and survivability...even the auto battle makes them win alot. Other then that the team is very cool looking and the unique weapons brings out their charm

Yes. Neutrino ships are very powerful if allowed to take repeated one-on-one fights. Valkyrians are the same as they bristle with firepower. Valkyrians take quite some time to dump flux and their shields are not terribly efficient, meaning the NPCs end up "running hot" quite a bit. Neutrino NPCs can be beaten with numbers as many of their ships focus their firepower in particular directions, usually to the front and their slim shields mean they cannot protect themselves against everything. I haven't played since the release of 0.6.1 as my craptop doesn't have the memory to support Ironclads anymore, but I assume juking Neutrino shields with missiles is still a thing. Maintaining pressure on Neutrino ships is paramount to defeating them because if they are allowed to pick their engagements, they almost always come out on top. OP, they are not. I've died quite a few times in L40 Unsungs of Doom from being too brazen and picking fights with several big ships at once. The Heg Def Fleet when they get all their Onslaughts on the field early, which they sometimes do, quickly makes a mess of most Neutrino ships because they are perfect for maintaining pressure by burning into range.

you are playing them wrong then..ive played them and never once was i in any danger....even worse if you carrier fleet them...they are unstoppable once you master them...I mean the antedilluvians can get them but they are in progress...plus they still win most of the auto matches.....the one thing that is even bad about neutrinos is the super bomber...its ai doent launch the bomb at all in 96% of battles...it just lumbers about trying to dodge small things

Edited to fix the quote tags -- SeaBee
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Piemanlives on February 04, 2014, 07:31:09 PM
What exactly are you trying to tell us Lopunny? Quoting an entire conversation doesn't help you know.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: ValkyriaL on February 04, 2014, 08:07:02 PM
He is trying to tell us that a modded faction that isn't supposed to be balanced in the first place isn't vanilla balanced but SHOULD be according to him.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Piemanlives on February 04, 2014, 09:39:19 PM
Ah, so Heresy protocol then?
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Silver Silence on February 05, 2014, 02:39:24 AM
you are playing them wrong then..ive played them and never once was i in any danger....even worse if you carrier fleet them...they are unstoppable once you master them...I mean the antedilluvians can get them but they are in progress...plus they still win most of the auto matches.....the one thing that is even bad about neutrinos is the super bomber...its ai doent launch the bomb at all in 96% of battles...it just lumbers about trying to dodge small things

Edited to fix the quote tags -- SeaBee

Don't tell me I'm playing anything wrong in a singleplayer sandbox game. Just don't.

A carrier fleet of Schwarms is hilarious to watch and I believe it was one of the bosses in Uz's Corvus though I think the bosses were scrapped. Is it effective? Eh.. not really. The damage is piddly. Many of the fighters still have the Neutrino train-on-ice handling which puts them at a disadvantage. Those scout drohne wings have a turning radius about the size of a Dominator. The Floh is okay, but if I remember correctly, the beamer is locked in a forward position and has good range but a cruiser or capital will still poke it before it's in range. Floh still has the train-on-ice handling. The super heavy bomber. I used it once. Just the once. I repaired it and stashed it away in the abandoned storage after watching it die due to it's wings literally being clipped till it died. The narrow Neutrino shield does not scale well on a ship so small and with such a wide profile.

I don't think Antediluvians are even a work in progress. Most if not all the mods are a work in progress until their authors drop them, at which point they can be considered done. Pretty sure the Antediluvians can be considered done. According to the OP of the Antediluvians, Erick Doe last updated them for 0.54. I think they were supported for a while longer in Uz's Corvus but have since been trimmed due to bloat.

They win most automatic matches because they are statistically superior to many of their competitors. And the autoresolve is a numbers game. I'm sure those results would turn out quite differently if autoresolves were instead battles played at very high speed. But really, everyone learned that they're good in autoresolve "back in the day" when Neutrino ships had a shield efficiency of about 0.16-0.2 thanks to natural efficiency and veterancy which apparently gave ships a massive edge in the autoresolve. 0.01 efficiency with a 1 degree shield rolls over ships in autoresolve though that would never work in a battle.


Yes, gud ships are gud. They are meant to be gud.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: c plus one on February 05, 2014, 01:26:47 PM

I have yet to see a vanilla balanced faction that can stand against Neutrino in a straight slugfest, perhaps the Nomad Gila Monster but even then it wouldn't be cost efficient.

 Just wait until he whose name shall not be spoken finishes his mod.
 ( black and red boss ships )

Assuming that person could ever stop willingly posting something or other that gets himself nuked off the site, that is. that person seemed to have a passion for self-destruction.

It's not as if we have any shortage of great ships & great techs without the vaporware that person used to tease us with. *shrug* Give me neutrino any old day; all the fun, none of the drama!
Title: Re: Neutrino Corp. (v. 1.75)
Post by: c plus one on February 05, 2014, 02:46:39 PM
you are playing them wrong then..ive played them and never once was i in any danger....even worse if you carrier fleet them...they are unstoppable once you master them...I mean the antedilluvians can get them but they are in progress...plus they still win most of the auto matches.....the one thing that is even bad about neutrinos is the super bomber...its ai doent launch the bomb at all in 96% of battles...it just lumbers about trying to dodge small things

Edited to fix the quote tags -- SeaBee

Don't tell me I'm playing anything wrong in a singleplayer sandbox game. Just don't.

SilverSilence! that is sig-worthy, bro.


as far as i can see, and i've been playing this mod since well before i signed up on the game forum, FlashFrozen never made any claim that Neutrino Corporation is in close balance with any other mod or even with any given part of vanilla. And FF just explicitly reminded the world that this mod is labeled as overpowered, period. frankly, i like +95% of it as it is. even rolling back a nerf or two would be good. now, if i dont even mind often getting my airlock doors blown off by this faction (defeat should always be educational! lol), then i surely dont mind also being in the Neutrino driver's seat and doing a bit of roflstomping myself.

FlashFrozen''s also just made it plain that he's not going to bow to outside demands that significantly contradict his own development vision, whether they might come from a possible 'lone gunman' or even an entire mob of them. I admire him for that.

And no, i'm not >implying that FF is a perfect god and we must mutely grovel at his feet! :D It's cool to listen to player suggestions that're helpful and polite, but a mod-maker is under zero obligation to act upon any of them, either. NC simply is what it is, and certain very vocal critics need to accept that and move on. it's FlashFrozen's party - we're the guests in his house.

a small minority appear to have a really hard time understanding this; IDK why. They might not agree with him (at ALL), and that's honestly fine too, but they need to understand it regardless. However, a player that's apparently trying to 'blame' that basic reality on other players? I don't get that at all. To put it mildly, the recent blunt claim of 'you are playing them wrong then' is not being helpful.

dudes, if somebody expects from a given mod a result that's not different from what vanilla SS gives them, i humbly suggest that perhaps somebody should consider playing another mod. ::)

Anybody with a complaint can simply tweak their own copy of the mod to fit their personal tastes - FlashFrozen just explicitly invited anyone who's getting dusted by NC to do that very thing to weaken it. We are in a 1-player game that has no competitive multi-player powerlevelling aspect, so tweak away and don't worry about it.

Modding gives mod-players huge flexibility in extending and changing the official game, but we can and should change the mods themselves whenever we wish - either based on nothing more than fun whims, or as we feel is 'necessary'. don't be shy about doing that. Sometimes it seems there's a really irrational allergy about that in some game communities.

Title: Re: Neutrino Corp. (v. 1.75)
Post by: Sleepyfish on February 05, 2014, 03:29:54 PM
Nice job on the feels-to-text transition, no rant required!

Anyways, there will always be people who will never get it, it's just a fact of life. Gotta deal with those someday.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Flare on February 05, 2014, 11:52:08 PM
dude ballistics dont do jack...like i said they have normal armor and the shields sponge the damage too much...even the ai has an idea where to point it and the allied ai has no idea how to fight it..they just plow ahead at the shields in vain. Why not have normal range and powered shields..this team is very unique as it is...ive never lost with this team and its easy to take on anything you want...it took me short time to take over the galaxy with this team...point is the shiled range may seem like the downside but they have as many ships as you(perhaps more) they have way more power and survivability...even the auto battle makes them win alot. Other then that the team is very cool looking and the unique weapons brings out their charm

Ballistics create hard flux that can't be vented. You just need to to have good timing when their shields come down to either vent or relieve flux. Other than that, the main feature of ballistics is that some of them are pretty inaccurate, inaccurate enough sometimes to shoot wide of the tiny shield and into the hull. In any case, I don't feel like the neutrino weapon have good weaponry. In most cases, you can let down your shields sometimes because there's such a long delay before the next salvo.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Amurka on February 06, 2014, 12:23:03 AM
Not everyone has the know-how or the time to go through the code and "tweak" OP mods down to fun play-levels. Most of us probably just want to grab the file and go...

So MY proposal is that those people with the know-how, or someone who has ALREADY tweaked it closer to vanilla, post their faction file here on the forums, so the rest of us don't ALL separately need to waste our time...
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Flare on February 06, 2014, 01:19:03 AM
You'd probably stand a better chance of getting that if you include a please in thar and avoid all-capping words :P.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Erick Doe on February 06, 2014, 06:12:09 AM
Not everyone has the know-how or the time to go through the code and "tweak" OP mods down to fun play-levels. Most of us probably just want to grab the file and go...

So MY proposal is that those people with the know-how, or someone who has ALREADY tweaked it closer to vanilla, post their faction file here on the forums, so the rest of us don't ALL separately need to waste our time...

That's fine. But those who wish to post their tweaked versions have to request permission of the mod's original author first.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Lopunny Zen on February 06, 2014, 06:16:02 AM
and yeah they make hardcap but your dead by then and they flux it in half a second
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Punch Clock Horrors on February 06, 2014, 07:49:28 AM
I can attest to the fact that Neutrino vessels are weak against swarms.
I got pulverized in a Banshee when fighting against an astral and a bunch of strike craft. Their side was  90 fleet points and it was overkill.
Neutrino ships are essentially built around requiring that you try and outmaneuver them and pick them apart one at a time.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Silver Silence on February 06, 2014, 08:03:25 AM
Long range ballistic weaponry such as Gauss Cannons from the vanilla game, or Cains from the IFed can push Neutrino flux levels up relatively quickly. And so long as you keep yourself in range of them with the long-range weaponry, Neutrino ships will be fearful of venting their flux, even though it literally takes them 1-2 seconds to do it. Large Neutrino ships such as the Banshee can be clipped as they turn broadside to use their beamers, you can shoot fore or aft, preferably aft so that you burn out their engines and cast them adrift, making it much easier to maneuver around them and keep putting damage into the edges of the ship.

Most Neutrino ships use beamers while a couple use the new batteries which fire projectiles instead. The beamers can be tanked easily though it's ill-advised to try it in a ship like an Onslaught or a Conquest because both have horribly in-efficient shields even after hardening and in the case of the Onslaught, little in the way of passive flux venting. The ones with long-range projectiles are harder to deal with and certainly require multiple ships to attack them with, or just another Neutrino ship of your own that cares not for such shenanigans. You quite simply don't want to take on Neutrino ships with low-efficiency shields or low-tech ships as such ships often come with weak shielding.

Not everyone has the know-how or the time to go through the code and "tweak" OP mods down to fun play-levels. Most of us probably just want to grab the file and go...

So MY proposal is that those people with the know-how, or someone who has ALREADY tweaked it closer to vanilla, post their faction file here on the forums, so the rest of us don't ALL separately need to waste our time...
There's no code to skim through. Starting from the starsector folder, wherever you may have installed that, you go mods > neutrino mod > data > hulls and in the hulls folder, somewhere at the bottom will be a shipdata file. This can be opened in Excel, though I, myself, use OpenOffice to do this. A prompt appears (http://puu.sh/6M4PQ.png) in OpenOffice. All you need to do is make sure that the only separator acknowledged is the comma (,). Then something like this (http://puu.sh/6M4Td.png) will appear. It all looks like random words and numbers with lots of mentions of Neutrino, but all we need to do is scroll to the right until we find the stats (http://puu.sh/6M4Zo.png) for the shields. Here, you can just go through all the shield efficiency numbers and change them to somewhere around 0.6-7. This will severely weaken Neutrino shields and make them much less tanky without adjusting any other aspects of the ships. For reference, "0.2" means that for every 10 points of damage, only 2 points will go toward raising flux. At "1.0" efficiency, 10 damage will translate into 10 flux build-up. "5.0" efficiency would mean 10 damage translates into 50 flux build-up. The lower this number is, the less damage the shields take, though I believe an efficiency of 0.0 breaks the game and I don't know how many zeroes you can put in before that breaks the game (as in setting efficiency to 0.001 which would mean a thousand damage translates into 1 point of flux build-up, or going even further than that). It takes maybe two minutes to do this, in which time you could probably start up the game and start a fight though not finish it. It's really not that long.

@Erick Doe
How about a guide showing how to adjust files and leaving users to do such things of their own volition? Also, you removed the Antediluvians from your signature of mods? R.I.P. ?


NINJA EDIT: Agreed. Neutrino shields might be strong, but they can only exist in one place at any given time. Numbers will win fights against Neutrino ships though not without losses unless you're just flying a fleet of Paragons.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Amurka on February 08, 2014, 02:30:42 AM
Not as bad as I thought. Thanks for teaching a man to fish.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Dragar on February 08, 2014, 02:52:34 AM
Kadur is also pretty good against Neutrino since they have lots of big angry guns with big angry missiles along with fighters/bombers that have the same load out of big angry armament. Also good against the Valkyrie too. Though Kadur Valk fights are pretty funny because they just become these giant armor vs armor slugfests.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Harmful Mechanic on February 10, 2014, 10:00:48 AM
Anything with high per-shot HE damage is going to be great - a cloud of Hounds with Blackrock Squall Cannons or Kadur Assault Coilguns will soften up Neutrino ships nicely. Bomber clouds and midtech fighters like the Thunder are also good choices. Back them up with cruisers and destroyers full of long-range weapons that can snipe exposed hull.

Just in general, the best way to deal with concentrated firepower is with big diffuse forces that have no single strong or weak point to concentrate that firepower on. You might lose Hounds and light carriers and some fighters, but if you lose them to massive overkill then a lot of that firepower is being wasted.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Lopunny Zen on February 11, 2014, 07:53:51 AM
I can attest to the fact that Neutrino vessels are weak against swarms.
I got pulverized in a Banshee when fighting against an astral and a bunch of strike craft. Their side was  90 fleet points and it was overkill.
Neutrino ships are essentially built around requiring that you try and outmaneuver them and pick them apart one at a time.

Thats with every ship alone and the banshee has almost no options against fighters since its missile based and is meant to much bigger ships in the face so of course you lost...that ship never goes alone...but the problem is usually they have the same amount of ships then you and their carrier fleets are far worse then everyone elses except the Interstellar Federation since they have the heavy fighter with sabots that helps a little bit and the Titan Carrier which is VERY expensive to properly equip let alone make my advanced equipment. Aside from that their real enemies are gone right now until 1.0 which were Antediluvian's
Title: Re: Neutrino Corp. (v. 1.75)
Post by: HELMUT on February 11, 2014, 08:11:37 AM
It's not because Antediluvians aren't updated that Neutrinos are unbeatable. In my most recent campaign, i wrecked them with a bunch of Condors, Thunders and Gladius. Condor for long range fire support (it force the enemy to block the Pilums with their shields, leaving the way open for the fighters), thunders for disabling their PD, Gladius for the armor damage. The Warthog works well too but i find them too slow for my taste. And no, Neutrinos never outnumber you (i don't know for Exerelin though), their ships have a pretty big logistic points cost so unless you field massive capitals ships like the Ifed Titan, most of the time you fight them three against one.

Personally i rarely use ships classes higher than destroyer against them, waste of logistic points. No bombers as well, the AI always know when they're unleashing their payload and raise their shields just in time. I don't even bother to take down their shields, just let the heavy fighters doing the job.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on February 17, 2014, 11:28:52 PM
Nothing new to say just testing out gifs and stuff and learning how awful it is to deal with them.

Click the link if you can handle HTML5 but don't want the bandwidth hog of .gifs otherwise open up the spoiler?

http://gfycat.com/FragrantShadyBedlingtonterrier
Spoiler
(http://fat.gfycat.com/FragrantShadyBedlingtonterrier.gif)
[close]

http://gfycat.com/BonyAstonishingDalmatian
Spoiler
(http://giant.gfycat.com/BonyAstonishingDalmatian.gif)
[close]

http://gfycat.com/BitesizedYawningBarasinga
Spoiler
(http://giant.gfycat.com/BitesizedYawningBarasinga.gif)
[close]

http://gfycat.com/EverlastingImportantHound
Spoiler
(http://giant.gfycat.com/EverlastingImportantHound.gif)
[close]

http://gfycat.com/AmusedCookedArmyant
Spoiler
(http://giant.gfycat.com/AmusedCookedArmyant.gif)
[close]

http://gfycat.com/TautTanAlbatross
Spoiler
(http://giant.gfycat.com/TautTanAlbatross.gif)
[close]

Hehe.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Piemanlives on February 17, 2014, 11:58:30 PM
HAMMERS!!!!
Title: Re: Neutrino Corp. (v. 1.75)
Post by: c plus one on February 18, 2014, 12:01:53 AM
I love the Hammership: sick and twisted, but so very original. :D I don't care what else I have to retire back into mothballs in order to add that lulz-machine to my active fleet.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Punch Clock Horrors on February 18, 2014, 05:21:59 AM
The hammer ship causing vessels to spin out of control is the best part.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: HELMUT on February 18, 2014, 08:01:10 AM
I really like your fat frigate, its booster system remind me of BRDY usual hit and run tactics.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on February 19, 2014, 12:51:39 AM
The hammer got nerfed by some changes from 0.6.2a so 'some' mass will be added back on to.. change damage back to a satisfactory level :D

I really like your fat frigate, its booster system remind me of BRDY usual hit and run tactics.

Further testing shall see how it'll be handled, it's pretty fun as a High tech (but kinda low tech) version of a hound..
Title: Re: Neutrino Corp. (v. 1.75)
Post by: NCMagic on March 09, 2014, 08:15:34 AM
Apparently the Floh wings pretty much ignore the Eagis shields (Ship system of the Banshees) , maybe you should take a look at it.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Silver Silence on March 09, 2014, 11:36:30 AM
As the Aegis are drones and the likely targets of the Flohs is the Banshee itself, I'm not all too surprised if they ignore the drones.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: xenoargh on March 09, 2014, 01:04:01 PM
The hammer ship needs an AI that can use it, lol. 

I presume there's a System active when you're swinging it?
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on March 09, 2014, 06:43:56 PM
Apparently the Floh wings pretty much ignore the Eagis shields (Ship system of the Banshees) , maybe you should take a look at it.

Pulse beam cannons behave that way because I set them to pierce ( "pierceSet":[FIGHTER], ) through fighter craft, but drone shields are some how also included in that so they'll bypass their shields too.


The hammer ship needs an AI that can use it, lol. 

I presume there's a System active when you're swinging it?

I'll never be able to think of how to code that so I'll leave to players better judgement to .. utilize it's unique abilities.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Zudgemud on March 10, 2014, 11:28:34 AM
Easy, I cant code at all but I imagine it to be like this:

Find closest enemy, move toward closest enemy, when in sub 1000 range, stop, hammertime!
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Silver Silence on March 16, 2014, 10:41:30 PM
There's something that feels broken when a Norn throws around something like 340x3x6 with a rack of light photon torpedoes. All those delicious universal mounts. Plus longer-ranged medium-sized photon torpedoes which are like 635x6x2. Why are the damage numbers off? I've invested in full missile and weapon damage skills. As I'm not actually playing as Neutrino in my exerelin campaign, my re-appropriated Norn is having to use darkmatter beams that I never found to be particularly great in those medium slots it gets at the back because I haven't seen a Neutrino ship fitted with the DERP, and I didn't want to put any real guns on it like Neutron Pulse Cannons and Pulse Lasers would look out of place. Need a Neutrino Pulse Laser equivalent.  :P
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on March 17, 2014, 10:16:32 AM
Eh, why not :D

Guess I'll base it on Helmut's double cannon thingy
(http://i.imgur.com/ORUCzPJ.png)

(http://i.imgur.com/zj5ov7G.png)

quad pewpew? dual pewpew? *shrug* though it might be a bit large for medium,

(http://i.imgur.com/fEQxL8D.png)

ah well.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Nanao-kun on March 17, 2014, 12:45:21 PM
Awesome.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Silver Silence on March 17, 2014, 02:10:42 PM
Eh, why not :D

Guess I'll base it on Helmut's double cannon thingy
(http://i.imgur.com/ORUCzPJ.png)

(http://i.imgur.com/zj5ov7G.png)

quad pewpew? dual pewpew? *shrug* though it might be a bit large for medium,

(http://i.imgur.com/fEQxL8D.png)

ah well.

If upsized to a large mount and if the barrels were split apart and made more.... barrel-y (such apt descriptiveness), it could make a quad pewpew. I think dual pewpew would work for the medium mount. The barrels look slim enough as to make a rapid fire pewpew instead of slower firing like the Pulse. Slow firing mediums are taken by the Neutron cannons anyway, though variety is the spice of life.


(http://puu.sh/7zgto.png)
^ A weapon from Ascendancy, example of "split apart and made more.... barrel-y", it's what I was thinking of at the time.

EDIT: I'm sure the barrels stick out further in-game when playing Ascendancy, but I just quickly glued the layers together in paint.
Title: Re: Neutrino Corp. (v. 1.75)
Post by: FlashFrozen on March 17, 2014, 03:07:13 PM
Tried a one pixel gap, but somehow i have no idea 3:

(http://i.imgur.com/zj5ov7G.png)(http://i.imgur.com/89M9Whx.png)

It'll prob look better with a black background
Title: Re: Neutrino Corp. (v. 1.75)
Post by: Silver Silence on March 17, 2014, 09:39:03 PM
Will probably look the part on a neutrino ship. Barrels look to be cleaned up a bit, too. Pewpew~
Title: Re: Neutrino Corp. (v. 1.75c)
Post by: FlashFrozen on March 30, 2014, 03:00:28 PM
v.1.75c  ?

- Criticality -
(http://i.imgur.com/l8Q41yf.png)

- Bane - - Misery - - Particle Cannon Array -

(http://i.imgur.com/hks4Adt.png) (http://i.imgur.com/r0nTkPW.png) (http://i.imgur.com/6iTBXi9.png)

I'll leave the current variants a bit before I start adding the new weapons onto them to see what actually would be okay.

Code

Version 1.75c
-Added Criticality, a moderately high performance/drone-hound frigate

-Added Bane and Misery lasers

-Fixed sound effects for the Javelin Torpedo

-Minor increase in Adv. Photon Torp damage but made more susceptible to pd weapons.
-Changed how the Particle Cannon Array fired + stats
-Changed Sprite for Particle Cannon Arrays


http://www.mediafire.com/download/k3aymptcko47rpr/Neutrino+corp+1.75.zip
Title: Re: Neutrino Corp. (v. 1.75c)
Post by: Nanao-kun on March 30, 2014, 07:15:45 PM
Do want.
Title: Re: Neutrino Corp. (v. 1.75c)
Post by: Harmful Mechanic on March 31, 2014, 05:53:20 PM
Loving the Bane and Misery so far - I did change the bolt color because it was bothering me, but Jesus, sustained fire from one of those suckers is great for beating down shields. I'm running Bane/Heavy Blaster on a Grinder right now and it's pretty terrifying, especially with four racks of Blackrock Fury torpedoes as backup.
Title: Re: Neutrino Corp. (v. 1.75c)
Post by: Lopunny Zen on May 03, 2014, 09:25:41 PM
THE End Carrier is glitched...the CR wont recover lol..guess there a lazy bunch of crew members lol
Title: Re: Neutrino Corp. (v. 1.75c)
Post by: Silver Silence on May 04, 2014, 09:18:54 AM
You sure it's a glitch? Not at all? Neutrino ships are incredibly slow to repair and consume extreme amounts of supplies in doing so (they must literally throw boxes of supplies away after eventually finding the one good part to replace damaged parts).
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: FlashFrozen on May 04, 2014, 12:46:03 PM
I've had a 0% CR glitch occasionally but I have yet to determine the cause, so I'm afraid I can't help much.

(they must literally throw boxes of supplies away after eventually finding the one good part to replace damaged parts).

Made me breathe air through my nose harder than usual, but seems like that is working as intended :)


Edit:

v.1.75doubleD ... redo

GO GETS SHADERLIB=> http://fractalsoftworks.com/forum/index.php?topic=7958.0

- Download for Neutrino v.1.75doubleD -
http://www.mediafire.com/download/5h5ysd4mynjtoo0/Neutrino+corp+1.75d.zip
- Download -

Edited 5/13/15: ... Actually made it so it runs when you don't have ShaderLib... yeah

Edited again 5/12/15: Added Support for Dark.Revenant Shaders for maximum disco lights. This is entirely OPTIONAL but go GET IT ANYWAY :p
GO GETS => http://fractalsoftworks.com/forum/index.php?topic=7958.0

Also removed some old crappy weapons, so if you game breaks, you should delete your old ship variants from missions/ stuff.


Minor change this, minor change that.
This mod needs more Bloat!


- Gepard -

(http://i.imgur.com/Gf6kRMU.png)

A high end fighter that brings along 2 Schwarm drones each for additional firepower / decoy.
Armed with a misery and hardy armor.

Can be purchased in a wing of 3 or 6 though the 6 has larger logistical cost as expected.

- Drohne -

(http://i.imgur.com/rjcLU4T.png)

Rework of the old Drohne, no changes other than cosmetic.

- Dual Giga Pulse Laser -

(http://i.imgur.com/FfsppjI.png)
 
Rework of the Dual PBC, this beam laser now does more damage up close then at range.

- Goliath SRM launcher -

(http://i.imgur.com/YkyMBrR.png)

Large equivalent of the Sapper, easily suppresses most PD systems.

An example of Neutrino working with OPTIONAL Pretty lights and stuff from Dark.Revenant's ShaderLib ==> GET IT ANYWAY
GO GETS => http://fractalsoftworks.com/forum/index.php?topic=7958.0


(http://i.imgur.com/JVLJP03.png)

Spoiler

(http://i.imgur.com/FLx06eb.png)(http://i.imgur.com/7iC9B9u.png)
(http://i.imgur.com/qsYwrZc.png)(http://i.imgur.com/kNjJabr.png)
(http://i.imgur.com/3nYwC1B.png)


[close]

Code
Version 1.75doubleD
-Added Shader support
-reworked the sprite of the Portable Phased Array Cannon
-reworked Drohne sprite
-increased OP cost of PAC to 75 OP
-Decreased Burn Speed of Some neutrinos ships down 1-2 units.
-Removed Photon Cannon
-Removed Heavy Photon Repeater

Version 1.75d

-Added Gepard Drei and Gepard Sechs
-Removed Integrated Targeting Units on some variants and replaced with a different hull mod
-Changed up some variants and stuffs
-Added Goliath SRM

-Adv. Photon Torp made even more susceptible to pd weapons
-Changed how Photon Torpedoes and Light Photon Torpedoes tracked
-Reworked Dual Pulse Beam Cannons into Dual Giga Pulse Lasers



- Download -
http://www.mediafire.com/download/5h5ysd4mynjtoo0/Neutrino+corp+1.75d.zip
- Download for Neutrino v.1.75doubleD -
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: Ishman on June 06, 2014, 01:22:39 AM
I'm flabbergasted by how fantastic those lighting effects accentuate the beams. Good stuff.

pewpew
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: Sabaton on June 06, 2014, 02:55:08 AM
The stompiest faction returns with more stomp.
Gonna stomp them gud.
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: Eisbear on June 06, 2014, 11:58:27 AM
i cant get this mod running in uomoz mod :-/

what are the steps i must follow to integrate this faction into uomoz?
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: ValkyriaL on June 06, 2014, 12:38:42 PM
You can't, Uomoz integrates the factions himself and the process is quite extensive from what i've heard.
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: Eisbear on June 06, 2014, 12:52:42 PM
oh i thought

"Credits to Uomoz for bringing us a campaign compatible version Cheesy" would mean an implementation
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: FlashFrozen on June 06, 2014, 02:13:20 PM
It used to be included in Uomoz's mod, but it's been replaced, so you'll have to do some work to get it working again,

But he did help me get the campaign working so it isn't a lie either. =D
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: HELMUT on June 07, 2014, 06:57:59 AM
Just noticed, is it MWO's ppc sound effect when i fire the giga blaster?

Haven't tried Neutrinos in age, i'm going to play a bit more of those new toys for the weekend.
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: FlashFrozen on June 07, 2014, 08:53:13 AM
hehehe, wondered when someone would notice, but yeah it is that sound effect.
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: Lopunny Zen on June 07, 2014, 10:04:21 PM
fighter craft needs a revamp...the Drache, and the Floh are fine..in fact they seem able to fight fighters better then the others...how come they dont have a dedicated fighter for fighter wing capabilities...the problem is the other fighter get clos to fighter and dont fire because they need range and they just circle around them blocking bullets. I think they need to have like a bust PD or something that can fire up close like that or fire in general against fighters. It doesnt feel right that they have a super carrier but the fighters done help much which makes the fleet feel useless because any fleet with a fighter fleet seems to crush Neutrino fleets. Also the TheEnd CR doesnt like to replenish out of yellow, I know they replenish slow and i have dealt with the other ships but this one seems to be a special case and I can barely use it which is bad since its a cheaper carrier then the others by far
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: FlashFrozen on June 07, 2014, 10:39:59 PM
Which specific fighters are bad? I know in general most of the fighters aren't really good at being fighters and I'm fine with that.

Since you listed 2 of 6 fighters, that only gives me 4 others fighters to judge, the schwarzgeist is a bomber wing so they aren't exactly good at fighting fighters, the drohnes are equipped with the same weapon so they are also just as bad.

This leaves the Schwarm and the newly introduced Gepard, the schwarm I think does prettttty well against most things considering it's meagre weaponry.
Try the the gepards, they tear most things up even other fighters, they can come in a standard wing of 3 or a super ($$$) wing of 6.

I've just tested the TheEnd (hehe) again and I'm seeing the CR go up, have you tried just deleting the Neutrino directory and slapping in a current one?

Otherwise post up a screenshot of the ship in the fleet screen and I'll see what I can do.
Spoiler
picture of what i'm talking about.
(http://i.imgur.com/ZVu9c5U.png)
[close]
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: Lopunny Zen on June 08, 2014, 01:35:07 PM
cant the drohne get a beam weapon so it can be a light combat scout vehicle...that can help in those moments and the schwe i count that as a heavy fighter/bomber hybrid...it seems to do good at both if given the distance but the drohne seems useless up close...like they wont attack a mining wing since they are slow and they are up close....i mean the drohne will never get harmed but still shows that they need to have something like a burst PD to handle things up close and give them a weak accurate fighting weapon. the Drache,Floh and schwer are fine its just the drohne needs to either add a beam weapon or replace the photon cannon for it since the actual game ai doesnt know how to handle those fighters
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: HELMUT on June 15, 2014, 09:43:49 AM
Tried a carrier fleet with the new Starsector + update (with the bigger fleets) and still managed to steamroll everyone.

The Gepard Sechs really helped. Those things are absolute monstrosities. There is no reason for the player to take the Drei version as the Sechs give you twice as many fighters for 2 less deployment points. Fighter wings can lose all their CR if all of them get instantly destroyed (in a big explosion or against very thick PDs), with 6 fighters, it almost impossible to instagib 6 Gepards.

Honestly the 6 variant shouldn't be in the game, it's super broken. The 3 variant is already very powerful already.

For the Drohne, i have to agree with Lopunny Zen. Having one wing at early/mid game is okay to capture quickly strategic points but it can't do anything else. Maybe switching the Photon torpedo with a pair of Disruptor? At least that would make it an interesting kind of Scout/Interceptor.

Not much else to say about other fighters. The Drache is kinda useless early game but later it become by far the best Paragon hunter (and other heavily shielded capital ship) of the game. Farming Tri-tachyons fleets have never been easier.

I liked the Misery/Bane guns but the sound is a bit too loud. Having 5 Gepards wings firing their guns can quickly destroy your ears. Also tried a triple Bane on the Maul with their massive range, not sure if if worked very well but at least it looked magnificent.

The Criticality is too good at 7 DPs. While it lack shields (it can still get a front shield generator at tech lvl3) it's still super agile and very hard to hit. In the hands of the player it's almost as deadly as an Hyperion. Raising the DP to 10 would make it more reasonable.

Another problem is the Vice destroyer that does a better job at everything compared to the Piledriver, and it cost 10 DPs to 12 for the Piledriver. Plus a large 360° universal turret, plus two medium missile, plus one medium energy. It's very powerful. It only have 6 burnspeed compared to 7 for the Pile but even at 6 it's still one of the fastest destroyer around. A bit lower flux and OPs but the effect is barely noticeable compared to the advantage of the 360° large mount.

TheEND is extremely powerful too. You can mount 5 pulsed beams on it, which cost very few OPs and can deal an incredible amount of damage. Two launch bays plus almost infinite phase cloak capacity. You can easily backstab other unsuspecting ships and phase back to safety in all impunity.

The AI currently use small fleets to fight but the DPs of their ships isn't actually that high, sometimes even lower than some Tri-tachyons ships. Plus Neutrinos have very small crews, which lower the logistic rating of the fleet so you can field more ships.

I think you should definitely increase the DP for some ships. Neutrinos are supposed to be the high-tech dudes that are always outnumbered, thing is that i wasn't that much outnumbered in my campaign (teched "making do" so i could halve my crew and add more vessels). So yeah, i'm definitely calling for some nerfs here and there so that you can't field as many ships.

But even when outnumbered, Neutrinos are still extremely strong. Managed to take down at lvl 25 an Exigency Harbinger fleet (exi is actually pretty effective against Neut due to their missiles going multiple direction and their CIGEN cannons). That fleet contained 6 capitals ships and 6 Cruisers, plus other stuffs yet i was still able to grind them to dust without losing a single ship or wing. Did the same against Valkyrian royal armada, usually their PDs can make Swiss cheese of carrier fleets but i was still able to loltstomp them (okay, i was using two Jackhammers as carriers but still!). I did this for nearly every giant fleets around.

I think they badly deserve a nerf to their DPs.
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: FlashFrozen on June 15, 2014, 12:32:34 PM
oooh, well thanks for the feedback :D

I'll see what more tuning I can make,

The Drei are the typical wing you'll see the Sechs are like the hyperion's of the fighter world, by having 6 launch you use up like 60% of your fighters CR and probably won't be as good the next fight. You get two wings of firepower but in a wing.
I thought I made it harder to get those though lol, unless bah omnifactory.

Drohne's weren't ever on the high end of offensive prowess, the disruptor idea isn't bad though they do already have flares, but they've been set to not fire on ships anymore, fighters yes more thought on the matter later.

The drache was always veery niche, I only slightly bumped it's bomb dropping frequency recently, though I still wish i could of kept it in a wing of one, (I remember the fighters just died off if it was the last or only one instead of respawning).

soundeffect toned down another 10 notches, but not sure if i can control how many wings your using :p

bumped criticality dp to 10, but lowered armor a bit.

The vice was kinda based on the sunder, but i guess that turret sets it a step above. bumped dp and lowered armor
lowered most of destroyers burn speed too.

I'll clamp down on cr time of the theend a bit more, phase ships need bursty weapons but I still find the ai suicide in that ship too often.


I kinda do want to know how it was for you after battles though, did you frequently run out of supplies/ make pit stops at stations etc.
Thanks again for the detailed feedback =D
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: HELMUT on June 15, 2014, 02:13:48 PM
The Drei are the typical wing you'll see the Sechs are like the hyperion's of the fighter world, by having 6 launch you use up like 60% of your fighters CR and probably won't be as good the next fight. You get two wings of firepower but in a wing.
I thought I made it harder to get those though lol, unless bah omnifactory.

The thing with the Hyperion is that it suck when the AI control it, only the player can really make the Hyperion a big deal so you can only get one in your fleet. It's the same thing with the Imaginos/Indra/Death Bloom. The Sechs is a fighter so this logic don't apply.

And even though we currently only got the Omnifactory mod to duplicate ships, a similar feature will probably be integrated in future SC updates.

So yeah, the Drei is already one of the best if not the best fighter around, the Sechs is just overkill and redundant.

For the after battle, yeah i always come back to a station to sell the loot and repair everything. It's indispensable with Neutrinos because of their abysmal CR recovery and high supply cost to fully repair, it's just impossible to repair outside of a station. Then again i also do it with every faction i play  because i always need to get rid of the loot and no matter how fast they can repair, it's always quicker and more efficient to go back to a station.

In the current state of the game, the low CR regeneration of the Neutrinos isn't a noticeable handicap. Also never ran out of supply with them, they need a lot to completely repair but don't consume that much per day.

Giving them a bigger supply cost per day could be a good idea. I remember the Patrian mod, those ships were devouring supplies at an insane rate, you were forced to take with you an entire convoy of freighter overfilled with supplies to avoid accidents. That would work pretty well with Neutrinos, it will force them to get a lot of freighters with them if they want to fight, reducing the effective number of military ships.

That would also make the Nausicaa finally useful.
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: FlashFrozen on June 15, 2014, 03:28:47 PM
I've toned the exclusivity of it, you can only see it in like... one fleet (by itself) and in one station no restocking though.

Having played it again, I find the low CR regen does affect supply usage in a notable way, in that you'll rarely ever be able to take advantage of the 10% supply usage at max cr so you actually do bleed a lot more supplies than it shows vs a high supply fast repair system.

But that's moot if we just hug stations and insta repair/etc.
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: Dranume on June 17, 2014, 05:30:12 PM
My observations:

1. The Combat readiness recovery is really really slow.  I dont know if this is done on purpose or something is wrong with my game. But once a ship gets below 50% CR, it tends to take forever to get the CR back up.

2. The super narrow shields are problematic, its worse than playing pong on my old Atari.  I would not mind a wider shield arc at the cost of efficiency, maybe 40-50% ship coverage?

3. I feel that some of the energy weapons for this ships, needs some more range..  Some of the short ranges with the weapons coupled with the narrow shields, the Ships have to deal with alot of abuse while they close the distance.

4. I have zero complaints about the torpedoes and missiles, I think they are cool!

So far, I am having fun with the ships and watching all the flashy lights pew pew all over the place.  Thank you for all the hard work that went into this mod!
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: Arakash on June 21, 2014, 01:39:11 AM
Does anyone have any advice for dealing with the drone super bombers?
Ive been playing Exerlin with this mod, fighting them as the Shadowyards faction from another mod.

Ive been running into groups of 3-4 wings of them at once. (so 4+ individual bombers at once)
They can basically overload the shields of any of my ships, including my capital in one bomb.
With about 2-4 bombs, they can kill it as well.

There is very little chance to avoid it or use PD, as the bombers tend to get very close before firing and the bombs themselves have a lot of hp it seems.
Ive tried fighter and frigate cover, but it isn't working amazingly well as the bombers are only moderately fragile.

So far, ive found them to be by far the biggest threat of the entire faction. To me they are more intimidating than pretty much anything short of another capital in that faction.
Ive lost more ships to them than pretty much anything I've fought in the 4-5 large battles ive had so far. (including 2-3 capital ships to the drones alone)

Any advice for dealing with them?
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: sarducardun on June 21, 2014, 02:21:20 AM
You could just be unlucky and SHI can't deal with super-heavy bombers. I would think that having your main capital guns capable of tracking and hitting a large bomber would, maybe, fix it for you but that's probably going to decrease efficiency against other capital targets.
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: Arakash on June 21, 2014, 04:34:44 AM
You could just be unlucky and SHI can't deal with super-heavy bombers. I would think that having your main capital guns capable of tracking and hitting a large bomber would, maybe, fix it for you but that's probably going to decrease efficiency against other capital targets.
I might give an example so its a bit more clear if im making some kind of tactical mistake here.

I just entered a fight with on my side:
2x Charbydis Carrier (quite combat capable)
4x Skinwalker Space Sup Fighter Wing (I usually only have 2 wings, but doubled it to try and counter the drones)
Tartarus Heavy Cruiser
Mimir Battlecruiser

vs:
Jackhammer Battleship
2x Floh Experimental Drone Wing
4x Drache Drone Wing

The Battleship has the flight decks, so its not like i can easily/quickly destroy it so it cant rearm bombers.

The bombers were the first to arrive and i set my fighters on them immediately.
They wernt able to stop the bombers from killing my two carriers and the combat cruiser.
I attempted to assault the Battleship/Carrier alone with my Battleship, but i was struggling to do so solo especially with bombs flying around everywhere.
I did manage to dodge the bombs longer than my cruisers, but I eventually hit one and it was pretty much over.

Its amusing to note that the Jackhammer Battleship did very little, if any of the damage. It didnt even get into range before the cruisers were dead.

I think ill try your suggestion and modify my gun loadout significantly.
If that doesnt work i guess ill just have to mass frigates/fighters and see if that improves my chances.
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: HELMUT on June 21, 2014, 07:48:28 AM
Honestly that Neutrino fleet seems specially designed to screw yours. 4 cruisers and 1 capital ships are exactly the kind of stuff the Drache eat every breakfast. The Jackhammer too is very good at taking down big targets with its phased array cannon so challenging it in a 1v1 with your Mimir is a bad idea.

With 4 wings, no way your Skinwalkers will be able to intercept the same amount of those frigate sized bombers. Plus the 2 Flohs on top of that. Your two Charybdis have a total of four launch bays, you can easily support nearly twice as many fighters. I think MShadowy buffed the Neriad as an interceptor, it's also bloody fast, might be a good idea to try those.

As you said, having more fighters will help a lot against Neutrinos. Not sure about frigates, Drache will ignore them but the Floh's pulsed beam cannon will rip them open.
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: Arakash on June 21, 2014, 09:21:36 AM
Thanks for the advice. Ill check out the other fighters you mentioned and see if i have any success with them and a larger number of them.
By the look of it i also need to revise a bit on how many fighters i can safely deploy.

On the Jackhammer, its a bit of a long story but here it is.

tbh the Jackhammer wasn't that much of a problem in that fight compared to the bombers. The Mimir is very maneuverable with its phase skimmer and the mods ive got on it. The Jackhammer was having a lot of difficulty keeping up and even turning to face me.
The Mimir reminds me a lot of flying the Medusa, which i loved to bits in earlier versions, so i can fly it fairly well.

The thing that eventually killed my Mimir(after bombers had promptly killed the cruisers) was a combination of long range missiles from the Jackhammer and bomb after bomb after bomb from the drones.
I couldn't dodge every single bomb and if i just let one hit my hull it would only take 3 shots to kill me.
So even with a phase skimmer and dodging, i eventually took a hit to the shields. When it hit and even with low flux i immediately overloaded, i couldn't phase skim anymore, so the next bomb and volley of missiles killed me.

Long story short i wasn't feeling threatened by the Jackhammer tbh. Compared to the Bombers, which were the ones that actually killed me, it was far less dangerous.
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: FlashFrozen on June 21, 2014, 11:15:22 AM
It might of been hard to see with all the junk on my main post, but near the bottom I had tips for adding ships in exerelin, conversely it also means you can reduce/remove ships from the exerelin generated fleets,

"
- TIPS For Adding ships to Exerelin -

For exerelin I guess the easiest way would be to edit mods/Exerelin/data/world/factions/neutrinocorp.faction

Edit with notepad, wordpad, notepad++, anything that can change/add letters in.

Scroll down until you see the fleet listings, you're going to change what ships are delivered to the station
Code
	"fleetCompositions":{
"exerelinGenericFleet":{
            "displayName":"Generic Fleet",
            "maxFleetPoints":140,
            "daysWorthOfSupplies":[30, 50],
            "lyWorthOfFuel":[40, 60],
            "extraCrewPercent":[80, 80],
            "marinesPercent":[20, 20],
            "ships":{
                "neutrino_colossus_standard":[0, 1],
                "neutrino_hildolfr_standard":[0, 1],
                "neutrino_banshee_standard":[0, 1],
                "neutrino_bansheenorn_standard":[0, 1],
                "neutrino_jackhammer_standard":[0, 1],
                "neutrino_jackhammer2_standard":[0, 1],

                "neutrino_grinder_standard":[0, 1],
                "neutrino_lathe_standard":[0, 1],
                "neutrino_maul_standard":[0, 1],
                "neutrino_nirvash_standard":[0, 1],
                "neutrino_theend_standard":[0, 1],

                "neutrino_sledgehammer_assault":[0, 2],
                "neutrino_vice_assault":[0, 1],
                "neutrino_vice_standard":[0, 1],
                "neutrino_hacksaw_standard":[0, 1],
                "neutrino_hacksaw_assault":[0, 1],
                "neutrino_piledriver_standard":[0, 2],

                "neutrino_singularity_balanced":[0, 2],
                "neutrino_relativity_standard":[0, 2],
                "neutrino_causality_standard":[0, 2],
                "neutrino_polarity_standard":[0, 2],

                "neutrino_drohne_wing":[0, 4],
                "neutrino_schwarzgeist_wing":[0, 4],
                "neutrino_floh_wing":[0, 4],
                "neutrino_drache_wing":[0, 4],
            },
        },

add in this line:

Code
"neutrino_unsung_standard":[0, 1],

near the bottom
Code
	"fleetCompositions":{
"exerelinGenericFleet":{
            "displayName":"Generic Fleet",
            "maxFleetPoints":140,
            "daysWorthOfSupplies":[30, 50],
            "lyWorthOfFuel":[40, 60],
            "extraCrewPercent":[80, 80],
            "marinesPercent":[20, 20],
            "ships":{
                "neutrino_colossus_standard":[0, 1],
                "neutrino_hildolfr_standard":[0, 1],
                "neutrino_banshee_standard":[0, 1],
                "neutrino_bansheenorn_standard":[0, 1],
                "neutrino_jackhammer_standard":[0, 1],
                "neutrino_jackhammer2_standard":[0, 1],

                "neutrino_grinder_standard":[0, 1],
                "neutrino_lathe_standard":[0, 1],
                "neutrino_maul_standard":[0, 1],
                "neutrino_nirvash_standard":[0, 1],
                "neutrino_theend_standard":[0, 1],

                "neutrino_sledgehammer_assault":[0, 2],
                "neutrino_vice_assault":[0, 1],
                "neutrino_vice_standard":[0, 1],
                "neutrino_hacksaw_standard":[0, 1],
                "neutrino_hacksaw_assault":[0, 1],
                "neutrino_piledriver_standard":[0, 2],

                "neutrino_singularity_balanced":[0, 2],
                "neutrino_relativity_standard":[0, 2],
                "neutrino_causality_standard":[0, 2],
                "neutrino_polarity_standard":[0, 2],

                "neutrino_drohne_wing":[0, 4],
                "neutrino_schwarzgeist_wing":[0, 4],
                "neutrino_floh_wing":[0, 4],
                "neutrino_drache_wing":[0, 4],

               "neutrino_unsung_standard":[0, 1],
            },
        },
AAanndd your done!, note this is only a chance for every ship on the list, so give it some time.
"


Change the line of the max number of bombers that can spawn:

                "neutrino_drache_wing":[0, 4],

                                                     ^
To either 1 ( if you still want a bit of challenge/fun without being overkill:

                "neutrino_drache_wing":[0, 1],

Or just remove the line completely.

Good luck :)
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: Dranume on June 21, 2014, 11:59:26 AM
Any idea on why Neutrino Corp ships have such a crappy CR retention and recovery?
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: FlashFrozen on June 21, 2014, 12:13:18 PM
They have around 25%-33% lower logistical costs over vanilla ships as well as 25%-50% less CR required per deploy, but suffer having really low CR regen rates of 0.5% a day.

So recovering CR in space is usually slow and inefficient requiring neutrino fleets to generally be at arms length of a station to be at max CR,

oh and
... consume extreme amounts of supplies in doing so (they must literally throw boxes of supplies away after eventually finding the one good part to replace damaged parts).

Yeah. :p
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: ValkyriaL on June 21, 2014, 12:13:39 PM
because they are insanely strong and need something to keep them chained down. ;D
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: AsterPiano on July 11, 2014, 07:56:00 AM
Oh, I just noticed, is this influenced by Eureka Seven?
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: FlashFrozen on July 11, 2014, 10:15:49 AM
There are references all over, eureka seven included :p
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: AsterPiano on July 11, 2014, 10:28:16 AM
There are references all over, eureka seven included :p
Thought so. xD
Btw, this is my favourite Starsector mod. I love the look and feel of these ships.
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: FlashFrozen on July 11, 2014, 04:48:21 PM
You patronage is greatly appreciated, if you have the time fill out our quick survey and join our subscriber list for the biggest discounts!

But really keep enjoying what you like :)
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: pigreko on September 19, 2014, 06:59:43 AM
managed to play with the rm-r ;);) the ship itself is not that beautiful, I mean the design is good but something found on all the other neutrino ships was missing, like the sleekness maybe (I've not that clear in my mind).

there are so many hard and mount points and so many ordinance points!!!!!!! I tried tons of outfits just for fun. Like the all beams, with the ZORG HANDLER RAY + LONGINUS = fu***ng Eclipse Dreadnoght from star wars. But then I just equipped pulsar beams EVERYWHERE and look at it go. So GOOD! ahahahh It even shredded a templar fleet (not in autopilot tho, it needed direct control, nevertheless it was easy).

thank you for this mod.
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: FlashFrozen on September 19, 2014, 01:48:37 PM
Glad you enjoyed the 'hard drive eraser' it really is just a mash of all the previous ships to make a franken-capital, just to give some something actually op for people to play with :)
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: pigreko on September 19, 2014, 03:28:40 PM
are you planning to update the mod with something else?/are you working on something else?
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: Arkangelmark5 on September 19, 2014, 07:59:01 PM
I believe that he is working on his new mod:
http://fractalsoftworks.com/forum/index.php?topic=8147.0
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: FlashFrozen on September 19, 2014, 09:57:37 PM
I'll most likely update it for compatibility and or balance for 0.65a but I'll work on both as necessary.
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: unbiased102 on November 01, 2014, 09:43:14 AM
Please make the purposely OP r*rm class ship have more Large Universal, its meant to be OP from the looks of it, so I'll just say it is not OP enough to be Super overpowered   
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: unbiased102 on November 13, 2014, 07:20:03 PM
I love the mod but is it updated to 0.65.1 yet?
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: FlashFrozen on November 15, 2014, 12:25:16 AM
Believe it or not I have yet to actually figure out how to make it work with 0.65.1a yet :D

I'm still only pecking at it, so I'll see if I can devote some actual time to making it work, Sorry no eta.

If I get this mod or my other one working I'll probably pump it out the fix fairly quick.

And to the rm -r  hehe, and I already consider the op part as the teleporting. :p
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: ssthehunter on November 17, 2014, 06:12:50 PM
I miss my pulsar beams Q~Q
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: XxHardStyle on November 24, 2014, 06:10:33 AM
can somone help me? i am trying to install it does not work... it says "Fatal:JSONObject("logo") not found. check starsector.log for more info."and when i check it says" 7446 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - org.json.JSONException: JSONObject["logo"] not found.
org.json.JSONException: JSONObject["logo"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
   at com.fs.starfarer.loading.void.super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
"
help me plz.. i just want to play. same thing happends with the project valkyrie mod..
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: ValkyriaL on November 24, 2014, 06:20:58 AM
Because neither mod is updated, Valks have this detailed in its title, Neutrino doesn't because he hadn't included the game version in the title.
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: AsterPiano on November 29, 2014, 03:08:05 AM
Believe it or not I have yet to actually figure out how to make it work with 0.65.1a yet :D

I'm still only pecking at it, so I'll see if I can devote some actual time to making it work, Sorry no eta.

If I get this mod or my other one working I'll probably pump it out the fix fairly quick.

And to the rm -r  hehe, and I already consider the op part as the teleporting. :p

I thought this was all you needed?

A faction needs to contain everything that 0.65 faction have. This includes faction flag, specific faction names with/without prefixes and a whole bunch of ship roles. Aside from that you don`t need anything else.


But I'm probably wrong (I don't program or anything). Although the error you get is 'Fatal:JSONObject("logo") not found' have you tried that?
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: TartarusMkII on December 02, 2014, 08:06:33 AM
Heya, I love the artwork in your mod, perhaps more so than any other faction mod I've seen. I wish you the best of luck in getting it compatible!

But I did want to share one suggestion for you: I totally recommend putting the game version that Neutrino is compatible with in the thread's title like the other faction mods. It would cut down a lot on people running into problems with the mod (just as I did.)

Thanks!
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: Lucian Greymark on December 05, 2014, 06:12:54 PM
Any progress with the fix? I can't wait to get my hands on more fluxless proton cannons

Those things were so broken
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: tanith on December 05, 2014, 08:48:00 PM
I'm hoping for a combo Neutrino-Diable Avionics release too.  Love your stuff, FlashFrozen!
Title: Re: Neutrino Corp. (v. 1.75doubleD)
Post by: Sidie Hawkton on December 09, 2014, 04:07:17 PM
I'm just looking forward to the ships. I can't find any that have the same feel. Please keep it coming... It'll be awesome to see these ships in the new economy.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: FlashFrozen on January 09, 2015, 07:10:17 PM
It'ss alliiiiiive, Apologies in advance this took way too long to figure out.

Early economy set up so everything is probably ridiculously hard to find, if you have concerns feel free to post.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Spenz on January 09, 2015, 07:21:08 PM
Eeeexcellent!  It is all falling into place.  Soon starsector will run as before and...

"0.65.2 has been released"

...
.....
.......

.....F&*K
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Silver Silence on January 10, 2015, 05:48:53 AM
Ah good, time to throw the Neutrino into the fray.

Whoa, wait, what is that specialty ship that looks like a Norn combined with a MkII Jackhammer? Is that a new capital ship for me to quest for?
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Lcu on January 10, 2015, 06:41:47 AM
I see you have changed the color of the Javelin launcher, it fits perfectly with the Neutrino ships now :)
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: gofastskatkat on January 10, 2015, 03:12:11 PM
keep getting an error saying "Fatal: Ship hull spec (neutrino_sinanju) not found!"
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: FlashFrozen on January 10, 2015, 04:22:37 PM
keep getting an error saying "Fatal: Ship hull spec (neutrino_sinanju) not found!"

That was a ship from a previous version which got took out in this one, did you delete the whole neutrino folder before adding in the new one?
Else it may be from a previous mission save where you played with it maaaybe. so you may have to delete mission saves

Fractal Softworks/Starsector/saves/missions

but try a clean paste first
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Sabaton on January 11, 2015, 02:07:19 AM
 I like pitting these guys against the templars.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: gofastskatkat on January 11, 2015, 08:11:05 AM
yeah, i figured out that i forgot to delete the old folder, but now i cant play neutrino with other mods without it crashing... need to find that post about expanding the mem again...
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Midnight Kitsune on January 12, 2015, 06:21:54 AM
yeah, i figured out that i forgot to delete the old folder, but now i cant play neutrino with other mods without it crashing... need to find that post about expanding the mem again...
Open your starsector folder and look for the file named "vmparams". Open this in notepad and set the setting "-Xmx1024m" to something like "-Xmx1536m"
Also you might want to use 64 bit java if you have a 64 bit system
64 bit java post: http://fractalsoftworks.com/forum/index.php?topic=8726.0
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: gofastskatkat on January 14, 2015, 11:18:09 AM
yeah, i figured out that i forgot to delete the old folder, but now i cant play neutrino with other mods without it crashing... need to find that post about expanding the mem again...
Open your starsector folder and look for the file named "vmparams". Open this in notepad and set the setting "-Xmx1024m" to something like "-Xmx1536m"
Also you might want to use 64 bit java if you have a 64 bit system
64 bit java post: http://fractalsoftworks.com/forum/index.php?topic=8726.0
Tried, keeps saying "access is denied"
EDIT: Figured it out, even though my account is an admin one i had to go change the "users" to be able to modify it also cause my account is under both...
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Flying_Whale on January 15, 2015, 09:50:52 AM
Hello everyone. I do not understand, how can I get the reputation to at least favorable level ???. I want their ships and hardware, but they're neutral, military market is closed.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Midnight Kitsune on January 15, 2015, 11:16:51 AM
Hello everyone. I do not understand, how can I get the reputation to at least favorable level ???. I want their ships and hardware, but they're neutral, military market is closed.
Trade and blasting their enemies in systems that they have a base are the best ways
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Flying_Whale on January 15, 2015, 11:55:37 AM
Hello everyone. I do not understand, how can I get the reputation to at least favorable level ???. I want their ships and hardware, but they're neutral, military market is closed.
Trade and blasting their enemies in systems that they have a base are the best ways
But who are their enemies????? There are no even pirate fleets near them.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Nanao-kun on January 15, 2015, 01:13:50 PM
Hello everyone. I do not understand, how can I get the reputation to at least favorable level ???. I want their ships and hardware, but they're neutral, military market is closed.
Trade and blasting their enemies in systems that they have a base are the best ways
But who are their enemies????? There are no even pirate fleets near them.
There's a Neutrino station in Corvus.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Flying_Whale on January 16, 2015, 08:03:52 AM
Hello everyone. I do not understand, how can I get the reputation to at least favorable level ???. I want their ships and hardware, but they're neutral, military market is closed.
Trade and blasting their enemies in systems that they have a base are the best ways
But who are their enemies????? There are no even pirate fleets near them.
There's a Neutrino station in Corvus.
Thank you)
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: TartarusMkII on January 17, 2015, 12:25:45 AM
Just wanting to notify:

Bug: jump into system via stars is broken - as in, I have the skill that's supposed to grant that (Applied Physics at 7+; in my case I took it to level 10 for hardened shields), and all I get is a dialog saying "You are unable to use this jump point".

Active mods:
SS+ 2.4+
II 1.6.1
LazyLib 2.0b
Neutrino 1.80
Omnifactory 1.10b
Shadowyards 0.5.2.2
Templar 0.9.3g
Shaderlib beta v1.02
Console 2.3
Save Transfer 1.3

There is a bug, but it's in the Neutrino mod.  Neutrino overrides the SS+ campaign plugin with the vanilla one (for no reason), so as long as you're using that mod you will not have the new SS+ boarding/repair mechanics and you can't use star wormholes.

It's a plugin overwrite, not a file overwrite.  You have to delete "sector.registerPlugin(new CoreCampaignPluginImpl());" from neutrinoGen.java and recompile the Neutrino .jar file.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: FlashFrozen on January 17, 2015, 01:05:15 AM
Just redl 1.8 I've already updated and it should... be okay? maybe.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: LB on January 17, 2015, 01:42:54 AM
Neutrino is my favorite mod, and it's great to see it back.

Will you be doing a balance pass on the missiles for parity with vanilla? I also noticed that slight imbalance when I was playing with Diable Avionics.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Gejnor on January 17, 2015, 05:00:14 AM
Is the Solar Powerplant the only Neutrion station in Corvus?

The reason for me asking is that i can only access the Open and Black market, there is no Military Market tab to even use, and im at "Friendly" reputation.

If it helps im using
SS+ 2.4+
LazyLib 2.0b
Neutrino 1.80
Shaderlib beta v1.03
Diable Avionics 1.0
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Flare on January 17, 2015, 06:07:44 AM
Some stations just aren't big enough to house all the bells and whistles like a faction devoted shipyard. You'll probably have to look in other systems to find their more developed areas.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: FlashFrozen on January 17, 2015, 07:05:57 AM
Neutrino is my favorite mod, and it's great to see it back.

Will you be doing a balance pass on the missiles for parity with vanilla? I also noticed that slight imbalance when I was playing with Diable Avionics.

Just point out which ones and I'll take a look, there were some reductions for the Adv. Photon torps recently.

Is the Solar Powerplant the only Neutrion station in Corvus?

The reason for me asking is that i can only access the Open and Black market, there is no Military Market tab to even use, and im at "Friendly" reputation.

If it helps im using
SS+ 2.4+
LazyLib 2.0b
Neutrino 1.80
Shaderlib beta v1.03
Diable Avionics 1.0

If you're at friendly, Go and have a look inside Corona Australis, see if anything tickles your fancy over there. It's kind of awkward over there atm because there's no pirate presence.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Wyvern on January 17, 2015, 07:49:45 AM
Just redl 1.8 I've already updated and it should... be okay? maybe.
Verified as fixed... but the fix won't work until you make a new save.  Fortunately, we've got the save transfer mod for that.  Of course, apparently there's an Unsung in storage somewhere, which you suddenly acquire when you use the save transfer mod...
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: FlashFrozen on January 17, 2015, 08:07:17 AM
I have no idea how the transfer mod works but now how would I make the abandoned station more abandoned mmm
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Wyvern on January 17, 2015, 08:23:16 AM
Transfer mod finds everything in player storage and copies it into their fleet in the new save.  The way to prevent a ship from being copied like that is to make a special market for it - see the Autofactory for an example of a market with some really strange rules - you'll probably want a -100% tariff (so the player can pick up the ship for free), and rules that prevent the player from selling anything to the market.

(Edit: Or, of course, you could say that the save transfer mod is a form of cheating - which it kinda is - and that you're just not going to worry too much about it.)
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Dark.Revenant on January 17, 2015, 12:33:09 PM
... Why is there an Unsung in an abandoned station?
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: FlashFrozen on January 17, 2015, 12:41:22 PM
Its a toy that you consent to use and know being overpowered, and since its hidden and not common knowledge, consider it an easter egg :)
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Deathfly on January 18, 2015, 04:04:39 AM
well...I accidentally found that Unsung in a bounty hunt long time ago.
Then i tried to take it out and got myself stuck in that god**** system because Unsung's 20/ly fuel demand drain me out instantly.

Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Gejnor on January 18, 2015, 04:23:46 AM
Some stations just aren't big enough to house all the bells and whistles like a faction devoted shipyard. You'll probably have to look in other systems to find their more developed areas.

If you're at friendly, Go and have a look inside Corona Australis, see if anything tickles your fancy over there. It's kind of awkward over there atm because there's no pirate presence.

Oh, do'h, i checked some systems just incase there was something like this and didn't even think about if there was a NEW system or anything, i'll go there post-haste, thanks!
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Tommy on January 18, 2015, 06:54:53 AM
Can someone PM me the abandoned station where the Unsung is ? :)

Don't want to spoil the chase for anyone else, but I did search basically everywhere for it!
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: vaio on January 21, 2015, 12:17:26 PM
Necessary to alter CR recovery rate (per day) - it Very Low !
Onslaught has the Lowest CR recovery rate 3%, Paragon  has the CR recovery rate 4%
Neutrino ships has Lowest CR recovery rate 0.5% (these ships are always not ready to fight, but always consume resources).
I hope that will fix this problem.

And in Vice Destroyer ship system is written : Scout Drohne (may be change this to Scout Drone)
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Farlarzia on January 21, 2015, 12:50:17 PM
They're designed to be high tech ships, that only lose a small amount of CR per battle, but have a very low recovery time, meaning using stations becomes a much bigger consideration, its one of the things that helps balance them.
Without it they'd be even more powerful, and hey, you need to drag them down somehow.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Velox on January 21, 2015, 03:01:33 PM

I haven't played with the Neutrino ships too much yet, but I am totally in love with the Causality.  It doesn't have the speed and acceleration to get to weak spots phased and it's pretty fragile, so attacking up-front with shorter-range/high-alpha weapons (heavy blaster etc) are a quick way to an equally quick fireball.  However, it has just enough maneuverability/acceleration profile to keep at range for most ships and hammer on them with a lightning gun and the phase missile ability.  It's a good challenging fight alone but when you're coupled with some other ships it's just pure murder - if someone has to vent, it's very hard for them to avoid strikes from the Causality's lightning bolts and missiles.

The only things that are a little confusing are the missiles.  They tend to appear in semi-random formations (which can be handy, especially if one appears behind someone's shields!) but have a very short burn time, which means that they have trouble actually even getting properly moving toward the target (pursuing anything is totally out.)  More puzzlingly, on a fairly regular basis I'll fire the ability and no missiles at all arrive (or occasionally just a singleton.)  I know they go after the current target so I suspect sometimes I'm just materializing missiles off-screen pointed at something else, but there are definitely cases where I'm right in range - targeted on the enemy - and trigger the ability; flux builds up and the usage count goes down, but no boom. 

Is there perhaps some way I'm missing of knowing something about the missiles before I fire, like where exactly they are or how many are in position so that I can better plan/time firing the ability?

Anyway, it's a great ship for lurking around fights beating on stragglers and for pretty tense battles with single enemy ships, but gets eaten alive by missiles and fighters (high cloak cost and low flux pool) and fighting multiple enemies at a time is seriously dangerous.  I totally dig it and it's fun as all get out to play.  Nice work, and thank you!
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: FlashFrozen on January 21, 2015, 03:24:31 PM
Necessary to alter CR recovery rate (per day) - it Very Low !
Onslaught has the Lowest CR recovery rate 3%, Paragon  has the CR recovery rate 4%
Neutrino ships has Lowest CR recovery rate 0.5% (these ships are always not ready to fight, but always consume resources).
I hope that will fix this problem.

And in Vice Destroyer ship system is written : Scout Drohne (may be change this to Scout Drone)

If you'd like you can re-dl for a slightly more upto date 1.8 just redl, I ninja update all the time but I've cut some supply costs almost in half, but they are a bit more expensove to buy. As well some of the names are German so that's what drohne is :p


I haven't played with the Neutrino ships too much yet, but I am totally in love with the Causality.  It doesn't have the speed and acceleration to get to weak spots phased and it's pretty fragile, so attacking up-front with shorter-range/high-alpha weapons (heavy blaster etc) are a quick way to an equally quick fireball.  However, it has just enough maneuverability/acceleration profile to keep at range for most ships and hammer on them with a lightning gun and the phase missile ability.  It's a good challenging fight alone but when you're coupled with some other ships it's just pure murder - if someone has to vent, it's very hard for them to avoid strikes from the Causality's lightning bolts and missiles.

The only things that are a little confusing are the missiles.  They tend to appear in semi-random formations (which can be handy, especially if one appears behind someone's shields!) but have a very short burn time, which means that they have trouble actually even getting properly moving toward the target (pursuing anything is totally out.)  More puzzlingly, on a fairly regular basis I'll fire the ability and no missiles at all arrive (or occasionally just a singleton.)  I know they go after the current target so I suspect sometimes I'm just materializing missiles off-screen pointed at something else, but there are definitely cases where I'm right in range - targeted on the enemy - and trigger the ability; flux builds up and the usage count goes down, but no boom. 

Is there perhaps some way I'm missing of knowing something about the missiles before I fire, like where exactly they are or how many are in position so that I can better plan/time firing the ability?

Anyway, it's a great ship for lurking around fights beating on stragglers and for pretty tense battles with single enemy ships, but gets eaten alive by missiles and fighters (high cloak cost and low flux pool) and fighting multiple enemies at a time is seriously dangerous.  I totally dig it and it's fun as all get out to play.  Nice work, and thank you!


Glad you enjoy the mod! The causality was always a bit of bugger, the phase missile system actually is just a spray of 5 hidden missiles that if they get near an enemy they'll spawn phase missiles, so if those 5 hidden don't actually get near an enemy they don't give any phase missiles.

Always keep an eye on your flux an overload is very easy to get :p
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: NightfallGemini on January 22, 2015, 07:26:30 AM
I know Diable works with SS+ (granted, they don't seem to crank out their faction specific stuff very often, might just be low rep though), but how compatible is Neutrino?
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Flare on January 25, 2015, 10:25:08 PM
I've gotten Neutrino to work with a whole bunch of mods like SS and Diable, Junk Pirates, etc.

The game will start and the station in Corvus works, but the inventory at the small research station in their home system will cause the game to freeze up.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: jupjupy on January 26, 2015, 10:12:38 AM
Phased Array Cannons: The Finest In Destroying Those Blasted Templars
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Deathfly on January 26, 2015, 07:25:33 PM
Phased Array Cannons: The Finest In Destroying Those Blasted Templars

In fact, beam will do hard fulx to Templars ships. So any heavy beam weapon will do so.

But there is another fact, Phased Array Cannons IS the heaviest beam weapon. :)
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: FlashFrozen on January 26, 2015, 08:29:52 PM
Give me a bit, the economies got out of whack somehow, need some time to figure why they are producing so much.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Deathfly on January 26, 2015, 09:26:57 PM
Give me a bit, the economies got out of whack somehow, need some time to figure why they are producing so much.

Well...this problem should caused by neutrinoGen.java line 53 to line 74, I guess.
Maybe these lines let the spawned fleets carry those weapon and dump then into stations.

Don't know mach about java. My field is functional genomics, and I alway done coding in that way.

btw
The PDs don't work well after .65 missiles buffed.
Anti-Proton Laser can't keep track on target onec it fired up.
Disruptor's beam goes too slow, so thay can hardly hit missiles.

And Neutrino's missiles need a buff too.
Advanced Photon Torpedo only have a 250 per missile dmg and 40 per hit dmg? What's its role anyway?
Javelin Torpedo work just fine. But if compare it to Trebuchet LRM form SS+...

I have some idea about Disruptor and had made a scripts to make it spin and push only missiles.
Interested?

Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: FlashFrozen on January 27, 2015, 11:09:20 PM
I've put up a new version if anyone who had troubles loading saves, try again with a new dl see if that fixes it.

http://www.mediafire.com/download/pknyt5rd2g3hw3s/Neutrino+corp+1.8.zip


Give me a bit, the economies got out of whack somehow, need some time to figure why they are producing so much.

Well...this problem should caused by neutrinoGen.java line 53 to line 74, I guess.
Maybe these lines let the spawned fleets carry those weapon and dump then into stations.

Don't know mach about java. My field is functional genomics, and I alway done coding in that way.

btw
The PDs don't work well after .65 missiles buffed.
Anti-Proton Laser can't keep track on target onec it fired up.
Disruptor's beam goes too slow, so thay can hardly hit missiles.

And Neutrino's missiles need a buff too.
Advanced Photon Torpedo only have a 250 per missile dmg and 40 per hit dmg? What's its role anyway?
Javelin Torpedo work just fine. But if compare it to Trebuchet LRM form SS+...

I have some idea about Disruptor and had made a scripts to make it spin and push only missiles.
Interested?



The anti protons were mostly for anti pilum work, salamander will always give them trouble,
The advanced photons actually are a bit deceptive, they can do up to like 710 dmg a missile ignoring what the tooltip says, but the new vanilla missile ai doesn't work as well for them atm. They were meant to be Pilum/lrm alternatives just like the javelin.

Thanks for the offer, but for now i'm just focused on bug fixing and getting the to economy work lol
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Scuttlebutt on January 29, 2015, 09:08:21 AM
Thanks for all the hard work, FlashFrozen. This and Diable Avionics are one of the few ship packages I can't go without no matter what.

Edit: It's a shame TheUnsung isn't available for being too OP. It looks awesome. Wish there was a lite-version comparable to the Banshee. Oh well, At least I'll have the Norn.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Creepin on January 30, 2015, 12:00:04 AM
Hello FlashFrozen! Not sure if this is a bug or works as intended, but a cannon placed in the medium size slot at the fore of "Vice" destroyer isn't displayed. Admittedly, I only tried it with various medium laser PD cannons, but all of these demonstrated the same behavior: they flickered for a moment when put in place, and immediately became invisible in both fitting and tactical combat screens.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Wyvern on January 30, 2015, 10:58:56 AM
It's intended - you'll find that many neutrino ships use a mix of normal mounts and "hidden" weapon slots that don't display the weapon sprite.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: FlashFrozen on January 30, 2015, 05:30:29 PM
Thanks for all the hard work, FlashFrozen. This and Diable Avionics are one of the few ship packages I can't go without no matter what.

Edit: It's a shame TheUnsung isn't available for being too OP. It looks awesome. Wish there was a lite-version comparable to the Banshee. Oh well, At least I'll have the Norn.

If you really want it, you can still find it in the campaign with a little exploring :D

Hello FlashFrozen! Not sure if this is a bug or works as intended, but a cannon placed in the medium size slot at the fore of "Vice" destroyer isn't displayed. Admittedly, I only tried it with various medium laser PD cannons, but all of these demonstrated the same behavior: they flickered for a moment when put in place, and immediately became invisible in both fitting and tactical combat screens.


Yep as wyvern said, I like hiding some mounts to preserve the way some ships look, maybe a bit confusing sorry for that :p
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Tommy on January 30, 2015, 07:10:35 PM
Quote
If you really want it, you can still find it in the campaign with a little exploring Cheesy

BAH! I searched everywhere! Every single abandoned station, can't find it! IT'S A LIE!  ;D
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: TartarusMkII on January 30, 2015, 09:55:53 PM
Heya, I have been waiting a long time to play this mod, waiting for it to be updated; Obviously a bit late to the party myself.

I'm going to leave some feed back in this post here, as I want to make Neutrino my home-faction. Right now I am in Corvus fighting pirates and selling the loot to the solar station.

Right away I was interested in the Polarity drone, but what worries me is that despite it's amazing base price, it still uses the same logistics per day as the shuttles do. It also has a burn speed lower than the shuttles, but I imagine they would be useful in larger fleets? Right now the Neutrino station literally has nothing to offer me.

I'll edit the post as I go.

I was forced to leave Corvus or risk losing the game- maybe its just my game, but the station was just not worth trading with! I found DA though, and they're neat. But that's for another thread!

I bought a Casuality class phase frigate, and I think it's cool but its AI is being super cautious, and it never goes in range to attack with its weapon even if I order it to attack a target. It won't even use its ability.. It's right now 100% useless to me, and cost more than a SCY destroyer sized ship.

Encountered some sort of a bug. When using the solar collector in Corvus, a Neutrino fast picket wanted to toll me, and I obliged. But the message says I have a 0 fleet size, 0 cargo, and 0 credit toll.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Nanao-kun on January 30, 2015, 10:22:00 PM
Quote
If you really want it, you can still find it in the campaign with a little exploring Cheesy

BAH! I searched everywhere! Every single abandoned station, can't find it! IT'S A LIE!  ;D
There's a hidden star system that isn't visible on the map. ;)
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Tommy on January 30, 2015, 10:28:36 PM
SERIOUSLY, I'm like a kid on Christmas Day. Going out to search that gem :)

Thanks.

Edit: So it's not the Ygrdasill Wreckage in Elysee. Moving on.
Edit: Found it! Thanks a lot Nanao :D
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Scuttlebutt on January 31, 2015, 12:14:09 PM
If you really want it, you can still find it in the campaign with a little exploring :D

Yeah but it was still too OP so I edited the ship_data.csv and scaled its stats down to Banshee/Jackhammer standard. It's still hellishly deadly on a knife-fight though, especially if I don't stick it with PD weapons but at least now it needs to vent every few seconds of sustained fire and frequently gets its fore busted if I'm not careful instead of just having its paint scratched. Oh and I just noticed that large universal mounts can't fit smaller weapons unlike type specific large mounts. Is this a design oversight?

Still, it looks awesome and that's all I really wanted in a ship! Now about that jokeship...  ;)
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: FlashFrozen on January 31, 2015, 12:38:38 PM
Universal mounts can't mount any sizes other than the specified, part of the game actually, to keep the mounts from being too op :p
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: TartarusMkII on January 31, 2015, 06:14:44 PM
Universal mounts can't mount any sizes other than the specified, part of the game actually, to keep the mounts from being too op :p

Not that I insist, but I was wondering if you could respond to the feedback I left? I want to use Neutrino, and I'm not exactly sure how. lol
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: FlashFrozen on January 31, 2015, 06:51:06 PM
Universal mounts can't mount any sizes other than the specified, part of the game actually, to keep the mounts from being too op :p

Not that I insist, but I was wondering if you could respond to the feedback I left? I want to use Neutrino, and I'm not exactly sure how. lol

Ah right, I didn't see when you edited it with more feedback.

In general the polarity is meant as cheap cargo space expansion, for 900-1000~ credits you get 50 cargo space, straight up it has no weapons so no use other than bait in a fight. Or you can buy the 4000-5000 credit hermes which will match the cargo. Or get a hound for 8k and 75 cargo. If you get the mercury, you get a whopping 20 cargo.

At 0.5 logistics a day, there aren't exactly any other ships that are cheaper.

In general, selling loot is almost a waste of time, tariffs mean and meagre profits you get will be offset by supply used in CR, the only ways to make good money are Bounties, which Neutrino doesn't offer yet or cash in on food shortages, which are opportunistic ( just lug some food around all the time but you'll get inspected for more if you're unlucky).

Which brings me to the 0% tariff policy for neutrino. :D
Free reputation points for not being a big bad contraband smuggler/pirate.

Phase ships were always fairly nitpicky, if you can, slap a longer range energy weapon so it can be cautious but still fire, as for the ship system it's based on the flare launcher so it actually only fire if a missile is near (lol) I'd say more a playership than a fleetship.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: TartarusMkII on January 31, 2015, 08:20:01 PM
Other than the hidden system, where else can I find Neutrino markets? In most playthrougs, the solar collector has pretty much nothing useful. =P
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: FlashFrozen on January 31, 2015, 09:37:59 PM
If you're at friendly, Go and have a look inside Corona Australis, see if anything tickles your fancy over there. It's kind of awkward over there atm because there's no pirate presence.

If I understand correctly.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: TartarusMkII on February 01, 2015, 01:33:19 AM
Ah okay thankyou, I'll go check it out.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Flare on February 01, 2015, 08:11:07 AM
You might want to save before going to the small research station though.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Taverius on February 10, 2015, 06:08:19 AM
If you're at friendly, Go and have a look inside Corona Australis, see if anything tickles your fancy over there. It's kind of awkward over there atm because there's no pirate presence.

If I understand correctly.
Its not hard to grind relationship with neutrino by derping pirates in Corvus, but a small pirate presence in CA, or a second Neutrino system with pirates and a hostile faction to fight would be sweet.



Anyways, after a long long time since my last time playing as Neutrino, I'm doing another play-through flying them. I has feedback! I'm not flying caps yet so its limited to cruiser and below.

Firstly, its as enjoyable as I remembered it to be. One of the most unique factions out there, and it doesn't hurt that the art is wonderful :D

I did however find a few ... issues.

Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: EI on February 10, 2015, 06:50:48 PM
Ooo. Finally found someone else who integrated Tri-Tachyon rivalry and gets away with it. <3

Designs are really nice and really time-spent... *drools* @[email protected]
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Protonus on February 10, 2015, 06:58:57 PM
I expect ominously sadistic and rather dirty outcomes when EI references her salvaged Tri-Tachyon ship designs with others.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: EI on February 10, 2015, 08:12:06 PM
Pfft!

Hmph. >-<
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: FlashFrozen on February 11, 2015, 05:09:07 PM
If you're at friendly, Go and have a look inside Corona Australis, see if anything tickles your fancy over there. It's kind of awkward over there atm because there's no pirate presence.

If I understand correctly.
Its not hard to grind relationship with neutrino by derping pirates in Corvus, but a small pirate presence in CA, or a second Neutrino system with pirates and a hostile faction to fight would be sweet.



Anyways, after a long long time since my last time playing as Neutrino, I'm doing another play-through flying them. I has feedback! I'm not flying caps yet so its limited to cruiser and below.

Firstly, its as enjoyable as I remembered it to be. One of the most unique factions out there, and it doesn't hurt that the art is wonderful :D

I did however find a few ... issues.

  • Siege mode on the Maul is broken - when you activate it your turrets track uncontrollably to the side.
  • These days the fuel usage feels too high. At around twice the vanilla ships its punishing before you get into the added fuel cost from the tugs you need on anything slower than a light destroyer, its basically unpossibru to chase after bounties in anything other than a frigate + 1 destroyer fleet.
    I don't even have fuel tankers, or a cargo ship I can use the SS+ expanded fuel tanks HullMod on. Maybe 1.5x stock?
  • The missile boost has hurt NE PD hard.
    • The Disruptor just doesn't cut it any longer.
    • The Relativity is coffin bait, and Lashers/Buffalos are the bane of your life.
    • Using Burst PDs or BDRY Argus PDs is pretty much necessary to survive as a frigate or destroyer - or a cruiser with mainly small PD like TheEND.
    • Its only going to get worse when most launchers get unlimited/regenerating ammo next patch. Either the disruptor needs buffing, or (better) maybe add a light antiproton pd and make the disruptor have less dps and higher rof. Its just so much fun to see those harpoons turn back, I mix a few in with proper PD on ships where I can afford to.
    • Finally, the Antiproton laser is incredibly flux-inefficient compared to what the rest of the sector has - most frag weapons have a ~4:1 dps/flux ratio, while here its 1.25:1.
  • Flipside of that, most NE missiles are a waste of OP now.
    The Sledgehammer can just about kill a frigate, but I haven't managed to kill anything except a Buffalo in the simulator without using non-NE missiles.
  • The charge mechanics on the Pulsed Beam Cannon annoys me. It only has the one charge, so its not like it actually does anything except make the weapon info card present the wrong numbers. Reckon either put it @ 2-3 charges, or remove the charge mechanic? The large mount has 5 charges, so 3 feels about right here.
  • ... I get that the Gepard Sechs is supposed to be a really expensive, almost joke wing, but 81 supplies per deployment, compared to 13 for a Drei? 3.125x the cost per deployment to save on 10% deployment cost ...
  • 30 supplies to deploy a Schwarm wing D:

ooo feedback, yeah I'm giving it another passover for beam weapons for the new release, reduced down the gepard cost a bit, i think i'll leave the schwarm where it is for now, since they almost never die.
As for the maul bug, i'll take a look, i see it turning the opposite of where you aim, but idk why it stopped working now.

EDIT: fix'd the maul. Redl for great glory.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.1a]
Post by: Taverius on February 11, 2015, 06:31:53 PM
Well, the Gepard Drei spawns as many Schwarms as a Schwarm wing, but costs 13 per deploy (which feels pretty spot on for it) so it feels a bit strange.

Anyway - an Eagle costs 32 supply to deploy. Nice as a Schwarm wing is, it ain't that nice :D



I'm a bit further along now (6/5/10, Lathe/Grinder/Singularity/Singularity) and after some consideration I have to say, the (L) Pulsar Beam is too good, and the (M) not good enough.

They both have high dps and medium flux efficiency with medium range, but:

The (L) has awesome alpha, great accuracy. It annihilates everything in short order, overloads cruiser shields, and you can snipe through gaps in frigate's shields at its max range.

The (M) has medium-poor alpha, awful accuracy. You don't hit frigates with it unless you're in melee range, and against destroyers and larger you slowly wear away at the entirety of their armor.

I reckon the large needs its alpha dropped a bit and its accuracy lowered a tad - there's little reason to mount large neutrons when the pulsar has comparable alpha strike and essentially instahits to boot.

On the flipside the medium needs its dps subdivided over fewer shots, and it needs to be able to hit roughly in the same area - right now you're always better off with AM blasters, unless its a secondary weapon for a Grinder class or above where you can run neutrons as secondaries to large pulsars.

Misery does a handy job at filling the pressure role that's filled by medium beams or pulse lasers in vanilla, but you lack a proper damage weapon for when you've forced the shield down, except in cases where you're giant-killing and neutrons will do.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: FlashFrozen on February 11, 2015, 07:12:37 PM
each Gepard can only gets 2 schwarms (6 for drei, 12 for Sechs), but the schwarm wing will have 42 schwarm drones total including the originals.

The L actually already has the worst accuracy of all them, but like you said you get the most punch in each shot.
For the M it's kinda like a heavy blaster mixed with a pulse laser, I'll test a bit to see for alternatives.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Taverius on February 11, 2015, 07:45:55 PM
The L actually already has the worst accuracy of all them, but like you said you get the most punch in each shot.
For the M it's kinda like a heavy blaster mixed with a pulse laser, I'll test a bit to see for alternatives.
I think maybe something got messed up along the way (understandable since you're making the new sexy with DA, which is my next playthrough) but the L has a ~5 degree spread, while the M is like 15-20.

I was trying it in the simulator with 2 on a Hacksaw, and some of the shots were zipping by a dominator's sides into nothingness D:



P.S. I've had intermittent issues where Polarity drones would get stuck with "Not enough crew" if the crew they had got levelled up, even if there was enough crew.

Alex should be notified of it, I guess, but I was able to prevent it by setting their max crew to 2 instead of 1. It doesn't fix Polaritys that get stuck that way, but they're cheap :D



P.P.S. The Jackhammer 1 is missing the Sigma Upgrade built-in.

P.P.P.S. Dual Giga Pulse Laser description "[...]. Slow tracking and but deadly."
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: FlashFrozen on February 11, 2015, 10:31:17 PM
It might be that the L they regain their spread too fast, as compared to the M , nerfing that

the polarity problem I have no idea why it happens. There was a problem when it was 0, there was something strange about it after.

Jackhammer(1) is deprecated so not likely to be used, if you talking about the Sigma mod, it's optional since it isn't free.

fixe'd the description.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Taverius on February 11, 2015, 11:30:06 PM
It might be that the L they regain their spread too fast, as compared to the M , nerfing that
Could be - the RoF is low for them to regain pretty much all of it.

the polarity problem I have no idea why it happens. There was a problem when it was 0, there was something strange about it after.
Think I remember that, back when the NE fighter wings and frigates had 0/0 crew.

Anyways, moving it from 1/1 to 1/2 seems to have fixxored it. You can test it by flying around with it on say, vet crew and then giving yourself some elites with the console.

Jackhammer(1) is deprecated so not likely to be used, if you talking about the Sigma mod, it's optional since it isn't free.
Fair enough. Sigma mod should use the new thingy for hiding hull mods since its built into non-deprecated NE hulls, same for the DA hullmod.



I have some ideas about the PAC built into the Jack(2) ... I think its mostly that the burst is too large, and it doesn't give the AI any time to recover. DPS could go down a tad, or flux up a bit, given the rather forbidding range on it. As it is I can one-shot most AI battleships that aren't skilled bosses with it, I just have to pelt their shields with miserys for a little first.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: sc90 on February 12, 2015, 11:15:09 AM
oh what a shame, i was friendly with neutrino corp and suddenly they attacked my 3 frigs and 1 destroyer
obviously they destroyed my whole fleet -_-
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Nanao-kun on February 12, 2015, 01:31:40 PM
It wasn't mentioned anywhere at all but the thread title, but is this now 0.65.2a compatible?
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Aklyon on February 12, 2015, 04:43:39 PM
I've been playing without any crashes or major problems with it just fine, along with a number of other mods.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Taverius on February 12, 2015, 05:40:59 PM
It wasn't mentioned anywhere at all but the thread title, but is this now 0.65.2a compatible?
Nothing major changed code-wise in .2a, it'll just be off somewhat balance-wise - missiles without ammo regeneration, energy weapons without the 25% dmg boost to offset the removal of flux boost or the beam range boost, frigs/destroyers/cruisers without timers.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Lucian Greymark on February 13, 2015, 05:48:22 AM
I tried putting a ppc on a wolf class yesterday, with enhanced optics and the +5 perk from rangefinding it was pretty crazy. I was able to quite comfortably slaughter a dominator by phase skimming behind it's shields, firing reapers to flame it's engines out, then the ppc could kill t before it had a chance to move again

perhaps a slightly higher op cost to stop frigates abusing it?
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Nanao-kun on February 13, 2015, 02:00:48 PM
I tried putting a ppc on a wolf class yesterday, with enhanced optics and the +5 perk from rangefinding it was pretty crazy. I was able to quite comfortably slaughter a dominator by phase skimming behind it's shields, firing reapers to flame it's engines out, then the ppc could kill t before it had a chance to move again

perhaps a slightly higher op cost to stop frigates abusing it?
PPC? Was there a weapon with those initials?
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Toxcity on February 13, 2015, 02:04:14 PM
I think that might be a mayorate weapon.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Lucian Greymark on February 13, 2015, 02:42:33 PM
Sorry, PBC rather than ppc my bad I.e the pulsed beam cannon
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: DefiasOne on February 17, 2015, 06:44:53 AM
Any plans on doing a weapon balance pass ?
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Tartiflette on February 17, 2015, 07:32:25 AM
The weapons are mostly fine, the ships however could use at least one of their high stats hammered down. They have high HP, high armor, high dissipation, lightning fast venting... If they'd just vent much slower they would be mostly balanced!
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Voiddweller on February 17, 2015, 08:54:13 AM
Well just...
(http://i.imgur.com/kUOOORT.png)
Because i find your original singularity looking too simple :3
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Aklyon on February 17, 2015, 09:49:50 AM
The weapons are mostly fine, the ships however could use at least one of their high stats hammered down. They have high HP, high armor, high dissipation, lightning fast venting... If they'd just vent much slower they would be mostly balanced!
How do the almost-not-there shields fit into that?
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Tartiflette on February 17, 2015, 10:11:14 AM
Because given their arc and efficiency, I do not consider them problematic. It's the neutrino signature, and I would prefer them to stay as they are. The problem is more (in my opinion) that they never have a vulnerability window: their fast flux dissipation and small flux pool makes them vent super fast, witch means they are almost always firing at full strength at you. And given their armor, you have to fire a lot at them while sustaining heavy damage or shield strain.
So I consider their shields balanced. Problem is, everything else is stronger.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Voiddweller on February 17, 2015, 10:25:40 AM
So I consider their shields balanced. Problem is, everything else is stronger.

While AI uses their shield arks very efficient, those shields is difficult to handle if yo are not AI he he) Plus NC frigates is not very tough/powerful either. Bigger ships is finely covered by this small arks though.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Nanao-kun on February 17, 2015, 12:39:13 PM
Some of the ships have have oddly low Logisitics cost though.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Agalyon on February 17, 2015, 04:13:44 PM
Hey, what does the misery actually do? Or am I gullible. (It says it does something special, and I couldn't tell what exactly.)
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Deathfly on February 17, 2015, 06:27:25 PM
Hey, what does the misery actually do? Or am I gullible. (It says it does something special, and I couldn't tell what exactly.)

They have 2% chance to do 4x damage on hull, as well as Bane.

This will make them do a little deeper dig on armor, not significant but they do some difference.
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Lucian Greymark on February 17, 2015, 11:50:03 PM
I'm not going to lie, the easiest way to deal with neutrino is just to bring multiple ballistic ships with anti armour weapons. Flank them and spank them, works like a charm. The almost-not-there shields are a real hindrance when they have to fight against greater numbers. Even if that just boils down to baiting the larger ships into attacking then surrounding them

Antimatter blasters and torpedoes are also pretty potent
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Histidine on February 18, 2015, 03:19:54 AM
So I never got around to asking:

Quote
Glares pierce into you as looks of contempt make sure you know you are merely tolerated, not welcomed.
Why are Neutrino (and Diable) so mean to their customers now?
I remember when friendly Neutrino captains would say "WAZZUP" when you greeted them ;D
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Aklyon on February 18, 2015, 03:09:49 PM
That sounds like default dialogue of somekind. Independants, maybe?
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: FlashFrozen on February 18, 2015, 03:43:39 PM
Lol I swear I fixed that a while ago, the dialogue was mixed from DA into neutrino.

Update your versions! or something :p
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Deathfly on February 21, 2015, 09:05:10 PM
Lol I swear I fixed that a while ago, the dialogue was mixed from DA into neutrino.

Update your versions! or something :p

Found it.

\Neutrino corp\data\campaign\rules.csv

something wrong after "greetingNeutHostileWeakerDefiant"


BTW, I think the sizes of markets in Corona Australis are all to small now. Size=3 will only spawn destroyers. And this will effect to the trade fleets and the patrols belong to this market. So with the max market size=3, there are no neutrino cruisers and capitals will spawn in the sector unless there have a personnel bounty.

IMO, let the large processing dock have a size=5 is fine(size=4 for cruisers but no capitals IIRC).
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Deathfly on February 21, 2015, 11:55:25 PM
Oh, I just remember someone said that the Siege Mode on Maul don't wrok well. I checked it and found when I activate the Siege Mode some slow turn weapons will turn away form my cursor instead turn into it.

Anyway, I had fixed it by doing some recoding in NeutrinoSiegeModeStats.java. Can I post it to you?
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: FlashFrozen on February 22, 2015, 05:43:48 AM
Oh, I just remember someone said that the Siege Mode on Maul don't wrok well. I checked it and found when I activate the Siege Mode some slow turn weapons will turn away form my cursor instead turn into it.

Anyway, I had fixed it by doing some recoding in NeutrinoSiegeModeStats.java. Can I post it to you?


Not sure if you had the more latest versions but that should be fixed, but thanks for taking the time anyway :)

As for the sizes I tried that as a measure to curb the over supply issue neutrino seems to have, but eh didn't change much lol..
Title: Re: Neutrino Corp. (v. 1.8)[0.65.2a]
Post by: Deathfly on February 22, 2015, 06:43:28 AM
Oh, I just remember someone said that the Siege Mode on Maul don't wrok well. I checked it and found when I activate the Siege Mode some slow turn weapons will turn away form my cursor instead turn into it.

Anyway, I had fixed it by doing some recoding in NeutrinoSiegeModeStats.java. Can I post it to you?


Not sure if you had the more latest versions but that should be fixed, but thanks for taking the time anyway :)

As for the sizes I tried that as a measure to curb the over supply issue neutrino seems to have, but eh didn't change much lol..

Last download is 5 days ago.

And... for Siege Mode problem I finally got it. this problem will happen only when I installed Armored Weapons hull mod.
Use modifyPercent() in this case will cause a 100% - 25% - 98%= -23% value. So weapons will turn away form my cursor.
Use modifyMult() will do the right thing.

About the over supply issue...It had been solved by cleanup neutrinoGen If I guess right. At least I didn't had it anymore.
I just made the large processing dock have a size=5 and saw a Maul was on shelf. No over supply issue so far but I think I need a little more time to see if the Capital ships will spawn or not.


[attachment deleted by admin]
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: LB on March 01, 2015, 08:13:33 PM
What's the unused Gravity Plating ship system do?
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on March 02, 2015, 01:08:15 AM
What's the unused Gravity Plating ship system do?

It's script gose wrong and it is so wrong that you will get your self killed 10 times faster when you actived it.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: FlashFrozen on March 02, 2015, 04:17:16 PM
Haven't actually tried seeing if it still works in 0.65.2 but back when I made it, but it should give practically 90% damage reduction it was an alternative ship system for the phase carrier.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on March 03, 2015, 08:52:42 AM
I just coded a new AI for Phase Missile System.

I tested a little while and seens like it worked OK. (It don't crash at least) :)

And it is LazyLib required.(well, I am lazy ;D)

Edit: Opps, just found that I uploaded a in DEV ver so it will crash... fixed now.

[attachment deleted by admin]
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: EvilWaffleThing on March 08, 2015, 06:37:45 PM
So trying to fit the unsung with the "Elite" variant I noticed I didn't have the "Neutrino Omega Upgrade" only the "Neutrino Sigma Upgrade". I don't even see the omega in the hullmods and it isn't unlocked by and skills. Is it supposed to be neutrino faction only or is there some way to unlock it?
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Lucian Greymark on March 08, 2015, 07:45:59 PM
I must be blind, I've searched all over the sector trying to find the hidden station where the unsung etc spawn, but I can't find it

;.;
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: LB on March 08, 2015, 11:16:26 PM
So, I was watching Evangelion the other day, when I suddenly heard the Pulsed Beam Cannon's firing sound...

Omega Upgrade only comes preinstalled on certain ships; you can't add it.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on March 09, 2015, 12:01:11 AM
I must be blind, I've searched all over the sector trying to find the hidden station where the unsung etc spawn, but I can't find it

;.;

Try harder. It is not "very" far away form Corona Australis. And it is easier to find it with Common Radar.

So trying to fit the unsung with the "Elite" variant I noticed I didn't have the "Neutrino Omega Upgrade" only the "Neutrino Sigma Upgrade". I don't even see the omega in the hullmods and it isn't unlocked by and skills. Is it supposed to be neutrino faction only or is there some way to unlock it?

It used to be unlocked by player skill IIRC. But it wouldn't compatible to SS+ so...
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Lucian Greymark on March 09, 2015, 06:25:12 AM
I just did another grid search and I found the sodding thing, must have just missed it last time

*wipes brow* well there's 100K worth of supplies and fuel down the drain. but I know where it is now at least
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on March 14, 2015, 08:31:42 AM
Well, recently i am doing some script works on Neutrino Corp. mostly on missiles AIs. But this thing become big and some missiles are totally reworked in fact.

I had PM FlashFrozen and he(or she?) said I may post then out if I did not misunderstanding him. and maybe it will implement to next ver of mod.

So a Neutrino missiles boost will coming out for test if i can hurn down all the bugs and pack them up soonTM.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on March 15, 2015, 09:14:54 AM
Hunting my own bugs was not as fun as I expect. But well...OK, here we go.

Neutrino corp Missile_Boost_TEST, a mod's mod, is out.(download at attachment)

For Neutrino corp v 1.81

Just overwriting the old file and try.

ShaderLib and LazyLib required.

Needs some feed back for further adjustment.
If it crash, PM me.

EDIT: Just find this addon will crash in JRE 7.
If someone got the "Index: 0, Size: 0" error, use JRE 8 or wait for a compatibility fix.
Sorry for the inconvenient, It's my own **** fault to use a JDK 8.

EDIT2: well, now I learned more thing about "for()"
RC2 is out, hope this one work.

EDIT3:RC3 released.

Code
RC2(for Neutrino corp v 1.81)
----------------------
Fix the crash when using JRE 7.

RC1(for Neutrino corp v 1.81)
----------------------

Phase Missile System
-Rework the phased stage. Improve track ability.
-Add a missile call in and phase out effect.
-Add a new system AI for AI(what did I just mean?).


Adv. P. Torpedo
-A new AI make the missile aim better.(Even better then your PDAI...)
-Rework the payload release mechanism. Now it will need 0.5 sec to charge up.
-Payloads now can not be shot down. Total dmg = 300 + 2x100 + 10x20 = 700 EN.
-ECCM hull mod will active missile's omni thrust system.(still in test)
-Medium and large sized launcher now reload at a rate about half of their ROF.
-Small launcher reload 1.2 ammo per min and have 20 sec cool down(was 13).
-Small launcher base ammo down to 2 form 12.
-New render hints (for hide mounts).


Photon Torpedo Launchers
-A new AI make they track better(or maybe?)
-Will acquire target when firing ONLY. Can not acquire new target once it was launched.
-Light Photon Torpedo fulx per shot down to 100 form 175.
-Light Photon Torpedo Launcher reload 6 ammo per min.
-Photon Torpedo Launcher reload 10 ammo per min.


Javelin Torpedo Launcher
-Reload 4 ammo per min.


Sapper SRM
-New render hints (for hide mounts).



Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: matveich on March 16, 2015, 07:45:31 AM
Hi,

Do I understand correctly, that special neutrino ships(for example unsung) do not spawn at their bases? Is there an easy way to include those ships to neutrino fleets and markets? I am using nexerelin mod, so there is no hidden base.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: c plus one on March 16, 2015, 01:31:47 PM
Hi,

Do I understand correctly, that special neutrino ships(for example unsung) do not spawn at their bases? Is there an easy way to include those ships to neutrino fleets and markets? I am using nexerelin mod, so there is no hidden base.


I'd like to know the answer to that, too. A universe without any chance (however modest) of realistically acquiring an Unsung is not a universe I want to play in.  ;)
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on March 16, 2015, 06:30:52 PM
Everyone want a Unsung in (n)exerelin? well, the easist way to acquire it is by using Console Commands mod.(follow the help, the ship ID is neutrino_unsung)

The other way? well, if you want to let it spawn normaly, you will need to do some mod in that .JAR file. And I thnk it is not an easy way.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Tartiflette on March 17, 2015, 01:52:22 AM
I'd like to know the answer to that, too. A universe without any chance (however modest) of realistically acquiring an Unsung is not a universe I want to play in.  ;)
The problem is quite the opposite: it's tricky to make it NOT too common! You don't want to face that ship on a regular basis... Or two of them at once!
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on March 17, 2015, 04:16:39 AM
I'd like to know the answer to that, too. A universe without any chance (however modest) of realistically acquiring an Unsung is not a universe I want to play in.  ;)
The problem is quite the opposite: it's tricky to make it NOT too common! You don't want to face that ship on a regular basis... Or two of them at once!

And a truth is, there are already too many capitals in Neutrino fleets now. Maybe le too low supply per day make the AI believe that "9 supply/day? it must be a heavy cruiser."  :D
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Histidine on March 17, 2015, 04:22:08 AM
To get Unsung to appear in fleets/markets: open Neutrino corp/data/world/factions/neutrinocorp.faction and add one or more Unsung variants to the combatCapital table

(well that should work anyway, didn't try myself)
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: tanith on March 19, 2015, 03:05:05 PM
Another minor thing for when the mod gets updated again, can the advanced photon torpedo casing that's left over after expending its payload be made to explode like, a second after it discharges or something?  They spoof PD systems pretty well, which matters when you've got 20 or so missiles on the screen.  I appreciate it from the perspective of being the one firing the ordinance, but this should probably be tweaked: PD AI shouldn't be going after unguided stuff running on momentum that does single-digit damage.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on March 19, 2015, 09:35:50 PM
Noted this one as well as some other minor issues.

Photon Torpedo now track too good so i am considering to nerf that AI some how.

Adv Photon Torpedo have some problem with vent AI. And their turn rate are too high IMO.

Well, I will post a new RC after I done for scripts reorganization.

BTW, I have done some more adjustment on omni thrust, and just found that it looks very very odd when some slow turning missile always accelerate to it's target regardless it's facing. It looks like a space mine instead of a missile.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on March 21, 2015, 07:13:07 AM
OK, a new build is out. Now all the Neutrino's missile are worth their OP now.

Need some feed back for balance adjustment. If I had overdone anything, please let me know.

EDIT: opps, got a little bug which will cause Adv. P. Torpedo and Javelin Torpedo act weird without Omni thrust system.
A hot fix is out.

EDIT2: got another fix.

Code
RC3.1(for Neutrino corp v 1.81)
----------------------

Fix a bug which cause Adv. P. Torpedo and Javelin Torpedo act weird without Omni thrust system.


RC3(for Neutrino corp v 1.81)
----------------------

Adv. P. Torpedo
-Turn rate down to 180 form 300.Turn acc down to 90 form 600.
-Missiles will try not to crash into it's target.
-Large/Medium sized launcher now will shot out 4/2 missiles simultaneously.(or the vent AI form SS+ will always interrupt the burst at long range.)
-It's empty case now pure visually.
-Omni thrust system now will be unlocked by Neutrino Sigma Upgrade.
-Omni thrust system now smarter.(still not sure about this one)


Photon Torpedo Launchers
-Light Photon Torpedo and Photon Torpedo turn acc down to 30 form 200.
(They just doing too well with the new AI.)

Javelin Torpedo Launcher
-Reload 2 ammo pre min now.
-Javelin torpedo will use a new AI if launching ship has ECCM package.
-Omni thrust system now will unlock when both Neutrino Sigma Upgrade and ECCM package installed.(YOU CAN'T DODGE THIS ONE!)


Sapper SRM & Goliath SRM Launcher
-Use a script to control their speed, so player skill and hull mod won't shorter their range now.

Some scripts reorganization & clean up.
(I have done enough attempt to manage the missile heading by math, so just ues the hacky way.)


RC2(for Neutrino corp v 1.81)
----------------------

Fix the crash when using JRE 7.

RC1(for Neutrino corp v 1.81)
----------------------

Phase Missile System
-Rework the phased stage. Improve track ability.
-Add a missile call in and phase out effect.
-Add a new system AI for AI(what did I just mean?).


Adv. P. Torpedo
-A new AI make the missile aim better.(Even better then your PDAI...)
-Rework the payload release mechanism. Now it will need 0.5 sec to charge up.
-Payloads now can not be shot down. Total dmg = 300 + 2x100 + 10x20 = 700 EN.
-ECCM hull mod will active missile's omni thrust system.(still in test)
-Medium and large sized launcher now reload at a rate about half of their ROF.
-Small launcher reload 1.2 ammo per min and have 20 sec cool down(was 13).
-Small launcher base ammo down to 2 form 12.
-New render hints (for hide mounts).


Photon Torpedo Launchers
-A new AI make they track better(or maybe?)
-Will acquire target when firing ONLY. Can not acquire new target once it was launched.
-Light Photon Torpedo fulx per shot down to 100 form 175.
-Light Photon Torpedo Launcher reload 6 ammo per min.
-Photon Torpedo Launcher reload 10 ammo per min.


Javelin Torpedo Launcher
-Reload 4 ammo per min.


Sapper SRM
-New render hints (for hide mounts).
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Nanao-kun on March 21, 2015, 11:48:38 AM
Haven't really paid much attention to your modded missiles before, so I'll see how they are if I get around to using them.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on March 25, 2015, 08:34:34 AM
Just notice something goes very wrong so the Phase Missile effect and the Sapper SRM fix do not work properly.

got a temporary fix to make them work, I'm sorry about this.

http://www.mediafire.com/download/h77y9x3jq75d454/Neutrino_corp_Missile_Boost_TEST_RC3.2.zip

nothing alse changed in this ver but FlashFrozen and I were working on some re-balance things on it.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on April 02, 2015, 10:12:40 AM
OK, I got more bug fixed and some nerf this release.(most nerf were done by FlashFrozen and I just do the script jobs :))

http://www.mediafire.com/download/6gw1xaclxu6g2kv/Neutrino_corp_Missile_Boost_TEST_RC4.1.zip

Code
RC4.1(for Neutrino corp v 1.81)
----------------------
Adv. P. Torpedo Launchers
-re-balance aim accuracy influence by hullmod. Now Adv. P. Torped always aim to target lead.
And missile hullmod will let them aim more accuracy.

Sapper SRM & Goliath SRM Launcher
-Found some way teach AI how to use them correctly. So they will aim to the right direction on
AI controlled ships or in auto fire mode(hopefully).


RC4(for Neutrino corp v 1.81)
----------------------
Adv. P. Torpedo Launchers
-Missiles now aim less accurate.
-Missiles will not strafe aside when trying to back off.
-dmg adjust to 300x1 + 80x3 + 20x8.
-release range down to 550(was 700) and change up time up to 1s(was 0.5s).
-large and medium launcher base ammo down to 6/20.
-large launcher now double it's fire rate but only 2 missiles per burst.(DPS no change)
-large/medium launcher will reload with 2/4 ammo clips.

Photon Torpedo Launchers
-Add a "lock on closest enemy in front" behaviour when firing if you do not have a target
locked.
-Light Photon Torpedo base ammo reduce to 9, and reload 9 ammo in 30 sec.
-Photon Torpedo base ammo reduce to 15, and reload 15 ammo in 45 sec.
-Light Photon Torpedo fulx per shot up to 125 form 100.
-Photon Torpedo fulx per shot up to 250 form 150.Dmg up to 400 form 375.
-Light Photon Torpedo and Photon Torpedo turn acc up to 35 form 30.

Javelin Torpedo Launcher
-Change the accelerate behaviour when used on non-neutrino ships with ECCM package.Once they
start accelerate, they will keep accelerate unless current target lost.
-Omni thrust system now have 15% thrust power only on Javelin Torpedo.(right, no more anti
phase ship mine.)

Phase Missile System
-Reduce max range a bit.(Form 5000+ down to 2000-3000 maybe. Missile act wired in phase, so I
don't know how long can it shot either.)


RC3.1(for Neutrino corp v 1.81)
----------------------

Fix a bug which cause Adv. P. Torpedo and Javelin Torpedo act weird without Omni thrust system.


RC3(for Neutrino corp v 1.81)
----------------------

Adv. P. Torpedo
-Turn rate down to 180 form 300.Turn acc down to 90 form 600.
-Missiles will try not to crash into it's target.
-Large/Medium sized launcher now will shot out 4/2 missiles simultaneously.(or the vent AI form
SS+ will always interrupt the burst at long range.)
-It's empty case now pure visually.
-Omni thrust system now will be unlocked by Neutrino Sigma Upgrade.
-Omni thrust system now smarter.(still not sure about this one)


Photon Torpedo Launchers
-Light Photon Torpedo and Photon Torpedo turn acc down to 30 form 200.
(They just doing too well with the new AI.)

Javelin Torpedo Launcher
-Reload 2 ammo pre min now.
-Javelin torpedo will use a new AI if launching ship has ECCM package.
-Omni thrust system now will unlock when both Neutrino Sigma Upgrade and ECCM package

installed.(YOU CAN'T DODGE THIS ONE!)


Sapper SRM & Goliath SRM Launcher
-Use a script to control their speed, so player skill and hull mod won't shorter their range

now.

Some scripts reorganization & clean up.
(I have done enough attempt to manage the missile heading by math, so just ues the hacky way.)


RC2(for Neutrino corp v 1.81)
----------------------

Fix the crash when using JRE 7.

RC1(for Neutrino corp v 1.81)
----------------------

Phase Missile System
-Rework the phased stage. Improve track ability.
-Add a missile call in and phase out effect.
-Add a new system AI for AI(what did I just mean?).


Adv. P. Torpedo
-A new AI make the missile aim better.(Even better then your PDAI...)
-Rework the payload release mechanism. Now it will need 0.5 sec to charge up.
-Payloads now can not be shot down. Total dmg = 300 + 2x100 + 10x20 = 700 EN.
-ECCM hull mod will active missile's omni thrust system.(still in test)
-Medium and large sized launcher now reload at a rate about half of their ROF.
-Small launcher reload 1.2 ammo per min and have 20 sec cool down(was 13).
-Small launcher base ammo down to 2 form 12.
-New render hints (for hide mounts).


Photon Torpedo Launchers
-A new AI make they track better(or maybe?)
-Will acquire target when firing ONLY. Can not acquire new target once it was launched.
-Light Photon Torpedo fulx per shot down to 100 form 175.
-Light Photon Torpedo Launcher reload 6 ammo per min.
-Photon Torpedo Launcher reload 10 ammo per min.


Javelin Torpedo Launcher
-Reload 4 ammo per min.


Sapper SRM
-New render hints (for hide mounts).


EDIT:oh, I forgot to mention that I have rebalance the releass range of Adv. P. Torpedos.
-Adv. P. Torpedo now stard charge up at range of 500 and take 1 sec to fire. The range will extend slightly when you have missile speed bonus(so faster speed missile won't lead to a shorter final releass range). And missile will obtain +50/+100 range bonus if you have Neutrino Sigma Upgrade/ECCM package(and may gain more range bonus if there are any other ways to improve missile guidance).
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: FlashFrozen on April 20, 2015, 11:12:11 PM
Just as a small showcase of what Deathfly has done:

(http://i.imgur.com/m9XXlNo.gif)

Spoiler

(http://i.imgur.com/DePcvw8.gif)(http://i.imgur.com/hzjRBCs.gif)(http://i.imgur.com/gW9Rqfw.gif)

[close]

:D
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Tartiflette on April 21, 2015, 12:14:02 AM
 :o Nice visual effects there!
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on April 21, 2015, 12:48:47 AM
:o Nice visual effects there!

The photon things are actually base on your Laser Head Torpedo AI but... well, now I can't recognize them too :)
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Tartiflette on April 21, 2015, 12:53:52 AM
I know I checked the script ^^
Btw I had a different take on the ECCM effect, you can check it in the latest "Simple Missile AI" in the code dump thread.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on April 21, 2015, 01:09:53 AM
I had tried something like that before and found it is not good for MIRV... the aiming stage will gose wrong form my try :)
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Nanao-kun on April 21, 2015, 12:07:49 PM
Man, those are amazing. You and Deathfly make a great team.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on April 21, 2015, 08:54:44 PM
OK, I got the RC5.1 out.

Now we got a new Unstable Photon Cannon which looks great. A new Disruptor effect which will really disrupt missiles. An enhanced VFX for Graviton Inversion Device. And some script clean up so thay may go faster on cpu.

EDIT: For some reason, the file I uploaded have something wrong within(don't know why but...seen like the JAR file are broken).
I had re-uploaded a new file. If anyone found the effect I mentioned did not apply properly, please re-donwload this new file.
Sorry for the inconvenient.(I should check it double, my fault.)

http://www.mediafire.com/download/c2oj956st1rifji/Neutrino_corp_Missile_Boost_TEST_RC5.1.zip

Code
RC5.1(for Neutrino corp v 1.81)
----------------------
Phase Missile System
-Some adjustment in AI.

Adv. P. Torpedo
-Lower the release range to 400.
-Simplified some script.

Javelin Torpedo Launcher
-Simplified some script.

Unstable Photon Cannon
-Balance its track ability some how.
-Simplified some script.

Disruptor
-Add a fuse malfunction effect.
-Malfunction damage lower to 1/4 missile's max HP.

RC5(for Neutrino corp v 1.81)
----------------------
(The change log goes too long too read so I set up a summary for all changes I have done)

Phase Missile System
-Rework the phased stage. Improve track ability.
-Add a missile call in and phase out effect.
-Add a new system AI for AI(what did I just mean?).
-Rebalance max range a bit.(To about 2000-3000 maybe. Missile act wired in phase, so I don't know how long can it shot either.)

Adv. P. Torpedo
-A new AI make the missile aim better.(will aim to target lead.)
-Rework the payload release mechanism. Now it will need 1 sec to charge up and will stard charge up at range of 450.The range will extend slightly when you have missile speed bonus(so faster speed missile won't lead to a shorter final releass range). And missile will obtain +30/+60 release range bonus if you have Neutrino Sigma Upgrade/ECCM package(and may gain more range bonus if there are any other ways to improve missile guidance).
-Payloads now can not be shot down. Total dmg = 300 + 3x80 + 8x20 = 700 EN.
-Neutrino Sigma Upgrade will active missile's omni thrust system.
-Medium and large sized launcher' ammo now regenerate at a rate about half of their ROF.
-large/medium launcher will regenerate with 2/4 ammo pre clips.
-large and medium launcher base ammo down to 10/20.
-large launcher now double it's fire rate but only 2 missiles per burst.(DPS no change)
-Small launcher reload 1.2 ammo per min and have 20 sec cool down(was 13).
-Small launcher base ammo down to 2 form 12.Regenerate 1 ammo per 50 sec
-New render hints (for hide mounts).

Light Photon Torpedo & Photon Torpedo Launcher
-A new AI make they track better.(Neutrino Sigma Upgrade/ECCM package will make them track even more better.)
-Will acquire target when firing ONLY. Can not acquire new target once it was launched.
-Add a "lock on closest enemy in front" behaviour when firing if you do not have a target locked.
-Light Photon Torpedo base ammo reduce to 9, and regenerate 9 ammo in 30 sec.
-Photon Torpedo base ammo reduce to 15, and regenerate 15 ammo in 45 sec.
-Light Photon Torpedo fulx per shot set to 125.
-Photon Torpedo fulx per shot set to 250.Dmg up to 400 form 375.
-Light Photon Torpedo and Photon Torpedo turn acc donw to 35 form 200.

Javelin Torpedo Launcher
-Regenerate 2 ammo pre min.
-Javelin torpedo will use a new AI if launching ship has ECCM package.
-Omni thrust system now will unlock when both Neutrino Sigma Upgrade and ECCM package installed. This will make them harder to dodge.

Sapper SRM & Goliath SRM Launcher
-New render hints (for hide mounts).
-Use a script to control their speed, so player skill and hull mod won't shorter their range now.
-Found some way teach AI how to use them correctly(hopefully).

Graviton Inversion Device
-An enhanced VFX.

Unstable Photon Cannon(So this one is a missile weapon?)
-Use a new AI so the Unstable Photon will goes...em, more unstable?
-Unstable Photon will act as Photon Torpedo. And the shot will split in about 3 sec.
-Base ammo reduce to 20. Regain 5 ammo in 125 sec.

Disruptor(Well...this one is not a missile weapon.)
-Use a script to apply missile disrupt effect.
-Disrupt on missile will have some chane to lead a missile engine malfunction effect, which will make the disrupted missile flameout and lost half of it's HP.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: NightfallGemini on May 07, 2015, 08:04:54 PM
Silly question, and I probably know the answer, but I'll ask anyway; is it possible to acquire the Falken or Unsung in Nexerelin, console commands aside?
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on May 07, 2015, 11:01:25 PM
Silly question, and I probably know the answer, but I'll ask anyway; is it possible to acquire the Falken or Unsung in Nexerelin, console commands aside?

No. But you can make it possible by your self. Just check the OP and follow the TIPS For Adding ships to Exerelin.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: NightfallGemini on May 08, 2015, 05:47:02 AM
I'm not seeing any Neutrino .faction files in Nexerelin's directories, just a config file that has no mention of fleets. Does Nexerelin do things differently from how old Exerelin did them?
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Histidine on May 08, 2015, 06:46:50 AM
There's a Neutrino config file in a certain place, but the files there don't control fleet composition (it's currently all up to how the faction mods themselves handle it with the vanilla functions, and SS+'s fleet injector where applicable).

What to do in 0.65.2a:
To get Unsung to appear in fleets/markets: open Neutrino corp/data/world/factions/neutrinocorp.faction and add one or more Unsung variants to the combatCapital table

(well that should work anyway, didn't try myself)

EDIT: clarification: look in the Neutrino mod folder
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: NightfallGemini on May 12, 2015, 06:55:51 PM
Ah, thank you. :3 Now I can finally get those two.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on May 12, 2015, 10:37:09 PM
Seens like everyone love Unsung. Why?
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: MesoTroniK on May 12, 2015, 10:54:40 PM
Because it is obscenely overpowered and has a cool visual design.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on May 12, 2015, 11:05:17 PM
But it cost too many supplies too deploy. But...well, seens like our consumers will never mind that...
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: MesoTroniK on May 12, 2015, 11:46:14 PM
It can be done but just stresses the supply chain quite a bit, but there are several Let's Play series on Youtube where someone swings a Unsung around in an extended campaign with an entire supporting fleet.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Silver Silence on May 15, 2015, 11:44:46 AM
6 forward facing large universals plus countless small slots to fill with PD and create perpetual no-missile zones around the ship, the HERP Emitter AND a steerable Burn Drive. The 6 universals can allow you to get spammy with just about any weapon that will fit in them.6 Large Ballistae, 6 Hadrons, 6 Tach Lances, 6 Arondights, 6 Javelins, 6 Trebuchets, the list can go on. But yes, it does require that it drags around a fleet of freighters to feed it but as long as it is fed, it is an abhorrent fighting ship that looks pretty cool.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on June 07, 2015, 09:09:01 PM
Well, what to say this time? Hmm...I finally infected other part of this mod? OK, that's true.

http://www.mediafire.com/download/cj9w4ezj54zjuuy/Neutrino_corp_(not_only)Missile_Boost_RC5.6.zip

Change log
Spoiler
Code
RC5.6(for Neutrino corp v 1.81)
----------------------
-Supports Nexerelin's Corvus mode.

RC5.5(for Neutrino corp v 1.81)
----------------------
Unstable Photon Cannon
-Split reworked. Now a Unstable Photon shot will split into 4x3x2 = 24 final projectiles (75 energy damage each) plus 1 large unstable projectile and 4 small unstable projectiles.
-Large unstable projectile has 300 energy damage. Will does addition 300 energy damage on shield plus a shield-piercing chain EMP arc can cause 6x50 fragment damage and EMP. When it hit hull, the addition damage and EMP arc will turn into HE damage.
-Small unstable projectile has 150 energy damage. Will does addition 150 energy damage on shield plus a shield-piercing chain EMP arc can cause 3x50 fragment damage and EMP. When it hit hull, the addition damage and EMP arc will turn into HE damage.
-Flux pre shot rise to 4500.
-Base ammo down to 8, Regenerate 3 ammo per min.
-(To sum up, an Unstable Photon shot full hits on shield will cause 3600 energy damage on shield and 18x50 shield-piercing fragment damage and EMP. And an Unstable Photon shot full hits hull will cause 2700 energy damage, 1800 HE damage and 900 EMP.)
-(Sounds terrifying, isn't it?)

Adv. P. Torpedo
-Some modification for the payloads releasing VFX(hope it won't be too bright).

And now this is not only a missile boost anymore...

Ships
-A new Hullmod named "Neutrino Autonomous Drone" for Drohne, Schwarzgeist and Schwarm.
-Neutrino Autonomous Drone "Although it still need someone to maintain, this advanced AI drone is fully autonomous in battle so will not cause any casualties when it is destroyed."
-Fix the bug when some fighter piercing projectiles hit Guardian or Aegis's shield will pierce and instantly overload them.(I had tried to fix the fighter piercing beam pierce issue, but it was too buggy so I gave up(for now)).
-Guardian's flux can not be reset to 0 by recall it now.

Other weapons
-New particles trace VFX for Pulsar Beam(all size).
-New particles path VFX for Pulsed Beam Cannon(still in test).

RC5.1(for Neutrino corp v 1.81)
----------------------
Phase Missile System
-Some adjustment in AI.

Adv. P. Torpedo
-Lower the release range to 400.
-Simplified some script.

Javelin Torpedo Launcher
-Simplified some script.

Unstable Photon Cannon
-Balance its track ability some how.
-Simplified some script.

Disruptor
-Add a fuse malfunction effect.
-Malfunction damage lower to 1/4 missile's max HP.

RC5(for Neutrino corp v 1.81)
----------------------
(The change log goes too long too read so I set up a summary for all changes I have done)

Phase Missile System
-Rework the phased stage. Improve track ability.
-Add a missile call in and phase out effect.
-Add a new system AI for AI(what did I just mean?).
-Rebalance max range a bit.(To about 2000-3000 maybe. Missile act wired in phase, so I don't know how long can it shot either.)

Adv. P. Torpedo
-A new AI make the missile aim better.(will aim to target lead.)
-Rework the payload release mechanism. Now it will need 1 sec to charge up and will stard charge up at range of 450.The range will extend slightly when you have missile speed bonus(so faster speed missile won't lead to a shorter final releass range). And missile will obtain +30/+60 release range bonus if you have Neutrino Sigma Upgrade/ECCM package(and may gain more range bonus if there are any other ways to improve missile guidance).
-Payloads now can not be shot down. Total dmg = 300 + 3x80 + 8x20 = 700 EN.
-Neutrino Sigma Upgrade will active missile's omni thrust system.
-Medium and large sized launcher' ammo now regenerate at a rate about half of their ROF.
-large/medium launcher will regenerate with 2/4 ammo pre clips.
-large and medium launcher base ammo down to 10/20.
-large launcher now double it's fire rate but only 2 missiles per burst.(DPS no change)
-Small launcher reload 1.2 ammo per min and have 20 sec cool down(was 13).
-Small launcher base ammo down to 2 form 12.Regenerate 1 ammo per 50 sec
-New render hints (for hide mounts).

Light Photon Torpedo & Photon Torpedo Launcher
-A new AI make they track better.(Neutrino Sigma Upgrade/ECCM package will make them track even more better.)
-Will acquire target when firing ONLY. Can not acquire new target once it was launched.
-Add a "lock on closest enemy in front" behaviour when firing if you do not have a target locked.
-Light Photon Torpedo base ammo reduce to 9, and regenerate 9 ammo in 30 sec.
-Photon Torpedo base ammo reduce to 15, and regenerate 15 ammo in 45 sec.
-Light Photon Torpedo fulx per shot set to 125.
-Photon Torpedo fulx per shot set to 250.Dmg up to 400 form 375.
-Light Photon Torpedo and Photon Torpedo turn acc donw to 35 form 200.

Javelin Torpedo Launcher
-Regenerate 2 ammo pre min.
-Javelin torpedo will use a new AI if launching ship has ECCM package.
-Omni thrust system now will unlock when both Neutrino Sigma Upgrade and ECCM package installed. This will make them harder to dodge.

Sapper SRM & Goliath SRM Launcher
-New render hints (for hide mounts).
-Use a script to control their speed, so player skill and hull mod won't shorter their range now.
-Found some way teach AI how to use them correctly(hopefully).

Graviton Inversion Device
-An enhanced VFX.

Unstable Photon Cannon(So this one is a missile weapon?)
-Use a new AI so the Unstable Photon will goes...em, more unstabler?
-Unstable Photon will act as Photon Torpedo. And the shot will split in about 3 sec.
-Base ammo reduce to 20. Regain 5 ammo in 125 sec.

Disruptor(Well...this one is not a missile weapon.)
-Use a script to apply missile disrupt effect.
-Disrupt on missile will have some chane to lead an missile engine malfunction effect, which will make the disrupted missile flameout and lost half of it's HP.

[close]
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: 19_30s on June 09, 2015, 07:47:16 AM
Well, what to say this time? Hmm...I finally infected other part of this mod? OK, that's true.

http://www.mediafire.com/download/cj9w4ezj54zjuuy/Neutrino_corp_(not_only)Missile_Boost_RC5.6.zip

Change log
Spoiler
Code
RC5.6(for Neutrino corp v 1.81)
----------------------
-Supports Nexerelin's Corvus mode.

RC5.5(for Neutrino corp v 1.81)
----------------------
Unstable Photon Cannon
-Split reworked. Now a Unstable Photon shot will split into 4x3x2 = 24 final projectiles (75 energy damage each) plus 1 large unstable projectile and 4 small unstable projectiles.
-Large unstable projectile has 300 energy damage. Will does addition 300 energy damage on shield plus a shield-piercing chain EMP arc can cause 6x50 fragment damage and EMP. When it hit hull, the addition damage and EMP arc will turn into HE damage.
-Small unstable projectile has 150 energy damage. Will does addition 150 energy damage on shield plus a shield-piercing chain EMP arc can cause 3x50 fragment damage and EMP. When it hit hull, the addition damage and EMP arc will turn into HE damage.
-Flux pre shot rise to 4500.
-Base ammo down to 8, Regenerate 3 ammo per min.
-(To sum up, an Unstable Photon shot full hits on shield will cause 3600 energy damage on shield and 18x50 shield-piercing fragment damage and EMP. And an Unstable Photon shot full hits hull will cause 2700 energy damage, 1800 HE damage and 900 EMP.)
-(Sounds terrifying, isn't it?)

Adv. P. Torpedo
-Some modification for the payloads releasing VFX(hope it won't be too bright).

And now this is not only a missile boost anymore...

Ships
-A new Hullmod named "Neutrino Autonomous Drone" for Drohne, Schwarzgeist and Schwarm.
-Neutrino Autonomous Drone "Although it still need someone to maintain, this advanced AI drone is fully autonomous in battle so will not cause any casualties when it is destroyed."
-Fix the bug when some fighter piercing projectiles hit Guardian or Aegis's shield will pierce and instantly overload them.(I had tried to fix the fighter piercing beam pierce issue, but it was too buggy so I gave up(for now)).
-Guardian's flux can not be reset to 0 by recall it now.

Other weapons
-New particles trace VFX for Pulsar Beam(all size).
-New particles path VFX for Pulsed Beam Cannon(still in test).

RC5.1(for Neutrino corp v 1.81)
----------------------
Phase Missile System
-Some adjustment in AI.

Adv. P. Torpedo
-Lower the release range to 400.
-Simplified some script.

Javelin Torpedo Launcher
-Simplified some script.

Unstable Photon Cannon
-Balance its track ability some how.
-Simplified some script.

Disruptor
-Add a fuse malfunction effect.
-Malfunction damage lower to 1/4 missile's max HP.

RC5(for Neutrino corp v 1.81)
----------------------
(The change log goes too long too read so I set up a summary for all changes I have done)

Phase Missile System
-Rework the phased stage. Improve track ability.
-Add a missile call in and phase out effect.
-Add a new system AI for AI(what did I just mean?).
-Rebalance max range a bit.(To about 2000-3000 maybe. Missile act wired in phase, so I don't know how long can it shot either.)

Adv. P. Torpedo
-A new AI make the missile aim better.(will aim to target lead.)
-Rework the payload release mechanism. Now it will need 1 sec to charge up and will stard charge up at range of 450.The range will extend slightly when you have missile speed bonus(so faster speed missile won't lead to a shorter final releass range). And missile will obtain +30/+60 release range bonus if you have Neutrino Sigma Upgrade/ECCM package(and may gain more range bonus if there are any other ways to improve missile guidance).
-Payloads now can not be shot down. Total dmg = 300 + 3x80 + 8x20 = 700 EN.
-Neutrino Sigma Upgrade will active missile's omni thrust system.
-Medium and large sized launcher' ammo now regenerate at a rate about half of their ROF.
-large/medium launcher will regenerate with 2/4 ammo pre clips.
-large and medium launcher base ammo down to 10/20.
-large launcher now double it's fire rate but only 2 missiles per burst.(DPS no change)
-Small launcher reload 1.2 ammo per min and have 20 sec cool down(was 13).
-Small launcher base ammo down to 2 form 12.Regenerate 1 ammo per 50 sec
-New render hints (for hide mounts).

Light Photon Torpedo & Photon Torpedo Launcher
-A new AI make they track better.(Neutrino Sigma Upgrade/ECCM package will make them track even more better.)
-Will acquire target when firing ONLY. Can not acquire new target once it was launched.
-Add a "lock on closest enemy in front" behaviour when firing if you do not have a target locked.
-Light Photon Torpedo base ammo reduce to 9, and regenerate 9 ammo in 30 sec.
-Photon Torpedo base ammo reduce to 15, and regenerate 15 ammo in 45 sec.
-Light Photon Torpedo fulx per shot set to 125.
-Photon Torpedo fulx per shot set to 250.Dmg up to 400 form 375.
-Light Photon Torpedo and Photon Torpedo turn acc donw to 35 form 200.

Javelin Torpedo Launcher
-Regenerate 2 ammo pre min.
-Javelin torpedo will use a new AI if launching ship has ECCM package.
-Omni thrust system now will unlock when both Neutrino Sigma Upgrade and ECCM package installed. This will make them harder to dodge.

Sapper SRM & Goliath SRM Launcher
-New render hints (for hide mounts).
-Use a script to control their speed, so player skill and hull mod won't shorter their range now.
-Found some way teach AI how to use them correctly(hopefully).

Graviton Inversion Device
-An enhanced VFX.

Unstable Photon Cannon(So this one is a missile weapon?)
-Use a new AI so the Unstable Photon will goes...em, more unstabler?
-Unstable Photon will act as Photon Torpedo. And the shot will split in about 3 sec.
-Base ammo reduce to 20. Regain 5 ammo in 125 sec.

Disruptor(Well...this one is not a missile weapon.)
-Use a script to apply missile disrupt effect.
-Disrupt on missile will have some chane to lead an missile engine malfunction effect, which will make the disrupted missile flameout and lost half of it's HP.

[close]

wonderful,and someone else had downloaded this,why not post your work in Tieba :P
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: spartan117pr on June 09, 2015, 04:55:11 PM
So this is a patch made by deathfly, but supported by flashfrozen the mod author? Sorry just didn't realize there was more to download after getting 1.81 from the beginning of this post.  If this is so is this patch all inclusive or do I need to get an earlier version from an old post on this topic?
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Nanao-kun on June 09, 2015, 06:00:14 PM
So this is a patch made by deathfly, but supported by flashfrozen the mod author? Sorry just didn't realize there was more to download after getting 1.81 from the beginning of this post.  If this is so is this patch all inclusive or do I need to get an earlier version from an old post on this topic?
Should be all inclusive.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on June 09, 2015, 10:50:34 PM
So this is a patch made by deathfly, but supported by flashfrozen the mod author? Sorry just didn't realize there was more to download after getting 1.81 from the beginning of this post.  If this is so is this patch all inclusive or do I need to get an earlier version from an old post on this topic?

Yes and....well, you need to download the Neutrino Corp. 1.8 first then overwrite the original files with this patch.

wonderful,and someone else had downloaded this,why not post your work in Tieba :P

I will post it on Baidu later...
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Histidine on June 21, 2015, 07:45:43 AM
The Phased Array Cannon is showing up in places it probably shouldn't (Prism Freeport, and for that matter the secret stash). If it's not supposed to exist except as a built-in on the Jackhammer, it should have the SYSTEM (and SHOW_IN_CODEX) tags.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on June 21, 2015, 11:16:39 PM
The Phased Array Cannon is showing up in places it probably shouldn't (Prism Freeport, and for that matter the secret stash). If it's not supposed to exist except as a built-in on the Jackhammer, it should have the SYSTEM (and SHOW_IN_CODEX) tags.

The 75 OP one is supposed to be purchasable. And you can buy it, install it on a Maul, fire it up with it's ship system on, and you will get +500% range, resulting a 9720 range super beam.
(oh, that's not right. gona to nerf that one)
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: DMCN on June 22, 2015, 01:27:21 AM
The Phased Array Cannon is showing up in places it probably shouldn't (Prism Freeport, and for that matter the secret stash). If it's not supposed to exist except as a built-in on the Jackhammer, it should have the SYSTEM (and SHOW_IN_CODEX) tags.

The 75 OP one is supposed to be purchasable. And you can buy it, install it on a Maul, fire it up with it's ship system on, and you will get +500% range, resulting a 9720 range super beam.
(oh, that's not right. gona to nerf that one)


buff or nerf, that's a question lol
?????????????????23333
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: DeusFSBJ on July 29, 2015, 08:15:37 AM
Is the faction programmed to not build special ships every game you play? Or is it just randomized and there is such a low chance you may not see them? I really want to buy one and pilot them, but they do not get built.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: NightfallGemini on July 31, 2015, 01:25:28 AM
If you mean Falken and Unsung, Unsung is in a secret location in the (non-Nexerelin) campaign, and Falken just never spawns I believe.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on October 03, 2015, 06:23:19 AM
Long time no see there. Just got myself super busy in these days.
Here we came with some more bugs fixed, some nerfs, and a shiny new toy to play with.

*Due to some files need to be deleted so this one cann't be provided as a patch. And please make a clean install.

https://www.mediafire.com/?j5ptzktao7ucucx

Spoiler
Code
Build 6.0 (for Neutrino corp v 1.81)
----------------------
*Due to some files need to be deleted so this one cann't be provided as a patch. And please make a clean install.

-Fix the Corvus markets being doubled issue.

-Add a new weapon for test. Named Silver Lance, reused the old Phased Array Beam spirit.
-A high energy burst beam. It can penetrate most hulls, unshielded or shielded. And leave significant EMP effects on its path. Unfortunately, this beam can not deliver all its damage onto target in most of situation.
-(Fire in 5x burst. Have 1000 range. Cost 9900 flux to fire. Turret facing will be locked when beam charging up.)

-(If it hit unshield target, will do 500 x 5 EN damage on hit point and 50 x 5 EN and EMP damage per 10 SU in hull.)
-(If it hit on shield, will always try to rise 2500 hard flux and 2500 soft flux(both can be increased by damage bonuses) and penetrate it. do 5 x 5 EN and 95 x 5 EMP damage in hull.)
-(Hit a too hard shield may cause it run out of damage and stop.)

-Guardian Shield's flux can not be reset to 0 by recall it now.(Really this time.)
-Lock Guardian Shield to where it should be, just in case.
-Fighter piercing projectiles and beams can not longer penetrate Guardian Shield and Aegis.(Ah, finally fixed this one for sure.)

-Neafed Javelin Torpedo's ECCM AI's target leading calculation ability some how.

-Maul's Siege Mode only give 33% range bonus for beams now.(And only 50% trun penalty.)

-A slightly enhanced VFX for all Neutrino's Micro-Phase Actuators(Or I should say phase cloak?). And they will provide a minor motility boost in 0.8 secends.
-The Phase Ring on the END will stop when the ship is disabled.(And rotate a little faster when the Micro-Phase Actuators is activated but I think no one will notice that.)

-And...did I mised something?
[close]
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Takion Kasukedo on October 03, 2015, 01:48:14 PM
I managed to get my hands on a falken the other day...in my Nexerelin playthrough...


Spoiler
HOLY *** YOU'RE IN FOR A TREAT.
[close]
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Nanao-kun on October 03, 2015, 10:37:31 PM
Long time no see there. Just got myself super busy in these days.
Here we came with some more bugs fixed, some nerfs, and a shiny new toy to play with.

*Due to some files need to be deleted so this one cann't be provided as a patch. And please make a clean install.

https://www.mediafire.com/?j5ptzktao7ucucx

Spoiler
Code
Build 6.0 (for Neutrino corp v 1.81)
----------------------
*Due to some files need to be deleted so this one cann't be provided as a patch. And please make a clean install.

-Fix the Corvus markets being doubled issue.

-Add a new weapon for test. Named Silver Lance, reused the old Phased Array Beam spirit.
-A high energy burst beam. It can penetrate most hulls, unshielded or shielded. And leave significant EMP effects on its path. Unfortunately, this beam can not deliver all its damage onto target in most of situation.
-(Fire in 5x burst. Have 1000 range. Cost 9900 flux to fire. Turret facing will be locked when beam charging up.)

-(If it hit unshield target, will do 500 x 5 EN damage on hit point and 50 x 5 EN and EMP damage per 10 SU in hull.)
-(If it hit on shield, will always try to rise 2500 hard flux and 2500 soft flux(both can be increased by damage bonuses) and penetrate it. do 5 x 5 EN and 95 x 5 EMP damage in hull.)
-(Hit a too hard shield may cause it run out of damage and stop.)

-Guardian Shield's flux can not be reset to 0 by recall it now.(Really this time.)
-Lock Guardian Shield to where it should be, just in case.
-Fighter piercing projectiles and beams can not longer penetrate Guardian Shield and Aegis.(Ah, finally fixed this one for sure.)

-Neafed Javelin Torpedo's ECCM AI's target leading calculation ability some how.

-Maul's Siege Mode only give 33% range bonus for beams now.(And only 50% trun penalty.)

-A slightly enhanced VFX for all Neutrino's Micro-Phase Actuators(Or I should say phase cloak?). And they will provide a minor motility boost in 0.8 secends.
-The Phase Ring on the END will stop when the ship is disabled.(And rotate a little faster when the Micro-Phase Actuators is activated but I think no one will notice that.)

-And...did I mised something?
[close]
Is this standalone, or do we need to paste this over the original Neutrino 1.81?

EDIT: Oh wait, I see.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Roasted pig on October 04, 2015, 02:49:13 AM
your mod is cool.I played it long time.
but may I use some texture in your mod to make my strange mod?
(http://chuantu.biz/t2/14//1443952251x1822611033.png)
(http://chuantu.biz/t2/14//1443952346x1822611123.png)
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Nanao-kun on October 04, 2015, 09:33:38 PM
Got an error while trying out the Silver Lance for the first time. Not firing it at an enemy, just firing it into empty space in the simulator.

Quote
9250042 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: data.scripts.plugins.FakeBeamPlugin.renderFakeBeam(Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFFFLcom/fs/starfarer/api/graphics/SpriteAPI;Ljava/awt/Color;)Ldata/scripts/plugins/FakeBeamPlugin$FakeBeam;
java.lang.NoSuchMethodError: data.scripts.plugins.FakeBeamPlugin.renderFakeBeam(Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFFFLcom/fs/starfarer/api/graphics/SpriteAPI;Ljava/awt/Color;)Ldata/scripts/plugins/FakeBeamPlugin$FakeBeam;
   at data.scripts.weapons.NeutSilverLanceEffect.advance(NeutSilverLanceEffect.java:337)
   at com.fs.starfarer.combat.entities.ship.oOOO.void.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.super(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.??o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on October 04, 2015, 10:10:52 PM
Got an error while trying out the Silver Lance for the first time. Not firing it at an enemy, just firing it into empty space in the simulator.

Quote
9250042 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: data.scripts.plugins.FakeBeamPlugin.renderFakeBeam(Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFFFLcom/fs/starfarer/api/graphics/SpriteAPI;Ljava/awt/Color;)Ldata/scripts/plugins/FakeBeamPlugin$FakeBeam;
java.lang.NoSuchMethodError: data.scripts.plugins.FakeBeamPlugin.renderFakeBeam(Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFFFLcom/fs/starfarer/api/graphics/SpriteAPI;Ljava/awt/Color;)Ldata/scripts/plugins/FakeBeamPlugin$FakeBeam;
   at data.scripts.weapons.NeutSilverLanceEffect.advance(NeutSilverLanceEffect.java:337)
   at com.fs.starfarer.combat.entities.ship.oOOO.void.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.super(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.??o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

opps, seem like the fakebeam lib I use is a little more advance then SCY's and we got a classes names duplicate issue here.
Gona to fix it out soon.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on October 05, 2015, 02:25:43 AM
Fixed that bug and some more things.

http://www.mediafire.com/download/zfnye4gdx6iasgg/Neutrino_corp_Deathfly%27s_patch_Build_6.1_for_1.81.zip

Spoiler
Code
Build 6.1 (for Neutrino corp v 1.81)
----------------------

*Due to some files need to be deleted so this one cann't be provided as a patch. And please make a clean install.

-Fix the "no such method" wrong when firing Silver Lance caused by Fakebeam's class name duplicate issue.

-Misery's range lower to 750(from 900). Reduce its flux cost to 60 per shot(form 100). ROF up to 300 shot/min.
-Pulsed Beam Cannon' damage increase 25% (to ). Slightly improve its performance at long range. Flux cost increase to 870 per burst (from 525). Op +1.
-Dual Giga Pulse Laser' damage and flux cost increase 50%. Base ammo increase to 6 (from 5). Ammo regenerate down to 12 per minute (form 20).
-Antiproton Laser now will focusing on target, make them work a lot better on PD. OP increase 1.
-All kinds of Neutron Pulse Cannon will regen ammo at 1/10 of it's ROF.
-Derp Launcher now will reload 3 ammo per minute, and cost 200 enengy per shot.
-Particle Cannon Array will reload 17 ammo per minute.and base ammo reduce to 40

-Derp Charge CIWS now fire in 3 shots burst. And regen 1 charge per minute.

-Rearm the Blowtorch as a C-rig. Fusion Lance will build-in on it and not be sold on market anymore.


Build 6.0 (for Neutrino corp v 1.81)
----------------------
*Due to some files need to be deleted so this one cann't be provided as a patch. And please make a clean install.

-Fix the Corvus markets being doubled issue.

-Add a new weapon for test. Named Silver Lance, reused the old Phased Array Beam spirit.
-A high energy burst beam. It can penetrate most hulls, unshielded or shielded. And leave significant EMP effects on its path. Unfortunately, this beam can not deliver all its damage onto target in most of situation.
-(Fire in 5x burst. Have 1000 range. Cost 9900 flux to fire. Turret facing will be locked when beam charging up.)

-(If it hit unshield target, will do 500 x 5 EN damage on hit point and 50 x 5 EN and EMP damage per 10 SU in hull.)
-(If it hit on shield, will always try to rise 2500 hard flux and 2500 soft flux(both can be increased by damage bonuses) and penetrate it. do 5 x 5 EN and 95 x 5 EMP damage in hull.)
-(Hit a too hard shield may cause it run out of damage and stop.)

-Guardian Shield's flux can not be reset to 0 by recall it now.(Really this time.)
-Lock Guardian Shield to where it should be, just in case.
-Fighter piercing projectiles and beams can not longer penetrate Guardian Shield and Aegis.(Ah, finally fixed this one for sure.)

-Neafed Javelin Torpedo's ECCM AI's target leading calculation ability some how.

-Maul's Siege Mode only give 33% range bonus for beams now.(And only 50% trun penalty.)

-A slightly enhanced VFX for all Neutrino's Micro-Phase Actuators(Or I should say phase cloak?). And they will provide a minor motility boost in 0.8 secends.
-The Phase Ring on the END will stop when the ship is disabled.(And rotate a little faster when the Micro-Phase Actuators is activated but I think no one will notice that.)

-And...did I mised something?
[close]
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: NightfallGemini on October 05, 2015, 03:51:05 AM
I managed to get my hands on a falken the other day...in my Nexerelin playthrough...


Spoiler
HOLY *** YOU'RE IN FOR A TREAT.
[close]

Wait, what? I thought that didn't spawn naturally in Nexerelin.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on October 05, 2015, 04:15:45 AM
I managed to get my hands on a falken the other day...in my Nexerelin playthrough...


Spoiler
HOLY *** YOU'RE IN FOR A TREAT.
[close]

Wait, what? I thought that didn't spawn naturally in Nexerelin.

I thought that too. But it do spawn naturally in Nexerelin now for some reason.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Histidine on October 05, 2015, 05:08:13 AM
From older Deathfly patch version:

Code
"utility":{
"neutrino_vice_elite":10,
"neutrino_hacksaw_standard":10,
"neutrino_hacksaw_assault":10,
"neutrino_singularity_updated":10,
"neutrino_relativity_standard":10,
"neutrino_grinder_standard":10,
"neutrino_banshee_elite":10,
"neutrino_bansheenorn_standard":10,
"neutrino_nirvash_standard":10,
"neutrino_theend_standard":10,
"neutrino_sledgehammer_standard":10,
"neutrino_sledgehammer_assault":10,
"neutrino_piledriver_standard":10,
"neutrino_hildolfr_standard":10,
"neutrino_lathe_standard":10,
"neutrino_jackhammer2_standard":10,
"neutrino_colossus_standard":10,
"neutrino_maul_standard":10,
"neutrino_falken_standard":10,
"neutrino_criticality_standard":10,
"neutrino_gepard2_wing":10,
},
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: NightfallGemini on October 05, 2015, 05:17:15 PM
Oh neat! I wound up adding it to the prism_boss file in my Nexerelin install just to have a chance of it spawning, but I'll have to check out this new patched version.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Nanao-kun on October 05, 2015, 05:18:12 PM
The Silver Lance appears fixed with the update.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Agalyon on October 12, 2015, 10:17:01 PM
Getting this crash fighting a hacksaw in the simulator.

Code
3019663 [Thread-5] DEBUG org.lazywizard.radar.renderers.combat.ShipRenderer  - Triangulated hull 'neutrino_hacksaw' successfully
3082924 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
 at org.lwjgl.util.vector.Vector2f.add(Vector2f.java:191)
 at data.scripts.AIs.Missiles.Neutrino_PhotonTorpedoAI.advance(Neutrino_PhotonTorpedoAI.java:94)
 at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
 at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
 at com.fs.starfarer.combat.G.Òôo000(Unknown Source)
 at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
 at com.fs.starfarer.combat.D.o00000(Unknown Source)
 at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
 at java.lang.Thread.run(Unknown Source)
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on October 18, 2015, 02:33:55 AM
OK, fixed that NPE and some more weapon balance and some more quality polish.

http://www.mediafire.com/download/76mw3uzzjpbon5c/Neutrino_corp_Deathfly%27s_patch_Build_6.3_for_1.81.zip

Spoiler
Code
Build 6.3 (for Neutrino corp v 1.81)
----------------------

-Fix a NPE caused by Neutrino_PhotonTorpedoAI.

-Blowtorch's armor decrease to 500, OP decrease to 10.

-Nirvash's broadside battery firing arc adjusted a bit to fit the broadside AI now.(temporary)

-Adjusted Neutron Lance and Phased Array Cannon's firing pattern so not too more flux free chargedown beams now.(goodbay, fire'n vent cheating)
-Adjusted Neutron Lance and Phased Array Cannon's damage a bit. Neutron Lance's OP decrease to 32(form 35).

-Dual Giga Pulse Laser brust damage decrease to 1000. OP decrease to 18(from 20).

-Graviton Inversion Device became a build in weapon and not longer sold on market.

-Light Photon Torpedo RPM down to 30. Regenerate 9 ammo per 45 seconds.
-Photon Torpedo Launcher fire more quickly in brust(form 1.5 down to 0.6 second).

-Sapper SRM fire more quickly in brust(form 2.8 to 1.05 second).
-Sapper SRM and Goliath SRM Launcher will no longer cause friendly fire after missile flameout.

-Adv. P. Torpedo fly speed increase to 200 (from 160). Damage adjusted to 260x1 + 80x3 + 20x10. Flux per shot decrease to 350(from 375).
-Adv. P. Torpedo now use a more accurate way to detect distance to target so they will release closer to a thin ship form broadside(but this may cause them cresh into a flicking shield sometimes)
-Adv. P. Torpedo Single base ammo increase to 3.
-Dual Adv. P. Torpedo RPM increase to 10, base ammo increase to 12.
-Quad Adv. P. Torpedo RPM increase to 24, base ammo increase to 36, OP increase to 24, fire in 4 shots burst.

-A small AI trick to make sure AI controled ship would not interrupt Adv. P. Torpedo and Phase Missile burst by venting.(Not fully tested. If anyone found AI act weird with them, please PM me.)

-Derp Launcher and Derp CIWS will reload 1 burst per 45 secend. DERP will no cause friendly fire. Derp CIWS cooldown increase to 4 seconds.

-Remove the ammo limit for Neutron Pulse Cannon and Neutron Pulse Battery.
-Heavy Neutron Pulse Cannon and Neutron Pulse Cannon v. (F) base ammo decrease to 50. Reload at 1/4 RPM.

-Pulsar Beam OP decrease to 6. DPS increase to 98.

-Hit by Graviton Inversion Device or Siege Fusor will knock you out now.

-Guardian Shield will got damaged while overloaded.

-Clean up some collision polygons to lower the CPU load.

-Adjusted some variants.

-And...did I mentioned the Falken is three times powerful then the other mass production model now?
[close]

Next step maybe I shoul took my head into the ships balance. I know someone will gona to hate this...
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: HELMUT on October 23, 2015, 01:23:19 PM
Just finished my Neutrino campaign and have some feedback. However there's so much stuff to say... I'll probably forget a few. The big question is obviously "are they too strong?" which for me is definitely yes, i managed to take down all the SS+ boss bounties without teching the combat skill. The three things that stand out the most were :

-Their armour, better than low-tech ships.
-The hidden mounts can't be disabled, which make them really deadly in brawl.
-The very low crew requirement, which allow for bigger fleets.

Anyway, let's start with the frigates.

The Singularity is probably the best Neutrino frigate for every scenarios. Two hidden hardpoints that can't be disabled, more armor than any vanilla frigate, pretty good mobility, inexpensive to maintain and of course the 0.4 shield. Its only main weakness is its expensive deployment cost of 7, but that's not really a problem during early game and for late game you rarely deploy frigates anyway. Oh, and no peak performance limit too!

The Relativity is less impressive. Not quite as fast, armed and armoured (but still more than a Brawler). It's actually quite a bit more fragile than its brother, it have a wider profile that the small shield can't cover. My Relativities rarely lasted for long in campaign, the Singularity felt surprisingly more resilient as it survived for almost the whole campaign. It's not completely inferior though, the arc surge emitter makes for a terrific point defence system and can even threaten bigger, unshielded ships. It's probably one of the few Neutrino frigates where its heavy armor is kinda justified.

Flash compared the Criticality to a Hound in his changelog, and i feel the same. While it's dirt cheap to maintain, it is ridiculously expensive to field at 10 DP. It lack the large cargo of the Hound. On the battlefield, i had a lot of trouble to make it works. It doesn't have a shield and have 25 less armor than the brawler. Its system make it ridiculously mobile as long as it works but otherwise it's as slow as a buffalo. The triple medium mount could in theory allow for some interesting builds but its weak flux stats (the weakest of all Neutrino frigates) make it quite difficult. And given the boosters system consume flux, that ship rapidly become a death trap for the pilot. While the ship's whole idea is good, it doesn't really work in practice. Oh, it's also a massive missile magnet, making its already short life expectancy even shorter.

The Causality is a strange one, i loved it before but now i'm not so sure. It's the only frigate with a peak performance timer, which is needed given the nature of its cloak. The huge phase cloak activation flux cost make it quite easy to catch it with its pants down after an attack, which make it better in the role of a long range harasser. I don't really like the cloak upkeep at 0, which mean it can stay cloaked as long as it want and it can lead to some infuriating situations where a Causality refuse to un-phase. It need an upkeep, even if tiny, to avoid those situations.

For the destroyer, the Hacksaw is more or less a high-tech Enforcer, but with roughly the same armor as an Eagle. It's an awesome ship of the line, and while it doesn't have the "optimal" firepower of the Enforcer, it's much more tankier and with the 4 hidden small missiles slots that can't be disabled, it will bitterly fight to the end.

The Sledgehammer is another weird one. Its numerous missile mounts can make it whatever you want it to be, but not in an excessive way. It suffer from the same problem as the Hacksaw in the sense that it is ridiculously hard to kill. Its big weakness is the outrageous deployment cost, 15, as much as a Dominator. The numbers feel a bit extreme. Otherwise, i noticed that the AI wasn't able to use the built in siege fusor, probably due to the very long charge-up.

Then there's the Piledriver, directly competing with the Vice for the same role. I made a post about it long ago and while Flash indeed made some balance changes, i still feel there's only one place for those two. And the stats of those two ships kinda feel... Weird. Technically speaking, the Piledriver is a cheaper vessel with better all around stats while the Vice is crappier but with more guns. I feel one of those two should need to fill its own role.
I know that a while ago, the Piledriver used to have a launch bay, which was very, very powerful considering it also have a large hidden energy hardpoint. But at least, it filled the role of destroyer carrier that the Neutrino still lack today. I think changing the Piledriver back to a carrier could be interesting, with of course many tweaks to weaken its stats to make it not broken. This way, the Vice could finally assume the role of dedicated long range fire support of the fleet. Honestly, i'll leave this decision up to you. I personally think this would be more interesting.

Otherwise, same nerfs as above i guess, evening some of the stats, mostly the armor. The Vice might possibly need the hybrid mount treatment in the future, two medium missile and one large could end up ugly.

Now for the cruisers... The Grinder is probably the most balanced one in the bunch. It is a *light* cruiser, but given it's Neutrino, it's more of an analogue to the Aurora than the Falcon. It's very fast, faster than a Falcon without maneuvring jets. It's also quite tanky, right between the Eagle and Dominator if you ignore the shields but is otherwise surprisingly average. At first i had trouble finding a proper build for this ship, the weapons layout is pretty strange and the weak flux stats doesn't allow much diversities. It's a weird ship, but once you can get it working it does surprisingly well.

The Nirvash was the huge surprise of the campaign. Previously, i couldn't make this ship work for anything but i know realize how incredible it is. It's almost as tough as a Dominator, faster than an Eagle and with an absurd amount of firepower, with 90% of it being hidden and immune to EMP. The main trick is that it is a broadside ship.

The common mistake i made was to try to make use of the frontal large energy. Once i understood that it was a "trap" mount (it eat an unnecessary large amount of OPs and flux that you desperately need), i decided to go with an asymmetrical build similar to what i usually do with the Conquest. 5 pulsar repeater on the left side, nothing else on the other one, maximum vent/capacity, and unleasing hell on everything that came too close. It worked well, frighteningly so, especially since the maneuvring jet allowed me to reposition all the time. It works okay-ish with the AI as well, but then it's better to fill the other side with guns too, even at the cost of lower flux stats. I think it's a good ship, which will probably become even better with the new broadside AI that'll come with 0.7.

The Maul is the biggest, toughest Neutrino cruiser but also the least mobile and most expensive, it cost nearly as much as a capital ship to deploy. Its obvious role is med/long range fire support with the 3 large energy and 3 medium missiles. I didn't used it much in my campaign as it had some trouble keeping up with the rest of the fleet in combat.

TheEND is currently the only "small" carrier of the faction. Compared to the heron, it's obviously more expensive but also have quite a bit more firepower. Like the Causality, it have a big phase activation cost but no upkeep.

Overall, not much to say about the cruisers. Only the Nirvash may require a little bit of rework in its design. For the capital ships however, there's some issues.

I had a problem with the Colossus and somehow managed to lost its drone even though the ship was still alive. I'm not sure what caused this. Also, when the said drone is destroyed, this happen :

Spoiler
(http://i.imgur.com/l7NvXXH.png)
[close]

The explosion is for some reason absolutely gigantic, not sure if it's intended.

Then i tried the Jackhammer, and unsurprisingly, the phased array cannon and its 16.000 burst damage is ridiculous. Its ability to instakill a destroyer at 1200 range is just too much.

For the Banshee, it will probably require the hybrid mount treatment for the next update, maybe. A buff to the broadsides energy firing arc like you did to the Nirvash would also be welcome.

Another problem is about the Drache bomber and its graviton inversion device. In my campaign, it could overload any shield it reached, which is kinda overpowered. Another strange side effect, the bomb explosion push away the targeted ship. Not very practical for the rest of the bombers.

My last issue will be about the sapper srm. The missiles will slow down reaching a certain distance, even though they haven't reached their "maximum" distance. Which mean the AI will often fire as far as possible and they'll stop just in front of the target.

Oh and a last thing, some weapons weren't available in any stations in my campaign, the neutron lance and pulse cannon battery, don't know why.

That's mostly it, even though there's probably more stuffs that i can't remember. The most important would to even the stats about armor compared to vanilla. Neutrino can (and should) have above average armor, because of the nature of their shield system. Just not that much. It would also be very good to find a solution to the hidden weapon problem. Obviously, those can't be "normal" mounts, because they'd show and would looks very goofy on some ships. Can't help much on this one, i'll let the coders say what they think about it.

The last problem, probably the biggest one about the faction, is the small amount of crew required. Currently, the crew is a huge part of the logistic rating of the fleet. And because Neutrinos ships don't need much crew, they can field absolutely massive fleets. It's true that the very high deployment cost prevent them from flooding the battlefield, but they can still send waves after waves of ships. At max level (vanilla SS) and without going past 100 logistic points , i was able to field 22 Grinders cruisers compared to only 11 Eagles. 0.7 will change quite a few things about the number of ships you can have, so i'm not sure how this will end up but right now that's the biggest imbalance about the mod.

That's all. Even though the faction was clearly too strong, it was still fun to play, which is the most important after all. Just need another balance pass and it should be on the same level as vanilla.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Midnight Kitsune on October 23, 2015, 02:21:31 PM
One thing about those shield drones that I would like to add is they show up as HUGE ships on the common radar and that might have something to do with the explosion size
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: MesoTroniK on October 23, 2015, 03:13:12 PM

I had a problem with the Colossus and somehow managed to lost its drone even though the ship was still alive. I'm not sure what caused this. Also, when the said drone is destroyed, this happen :

Spoiler
(http://i.imgur.com/l7NvXXH.png)
[close]

The explosion is for some reason absolutely gigantic, not sure if it's intended.

Explosion size is collision radius + 200 SU.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on October 23, 2015, 07:26:29 PM
Explosion size is collision radius + 200 SU.
The collision radius of both shield drones will reduce to 50 when they were disabled. But seems like this may not work every time.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: MesoTroniK on October 24, 2015, 06:15:23 PM
One thing about those shield drones that I would like to add is they show up as HUGE ships on the common radar and that might have something to do with the explosion size

Forgot to mention this in my last post but you can hide specific entities from the Common Radar in the latest version now.

Here is a good chance to leverage that feature.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Flying_Whale on October 29, 2015, 09:47:54 AM
Hello. Is it possible to buy rmr in single player mode?
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Garmine on November 10, 2015, 05:39:25 AM
Hi!

I know it is not supported :)

But:

The mod crashes with (and maybe without) Deathfly's patch during loading on an up-to-date 64 bit Linux and OpenJDK 8 w/ max 3GB RAM allocation.

Java version (yes, I modified the launcher to use the system java):
Code
% java -version
openjdk version "1.8.0_65"
OpenJDK Runtime Environment (build 1.8.0_65-b17)
OpenJDK 64-Bit Server VM (build 25.65-b01, mixed mode)

The compilation error on Neutrino_ProjectilesEffect:
Code
46610 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.Neutrino_ProjectilesEffect]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.Neutrino_ProjectilesEffect]
        at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.ClassNotFoundException: data.scripts.plugins.Neutrino_ProjectilesEffect
        at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
        ... 2 more

It does not seem to be the usual miscapitalization error.

No other faction mod was enabled, only the depedencies, Twig lib, and maybe Common Radar.

Considering StarSector will use Java 8 soon it might worth to investigate the above issue. It would also be nice if someone else verified the bug (?) using Java 8 on a Windows.

Regards,
Garmine
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on November 10, 2015, 07:21:16 AM
Ah, that's one part of my patch. And I have no idea about how did it happens. Maybe you should take JRE 7 for a try or try out attached JAR (which is compiled by JDK 8 ) and see what happens.


[attachment deleted by admin]
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 19, 2015, 03:40:49 PM
mod is broken :(   

tried to fix it but its just completely broken, first the hullmods are broken and the starmap is broken the rest seems to work.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Piemanlives on November 19, 2015, 06:15:07 PM
That's what happens when we get a new version of the game, most of the time.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: jocan2003 on November 20, 2015, 12:14:15 PM
Patchcopalyspe
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 20, 2015, 08:30:28 PM
yea >:(
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 21, 2015, 05:27:07 PM
alright
almost done repairing the mod :D seems like the combat.main issue is related to the deployment of drones or fighters. removing anything relating to them seems to give me a different error now...
anyway, back to working XD
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 21, 2015, 05:28:31 PM
027 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
gives me this now...

alright
 um just had to add the hullmods to the list and ***... feel so nautious right now... 3 bright screens with a bunch of white makes me want to puke lol  but ya, I am slowly getting there!

this is getting harder and harder -_-
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 21, 2015, 05:36:26 PM
4582 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.randombattle1.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
4657 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: JSONObject["cost_capital"] is not a number.
org.json.JSONException: JSONObject["cost_capital"] is not a number.
   at org.json.JSONObject.getDouble(JSONObject.java:451)
   at org.json.JSONObject.getInt(JSONObject.java:468)
   at com.fs.starfarer.loading.SpecStore.return(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

getting this now...
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 21, 2015, 05:41:16 PM
name,id,unlocked,hidden,cost_frigate,cost_dest,cost_cruiser,cost_capital,script,desc,sprite
"Neutrino Sigma Upgrade","neutrino_sigmaupgrade","TRUE",0,0,0,0,"data.hullmods.NeutrinoSigmaUpgrade","A proprietary combat system which increases the shield's coverage by %s degrees as well as A.I. Enhanced targeting and slightly more durable weapon emplacements. WARNING, Incompatible with Extended Shields.","graphics/neut/hullmods/neutrino_sigma.png"
,,,,,,,,,
"Neutrino Omega Upgrade","neutrino_omegaupgrade","FALSE",10,15,20,25,"data.hullmods.NeutrinoOmegaUpgrade","A high-end upgrade reserved for Neutrino operatives and corporate interests. Improves weapon range and armor, but reduces hull integrity and increases shield upkeep. WARNING, Incompatible with Targeting Upgrades.","graphics/neut/hullmods/neutrino_omega.png"

problem is in here...

name,id,unlocked,hidden,cost_frigate,cost_dest,cost_cruiser,cost_capital,script,desc,sprite
"Neutrino Sigma Upgrade","neutrino_sigmaupgrade",TRUE,,3,6,9,15,data.hullmods.NeutrinoSigmaUpgrade","A proprietary combat

system which increases the shield's coverage by %s degrees as well as A.I. Enhanced targeting and slightly more durable weapon

emplacements. WARNING, Incompatible with Extended Shields.","graphics/neut/hullmods/neutrino_sigma.png"
,,,,,,,,,
"Neutrino Omega Upgrade","neutrino_omegaupgrade","FALSE",10,15,20,25,"data.hullmods.NeutrinoOmegaUpgrade","A high-end upgrade

reserved for Neutrino operatives and corporate interests. Improves weapon range and armor, but reduces hull integrity and

increases shield upkeep. WARNING, Incompatible with Targeting Upgrades.","graphics/neut/hullmods/neutrino_omega.png"

changed it to this and now this is fixed... iknow changed the values but honestly I am just sick and too lazy to try to keep the original ones...
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 21, 2015, 05:59:29 PM
5242 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: Mismatched quotes in the string; last quote: [,graphics/hullmods/faulty_power_grid.png
Destroyed Weapon Mounts,destroyed_mounts,,TRUE,0,0,0,0,data.hullmods.DestroyedWeaponMounts,Some of the original weapon mounts on this ship have been damaged beyond repair and can no longer be used.,graphics/hullmods/destroyed_weapon_mounts.png
], last added row:
{
  "id": " this ship's power grid will never be capable of achieving peak performance.",
  "name": "Top speed and maneuverability in combat reduced by %s percent. The maximum burn level is decreased by %s.,graphics/hullmods/degraded_engines.png\nFaulty Power Grid,faulty_grid,,TRUE,0,0,0,0,data.hullmods.FaultyPowerGrid,Whether due to battle damage or cycles of poor maintenance"
}
org.json.JSONException: Mismatched quotes in the string; last quote: [,graphics/hullmods/faulty_power_grid.png
Destroyed Weapon Mounts,destroyed_mounts,,TRUE,0,0,0,0,data.hullmods.DestroyedWeaponMounts,Some of the original weapon mounts on this ship have been damaged beyond repair and can no longer be used.,graphics/hullmods/destroyed_weapon_mounts.png
], last added row:
{
  "id": " this ship's power grid will never be capable of achieving peak performance.",
  "name": "Top speed and maneuverability in combat reduced by %s percent. The maximum burn level is decreased by %s.,graphics/hullmods/degraded_engines.png\nFaulty Power Grid,faulty_grid,,TRUE,0,0,0,0,data.hullmods.FaultyPowerGrid,Whether due to battle damage or cycles of poor maintenance"
}
   at com.fs.starfarer.loading.F.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.return(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

now this GOSH

edit: forgot to put neutrino hullmods in alphabetical order? wow apperently the game cares if destroyed weapon mounts is not at the end and is in alphebitical order but doesn't care if neutrino upgrades are... weird...
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 21, 2015, 06:14:53 PM
and out of nowhere i get an id not found -_- thanks for being clear...


I swear, computers are stupid...
anyway, I admire modders for their patience cuz this is taking FOREVER
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: SpaceRiceBowl on November 21, 2015, 06:20:38 PM
So uh, are you basically fixing up Neutrino for .70?

Cause you should probably ask the creator first before you go upload the fixed version, just as a common courtesy.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 21, 2015, 06:27:44 PM
yup

don't see how it could be a problem lol, in fact, I kinda helping him out lol just found one imcompatibility! 

in hullmods some of the stuff was wrong :)

Neutrino Sigma Upgrade,neutrino_sigmaupgrade,,TRUE,0,0,0,0,"data.hullmods.NeutrinoSigmaUpgrade","A proprietary combat system which increases the shield's coverage by %s degrees as well as A.I.

Enhanced targeting and slightly more durable weapon emplacements. WARNING, Incompatible with Extended Shields.","graphics/neut/hullmods/neutrino_sigma.png"
,,,,,,,,,
Neutrino Omega Upgrade,neutrino_omegaupgrade,,FALSE,10,15,20,25,"data.hullmods.NeutrinoOmegaUpgrade","A high-end upgrade reserved for Neutrino operatives and corporate interests. Improves

weapon range and armor, but reduces hull integrity and increases shield upkeep. WARNING, Incompatible with Targeting Upgrades.","graphics/neut/hullmods/neutrino_omega.png"

if you replace stuff with this it shouldn't do the cost capital error but now I am getting another null thingy...
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 21, 2015, 06:29:18 PM
AMOST DONE :D OMFG I CAN'T WAIT TILL IT LOADS!!!
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 21, 2015, 06:29:49 PM
5248 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.CivGrade] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5261 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: SpaceRiceBowl on November 21, 2015, 06:32:20 PM
It's just a polite thing to do to get the authors permission to reupload his own work, even if you did convert its comparability.

also seriously dude, you don't need to post every single bug you encounter, your starting to spam the thread
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 21, 2015, 06:38:18 PM
I'll delete them when done XD just increasing my post count :3

also, I have aspergers, so that probly why you think I act weird lol
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 21, 2015, 06:40:34 PM
welp
I am stuck... So I guess I will keep doing stuff tomorow...
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Aklyon on November 21, 2015, 06:52:35 PM
I'll delete them when done XD just increasing my post count :3

also, I have aspergers, so that probly why you think I act weird lol
1. your post count is irrelevant, there aren't any particular fancy titles here. You probably could've fit all of this in to a couple posts via edits.
2. As someone who also does, it feels more like you jsut want to see if anyones paying attention to the thread, although its pretty cool that you're working on compatibility anyway.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 21, 2015, 08:15:02 PM
didn't know it didn't affect lol but about me doing that stuff isn't just so people see it lol, I am trying to help fix it XD can't play withought this mod :/ hopefully it actualy speeds up the process since its really hard to pinpoint the incompatibilities withought deleting everything and rewriting everything. I know its kind of a waste of time and it would be better to do so, but on the other hand, trying to find the incompatibilities withought rewriting everything makes it possible to basicly easier to then add stuff instead of rebuilding from scratch... Well honestly, I don't know if its actualy the case for this mod, but its certainly the case for ironclads...

Also one last thing, I am actualy posting those error mesages so the creator (sorry don't remeber you name >__< ) can know already what changes to apply based on what I found hopefully. Just don't know why its considered spamming when I am actualy trying to help... shouldn't complain because I might fix it before he does and maybe it would take a week. I mean who knows  ???
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Piemanlives on November 22, 2015, 02:00:08 AM
Ok question:

1. Wasn't Deathfly working on something for this mod like last month?

2. What happened to Flashfrozen?
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Tartiflette on November 22, 2015, 03:45:20 AM
1 Deathfly has a working version of Neutrino but is polishing it.
2 FlashFrozen left because he had better things to do (you know, real life stuff). For now he hasn't decided if he will return or not.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 22, 2015, 10:51:11 AM
so... no one is trying to fix the mod except me right now?

guess it wasn't
Spoiler
(https://upload.wikimedia.org/wikipedia/commons/thumb/0/09/Spam_can.png/1024px-Spam_can.png)
[close]
after all XD
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Piemanlives on November 22, 2015, 12:35:44 PM
1 Deathfly has a working version of Neutrino but is polishing it.

Looking forward to it.

2 FlashFrozen left because he had better things to do (you know, real life stuff). For now he hasn't decided if he will return or not.

Ah, well whatever he decides we have what he's given us.

so... no one is trying to fix the mod except me right now?

guess it wasn't
Spoiler
(https://upload.wikimedia.org/wikipedia/commons/thumb/0/09/Spam_can.png/1024px-Spam_can.png)
[close]
after all XD

Hush you, there's a difference between tinkering with a mod for your own personal use and releasing work for download that isn't yours to begin with. If you REALLY want release this you'd best ask Flash because not doing so is rude.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 22, 2015, 12:43:36 PM
anyway, sorry about yesterday, was actualy tired and felt sick. But since no one is working on the mod right now I am going to try my best and fix it and will show all the incompatibilities I found if I manage to fix it. BTW, yesterday I wasn't actualy fixing the mod in such a way you would expect :/ was actualy merging the mods files with the vanilla one so I could see and compare the recent changes. What I will do now is fix it the way I should be by working on it via the actual folder and not merge stuff together. Last but not least, it is entirely possible I will have to completely remove the mods planets and such since it looks like they are the ones causing incompatibilities. What does work witht the current game tho are the ships and weapons. These were not changed during the updates so I won't mess with thos buggers. What is incompatible is the map, faction behavior, drones and fighter deployements and the hullmods. I will first focus on removing things and try to load the game withought all these elements and slowly rebuild the mod. I will take time, and I know I am not the creator but don't complain since I am actualy doing something good about it and no one should think this is useless. If you aren't pleased, odly enough well keep your complaining and just enjoy the fact I am doing something you would probably get sick of doing since doing this is a pain in the arse :P

Anyway, will update you on my progress. Would be cool if the creator could actualy join as well since there is alot to fix. I mean, only ships and weapons are fine at the moment...  :-\

first thing found: go in C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\graphics\planets copy and past the radiated planet skin elsewhere maybe on desktop, rename it with cruor and place it in your folder. now the game can load in with the mod :D was actualy that simple for that one lol. But there will be many more crashes.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 22, 2015, 12:45:46 PM
wasn't making my own version  ::)

tried to fix it in a weird way XD thats it lol no worries, not trying to change anything :) I ain't the creator and would ask before changing stuff:)
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Tartiflette on November 22, 2015, 12:57:19 PM
so... no one is trying to fix the mod except me right now?
1 Deathfly has a working version of Neutrino but is polishing it.
I thought that was clear enough.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Piemanlives on November 22, 2015, 12:59:57 PM
wasn't making my own version  ::)

tried to fix it in a weird way XD thats it lol no worries, not trying to change anything :) I ain't the creator and would ask before changing stuff:)

...

Right before I go on a death march lets clear things up.

1. Fixing up the mod and using it for your own personal use is absolutely fine.
2. Fixing up the mod and releasing it to the public without asking permission from the original author is not fine.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 22, 2015, 01:30:27 PM
ya I actualy saw that after posting it :P didn't mention it but ya figured I could still do it tho :)

also how is fixing a mod and letting people download it just to be nice and actualy making no profit out of doing so contributing to stealing or being impolite in any way??? makes absolutely no sense! You are basicly saying that I am doing something bad and not constructive... which is actualy the complete oposite lol
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 22, 2015, 02:01:11 PM
alright found the problem where you have a crash when starting a game. Its in the jars, scripts, systems and its one of those files creating the crash. will try removing them and see if it stops the game from crashing
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Piemanlives on November 22, 2015, 02:06:21 PM
Also how is fixing a mod and letting people download it just to be nice and actually making no profit out of doing so contributing to stealing or being impolite in any way??? makes absolutely no sense! You are basically saying that I am doing something bad and not constructive... which is actually the complete opposite lol

Common decency. It's not about being constructive, It's called being respectful to someone else's work, yeah sure you may be doing something nice for the users, but if you haven't at least asked for permission from the author it's still technically stealing. It's one thing to ask and never get a response, maybe they've disappeared off the face of the multiverse, in that case I'd say consequences be damned, uploaded it. If they suddenly make a resurgence and then politely ask for you to remove it at a later date? then do so. If you ask and they say no, then it's best to comply with their wishes.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 22, 2015, 02:26:58 PM
stealing: take (another person's property) without permission or legal right and without intending to return it.

I am not stealing ANYTHING if the creator is giving it out for free. Stealing applies only if you take an object from someone and not giving it back. In this case, you are trying to say that actualy fixing something which is A COPY, not a copyrighted, payed content, or an unique object which can't be copied is stealing! Makes no bloody sense! XD Seriously, stop trying to be the internet police, if anything, why the *** would he say no lol makes no sense! No one likes fixing *** and would rather have everything work in case of modding because its a pain. But seriously, learn the defenition of words. This is not stealing in any way...
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Tartiflette on November 22, 2015, 02:45:00 PM
stealing: take (another person's property) without permission or legal right and without intending to return it.

I am not stealing ANYTHING if the creator is giving it out for free.
That's absolutely completely false. Copyright laws apply even if the author decided to release it for free. If the author wants to let his work die, it's his most fundamental right and you cannot change that. And since it's an artistic piece of work, tampering it for your own enjoyment is also technically illegal, as all of the formal EULA specifies it. It's like all those Facebook re-poster that earn money on videos they took from other people on youtube: they may have been online for free, but that's still a theft.

in that case I'd say consequences be damned, uploaded it.
And that is the exact opposite of what you should do. Even if there is no reply you cannot take or modify anyone's work. Period.

[edit] Sorry if I sound all worked up but it's tiring to always have to repeat the same thing over and over. If it's on Google it doesn't mean it's free, if it's free it doesn't mean you can do whatever you want with it.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Piemanlives on November 22, 2015, 02:57:29 PM
I'll keep silently endorsing the point then.

Back to the cataclysm.

See stealing in the literal sense of the term is the theft of someone else's property. That is to say stuff that belongs to them, say someone built a house, government comes in and takes it without any reason. Stealing.

Now we look at the mod. FF (as he will now be referred to) as well as the people who assisted with it (As listed on the front page) built this mod from the ground up. This is THEIR work and not yours. It's not that fixing the mod for new versions of the game is a bad thing, but it's PROTOCOL. Respecting peoples work is paramount, it doesn't matter if you're not doing anything nefarious with it, claiming that this is all your doing. It doesn't matter whether FF says yes or no to your request to release a modified version of the mod for the users (AKA US) so long as you've done it, it's polite.

Again the difference between asking forgiveness and asking permission. If FF had said "release variants of the mod if you wish, I don't care." on a previous page of the mod thread this entire argument would be a complete waste of time. But unless you can directly quote our Frozen lord this argument will continue.

Back to stealing. If you were giving out free food to the people would you prefer if people actually came up and asked instead of simply taking it? I know I would, it makes things easier to keep track of.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: SpaceRiceBowl on November 22, 2015, 03:23:58 PM
I think this is just a misunderstanding.

Yes, there is an active mod author working on Neutrino. His forum name is Deathfly, and he and Flash collaborated in keeping this mod up to date.

No, there is no reason for you to try fix and update this mod because Deathfly is already working on an update. Even if you did get a working version early, the official patch would probably be released a day or two later.

Alright, hope that clears up things, lets try not to derail this mod thread even more.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 22, 2015, 04:11:50 PM
true, also can't actualy keep trying to fix it, for some reason, looking at a white screen for a while makes me want to vomit so I will actualy stop :/ anyway, I guess I will let him fix it because I seriously need to stop right now... I feel like ***
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Deathfly on November 22, 2015, 07:08:24 PM
Even if you did get a working version early, the official patch would probably be released a day or two later.

Well, sorry to disappoint you but I don't think my new patch will come out in days. So far I fixed and relocated star systems, relocated some stations to keep you out form be burned by stars, rebalanced all ship's burn speed and supplies cost to fit 0.7a, rebalanced all ship's OP and flux and armro to make then lease overpower and more fun, rebalanced some weapon to make them fit 0.7a change and make them really useful, adjustmented fighter wings, adjustmented some missile AIs, and hidden Unsung to some where harder to find and harder to reach.

For now I need some more test play to make sure every change I made works right and this will take time. So I think my patch will come out sooner then soon™, but not as soon as you thought.
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Aklyon on November 23, 2015, 05:07:59 AM
So its coming Sooner? :)
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on November 23, 2015, 09:12:59 AM
Btw, how did you manage to fix that crash with the jar files? I am not a good modder yet but I do have enough knowledge to actualy fix the mod. The only thing that I still have problems with are the jar file crashes which, are kindof a mess, and are also really hard to pinpoint because of the crash logs. Would be really cool if you could tell me cuz I would like to learn that and hopefully make of mod of my own which would add a bunch of star systems, planets and lore to the campaing :)

btw sorry for going off track about the mod XD
also sorry for the begining of a flame war i started lol, I am still learning about social skills XD hopefully I could actualy do stuff on this forum withougt screwing up every time I open my mouth lol, really trying to do something good here but it seems like there are alot of rules simply not said which are hard for me to know about... anyway, last thing, did I actualy find some of the problems or do I still need to learn how to use the crash logs? Because the info the crash logs give back is just so god damn hard to understand when it comes to the combat.api or planet.api crashes, I litterally couldn't understand what they were refering too. Also, I am not an adult, only 16 so I still have alot of time to learn XD
Title: Re: Neutrino Corp. (v. 1.81)[0.65.2a]
Post by: Mealstrom on December 01, 2015, 09:55:45 PM
still waiting :P

can't wait tho :P
Title: Re: [0.7.1a]Neutrino Corp. (v. 1.82)
Post by: FlashFrozen on December 06, 2015, 08:19:51 PM
In collaboration with Deathfly ( he did all the work  ;D )

Neutrino will now be returning to Starsector more properly integrated
Balance changes were made so don't expect them to play the same.

>>> Version 1.82 <<<<

Standalone Download here - http://www.mediafire.com/download/ctc57zpzd9shb3d/Neutrino+corp+1.82.zip (http://www.mediafire.com/download/ctc57zpzd9shb3d/Neutrino+corp+1.82.zip)

Try out the dual armor :P
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: cpmartins on December 07, 2015, 07:59:23 AM
Oh boy, I need this in my life. A Thank you to both of you.
The question that needs answering is: Can I still get the Unsung
Spoiler
by going to the unmarked solar system?
[close]
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: FlashFrozen on December 07, 2015, 10:15:54 AM
Yerp, but you can no longer find it where you used to, pretty much a lottery, so bring some fuel :p
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: beep_boop on December 07, 2015, 02:30:49 PM
Got a minor case sensitivity bug.

Jar file is named 'NeutrinoJAR.jar', while game looks for 'NeutrinoJar.jar'
This causes  "Error compiling [data.scripts.NCModPlugin]" on startup, when you are using Linux system.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Ghoti on December 07, 2015, 05:50:15 PM
can confirm what beep_boop said, hit the same thing.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: FlashFrozen on December 07, 2015, 05:53:57 PM
Noted,

Will collect a few more bug fixes before 1.82v2 soon.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Shyguy on December 08, 2015, 01:25:56 AM
Not sure if this helps but when I activate the Corp mod I get a Fatal: Index: 0 Size 0 error



Spoiler
187687 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Cyan Leader on December 08, 2015, 12:25:18 PM
I'm getting the same problem.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Ghoti on December 08, 2015, 02:55:08 PM
I'm noticing in the vanilla campaign with neutrino corp that the start of the game has much higher supply prices.

I'm not really sure why that is, but it might be due to the solar farm being a trade center, which has some effect on local commodities and their estimated utility(?).

all I know is I'm seeing some pretty wild econ swings with neutrino corp.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: FlashFrozen on December 08, 2015, 03:28:24 PM
Not sure if this helps but when I activate the Corp mod I get a Fatal: Index: 0 Size 0 error



Spoiler
187687 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
I'm getting the same problem.

Well, since the error is pretty non descript, I'll go through the list :p

- Do you have the latest version ( RC5 ) of starsector 0.7.1a?  there has been several newer versions of 0.7.1a but with the same number
- Latest version of LazyLib?
- Latest version of ShaderLib?
- Clean install? (do not copy paste neutrino into the old folder, delete everything then paste the mod back in)
- Clear your mission saves for Neutrino Missions, ships have been changed slots of have been modified, this can cause an error when a weapon is placed in a slot that no longer exists.
- Clear campaigns with neutrino? ( last resort unless you use save transfer )

Otherwise if you both had the same error, can you describe when or where it crashed?

During the game load?  Main menu screen? During Combat? Refit screen, campaign? etc or ships / weapon you were using.
Anything will help make the bug search faster. :)
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Mesnomer on December 08, 2015, 04:22:09 PM
Well, since the error is pretty non descript, I'll go through the list :p

- Do you have the latest version ( RC5 ) of starsector 0.7.1a?  there has been several newer versions of 0.7.1a but with the same number
- Latest version of LazyLib?
- Latest version of ShaderLib?
- Clean install? (do not copy paste neutrino into the old folder, delete everything then paste the mod back in)
- Clear your mission saves for Neutrino Missions, ships have been changed slots of have been modified, this can cause an error when a weapon is placed in a slot that no longer exists.
- Clear campaigns with neutrino? ( last resort unless you use save transfer )

Otherwise if you both had the same error, can you describe when or where it crashed?

During the game load?  Main menu screen? During Combat? Refit screen, campaign? etc or ships / weapon you were using.
Anything will help make the bug search faster. :)


I'm having the same crash - the "when I activate the Corp" part of the previous bug report probably refers to the game crashing during the initial load. Pretty sure your mod's incompatible with Nexerelin.

Edit: vvv Bingo.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Shyguy on December 08, 2015, 04:26:36 PM

Well, since the error is pretty non descript, I'll go through the list :p

- Do you have the latest version ( RC5 ) of starsector 0.7.1a?  there has been several newer versions of 0.7.1a but with the same number
- Latest version of LazyLib?
- Latest version of ShaderLib?
- Clean install? (do not copy paste neutrino into the old folder, delete everything then paste the mod back in)
- Clear your mission saves for Neutrino Missions, ships have been changed slots of have been modified, this can cause an error when a weapon is placed in a slot that no longer exists.
- Clear campaigns with neutrino? ( last resort unless you use save transfer )


Got the latest Lazy and Shader as well as the latest ss hotfix and the entire game is a new clean install, the crash only happens when the loading bar at the game startup is full which is when the error occurs.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Deathfly on December 08, 2015, 05:34:16 PM
To all those who got Index: 0 Size 0 error:
Please DON'T use 64 bit JER 7 ro repalce Starsector 's JER. Use a 64 bit JER 8 instead.
Starsector upgraded to Java 8 since 0.7a (but maybe it still compatible to JRE 7) and so do the Neutrino since 1.82 (and Neutrino is not compatible to JRE 7 any more).
Sorry for the inconvenient.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: FlashFrozen on December 08, 2015, 05:45:54 PM
To all those who got Index: 0 Size 0 error:
Please DON'T use 64 bit JER 7 ro repalce Starsector 's JER. Use a 64 bit JER 8 instead.
Starsector upgraded to Java 8 since 0.7a (but maybe it still compatible to JRE 7) and so do the Neutrino since 1.82 (and Neutrino is not compatible to JRE 7 any more).
Sorry for the inconvenient.


On that note, the ever helpful thread to get JER to 8 http://fractalsoftworks.com/forum/index.php?topic=8726.0 (http://fractalsoftworks.com/forum/index.php?topic=8726.0)


Also, some more bug fixes:

Standalone Download here -  http://www.mediafire.com/download/37ciwuan4ndalnl/Neutrino+corp+1.82rc2.zip
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Bastion.Systems on December 09, 2015, 06:07:39 AM
I don't know if it's a bug with this mod or the save transfer script but when transferring my save to a new world,
upon loading the script I suddenly came to a possession of a Unsung-class Flagship and it's ridiculously op  ;D
And also 2 weird Phase Array Cannons that break the portrait system.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Therlun on December 09, 2015, 03:58:28 PM
Hiho

Despite this forum account being new I owned Starsector for a few years already and I do remember really liking this mod back then as a player faction with a wide range of unique ships. I especially remember that one broadside oriented capital ship.
I recently started a campaign with Starsector+, Nexerelin and all the faction mod that I liked at first glance and would like to provide some feedback regarding Neutrino as an AI faction.

The short version is that I think the Neutrino faction is too strong and more importantly very unfun to play against.

Infinite cloaking or ultra efficient shields combined with excessive firepower and very tough hulls makes it a real slog if your faction is hostile to Neutrino.
Especially noteworthy for me have been the Causality and TheEnd classes, but it probably applies to many more. The cloaking is simply too good against AI controlled ships and super annoying for human players to deal with. A single Causality often has several enemy ships circling it, with no real danger to itself, binding a large number of ships and effectively negating them due to the perma-cloak*.
TheEnd is my least favourite ship in the game though. Supposedly a "hybrid carrier" with infinite cloak, a tough hull and very high, accurate AND versatile firepower. Beam weapons, good damage variety, that super-accurate high damage missile barrage would make it a huge threat even without the cloak. With it it becomes the worst grind I have experienced in this game so far.

*The only reason the AI can beat Neutrino in tactical battles is that the Neutrino-AI will stupidly decloak and instantly recloak occasionally, triggering the cloak activation flux.

I'm not saying Neutrino ships are impossible to beat. Exploiting the AI weaknesses or simply auto resolving on the strategic map make them bearable in a campaign.
My problem is the lack of any kind of real drawback to all the advantages the faction ships have in tactical combat. Which might be fine and entertaining when you are playing as them but really makes them a poor choice to include in your campaign when you want to play with other ships yourself.

Thanks for the work in this great mod.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Troika on December 09, 2015, 06:47:50 PM
I'm pretty sure TheEnd is supposed to be a special boss ship.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Gezzaman on December 09, 2015, 06:54:37 PM
Dont know about 0.7.1a, but in 0.65.2 TheEnd can be easily bought and ive seen a few inside grand invasion fleets.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: stormbringer951 on December 10, 2015, 06:30:31 AM
Also, some more bug fixes:

Standalone Download here -  http://www.mediafire.com/download/37ciwuan4ndalnl/Neutrino+corp+1.82rc2.zip

Another case-sensitivity fix for Linux: mod_info.json line 12,

Code
	"jars": ["jars/NeutrinoJAR.jar"]

should be changed to NeutrinoJar.jar now that you've changed the .jar filename.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: HELMUT on December 10, 2015, 07:02:47 AM
The short version is that I think the Neutrino faction is too strong and more importantly very unfun to play against.

Just by curiosity, what kind of play-style do you use? A fully combat skilled flagship with a few escorts or rather a larger fleet boosted by the tech skill?

I personally always loved to fight Neutrinos. Granted, i haven't tried them yet since their most recent nerf. However i learned they are extremely vulnerable preys when you have the right fleet.

Neutrinos are probably the second strongest faction in the modding community when it comes to individual ships. Their extremely efficient shields and strong armor (that should be thinner since the last update) make them the best in 1v1 scenarios. Add their powerful venting ability on top of that, there's not much that can outbrawl a Neutrino ship. That's why you never fight a Neutrino fleet on equal numbers, and even less when outnumbered, especially since they can have officers now. You won't get past their shields and they'll eventually hack you to pieces.

However, they are the most vulnerable when outnumbered, much more than other factions. Their shields, while very strong, have a very narrow arc, which prevent them from blocking shots from several directions at once. Once their surrounded, they're in a really bad spot.

That's how i regularly farm Neutrino fleet. A bunch of cheap frigates with long range HE weapons or fighters (they really don't like Thunders and their ion cannons). There's no need focusing their shields with kinetic weapons and bombers, they'll just vent it off anyway. Once the armor is gone, their weak hull can't hold very long. The phase ships like TheEnd are in the same situation, the AI tends to uncloak stupidly and re-activating their phase cloak cost a lot of flux, which will eventually overload them. Once again, fighters are pretty good at forcing phase ships to make mistakes. It's no different than fighting Afflictors and Dooms, it's just a game of patience.

Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Deathfly on December 10, 2015, 09:21:56 AM
Also, some more bug fixes:

Standalone Download here -  http://www.mediafire.com/download/37ciwuan4ndalnl/Neutrino+corp+1.82rc2.zip

Another case-sensitivity fix for Linux: mod_info.json line 12,

Code
	"jars": ["jars/NeutrinoJAR.jar"]

should be changed to NeutrinoJar.jar now that you've changed the .jar filename.


LOL on this one.
I fix this case-sensitivity issue by change this line in mod_info.json form my end and FlashFrozen fix this by rename the .jar file.
And a double fix was done, great.  :D
(@FlashFrozen, let's keep the change in mod_info.json. I just too lazy to rename the project in my IDE...)

@Therlun
Thank you for you reply.

Well, I know how you felling because I also got pwned many time in test fight VS Neutrino too.
But well, I think the really problem is not the defence(after last balance the defence drop form S++ to A I think) nor the fire power (most Neutrino weapon act...at lease fine).
The really problem may be the weapon range superiority and the too success AI tactics (plus some fitting I made that can push the ship to its maximum efficiency).
Instead of using the ship in same class to do a front assault, AI will always use some smaller ship to pin you down and scatter you out, while keeping a little more motility enough to let them pull out form your reach. And that will make Neutrino's weapon range superiority and high flux dissipate rate take most advantage.
But if you are fighting to a Tri-Tachyon fleet, they will do the most same thing to you, except they can kit you in the same ship class and some of thier fittings are....meh.
And about the phase ships. Neutrino's phase ships may be a little more dangerous then the vanilla ones. But more annoying? I don't think so. The vanilla phase ships are far more annoying then Neutrino's. They will do the same disturb to any fleet and do it more safer.
About The END, well, I am gona to nerf it by remove the 4 hiden front slots. She realy hold too much fire power for a carrier.

@valefore
In fact I just make the active flux vent rate penalty correct stack with player skill, not make it penalty more.
(And...well, please don't use a mod to judge another mod's balance. It may turn out that both mods are IMBA. And may provoke a new arms race. :) )

@HELMUT
er, your tactics may work less efficiency now because Neutrino's new armor can soak up a more light damage now.

Any way, the new balance pass is under way. And any comment and suggestion are all welcome.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Mealstrom on December 10, 2015, 09:53:38 AM
Btw, one thing, please make the supply/repair rate better instead of making ships stronger in fight, the extremely hard logistic to maintain makes it really *** to have the fleet of your dreams withought running out of money/supplies. It would be more fun if the ships were better at defense and less focussed on attack in some cases and probably make the ships slower since the unsung is just WAY too strong in that regards... I mean, its my favorite ship ever but even I find it too good. You really need to make the mod more balanced for vanilla since vanilla has a story to it and gives you some lore to enjoy, nexerelin doesn't have that and neutrino is a bit more exerelin orriented sadly... Maybe you could make a vanilla balanced and a nexerelin balanced version because both enviroments have different things to watch out for. In the end, I really like this mod and it would be really cool to see a new system for them added to the vanilla map and would also be cool if you could add a bunch of hidden places on the map to explore since that really makes exploring fun :)   

So far I would say that the only good thing about neutrino is they have a few good looking capital ships, the shield one looks really bad no offense but the back is just so ugly lol! Also I think that ship should have at least some flux accumulation because it is WAY too strong to use as a fun support ship. One thing which could make it actualy worth bringing in battle was if it had a much smaller shield but you would replace that with a repair deck with around 10 repair drones deployed and anyship inside the shields would get some slow but good hull repair. I think this would make for a really interesting new type of ship in the game because right now, there aren't enough long fights and this would really help to change that aspect of fights in game and probably make it possible to make fights last for at least weeks at the entrance of starsystems.

Lastly, since neutrino has the best capital ships around, could you focuse less on adding ships for now and making different paint/varients/modified ship hulls which other factions could buy since right now, I don't see neutrino as a lonely faction but more as a corporation (and we don't see that alot and this mod is about a corporation anyway lol) and it would be more peaceful with factions like hegemony/tritachyon/sindrian diktat and would basicly supply them with rare but really usefull capital ships. It would just be really cool to see that since already Starsector + already does that alot and its so just way better that a faction which looks completely unafected by the vanilla world and just looks like its there for the player... Anyway, I guess I could help do that with sprites because I do have alot of spare time and since I have aspergers I can just become a sprite factory if I have the motivation. All I would do is take the already there sprites and outfit them to fit with the factions in vanilla and would learn at the same time to program the bounderies and weapons slots and emplacements :) after that I could just post them on a thread where I would show the new sprites and could ask what people want and when I would be done I would give them to you. Wouldn't be complicated and I think it would really help the mod grow to a point like starsector + is :)
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: pigreko on December 10, 2015, 09:22:50 PM
is the secret location still therE? I played with neutrino before the last 2 patches, and I remember there was a location with n hidden system. is it still there?
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Tartiflette on December 10, 2015, 11:42:42 PM
But both are made by the same person!
Both were created by FlashFrozen, but since he is more interested in creating cool ships designs than in adjusting numbers in a spreadsheet or coding, DeathFly and I took over most the maintenance/balancing part of Neutrino and Diable Avionics. And we have a very different approach to balancing: Deathfly apparently wanted to create a new gameplay gimmick for Neutrino that he could have more control over than basic game armor. On the other hand, I am more into slashing the offending values to fall back within vanilla range, making most the ships just average at best, and then work up from that point. (obviously, the second make a less flashy faction but I think it's less prone to errors)

This detail aside, even if mods are from the same person, don't compare their strengths. It would be extremely easy to have them becoming increasingly meant to face each other and become useless/op against anything else.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Surge on December 11, 2015, 12:29:23 AM
Funny, I'm doing a Diable playthrough right now and they're pretty hilariously flashy, like exigency with more carriers. I absolutely love it.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Cik on December 11, 2015, 12:34:15 AM
diable doesn't seem weak to me

i fought a deserter fleet of them

i said at the beginning "i'll just keep shooting these crazy fighters and thousands of missiles they keep throwing at me, until they run out"

they never did
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Surge on December 11, 2015, 12:56:36 AM
Yeah Diable is kinda odd in that they have to play to their strengths or they get stomped fast, that means insane missile and fighter spam. All of their fighters are gunships in and of themselves and the regenerating ammo on their micro missiles pairs with how common flight decks and small missile mounts are on their ship to make them downright absurd in larger fleet battles. Not to mention the HTPC on the Gust...
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Tartiflette on December 11, 2015, 02:19:45 AM
They will have a second balance pass soon enought now that I had time to play more with them and gather some feedback. They won't change much though, while there are a couple of rough edges as I think I struck a pretty good spot overall. But enough derail, that's for the Diable thread.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Bastion.Systems on December 11, 2015, 04:40:48 AM
I like Neutrino Corp. as they are something to fight Templars with.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Mealstrom on December 11, 2015, 10:26:19 AM
true but templars are a faction which really doesn't fit vanilla story and balance :/ thats the main issue right now since it would be cooler if the player had to join factions and protect as much as he can withought OP ships, its more challenging, better, more fun, makes you enjoy the new join battle feature/ and finaly, isn't just you vs them :)  Honestly, I don't like templars because they are also really not fitting with starsector with all their flashy colors and just weird noises lol + we already have a religious faction in the game XD
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Ghoti on December 11, 2015, 02:14:51 PM
I know where you're coming from lilstrip. Mod is super super cool and the ships are goregous, you want to play them but they don't fit!

but it's also important to respect what a mod is. In neutrino corp's case it's upfront about it.

quoteth the mod_info.json
Quote
{
  "id":"Neutrino", # internal id
   "name":"Neutrino Corporation", # displayed to the player
   "author":"Flashfrozen and Deathfly",   
   "version":"1.82",
   "description":"25 neutrino ships, and 2 bombers with 6 fighters and 34 unique weapons",
   "gameVersion":"0.7.1a",
   "modPlugin":"data.scripts.NCModPlugin",
#     "m_isVanillaBalanced":"false",
#     "m_isCompilation":"false",   
#      "m_incompatibleWith":"Collection, UomozCorvus",
   "jars": ["jars/NeutrinoJAR.jar"]
}
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Alex on December 11, 2015, 07:42:55 PM
To all those who got Index: 0 Size 0 error:
Please DON'T use 64 bit JER 7 ro repalce Starsector 's JER. Use a 64 bit JER 8 instead.
Starsector upgraded to Java 8 since 0.7a (but maybe it still compatible to JRE 7) and so do the Neutrino since 1.82 (and Neutrino is not compatible to JRE 7 any more).
Sorry for the inconvenient.

Note: there's a very good chance of Starsector going back to JRE 7 for the next release, for Linux and Windows, due to various issues with JRE8.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Deathfly on December 11, 2015, 08:13:29 PM
Note: there's a very good chance of Starsector going back to JRE 7 for the next release, for Linux and Windows, due to various issues with JRE8.

yeah, I heard about the strange performance issues about JRE 8 and I already switch back to JDK 7 in DEV ver. But still thank for the remind.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: valefore on December 12, 2015, 06:28:58 AM
When I play Neutrino with Starsector+, the warheads of the advanced photon torpedoes seem to disappear (the lasers do not appear).
My internet is bad and it is possible that some of the files are corrupted, but I downloaded Neutrino, Shaderlib, Lazylib twice. Starsector+ is too big so I have yet to been able to do that.
Versions are:
Starsector+ 3.0.0
Lazylib 2.1
Neutrino 1.82
Shaderlib 1.1.2
Starsector 0.7.1a-RC5


Can anyone confirm this?
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Lucian Greymark on December 12, 2015, 07:21:51 AM
Re, the balance discussion. I play against/as neutrino A LOT, they're easily my favorite mod in the community and I have a lot of experience with them (admittedly less in the latest patch because I only recently got my laptop back buuuut....)

Playing as/alongside neutrino has always been a balancing act, pre the missile buffs they were utterly overpowered and a single ship could annihilate entire fleets, after the missile buffs (infinitely reloading salamanders in particular) they became significantly less powerful and more balanced. That said they have always, and still do, suffer from a general lack of anti strike craft. The release of 0.7.0 was kind of a shock to the system going up against fleets of daggers and piranhas that easily tear apart the comparatively lightly armored and thinly shielded neutrino vessels.

Playing AGAINST neutrino has always been something of a cakewalk. If I know I'm going to be fighting them in advance (such as prepping to go to war) I flood my fleets with carriers and missile cruisers and then comfortably slaughter hordes of the poor things. Bombers and wolves with reapers are a vicious counter to the infamously powerful but narrow shields. They're also comparatively cheap. The neutrino phase ships, while irritating, are little threat to swarms of smaller ships and generally have to retreat after the rest of their fleet is wiped out.

/thoughts.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: LuciferNZ on December 12, 2015, 10:31:38 PM
When I play Neutrino with Starsector+, the warheads of the advanced photon torpedoes seem to disappear (the lasers do not appear).
I have the same issue.  All it does is launch shrapnel at the enemy for no damage.

All I can think of is my captain singing the trololol song......
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: pigreko on December 13, 2015, 02:52:14 PM
Re, the balance discussion. I play against/as neutrino A LOT, they're easily my favorite mod in the community and I have a lot of experience with them (admittedly less in the latest patch because I only recently got my laptop back buuuut....)

Playing as/alongside neutrino has always been a balancing act, pre the missile buffs they were utterly overpowered and a single ship could annihilate entire fleets, after the missile buffs (infinitely reloading salamanders in particular) they became significantly less powerful and more balanced. That said they have always, and still do, suffer from a general lack of anti strike craft. The release of 0.7.0 was kind of a shock to the system going up against fleets of daggers and piranhas that easily tear apart the comparatively lightly armored and thinly shielded neutrino vessels.

Playing AGAINST neutrino has always been something of a cakewalk. If I know I'm going to be fighting them in advance (such as prepping to go to war) I flood my fleets with carriers and missile cruisers and then comfortably slaughter hordes of the poor things. Bombers and wolves with reapers are a vicious counter to the infamously powerful but narrow shields. They're also comparatively cheap. The neutrino phase ships, while irritating, are little threat to swarms of smaller ships and generally have to retreat after the rest of their fleet is wiped out.

/thoughts.

I had your same experience with them. The first time I tried them they were op. Now they are in range with a lot of other stuff. for instance, without direct control and adequate zoning, any neutrino capital loses vs an elite paragon, even the unsung. The fortress shield is such a good counter to burst. And templars literally shred me if I'm not careful, cause their missiles are insanely fast... laser pd is slower than them, wtf? speedy little bastards.
So i feel now I have to play a little more carefully instead of just sail into masses of ships obliterating them like I was doing in early patches.
On another note: even with 6 gb of ram given to ss + 8 xeon cores + 12 gb of video ram, the neutrino Gepard fighters slow down the game by a lot if deployed en masse. Peculiar.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Edigos on December 13, 2015, 02:54:02 PM
Hi Flash, I found the Quad Adv.P.Torpedo is not working correctly, they just fire empty shells, could you please take a look about that.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: FlashFrozen on December 13, 2015, 06:57:17 PM
More bug fixes woo!:

Standalone Download here -  http://www.mediafire.com/download/9z4ssi7ac60zu6a/Neutrino+corp+1.82-RC3.zip

Should fix the Adv photon bugs

Changelog:

Spoiler
RC3
------------------------------------------------
Fix the "lack of hostilities to Knights of Ludd" issue.(temporary)
Some more ship mobility adjustment.
Hide the Unsung even more well.
Banshee the broadside hiden slot charnge into 3 build-in Duel Adv.P.trop.
TheEND's front 4 hiden mount remove.
Fix the issue that Adv.P.trop don't work with SS+
Rebalance the Neutrino market to make them more economic friendly.
Rebalance phase cloaks, They are more efficiency but will slow the flux dissipate speed by 50% when active.

[close]
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Deathfly on December 13, 2015, 07:40:15 PM
Hope I don't make them product too many supplies and fuel...

Oh, and I forget to mention that I switch back to JDK 7 but never mind...
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Blaze on December 14, 2015, 08:48:20 PM
Dunno if it's intentional, but the Adventure has a burn of 3, making it the slowest ship in the entire modiverse.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Deathfly on December 14, 2015, 09:16:50 PM
Dunno if it's intentional, but the Adventure has a burn of 3, making it the slowest ship in the entire modiverse.

Will fix that if you could found one. ;)
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Garmine on December 15, 2015, 11:51:38 AM
To all those who got Index: 0 Size 0 error:
Please DON'T use 64 bit JER 7 ro repalce Starsector 's JER. Use a 64 bit JER 8 instead.
Starsector upgraded to Java 8 since 0.7a (but maybe it still compatible to JRE 7) and so do the Neutrino since 1.82 (and Neutrino is not compatible to JRE 7 any more).
Sorry for the inconvenient.

Note: there's a very good chance of Starsector going back to JRE 7 for the next release, for Linux and Windows, due to various issues with JRE8.

I actually can't even play with JRE7. My GPU has ~512MB memory, JRE7 seems to die miserably at that mark while JRE8 uses 1-1.5 GBs of textures happily.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Deathfly on December 15, 2015, 07:19:45 PM
I actually can't even play with JRE7. My GPU has ~512MB memory, JRE7 seems to die miserably at that mark while JRE8 uses 1-1.5 GBs of textures happily.

Well, you can still use JRE 8. The JAR compiled by JDK 7 works find in both JRE 7&8.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82)
Post by: Garmine on December 16, 2015, 11:39:13 AM
Well, you can still use JRE 8. The JAR compiled by JDK 7 works find in both JRE 7&8.

I use a (heavily) modded launcher script and the system JRE (OpenJDK 1.8.0_66), it was more of a "bug" report. But thanks! :)
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Nanao-kun on December 17, 2015, 09:47:09 PM
Got a bug when I tried to join a battle against a Neutrino fleet.
Code
[Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.renderers.damage.DebrisParticleSystem.spawnDebris(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
at data.hullmods.NeutrinoNeutroniumPlating.advanceInCombat(NeutrinoNeutroniumPlating.java:318)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deployAll(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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Deathfly on December 17, 2015, 10:30:16 PM
Got a bug when I tried to join a battle against a Neutrino fleet.
Code
[Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.renderers.damage.DebrisParticleSystem.spawnDebris(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
at data.hullmods.NeutrinoNeutroniumPlating.advanceInCombat(NeutrinoNeutroniumPlating.java:318)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deployAll(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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

hmm, thanks for the report but I cann't get track on this one (yet). Could you please send me more details about it? (like you crash in middle of combat or not?)
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Nanao-kun on December 17, 2015, 11:33:45 PM
hmm, thanks for the report but I cann't get track on this one (yet). Could you please send me more details about it? (like you crash in middle of combat or not?)
I crashed when I tried to join a two sides battle, with Neutrino as the enemy. The crash happened before the battle started, preventing the switch from campaign map to combat.

EDIT: Different save, joined battle with Neutrino as ally but experienced no crash. Also, I found 3 Banshees in the Open Market of a Neutrino station in Nexerelin, which was pretty surprising.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: dis astranagant on December 18, 2015, 10:16:48 PM
I don't know what enemy the Silver Lance is meant to fight but I think I'd rather try soloing a Templar Crusade than find out D:
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Deathfly on December 19, 2015, 01:09:09 AM
Also, I found 3 Banshees in the Open Market of a Neutrino station in Nexerelin, which was pretty surprising.
Known bug, fixed.(Well, thought it was a special offer :) )

I don't know what enemy the Silver Lance is meant to fight but I think I'd rather try soloing a Templar Crusade than find out D:

err, you'd better not to do that. I think there is a bug that will cause a crash when Silver Lance hit Templar ship and fixed that in new DEV.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Taverius on December 23, 2015, 09:49:54 AM
hmm, thanks for the report but I cann't get track on this one (yet). Could you please send me more details about it? (like you crash in middle of combat or not?)
I crashed when I tried to join a two sides battle, with Neutrino as the enemy. The crash happened before the battle started, preventing the switch from campaign map to combat.
I got that error too.

Not quite sure what caused it - was flying Neutrino myself and got 'surprised' by a pirate fleet 5 times my size, so I clicked escape in order to savescum :)
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Deathfly on December 24, 2015, 01:27:15 AM
Ah, more bug fixed! With the new pricing, let's make the Neutrino Christmas sales begin!

(But anyway,  there is no Christmas vacation for Chinese, that mean no vacation for me T_T)

Change log in engrish :)
Spoiler
Code
RC4
------------------------------------------------
Fix a NPE cause by Silver Lance interact with Templar ships.
Adv.P.trop's payloads speed are no longer influenced by missile case's flight speed.
Neutrno open markets will no longer put some battleships on shelf. Instead, Criticality and Relativity are available on open market.
Some adjust for Neutronium Plating. Prevent a NPE(hopefully), make it supper hard while ship in full burn, and (hopefully) make them restrom to full strength when the bettal end.
Add Status display for Neutronium Plating (and debuff form Neutrino phase cloak).
Some minor adjust on pulsar weapon line, +10% ROF to small and middle one and make them shots look better.
Some adjust on Unsung. 4 front large universal slots change to hybird and make HERP into a single weapon with a new charge up VFX.
All Neutrno ships and weapons repricing to make them line up with vanilla.
[close]

https://www.mediafire.com/?maqs2hdlu8341gn
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Troika on December 24, 2015, 02:59:50 AM
Does the Unsung, etc ever show up in random fleets? I rarely see Neutrino capital ships flying around.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Deathfly on December 24, 2015, 03:28:26 AM
Does the Unsung, etc ever show up in random fleets? I rarely see Neutrino capital ships flying around.

Unsung, Falken and rm -r * are not on the Neutrino catalog.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Taverius on December 24, 2015, 03:46:32 AM
Cool, an update.

So, which ships apart from the Unsung/Falken/rm -r * are not supposed to be aquired?

Pile Driver A? Gepard Sechs? PDA has no neutronium plating and Sechs costs less to maintain than Drei, so I assume they're not spawning atm?
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Deathfly on December 24, 2015, 04:38:13 AM
Cool, an update.

So, which ships apart from the Unsung/Falken/rm -r * are not supposed to be aquired?

Pile Driver A? Gepard Sechs? PDA has no neutronium plating and Sechs costs less to maintain than Drei, so I assume they're not spawning atm?

Pile-Driver(A) is...literally every where. It have no neutronium plating because bala.... er, it remove the power armor generator for extra flux vents.
And Gepard Sechs is very very rare but it will sometime on sell.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Troika on December 24, 2015, 06:46:16 AM
I'm getting a crash on launch.

Fatal: Ship hull spec [neutrino_adventure] not found!
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Deathfly on December 24, 2015, 06:55:58 AM
I'm getting a crash on launch.

Fatal: Ship hull spec [neutrino_adventure] not found!

Please do a clean install.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Taverius on December 24, 2015, 04:16:08 PM
After some testing, the AI seems essentially incapable of using the Nirvash - due to the neutron lance, it always tries to face enemies head on and so never uses the broadside armaments.

Also, Advanced Photon Torps are worse if anything - they only do appreciable damage if they impact before the submunition deployement.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Deathfly on December 24, 2015, 07:20:01 PM
After some testing, the AI seems essentially incapable of using the Nirvash - due to the neutron lance, it always tries to face enemies head on and so never uses the broadside armaments.

Also, Advanced Photon Torps are worse if anything - they only do appreciable damage if they impact before the submunition deployement.

About Nirvash, they will use the broadside if it get close enough...well, at least form my observe. But for some reason they prefer to stay at max firing range so sometime don't act good.

And about Adv. P. Torp, it only do 375 damage if it impact before detonate but will do 350x1 + 50x4 + 20x10 = 750 damage in total (hmm? not 700? OK that's a small bug here -_-!) after detonate. Some how the main payload have some difficulty to hit frigates and some payloads may miss out the target, but considering they can bypass PD easily, I think it is fine.

Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Taverius on December 24, 2015, 11:06:12 PM
It seems that the built-in has higher priority on the Nirvash, so it never really tries to broadside unless it finds itself in range of them. Well, aggressive officer makes it work, but only until it explodes. Try replacing the lance with a launcher, maybe that makes it work? I think it needs a weapon with the 'dont aim' hint to make the broadside AI work properly.

Pulsar Beams are in a pretty good place now, I think, except the flux use on the Large.

Misery/Bane also need a flux use reduction, since they have no burst to speak of. They have nearly the flux efficiency of a tachyon lance atm.

Neutron Pulses are still awkward. I really want to like them, but the projectile is too slow, the flux efficiency too bad and the dps just not worth it.

Disruptor/Antiproton/Darkmatter/etc all the rest looks fine atm. Will keep playing, I don't have the skills/ships to test out the top-end large weapons yet.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Jayc on December 28, 2015, 08:57:46 PM
Hi, Causality is lovely to pilot, feeling like an ace pilot. How can one get a Falken though? The OP stated tips for spawning it in the Exerelin mod, but I'm using StarSector+ instead.
(I tried console command: addship falken but it didn't work.)
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Midnight Kitsune on December 28, 2015, 09:10:03 PM
Hi, Causality is lovely to pilot, feeling like an ace pilot. How can one get a Falken though? The OP stated tips for spawning it in the Exerelin mod, but I'm using StarSector+ instead.
(I tried console command: addship falken but it didn't work.)
That is because Neutrino, like most mods, has a prefix in front of all of the ship names that must be entered into the console in order for it to work. The proper command is: addship neutrino_falken
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Jayc on December 28, 2015, 09:26:36 PM
Hi, Causality is lovely to pilot, feeling like an ace pilot. How can one get a Falken though? The OP stated tips for spawning it in the Exerelin mod, but I'm using StarSector+ instead.
(I tried console command: addship falken but it didn't work.)
That is because Neutrino, like most mods, has a prefix in front of all of the ship names that must be entered into the console in order for it to work. The proper command is: addship neutrino_falken
Amazing, thank you!
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Midnight Kitsune on December 28, 2015, 09:47:38 PM
Hi, Causality is lovely to pilot, feeling like an ace pilot. How can one get a Falken though? The OP stated tips for spawning it in the Exerelin mod, but I'm using StarSector+ instead.
(I tried console command: addship falken but it didn't work.)
That is because Neutrino, like most mods, has a prefix in front of all of the ship names that must be entered into the console in order for it to work. The proper command is: addship neutrino_falken
Amazing, thank you!
No problem! Just remeber that you need that prefix for spawning just about all mod ships. You can find it by either looking at the mod's hull files or by using the command: list ships . Be warned though that list ships will list ALL the ships in the game and thus will have a HUGE list
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Jayc on December 29, 2015, 04:13:25 AM
No problem! Just remeber that you need that prefix for spawning just about all mod ships. You can find it by either looking at the mod's hull files or by using the command: list ships . Be warned though that list ships will list ALL the ships in the game and thus will have a HUGE list
Got it, thanks again for the advice/info
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: tanith on December 29, 2015, 06:46:58 PM
Is there any reason why the Singularity's burn speed isn't 10? I've already changed the CSV file so I can chase small pirate fleets more effectively, but when it's the Nexerilin starting craft, it's a small hassle.

In unrelated news, the Causality frigate remains one of my favorites. Current fleet has six of them and they just scoot around, tarballing and distracting everything until a heavy hitter can roll up and finish the job.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: sycspysycspy on January 05, 2016, 06:58:26 AM
Is there any reason why the Singularity's burn speed isn't 10? I've already changed the CSV file so I can chase small pirate fleets more effectively, but when it's the Nexerilin starting craft, it's a small hassle.

In unrelated news, the Causality frigate remains one of my favorites. Current fleet has six of them and they just scoot around, tarballing and distracting everything until a heavy hitter can roll up and finish the job.
any change done to the csv file would require to start a new game to take effect, that is based on what i experienced. Might be mistaken
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Deathfly on January 07, 2016, 04:36:52 AM
Is there any reason why the Singularity's burn speed isn't 10? I've already changed the CSV file so I can chase small pirate fleets more effectively, but when it's the Nexerilin starting craft, it's a small hassle.

In unrelated news, the Causality frigate remains one of my favorites. Current fleet has six of them and they just scoot around, tarballing and distracting everything until a heavy hitter can roll up and finish the job.

Ah, the Singularity is a heavy escort frigate and I think it should be burn 9 like the Brawler. But seems like it is the only...not too exordinary one in Neutrino's frigate line, maybe I should reconsider about that.

And about the Causality...hmm, that one is a little too good for now. A phase phrigate plus a long range support missile system is a little bit too strong. Maybe I should do some more adjustment on that phase cloak.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Deathfly on January 07, 2016, 04:57:19 AM
It seems that the built-in has higher priority on the Nirvash, so it never really tries to broadside unless it finds itself in range of them. Well, aggressive officer makes it work, but only until it explodes. Try replacing the lance with a launcher, maybe that makes it work? I think it needs a weapon with the 'dont aim' hint to make the broadside AI work properly.

Pulsar Beams are in a pretty good place now, I think, except the flux use on the Large.

Misery/Bane also need a flux use reduction, since they have no burst to speak of. They have nearly the flux efficiency of a tachyon lance atm.

Neutron Pulses are still awkward. I really want to like them, but the projectile is too slow, the flux efficiency too bad and the dps just not worth it.

Disruptor/Antiproton/Darkmatter/etc all the rest looks fine atm. Will keep playing, I don't have the skills/ships to test out the top-end large weapons yet.

Ha, seems like I push a little too more on Pulsar Beams, I had higher the flux usage for the small and mid one a little bit (about 3%) to make them balance. And for the Heavy Pulsar Beam, it keep that high flux require for reasons.

Both Misery and Bane have significant range superiority so that's why they cost more flux to fire.

About Neutron Pulse Cannons...hmm, in fact they hit harder then you though if they hit on hull. Just use them as HE weapon. And 1000 range for a mid energy weapon is not a joke.

Disruptor with 600 range is too damn good. Should lower it to 550.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Deathfly on January 07, 2016, 05:54:18 AM
er, just cann't resist to make the 1000th post.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Taverius on January 07, 2016, 08:30:26 AM
Ha, seems like I push a little too more on Pulsar Beams, I had higher the flux usage for the small and mid one a little bit (about 3%) to make them balance. And for the Heavy Pulsar Beam, it keep that high flux require for reasons.
Its unreasonably high on the heavy, the only reason to use it is there's no competition in that role. It has the flux efficiency of a plasma cannon with 2/3 the dps, and the higher burst is more than set off by the atrocious accuracy already.

On the other hand, yeah the medium is a bit strong - its nearly pulse laser levels of efficiency with a range, damage and burst advantage.

On the whole though my stance is a higher burst doesn't warrant higher flux use if its already offset by an accuracy penalty that neutralizes the ability to punch through a piece of armour.

Can't speak for the small as there's only ever one ship you'd ever use it on.

Both Misery and Bane have significant range superiority so that's why they cost more flux to fire.
They have a range advantage, but a considerable armour penetration and shield-overloading disadvantage due to the minuscule per-shot damage. Overall they should be less efficient than a pulse laser but right now the penalty is too high.

About Neutron Pulse Cannons...hmm, in fact they hit harder then you though if they hit on hull. Just use them as HE weapon. And 1000 range for a mid energy weapon is not a joke.
But that's all theoretical - they're so atrociously slow you have to be kissing shields to hit a cruiser or smaller with them, and against a capital at 1k you can maybe hit 1 volley before they finish venting. They make hellbore shots seem fast, and those are already barely usable as it is.

If they're going to stay this slow they need to pump out a lot more damage for that flux, right now any other option is better in practice. At that point I'd rather see the rod go way down and the damage way up, so you're betting you can hit with that one volley before the venting is over, but if does then its noticeable.

Disruptor with 600 range is too damn good. Should lower it to 550.
Maybe lower the rof instead so its easier to overwhelm it.



Anyway, I'm complaining because I care. I love FF's art and want to see Neutrino played more.

Thanks for all the hard work, its great to see NC being polished more.

P.S. I really don't like the Piledriver-A, these days an NC ship without neutronium armor is not an NC ship anymore.

P.P.S. I don't understand the wording of the High-Torque Turret Motor upgrade - increases weapon turn rate by 3 but slow them down by 25%? Slow what down, the turn rate you just increased?

P.P.P.S. I had a feeling and did some testing on a Criticality - Antiproton PD is really atrociously bad compared to Heavy Burst and other Medium Energy PD. The damage itself isn't bad, but the fact that it basically stops turning once it fires makes it a waste of OP.



Final issue:

Its fine if NC ships have higher fuel use than most, but right now that's too exaggerated - a full neutrino fleet with no tugs costs more fuel/LY than a normal fleet with as many tugs as possible. A neutrino fleet with 3 cruisers and 3 destroyers takes as much fuel as a vanilla fleet with a capital and 5 cruisers.

The numbers look fine in a theoretical way but practically in the game the economy simply can't produce enough fuel for an end-game neutrino fleet, and you find yourself in a situation where you futz around in a system for in-game months waiting for large markets to produce enough fuel to let you go grab a bounty. There's nothing fun or interesting about that.

Taking the Hacksaw as an example, it has a fuel/LY of 4. 99% of cruisers have a value of 3. It really should not be above 3, which is the highest in vanilla and already high, as the low maintenance cost is already mostly offset by how long it takes to recover CR on NC ships.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: HELMUT on January 09, 2016, 09:56:54 AM
Pulsar beams have two big advantages compared to their vanilla counterparts (IR pulse, pulse laser and plasma cannon), which is damage per shot and projectile speed. Pulsar can overload a target before it can react, while the AI tends to be usually quick enough to lower its shield against vanilla weapons.

The heavy variant is a bit weirder, the huge flux per shot make it difficult to use on the low capacity Neutrinos ships. On the good side, it's 5 OPs cheaper than the plasma cannon, 5 OPs that can improve further the ship flux stats. It's a kinda situational weapon, but it still works.

I'm not incredibly fan of the Bane/Misery either. It's pretty much useless against anything with armor, perhaps increasing the crit chance? Or maybe adding a chance to spawn a weak EMP arc on hit? It would make it more of a close support weapon though.

I like Neutron pulse cannons however, even if they're highly situational. In small knife-fights between frigates and destroyers? Not worth it, as you said they're too slow to reach their targets. In large battles with numerous capital ships and cruisers? Now that's more interesting. The huge range and big armor damage make them a very good "spray and pray" area denial weapon. Form a line of cruisers with those and you can fire a rain of slow-moving projectiles the enemy will have to move through to get close, a bit like unguided lrm spam. Even the faster ones will eventually get wet in the rain.

As said earlier, not an ideal weapon against fast targets and early game in general, but still handy to lock down cruisers/capital ships later on.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Taverius on January 09, 2016, 11:11:10 AM
Possibly the heavy pulsar has too much burst right now - at 1750 per shot its a bit too high, and steps too much on the feet of the PRAZMA CANON and the heavier neutrino weapons.

And possibly the medium pulsar is too much like a pulse laser and could do with an up-bursting and down-rofing. But I'd rather wait for any new changes and then give them a thorough wash in the game.

Although the 30+OP large neutrino guns have a bigger issue - there's only one ship that can mount them /and/ use them, the banshee, and that one does best with a missile focus.

I miss the original jackhammer, and the banshee norn would be a lot more interesting to fly if it had 2 large mounts in the back instead of 2 mediums, and even then it would be somewhat undergunned.

By the way, I wonder if there's something that can be done for the Lathe - right now most ai-controlled Lathes like to turn 30 degrees sideways to face its flank & rear turret to the enemy, meaning it never hits you with the 2 front large mounts and its easy to shoot past the shields and smoke it. If you're fighting neutrinos they're basically loot pinatas.

Ah, another thing I noticed - Flohs basically always miss, since their main and only weapon has a charge up time and is a slow beam, and they fire it while moving at max range. Right now they're effective at distracting and catching bullets but they might as well not have a weapon.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Gezzaman on January 10, 2016, 01:34:07 PM
I'm not incredibly fan of the Bane/Misery either. It's pretty much useless against anything with armor, perhaps increasing the crit chance? Or maybe adding a chance to spawn a weak EMP arc on hit? It would make it more of a close support weapon though.

Loving the Bane for over coming shields super fast (2x bane on my capitol takes shields down so quickly ) letting the explosive mounts do it's job.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Illamon on January 14, 2016, 09:41:12 PM
Hello I am pretty new, I really enjoy them for the most part, mainly running against as they are a difficult enemy. My biggest problem the phase ships though. I was rolling with some pretty good firepower capital ship, 3 fighter wings and I was going against 5 of them, I could not even damage one of them. They just wrecked me. Their is just no way to counter them that I can find.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Deathfly on January 15, 2016, 01:36:22 AM
OK, seems like we got many feed bake here.

@Illamon
Well, I think that's not a Neutrino's porblem because 5 phase frigates are supposed to be able to bring down a capital ship. To fight phase ships you need some fast ships that can box them in and lock thier flux up.

@Taverius
Thank you for you love! And that's all.

Ah, I just kidding. And thank you for your comments ones again.

For Pulsar Beams, I just put a new script that will make them fire even rapider after eash shot if you consecutive firing it. It is a new balance trick that make them work less powerful on the ships which can't suppor thire flux cost and I will need to do some more test about it.
But for the Heavy Pulsar Beam...well, I'd rather to keep it's DPH because it is the only heavy hitting energy weapon.

To the Misery and Bane, if you count the crit hit in, they will do 300/600 DPH on hull. And that crit do a really big armor breaking bite so you'd better give them more try.
In next release the crit on shield they do will cause deal soft flux but do more damage. Which means more fun, er at least form may try.

Then about the Neutron pulse cannons, HELMUT use them right. I tried to give them more projectile speed but that don't feels good. But anyway I do make them fly a little bit faster to overcome the inertance form launching ship, and swith the extra damage on hull into 50% armor breaking damage(well, some magical script damage the will ignore armor damage reduce) instead of HE damage.

And the fuel use...er, just don't bring a too big Neutrino fleet, please. That's a balance factor and you are supposed to have that "out of fuel" problem in your situation.

And the Antiproton on Criticality...It work as a PD/EMP dual use beam and fine for me as long as I don't got spamed by lots of fast moving missiles.

High-Torque Turret Motor will no longer reduce the weapon turn rate it just improved in next release.

Piledriver (A) is really a less Neutrino ship becauce it's high speed and lack of NP. But I think every faction can have some out of style ships.

And the 30+ OP weapons are all experimentally so don't expect them use widely.

@HELMUT
Thank you for your playing. that's all. LOL.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Taverius on January 15, 2016, 06:03:57 AM
And the fuel use...er, just don't bring a too big Neutrino fleet, please. That's a balance factor and you are supposed to have that "out of fuel" problem in your situation.
I maintain that the fuel usage over the higher vanilla values is too much and should be toned down, but I'll revisit that argument at a later time :)

Moving on, I've gotten annoyed by the issues the AI has with firing the hidden frontal weapons on NC ships. I then noticed all hardpoints on vanilla ships that are not missiles have at least a 5 degree aiming angle. I added this to all the hidden front mounts - Hacksaw, Grinder, Lathe, etc - and while you can barely tell the difference as a player, the AI seems to do a lot better with it. I recommend you try it out, it does a lot less of the 'I'm going to to aim slightly at you but act confused and do nothing' thing.

I also was still occasionally hitting the Polarity issue where it has no CR and can't recover any. Giving them 1 OP seems to have fixed it - with one OP the only hull mod you can give it is Maximized Ordnance, which removes all Cargo & Fuel, so it has no real effect except preventing that issue, it seems.

Finally, campaign integration needs a little help. NC barely makes any bounties, ever, and the station in Corvus is not really viable for early game because NC is not a Hegemony ally - thus there's a good chance they'll go to war and you'll get chased about the place by all Hegemony fleets in your Destroyer+2frigate starter fleet. Ideally NC would have a second system with a pirate base and a small enemy market.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Deathfly on January 15, 2016, 06:18:27 AM
hmm, didn't all the hidden mounts have 2.5° firing arc already? OK, sounds like I need to double check it.

And I don't get any CR issue on Polarity. Maybe some more details next time and I will got a better look for it.

About the new star system...well, I think that one is up to Flash.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Taverius on January 15, 2016, 06:40:36 AM
hmm, didn't all the hidden mounts have 2.5° firing arc already? OK, sounds like I need to double check it.
Fighters/Frigates/Capitals have it, but Vice/Pilderiver-A/Hacksaw/Grinder/Lathe were missing it.

Also bounds could still do with some optimizing - Floh and Aegis for example have ~twice as many as needed.

And I don't get any CR issue on Polarity. Maybe some more details next time and I will got a better look for it.
Its an old issue that used to happen a lot more when they had 0 crew. You can trigger it (sometimes) by not having enough crew and letting it go to 0 CR.

Edit: I was wondering why the side PD on the Hild was immortal - now I know:

(http://i.imgur.com/wrw5DFM.png)
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Deathfly on January 15, 2016, 06:53:24 AM
But in fact they can be disabled but yeah, just in case of collision, maybe I should fit it up.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Taverius on January 15, 2016, 10:03:12 AM
Btw Deathfly, is there any way to let the AI know about the extra armor damage of Neutron Pulses? I was trying a Bane/Heavy Neutron setup on a Grinder, and the AI basically never shot the HNP, even while the enemy was venting with front armour chewed through.

Also would be wonderful if you could add extra damage info to weapon descriptions like BRDY/SCY/etc weapons with scripted extra damage:

(http://i.imgur.com/YCI6cvd.png)
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Taverius on January 15, 2016, 10:30:44 AM
Btw Deathfly, is there any way to let the AI know about the extra armor damage of Neutron Pulses? I was trying a Bane/Heavy Neutron setup on a Grinder, and the AI basically never shot the HNP, even while the enemy was venting with front armour chewed through.

Also would be wonderful if you could add extra damage info to weapon descriptions like BRDY/SCY/etc weapons with scripted extra damage:

(http://i.imgur.com/YCI6cvd.png)

P.S. It was bothering me that Gepard Sechs wings have 3 fighters on top of each other when in battle. Changed formation from BOX to CLAW.

(http://i.imgur.com/zT4JqWO.png)
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
Post by: Deathfly on January 16, 2016, 07:02:39 PM
OK, a new version released. Including some more new fun experimental weapon mechanism. And some bug fix. And...well, some more nerf you don't likke too see. (But we have some buffs too :))

http://www.mediafire.com/download/3v1p32nq42vyb93/Neutrino_corp_1.82-RC5.5.zip

Spoiler
Code
RC5.5
------------------------------------------------
All Pulsar Beams will fire rapid for each shot if they were fired consistent. Up to 1.5x ROF.
Heavy Pulsar Beam flux per shot down to 2450 (form 2520).

Pulsed Beam Cannon brust damage down to 652 (from 870).

Disruptor's range lower to 550, brust size down to 0.5 sec.

Antiproton Laser will pierce missiles.

All Neutron Pulse Cannon's projectile flight faster a bit in cost of range.
Neutron Pulse Cannon's extra damage on hull are halved, but the extra damage will ignore damage reduce form armor.(means do more damage on heavy aromor)

Misery and Bane will some time do extra soft flux damage on shield.

Silver Lance flux usage increased. Need 9000 flux to fire.(So cann't fit on some small ships now.)
If Silver Lance hit a unshield target, the penetrating damage will ignore damage reduce form armor.
Silver Lance change up time restore to 3 seconds.

Unstable Photon Cannon damage per shot incease to 6000 (form 4000), flux per shot reduce to 3000 (from 4000). But do mach less DPH.

Sapper and Goliath have friendly fire now.

Nirvash's front large mount charge to Neutron Pulse Battery.

Banshee's last universal slot change into hybrid.

Neutronium Plating looks less bright.

And some more small fixes that I cann't remembered.
[close]
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC5.5)
Post by: Taverius on January 16, 2016, 08:18:01 PM
Cool mechanic on the Pulsar RoF, though it feels to take too long on the heavy - perhaps because the base RoF is so slow, but it feels like I'd bash a paragon before it spooled up to full. Appreciate the lower flux on the heavy.

Neutron Pulses, its about Hellbore speeds now? AI seems a lot happier with it :D
Armor damage change very noticeable on Imperium ships. Range on Large Battery is unchanged?

Antiproton ... Alex said something about burst beam PD in 0.7.2, I guess I'll wait and see.

P.S. Pls do something about the Reloaded/minute on the DERP, right now its a wasted slot after it runs out of ammo - and its not so good I'd bring one for those first 15 seconds of the fight.
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC5.5)
Post by: Gezzaman on January 16, 2016, 11:29:49 PM
oooo Pulsar Rapid fire! yummy
Title: Re: [0.7.1a] Neutrino Corp. (v. 1.82RC5.5)
Post by: Taverius on January 17, 2016, 09:05:35 AM
Ok, so the Nirvash was bugging me, and I decided to get to the bottom of it.

Result 1: Broadside AI only really engages at all if your broadside turrets have Conquest-type angles - +-90 facing and 120 arc. I noticed MShadowy resetting his broadside SHI frigate's turret arcs that way, so I suspected as much ... confirmed.

Result 2: Any fixed front-facing built-in will basically stop it from broadsiding at all, including DO_NOT_AIM missiles. I mentioned the latter to Alex as it seems like a bug.

Result 3: After turning the hidden into a small energy (so I could load the game without crashing AND not have a built