Fractal Softworks Forum

Starsector => Mods => Topic started by: Dazs on April 14, 2022, 01:20:58 PM

Title: [0.97a] Carter's Freetraders - V 2.1 - 04/04/24
Post by: Dazs on April 14, 2022, 01:20:58 PM
Carter's Freetraders (https://drive.google.com/uc?export=download&id=1kf_U1hKWCJ_M03pfm9ti4r15Ox1gEOhA)
(https://i.imgur.com/s7ujMQc.png)

A vanilla+ faction mod that focuses on smuggling, scrapping and trade

New system full of wrecks and salvage
Upgradeable faction colony structure
Faction specific smuggling bar event
45 faction ships
31 standard weapons
6 mining weapons
2 hull mods
11 wings

Requires
Nexerelin* (https://fractalsoftworks.com/forum/index.php?topic=9175.0), LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0), MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718)

*An alternate "NoNex" version is available for players who do not use Nexerelin, click spoiler below for instructions to enable
Spoiler
Note: These changes will make it only useable w/out Nexerelin installed. In the future if you you decide to install Nexerelin you can always d/l the mod and reinstall.
  • First navigate to the CFT folder and delete "mod_info.json" then rename the file "Nonexmod_info.json" to mod_info.json
  • Next, while within the CFT folder, navigate to data\scripts and delete "CFTmodPlugin.java" then rename the file "NoNexCFTmodPlugin.java" to CFTmodPlugin.java
That is it, now you can start a new game with CFT as a joinable faction without requiring Nexerelin to be installed - Enjoy!
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Mod integrations:
Commissioned crews (https://fractalsoftworks.com/forum/index.php?topic=16677.0)
Starship Legends (https://fractalsoftworks.com/forum/index.php?topic=15321.0)
Industrial Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0)
New Beginnings (https://fractalsoftworks.com/forum/index.php?topic=15280.0)
Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Better Colonies (https://fractalsoftworks.com/forum/index.php?topic=17103.0)

All Ships Image

Spoiler
(https://i.imgur.com/McCm2H1.png)
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Employed Personnel

Spoiler
(https://i.imgur.com/nrwYhao.png)
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Faction Lore

Spoiler
This mod is dedicated to a distant relative, John Carter of Prussia Cove who was known as the “King of Prussia” and was the most successful and notorious smuggler of the Penzance district between 1777 and 1807, together with his two brothers, Harry and Charles. According to 19th century historian Sabine Baring-Gould, John Carter received his nickname as a boy. The cove was originally called Porthleah but became Prussia Cove in recollection of Carter’s exploits.

John Carter had a reputation for honest dealing. On one occasion during his absence, the excise officers carried off a recently arrived cargo of tea to the Penzance custom house. On his return, Carter and his men broke into the stores at night and carried off all the confiscated cargo, without touching a single article which he did not consider belonged to him. The excise men knew immediately who had broken in as he was known to be an upright man. There are many other stories about the smuggler, including a history written later by his brother, Harry Carter.

In-game lore is based on his history with several references.
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Mod technical notes

Spoiler
  • CFT ships are all midline and are made to be blockade runners. They are lightweight and fast with low armor, below average hulls, above average shields, and above average flux capacity and generation. Each trade ship has above average cargo space and is equipped with shielded holds. They use a mixed blend of weapons and ships will have mounts for each type of weapon.
  • CFT ships are intentionally given generous Ordnance Points that allow the player to customize the ships to their liking. You can choose to fill those points with w/e you would like and it would not effect anyone else's gameplay. Be creative and break out of the cookie cutter molds
  • The added system has salvage areas, wrecked ships, supplies, weapons and some blueprints floating around. Nothing too much, just enough to reward exploring. There is also a pirate planet with a strong battle station. There are two asteroid rings and different types of planets for mining. All CFT planets are flagged as freeports
  • The CFT "letter of marque" from commissioned crews adds an increase to sensor range, lowers sensor profile and increases cargo space.
  • There are five utility ships that have a custom hull mod called Combat Engineers. This mod repairs a % of armor and hull damage after battle and increases the recovery chance of any ship in the fleet that is disabled or destroyed
  • Each ship that has those yellow and black labels (Arethusa, Bawley, Danube, Clipper, Collier and Bolster) have mining stats and you will receive a bonus to mining if you have them in your fleet.
  • The included colony structure produces recreational drugs with an option to update it into an industry that also produces heavy weapons
  • Each CFT planet and station is flagged as a freeport and will trade in all goods with the exception of slaves
  • CFT is set as neutral to just below neutral to all in game factions (including pirates and pirate themed modded factions) with some exceptions like Hiver swarm. I set it this way so that the player can decide if they want to play as more of a pirate or a bit of a shady rogue with a good reputation. You will have some time to make that decision but the game will slowly make it for you since as time goes on you will loose reputation with one faction because you are friends with another. So think ahead on how you want to play and act accordingly.
  • All in game assets are named after real life naval terms. Mostly taken from the time period when John lived with some exceptions like the carriers which was a ship type that did not exist then so they have more modern naval names as well as laser weapons that are named after a certain old school space naval anime I loved as a kid.
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Mod vision

Spoiler
In real life John Carter was what was known as a wrecker, which is someone who salvages wrecked ships and sells the cargo w/out paying excise taxes. In this version of game history John sold all his holdings and migrated his clan to the Corvus sector to start anew. The faction is based around a blend of smuggling and salvage to reflect the nature of wrecking. The system is littered with salvage and wrecked ships to reflect the nature of where John lived was a cove that the tides washed all manner of salvage ashore.
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Sources and Thank You Credits

Spoiler

The John Carter Biography is from https://www.cornwalls.co.uk/history.

Each ship, weapon and drone sprite is an original Dazs kit bash with a few of my own creations. I used the skills I picked up while designing ships for my other faction mods and I hope you enjoy them.

All parts were sourced from the forum page, Spiral Arms II https://fractalsoftworks.com/forum/index.php?topic=12896.0 (https://fractalsoftworks.com/forum/index.php?topic=12896.0) and the #spiraled-arms forum on the Spaceport Corvus discord. All credit goes to the multitude of kind people who have donated their artwork.

The logo and associated graphics are free assets from the site Vectorportal.com.

Beta Testers: Big Thank you to Kris_xK, Zoro89, polkageist, Shadow Rune, rawkhawklives and 5ColouredWalker
Quality Assurance Specialist: 5ColouredWalker
Portraits: TY to Severian Void for hosting the Stable Diffusion Image AI Generation page on Huggingface
Lore: Huge TY to KMS for writing and helping flesh out the in game ship descriptions and lore
Code: Big ole hug to Timid for all the code help and advice
A special thank you to Alex and team for their hard work making this game and keeping it up to date all these years
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If you enjoy my content, please consider buying me a coffee to keep me going! :) on Ko-Fi (https://ko-fi.com/dazs825110)!
(https://i.imgur.com/nYXN58D.png) (https://ko-fi.com/dazs825110)

Current Changelog

v2.1 -Save game compatible - Note: The new "NoNex" optional does require a new game if enabled
   -Cutter: Changed the Culverin firing arc from 360 degrees to 45 degrees rear facing - Repositions it in it's proper role as a PD mount and not contribute to overall DPS - Ty Aaroooon for your insights
   -Skjold: Increased armor from 400 to 500. lowered wing count from 2 to 1, cost from 9k to 6k, OP from 12 to 10 and refit from 10 to 9 - Puts it in it's role as a heavy fighter - TY Aaroooon & Shogouki for your comments
   -Triton: Raised the fleet points to 30, supplies per month to 50 and deployment cost to 50 - Better reflects it's big-boy status
   -Hellfire MIRV Launcher: Increased the ammo count from 30 to 60 giving it 10 more shots to keep it relevant throughout a fight - TY Shogouki for pointing it out
   -Katyusha Missile: Increased the projectile speed from 225 to 300 and launch speed from 125 to 150- Helps it's performance as a point defense distractor
   -Culverin: Fixed a long standing typo by changing the chargedown from 0.01 to the correct 0.1 and adjusting the damage to compensate - TY BirdWanderer for pointing out that it was below the hard cap
   -Fog of war: Reimagined it to be a 2 OP PD weapon by adjusting it's stats - I try to offer options that are not already offered and 3 OP PD weapons are common whereas 2 OP is lacking
   -Saker: Added a burst delay of 0.1 - Fixing an oopsie on my part where it was blank - TY Maritusa for pointing it out
   -Increased the range of all CFT unguided rockets to 1200 with the exception of the Chet - Puts them in line with Vanilla rocket ranges - I exempted the Chet for theme reasons - TY Shogouki for your commentary
   -Added optional files to enable CFT to work w/out Nexerelin - Instructions on the Forum OP - TY Morrow for giving me the idea

Past Changelogs

Spoiler
v2.0 -Save game compatible - 1 change is more impactful with a new game, see notes below
   -Paixhan: Changed the damage from 800 to 200 and increased the flux per shot from 15 to 40 - With the other differences between the two it makes it an analog for a small version of the flak cannon as was intended
   -Bawley: Raised the fleet points, deployment points and supply per month from 4 to 7 - Meant to do that when I unlocked the wings in 1.9 - TY 5ColouredWalker for this and the above suggestions
   -Barkentine: Changed the speed from 90 to 70 and raised the DP from 10 to 11 - With it's heavier than normal armor and mass it did not make sense that it was so fast - TY Aaroooon for pointing that out
   -Cutter: Lowered the armor from 250 to 200 and raised the acceleration from 125 to 150
   -Fixed an error with the Skiff, Centurion and Dinghy not having a max crew by matching the max with the min - oversight on my part that I just caught
   -Corrected several minor grammar mistakes in the descriptions of ships and weapons
   -Changed CFT fleet doctrine to prioritize warships over carriers - I had them set to equal but I never intended CFT to be so carrier heavy - will not effect existing NPC fleets, more noticeable in new game
   -Changed the description of the Paixhan to reflect it's new role - Essentially it is now a small more flux efficient but shorter range version of the vanilla medium Flak Cannon
   -Adjusted the faction image on the blueprint package and commissioned crews hull mod to be left justified - I changed the flag and Seal in 1.9 but neglected those two - TY Cenbes for pointing it out

v1.9.5 -Save game compatible - If you have a Knarr in your fleet you will need to re-arm it
   -Narubet: Changed the ability from flare launchers to reserve wing - This change improves the reason to choose it over the newly changed Bawley
   -Dhow: Changed a small turret to a medium, realigned the left fin small turret, added 10 OP and equipped the variant with dual flak - Was under performing and the misaligned image hurt my OCD once I saw it :)
   -Coventry: Changed all energy and ballistic mounts to hybrid, changed the system to fast missile racks and increased the speed to 65 - Helps it better stand out and the speed allows it to keep up with other CFT ships
   -Kerberos: Increased the max flux by 1k and the flux regen by 200 - It was flux starved and upon review I noticed I had the regen lower than my light cruiser
   -Chester: Increased the max speed, acceleration and deceleration by 10 - As a lightly armed medium carrier it needed to be more nimble to be worth using   
   -Note: The above changes were based on suggestions from 5ColouredWalker and I yet again thank him for the work put in
   -Knarr: Increased the OP to 260, unlocked the wings and armed the variant with a mix of pd and damaging weapons - Fixing an oopsie I made last patch I unlocked some mounts but never armed the variant -TY last_misadventure for letting me know
   -Increased the energy per shot of each weapon in the Electromagnetic line of weapons by 10% -Ty doll for pointing out they needed an adjustment and 5ColouredWalker for comparison suggestions
   -Dingy: Increased the refit from 10 to 12 -Puts it inline with similar bomber wings
   -Blackburn: Increased the refit from 8 to 10 and changed it's tag from bomber3 to bomber5 - same as above + correctly places it in the torpedo bomber class when you refit
   -Updated the all ships image on the forum and discord with the new Dhow

v1.9 -Save game compatible but you will need to rearm most of the ships below if you have them in your current fleet
   -Increased the range of the Shredder and Saker kinetic weapons from 650 to 700 to better pair with CFT's 700 range HE weapons
   -Adjusted the CFT crest for the floral image to be left justified (was center) like the flag - I remember seeing a discord comment about how that really triggered their OCD and since then I could not unsee it :)
      -The reason CFT is jumping to 1.9 is the following list of ship adjustments based on feedback given from various players but specifically by 5ColouredWalker:
   -Assigned the title "Quality Assurance Specialist" to 5ColouredWalker on the forum OP for all the help he has given      
   -Freebooter: Lowered the DP and supplies/mo from 50 to 45, removed the built in wings and added tender wings to the variant
   -Bourbon: Replaced all the ballistic and energy mounts with hybrid, changed the shield from front to omni, efficiency from .9 to .6 and reduced the shield arc from 200 to 180 - My gift to 5ColouredWalker
   -Exeter: Added a missing civilian-grade hull tag,changed the designation to a Civilian ship, removed the built in wings and added mining drones to the variant
   -Galleon: Removed the two built in wings and added 2 brig wings to the variant
   -Bolster: Lowered the DP and supplies/mo from 50 to 40, unlocked all the wings, reduced the wing count from 6 to 4 and increased the OP from 250 to 265
   -Retourschip: Added a missing civilian-grade hull tag, removed the built in wings and added borer drones to the variant
   -Odam: Removed the built in wings and added them to the open slots on the variant
   -Kerebos: Removed the built in wings, changed the small turrets to all be 360 degrees to better use them as PD mounts and added 5 OP to compensate
   -Conventry- Changed the variant loadout by replacing the volley rockets with a mix of hellfire and point defense missiles
   -Bombadier: Removed the built in wings, added 5 OP, replaced the Volley rockets with Inferno Mirv on the variant, and put mining drones in the open slots
   -Ironclad: Added advanced turret gyros to the variant to fill in the unused OP
   -Dhow: Widened the front side facing mounts from 190 to 225 degrees to better engage targets and added insulated engine assembly to the variant by replacing culverns with mining lasers
   -Griffon: Added built-in Advanced turret gyros and replaced the wings to 2 Brigs and 2 Cutters
   -Foudre: Raised the deployment/supplies per month to 25 and the Fleet points to 18 to better reflect it's power
   -Dromon: Unlocked the built in wings, changed the mounts to a mix of hybrid, composite and synergy and added 2 Borer drones to the open slots on the variant
   -Cog: Unlocked the two built in wings and added 2 Mining drones to the open slots on the variant and filled in the extra op with Advanced Turret Gyros
   -Knarr: Unlocked the large and two medium turrets and set them to energy
   -Collier: Added a missing civilian-grade hull tag, unlocked all the weapon mounts and wings, set them to hybrid, increased the OP to 115 and equipped the variant with a mix of mining lasers, mining drones and electro-magnetic railguns
   -Carrack: Unlocked the wing slots and fitted the variant with mining drones
   -Astera: Converted into a Combat Tanker by replacing the civilian tag with a built in targeting unit, increasing FP to 10, armor to 560, MF to 2800, FD to 280, DP/supply to 10 and refitted the variant with combat weapons
   -Lennox: Unlocked the built-in wings, added 1d0 OP and added two brig wings to the variant
   -Clipper: Raised the armor by 50, lowered the max speed from 110 to 90, added 10 mass, and increased min crew by 10
   -Brigantine: Increased the shield arc to 100 since it so wide of a ship
   -Barque: Lowered the DP/supply per month by 1
   -Barkentine: Unlocked the third wing slot, raised the op by 5 and added a brig to the open slot on the variant
   -Vergulde: Added a missing civilian-grade hull tag, added built in insulated engines, lowered the OP by 10 and removed reinforced bulkheads on the variant
   -Jacht: Added a missing civilian-grade hull tag and raised the DP/supply per month by 2
   -Vestale: Unlocked the built in wings and added 2 Mizzen to the now open slots on the variant
   -Scow: Changed the PD turret on the variant to a mining laser and used the free op to add blast doors for better survivability
   -Jackdaw: I noticed there were 4 unused OP on the variant so I added the Flux Coil Adjunct hull mod
   -Fusta: Added the missing civilian-grade hull tag that I forgot when I made it
   -Bawley: Unlocked the wing slots, added 10 OP, added tenders to the open slots on the variant and advanced turret gyros with the leftover OP
   -Draeck: Unlocked the built in Mizzen wing and added mining drones to the variant
   -Sloop: Added a missing civilian-grade hull tag

v1.8 -Save compatible with v1.7.1 - Some changes require a new game to take effect, see notes below
   -Added a new capital sized mining and salvage combat support ship, the Arethusa - Gives CFT players a capital ship with an operations center to lead their fleets
   -Added the Arethusa to the list of ships that form CFT NPC mining fleets - Gives their NPC mining fleets more effectiveness and teeth
   -Added the Arethusa to the "Explorer Large" Nexerelin starting option along with the Bolster
   -Added the Arethusa to the "all ships image" on the forum OP and discord post - It is the large yellow one (I made it yellow in memory of Vayra's utility ships, miss you.)
   -Updated the mod description on the forum and discord to state that CFT is intentionally a vanilla plus faction mod with generous Ordinance Point allotments - Because CFT=OP :)
   -Updated the "Mod technical notes" on the forum OP to reflect changes made to the mod since I wrote it
   -Removed the Irradiated flag on Porthleah - In retrospect it does not make sense for that planet - new game (sector generation) only   
      -The following changes are based on suggestions by a long time collaborator 5ColouredWalker - You are the best!
   -Increased the size of the planet Porthleah from 4 to 6 - Better stability and gives the pirates in the system more teeth - new game (sector generation) only         
   -Increased the deployment points and supply use of the Jackdaw from 5 to 7 - Reflects the fact that it is a bit more extra than a standard frigate
   -Slightly widened the spread per shot on the line of Electro-Magnetic Rail weapons - For spam machines they were a little too accurate
   -Changed the loadout on the Clipper variant to use Electro-Magnetic and Pulse mining weapons - I introduced these weapons after making the Clipper and they make more sense

v1.7.1 -Save compatible with v1.7a
   -Unlocked the turrets on the Bawley, changed them to Synergy and added 10 OP - Gives the player more options
   -Updated to 0.97a

v1.7a -Save compatible with v1.7 - A quick "HOT" fix :)
   -Changed the planetary condition on the Frozen World Porthleah from "hot" to "cold" -Ty Liral for letting me know -New game only

v1.7 - Save compatible with v1.61 but you will need to re-arm any ships changed in this update that are in your saved fleet
   -A needed ship re-balance update - TY 5ColouredWalker for your suggestions:   
   -Increased the cost of the Danube by 50k, lowered the OP by 10 and added survey equipment
   -Replaced the middle PMB on the Tender drone with a mining laser - Brings down the power and mining strength but keeps is effective
   -Changed the medium mounts on the Scow to Synergy and Hybrid to give more options in loadout - Better matches CFT's multiuse lore
   -Changed out the small missile mount on the Barque to a medium - Gives it better punch w/out increasing the OP
   -Lowered the OP on the Naruebet by 5 and switched out one of the Skiff fighters with a brig interceptor on the variant
   -Widened the side facing turrets on the Knarr from 180 to 200 degrees - Gives them better engagement
   -Increased the OP on the Foudre by 15 and changed the loadout on the variant - Allows it to carry a better compliment of fighters
   -Re-wrote the description to Combat Engineers to clarify they only effect the ship they are assigned to - TY Indie Winter for pointing it out
   -Lowered the range of the line of CFT railguns to 1k - 5ColouredWalker made a good point that the range advantage was a bit too much   
   -Corrected grammar errors in the descriptions by replacing all instances of it's with its` - TY jamitron for letting me know   
   -Touched up the ship sprite for the Barque to reflect the medium mount and cleaned it up - Barque_old is in the ZIP if you are curious to compare
   -Replaced the sprite for the Barque on the "All Ships Image" with the updated version
   -Converted the compression from RAR to ZIP - Received some "requests" and it is a more widely used format

V1.6.1 - Just a quick hotfix - Save Compatible with v 1.6
   -Adjusted the sprites for the Wrecker base and recoil to differentiate them from the HVD - TY Inhilicon for pointing out that it was very similar just darker
   -Fixed an error with the Wrecker not producing any sound - TY Inhilicon again for noticing it and letting me know

v1.6 - Save Save Compatible with v 1.5.2 - Fine tuning update
   -Fixed an issue with the Schooner having misaligned turret arcs - TY oporpu for letting me know
   -Fixed an issue with the medium pulse mining blaster being underpowered, I raised the damage from 60 to 120 and energy from 55 to 110 - TY sajberhippien for the report
   -Fixed the shield placement on the Apollo - It was slightly misaligned
   -Realigned the launch bays on the Barkentine - The launch animation is synched now
   -Realigned the center of the Clipper - Only slightly off but helps with weapon accuracy to have it precise
   -Widened the side missile firing arcs from 15 to 25 degrees on the Coventry - Increases the chance of a lock on
   -Widened the firing arcs of the forward facing turrets from 75 to 120 degrees on the Dhow - matches the arcs on the side and rear facing turrets
   -Widened the firing arcs of the side facing turrets from 180 to 270 and the rear missile mounts from 5 to 25 on the Griffon - Better symmetry and greater chance of engagement
   -Widened the firing arcs of the forward facing turrets from 75 to 360 degrees on the Jackdaw - Now matches the rear facing turret arcs
   -Note: There is still an unsolved issue with Linux that popped up in the .96a update as reported by Solar Mechanis that I am still trying to find an answer to

v1.5.2 - Nex is back! edition - Not save compatible with prior versions - Sorry, if I had only waited another day before releasing 1.5.1 :(
   -Re-enabled Nexerelin interactions and features   

v1.5.1 - Not save compatible with prior versions
   -Updated the mod to work with 0.96a
   -Disabled Nexerelin interactions - I will re-enable them once a stable patch for that mod is released by Histidine
      -NOTE: mod integrations will be re-enabled as they are made 0.96a compliant

v1.5  Save Compatible with v 1.4 - note if you have a Fusta in your fleet, you may need to reallocate OP
   -Expanded the new CFT specific smuggling mission that occurs in CFT bars introduced in v1.3 - Lucrative "Free Trade" missions now show up with priority from CFT military and trade contacts - TY Timid
   -Added a new light cruiser carrier, the Foudre - ARandomRobloxJal asked me to add a sprite he made, emto demto had some suggestions and I cleaned it up to it's final form - hope you like the group effort :)
   -Re-classified the Dromon in the default ship roles from combat capital to large carrier - Noticed the boo boo when I was adding the Foudre
   -Added two new mining weapons 1 med and 1 large based on the Electro-Magnetic Rail Gun released last update - I received some nice comments and requests for larger versions
   -Fixed a typo in the Electro-Magnetic Rail gun's description - noticed it when I was adding the medium and large variants
   -Changed the vanilla escort package hullmod on the Fusta variant to fluxbreakers - there was a conflict with the mod 'Of Ludd and Lions' escort package hull mod
   -Replaced the image used for Biolab - numerous complaints that the stock image I used was out of place - TY to Butterslingshot for the initial image I bashed from
   -Replaced the image used for Grey Industry - Same as above, ok I get it discord fans, no more stock images - A kitbash remake of light industry not great but not a stock image :)
   -Added the new ship to the "All Ships Image" on the forum OP - Take a peek!

v1.4 - Save Compatible with v 1.3
   -Swapped/fixed the designations destroyer/heavy destroyer of the Cute and the Happy - The Cute is an in and out skirmisher and the Happy is a hard charger
   -Added a direct download link to the forum and discord d/l links that bypasses the google drive preview - one less step to get to the good stuff :)
   -Added a missing label to the asteroid field near the Prussia jump point - TY Maradrax for noting it
   -Added a new small long range fragmentation mining weapon, the Electro-Magnetic Rail Gun  - CFT lacked a non-PD frag weapon and it gives them a long range option for small ballistic mounts - TY Madbadger2 for helping balance it
   -Added a new manned fighter mining wing, the Arkyd - It is equipped with the new weapon and a custom ship system that deploys four mining drones - Ty HopeFall for giving me the idea
   -Added the new fighter to the "all ships image" link on the forum OP so you can take a sneak peek! - Hint, it's the one with the black and yellow lines ;)

v1.3 - Save Compatible with v 1.2.1  - Some changes will only take effect on a new game (see log notes for details)
   -Added new lore-friendly descriptions to the CFT fighters and drones written by KMS
   -Finished adding new lore friendly descriptions for all CFT ships - Ty so much KMS for writing these and helping me flesh out the CFT lore.
   -Re-named the Dingy to its' proper spelling of Dinghy - My guess is spellcheck changed it at some point and it took KMS' keen eyes to spot it, ty again.
   -Fixed an error in the title of the Carronade Torpedo Pod and made the description grammatically correct- TY SteelSirokos for noticing my boo boos.
   -Re-wrote the description for the Volley Rocket that better describes its flaws - TY Maradrax for pointing out that is was vague
   -Lowered the impact particle effect of the Pulse Mining Blaster - for a small weapon it had quite the eye glaring whallop :)
   -Ditto for the medium Pulse Mining Blaster - a happy medium between the small and the large
   -Lowered the probability that CFT NPC fleets will use combat freighters in favor of standard combat ships from 40% to 10% - Too many tankers were being used in their fleets
   -Raised the probability that CFT NPC fleets will use combat freighters in favor of standard freighters from 60% to 80% - Helps balance the above change
   -Added two built in Mizzen drone wings on the Kerebos - When I designed the sprite I put two hangers on it but neglected to add the wings in the code -just fixin yet another oopsie :)   
   -The following eight changes give the CFT ships with the yellow and black stripes a common identity and purpose
      -Changed the effects of the Combat Engineer hullmod - they still repair damage but now they reduce d-mods on the ships they are installed on - Timid kindly let me know that my assumptions in the old version were incorrect
      -Added a new cruiser, the Knarr - A combat engineer mining & salvage rig - CFT lacked a cruiser mining ship and it adds another combat engineer ship to the lineup - win/win
      -Added a new mining drone, the Tender - Able to withstand the battering of an asteroid field it also doubles as an armored fighter when things get hairy
      -Added a new ship system for the Knarr, EMP Burst Wave - a modified version of the EMP system that has a larger radius and does more damage but has lower uptime and increased flux cost
      -The Bawley, Bolster, Clipper, Collier, Danube and Knarr all now have the Combat Engineer hull mod and EMP burst ship system
      -Changed the built in Borer drones on the Bawley, Bolster, Collier and Danube to the new Tender drone but left the mining drone wings as was - On brand that all Combat Engineer ships have them
      -Added/adjusted Nexerelin mining strength to the above Combat Engineer ships varying on their ship size - CFT lacked dedicated mining ships for Nexerelin
      -Added all the above CE ships to the list of ships that are randomly picked to add to NPC mining fleets
   -Added the Knarr and Tender to the ship image on the forum OP
   -The following is added to the mod with the insight and generous code donation from Timid who's assistance allowed me to offer the following additions/changes:
      -Added an RNG mission and bar event that allows Freetraders to ask you to smuggle in goods to other factions for the sake of free trade (save-game compatible)
      -Once the first smuggling mission is completed you receive the option to develop that quest giver a trade or military agent who will give new smuggling missions every 2 game days
      -Removed some unnecessary conditions (up to you if you were keeping those not save-game compatible but wont break old saves)
      -Kings Cove now has 5 industry cap instead of 4 (this change not save-game compatible, but wont break old saves)
      -Added introduction text if you start as the Carter's Freetraders - requires a new game start to see this (duh?)
      -Updated the description text of the faction information in the intel blurb
      -Updated the description of Prussia Station
      -Added a direct download link to the Version file that mod managers can use to auto-update

V1.2.1 Just a quick little fix - Save Compatible with v 1.2
   -Changed the mixed engines on the following ships to all midline - A style choice I made for JYD and carried over to CFT - TY Klize1917 for noting that it did not fit with CFT
      -Astera,Barkentine, Barque, Carrack, Chester, Clipper, Collier, Coventry, Exeter, Griffon, Jacht,Jackdaw, Schooner, Sloop and Vasa
   -Widened the boundary lines on the Bourbon, Exeter and Scow - noticed it while I was checking the engines
   -Removed an extra engine exhaust on the Draeck - Only has one engine, I guess I double clicked when I made it 

v1.2 - Save Compatible with v 1.1 - Note: you may need to rearm any CFT ships in your fleet that have been adjusted
   -Added new lore-friendly descriptions to some of the CFT ships - Ty so much KMS for writing these and helping me flesh out the CFT lore - more to come!
   -Added a new ship, the Fusta, a very fast corvette sized ship that is a favorite among blockade running smugglers or capturing strategic points when deployed
   -Fixed an error regarding the Basilisk's description not showing in game - TY Noobishnoob for pointing it out
   -Went through the other description texts and fixed some grammatical errors - because punctuation matters!
   -Added a line of HE damage energy mining weapons, small medium and large pulse mining blasters - though CFT has some mining ships, they lacked weapons with mining stats
   -Fixed the glow effect on the Wavemotion Pulse Laser - mistake on my part when I introduced it I misspelled the file path
   -Re-equipped all the variants of CFT mining ships (Bawley, Danube, Clipper, Collier, and Bolster) with the new mining weapons
   -Changed the weapon mounts on the Danube from 2 Ballistic/2energy to 4 Synergy - because options are nice :)
   -Adjusted the sprite for the Barkentine -Took out a lot of the green tint and changed the sides to be less grimy
   -Cleaned up the sprite for the Pinnacle - The body was too blurry and chaotic and the saucer tail was choppy
   -Removed some stray pixels on the Barque ship sprite - Noticed it when I adding the new ships to the forum ship image
   -Added 20 AI generated portraits (10 female 10 male) all in CFT white and red -Formerly it was set to random and I was unhappy with some of the results - Ty to Severian Void for hosting Stable Diffusion Image Generation
   -Added the new Fusta as well as the improved Barkentine, Pinnacle and Barque to the ship image on the forum OP
   -Made a new spoiler post on the forum OP that shows the added portraits

v1.1 -The great hull mod migration and fixing the oopsies edition - NOT save compatible - New game required due to removed content
   - TY edixo for noticing the shield on the Freebooter was off center and giving me the idea to check all the ships for errors and fixed the following:
      -Centered the shield on the Freebooter, Chester, Danube, Exeter, Jacht, Mizzen, Vergulde
      -Fixed misaligned engine exhaust on the Apollo, Bombardier, Bourbon, Brig, Brigantine, Carrack, Chester, Clipper, Pinnacle, Retourschip, Skjold, Vasa, Vergulde, Vestale
      -Fixed some off center mounts on the Bombardier, Bourbon, Clipper, Coventry, Cutter, Dhow, Dromon, Galleon, Raven,Schooner, Scow, Shallop, Sloop, Triton,
      -Matched weapon alignments on the Carrack, Clipper, Cutty, Dhow, Dromon, Exeter, Freebooter, Ironclad, Jackt, Schooner, Skjold, Sloop, Triton, Vasa, Vestale - the right mount didn't match the left
      - Sorry for the sloppy coding and visual headaches and overall OCD nightmares all
   -While I was doing all that close up work I noted a couple ships that needed some clean up, nothing major like I did for Hiver Swarm but a little nicer I think:
      -Barkentine - Deleted some stray pixels, lightened the edges, added a light strip to the engines like the apogee has and changed the side strip from a dirty brown to a bronze
      -Barque - Cleaned up the engines from some stray grey pixels, lightened the lower body a shade and darkened the side stripe to be closer to the Barkentine's stripe
      -Oram - added a missing outline on the sides, raised the lower right turret to the same height as the left, darkened the side strip and added bridge lights
      -Pinnacle - added some missing pixels and lightened up all the black pixels along the lower bottom, cleaned up the sides and changes the purple lighting to yellow
      -Shallop - Added some bridge lighting, lighted up the sides a little and filled in some missing sprites on the hardpoints and lightened the side strip to better match the other Apogee rip offs :)
      -Coventry - deleted some loose pixels along the sides
   -Based on numerous "feedback" regarding the balance of the Sledge I decided to rework it: Lowered range and damage from 10k to 5k, increased turn rate and ammo count to 6, reduced the chargedown to 40 and HP down to 2000
   -Removed all hull mods with the exception of the commissioned crews and combat engineers mods and added them to the new CJHM mod (link in my forum signature)
   -Removed the former CFT hull mods from the following CFT ship and variants:
      -missile_ammo built-in hull mod from the galleon
      -salvagedarmor hull mod from the bawley_standard variant
      -missile_ammo hull mod from the galleon_standard, ironclad_standard, pdplat_standard variants
   -Updated the ships image on the forum OP with the cleaned up sprites mentioned above

v1.0 - Save Compatible with 0.9
   -Added a new kinetic interceptor, the Centurion as requested by Centurion Chet, Fighter Enjoyer - Though fragile, it is fast and deadly and equipped with a front shield to help stay in the fight
   -Added a new bomber, the Blackburn as requested by Centurion Chet - Armed with Carronade torpedoes, equipped with a rear pd turret to defend against interceptors and an active flare launcher to fend off missiles
   -Added a new rocket weapon, the Chet Scrap Launcher also requested by, you guessed it! - A cheap, fast, and terrible frag damage brawler weapon - Quantity over quality best describes it
   -Fixed a minor error with the Skiff being described as a drone
   -Fixed a couple spelling mistakes in the weapons descriptions
   -Fixed the Inferno Rocket not rendering it's missile before firing
   -Added a turret sprite for the Volley Rocket
   -Redesigned the Heavy Railgun with greatly changed stats to be a High Explosive version of the Hypervelocity Driver - The past version was the #1 complaint against CFT and now it fills a hole in the vanilla weapon lineup - win/win
   -Added the two new fighters to the All Ships Image on the forum OP

v0.9 - Save Compatible with 0.8
   -Reduced the impact visual effect of the Basilisk - TY Titann for pointing it out - the length was set to 48 instead of 8 lol
   -Changed the stats of the Saker - Range 750 to 650, energy/shot 9 to 10, burst size 10 to 8, projectile speed from 1200 to 800 - Titann made a good point that for it's OP it was too strong
   -Lowered the range of the Heavy Railgun from 1500 to 1100 - I received numerous complaints regarding that extended range causing issues
   -Lowered the cargo capacity of the Dhow from 1300 to 1000 - Essentially I matched the fuel capacity for balance reasons
   -Increased the supply use and deployment of the Carrack from 12 to 18 - Having the same as the Schooner was too low for it's size - (edit ty Mendora for your comments)   
   -Increased the supply use and deployment of the Scow from 4 to 5 - I felt being a combat freighter it should use more than the standard freighter
   -Changed the nanoforges on all CFT industries from pristine to corrupted - Made them a bit too OP  - Also pristine are way too rare for a bunch of hardscrabble smugglers
   -In 0.7 I added custom Tech/Manufacturer tags to all CFT weapons and Ships but apparently I neglected the drones and fighters - fixed
   -Added a new Heavy Fighter, the Skjold - CFT lacked a manned fighter option in it's lineup and I wanted to give them a punch with some staying power
   -Added missing fleet points to all CFT drones and fighters - Had not realized they were blank until I designed the Skjold - oopsie :)
   -Fixed a capitalization mismatch in the wing data that could cause issues with players who use Linux
   -Slanted the small lower side mounts on the Bombardier and widened the firing arcs from 15 to 35 degrees to help them better engage - TY Mendora for your comments
   -Fixed the middle right side slanted mount on the Bombardier being off center - noticed it when I was widening the arcs
   -Added the new fighter pixel and replaced the Bombardier pixel with the updated one on the "All Ships Image" on the forum OP

v0.8 - v0.7 Save Compatible
   -Changed the name of Salvaged hull to Stripped Hull - More in line with what it does
   -Change the graphic of Salvaged hull - looked too similar to reinforced hull
   -Deleted some redundant Java files - less load and HD space (not much but every little bit)
   -Replaced the center section of the Clipper due to a plagiarism claim by MesoTroniK -  A lingering issue that I thought I had corrected months ago
   -Changed the graphic for the Clipper in the "All Ships Image" on the forum OP with the updated Dazs kitbash version
   -Corrected the designation and description of the Clipper from Light Cruiser to Heavy Destroyer - Hadn't thought it an issue until I tried to install a targeting core...
   -Increased the Supply use and deployment of the Freebooter from 45 to 50 - As was pointed out by SirStargateur it is a powerful ship
   -Lowered the projectile speed of the Heavy Railgun from 2500 to 1500 and projectile HP from 750 to 75 - that was a insane mistake on my part woops!
   -Flagged all CFT stations as Freeports - Ty N3ophobe for pointing out that having a free market w/out that "can be a bit awkward" :)
   -Added CFT as well as it's two industries (Bioloab & Grey Industry) to Timid's Better Colonies mod Age of Innovation feature whitelist
   -Added a link to Better Colonies as a mod integration on the Forum OP
   -Changed the name of King's Cove to Kings Cove - Improper grammar, I know, but for some reason the system map could not translate the ' - TY Stormy Fairweather for the comment
      -Note: the above change will only take effect on a new game start when the system is generated

v0.7 -  Save Compatible with 0.6
   -Increased the fleet points, deployment and supply use of the Danube from 6 to 7 - Ty to 5ColouredWalker for noting that when I updated the ship I should have done it then
   -Added custom Tech/Manufacturer tags to all CFT weapons and Ships - TY Hexxod for suggesting the QOL idea, sorry it took me so long to update :)
   -Centered the shields on the Freebooter - Good catch from 5ColouredWalker
   -Increased the fleet points for the Freebooter to 30 and deployment/supply use to 45 - More in line with it's performance
   -Changed the four side hardpoints on the Ironclad from small to medium, increased it's OP by 5, redesigned it's variant and updated the Ship Image - 5ColouredWalker made a good point that it lacked a role in is past form
   -Added the phase field built in hull mod to all CFT phase ships - Another good point made by 5ColouredWalker
   -Added a new Phase Combat Tender, the Dhow - A cruiser sized freighter/tanker for smugglers that rely on super sneaky phase tech - A gift for 5ColouredWalker for all the testing he has done
   -Adjusted the CFT doctrine to have less warships and more phase ships. - When I added phase ships to the faction I neglected to tell the game to use them, oopsie :)
   -Changed the rear turret of the Cutter from Fog of War to Culvern, increased speed by 50 and lowered rebuild time by 1 - It was slower than the heavy drone and the range of the fog of war was too low to be of use
   -Added the Bawley, Naruebet and Lennox to the CFT blueprint - The first was listed under JYD, the second and third were blank - oopsies on my part - TY yet again 5ColouredWalker
   -Added the new ship to the forum front page image (it's on the bottom left if you'd like a peek) and re-arranged the image so it no longer cuts off on the right on smaller monitors
   -Cleaned up the Forum page making it an easier read - TY Liral for your suggestion

v0.6 - Save Compatible with 0.5 - Some changes require a new game to take effect
   -Fixed an error with the Carrack, the right rear turret was incorrectly flagged as a medium and is now small - you will have to re-arm it if you have one
   -Fixed a typo with the Odam being listed as the Oram in the description
   -Fixed some grammar issues with he CFT faction description
   -Changed the description of the Inferno Rocket to be more descriptive of it's two stage firing system
   -Widened the firing arcs of the Danube's rear turrets to 360 and front turrets to 275 - Gives it complete PD coverage as was intended in the design
   -Widened shield arc of the Bourbon from 110 to 200 to better protect it's sides from strikecraft and missiles   
   -Renamed the Auto Cannon to Heavy Railgun - A suggestion by Centurion Chet on discord to help soothe his OCD
   -Fixed an error in the description of the Wrecker from Kinetic to Explosive - TY Waffle for pointing it out on discord
   -Fixed the boundary lines of the Bombardier that could cause a crash in rare cases - TY to my favorite Discord fan, MapleDaddy for noticing it
   -Fixed the description of the Howitzer to correctly state it is a 2 burst weapon not 3 - Was originally 3 but I had lowered it w/out fixing the description - TY DemonX3 on Discord for catching it
   -Increased the flux per shot of the Howitzer from 250 to 275 - My main man on Discord, MappleDaddy, correctly pointed out that it needed a balance pass
   -Decreased the speed of the Galleon from 70 to 50 and removed the missile auto forge and added the CFT hull mod missile storage expansion to the Standard loadout - Received numerous complaints it was OP for the missile forge
   -Lowered the armor on the Triton from 1690 to 1500 and increased the deployment and supply use to 48 - Balance pass based on comments on Discord
   -Fixed two case sensitive mistakes that would cause a crash in Linux - TY Oik for letting me know
   -*NOTE*: Unless otherwise stated, changes below are thanks to 5ColouredWalker for his tireless pursuit in helping me balance the mod
   -Increased the wing count of the Mizzen from 1 to 2, widened the shield arc to 270, lowered the hit points from 125 to 100 and armor from 100 to 80 - Gives them a better chance of intercepting missiles
   -Increased the wing count of the Brig interceptor from 2 to 3   
   -Increased the OP on the Danube from 70 to 80 and added twO hullmods to the Standard layout - gives it more flexibility in weapon choice and/or hullmods
   -Re-aligned the two small energy turrets on the Barque to forward facing, widened the arcs to 360, increased the DP by 1 and added surveying equipment to it's built in mods - It is an Apogee based variant after all
   -Added two built in Mizzen PD drones to the Carrack and increased its DP and supply use from 10 to 12 - With it's size and weapon layout it had difficulty engaging missiles
   -Added a battered Clipper to the list of recoverable ships in Pengersick - A request from 5ColouredWalker and implemented by me as a personal TY for all their hard work
   -Changed the Standard layout of the Raven to be more offensive by replacing the Bombard with a Saker, the Shredder with a Basilisk, Inferno rockets with volley rockets and added a Flux Distributer
   -Lowered the DP and supply use of the Griffon from 33 to 28 - It is partially automated after all
   -Lowered the speed of the Kerberos from 85 to 70 and acceleration from 60 to 50 - As a more armored ship it shouldn't have been so fast
   -Increased the speed of the Odam from 60 to 70 and acceleration from 50 to 60 - As a light cruiser ship it shouldn't have been so slow
   -Lowered the OP of the Falconet from 6 to 5 - Brings it more in line with similar explosive weapons
   -Decreased the ammo count of the Inferno from 100 to 60, the Volley from 250 to 200, the Firestorm from 180 to 120 and the PD missile from 360 to 300
   -Increased the speed of the Volley Rockets from 750 to 850 - with it's low hp per missile, not many were reaching their target
   -Changed the sound used on the point defense misses to be less loud
   -Reduced the MIRV split of the Hellfire and Firestorm rockets from 12 to 8
   -Changed the descriptions of the Hellfire and Firestorm to reflect that they are MIRV and split into 8 homing missiles and that the Inferno splits into 4
   -Changed the names of the Hellfire, Inferno and Firestorm rockets to correctly reflect that they are actually MIRV launchers
   -Changed the damage type of the Firestorm from Kinetic to Explosive, added the STRIKE AI hint and reduced the range from 2000 to 1000 to match the other CFT MIRV Launchers
   -Reduced the damage of the Wrecker from 500 to 450 - was outperforming similar weapons
   -Reduced the range of the Heavy Railgun (formerly Autocannon) from 2500 to 1500, the damage from 2700 to 2500 and increased the energy per shot from 750 to 900
   -Added a new medium sized direct fire kinetic rocket - The Twin Plasma Rocket Launcher fires two fast direct fire unguided superheated rockets that deplete enemy shields - Fills a gap left in the CFT weapon lineup when I changed the Firestorm

v0.5 Save Compatible with 0.45 but if you have a Scow in your fleet, it may need to be refitted.
   -Fixed an error with the Inferno and Hellfire MIRV behavior, makes them more effective and flashy - TY Wasara for pointing this out
   -Added Nexerelin and lib dependencies to the mod files - TY Avanitia, drunk test pilot and Tim, IRS Mommy for the idea and solution
   -Removed the small missile mount from the Scow, touched up it's graphic to reflect the change and lowered it's OP by 5 - TY Kumquat & 5ColouredWalker for your valid points
   -Lowered the speed of the Scow from 180 to 120 putting in line with other CFT frigates - PeopleThief made a valid point that the speed was OP for a combat freighter
   -Updated the ship image on the forum OP with the new Scow sprite

v0.45 - Save Compatible with 0.4
   -Fixed a typo on the Demi-Culvern - changed the flux per shot from 2 to 20 as was intended
   -Changed the damage of the PD rockets 75 to 35 - Balances them and puts them in line with other PD weapons
   -Fixed an error on the Inferno rockets by swapping the damage rating of 25 and impact rating of 50 - They do the correct damage now
   -Reduced the Ammo count on the Auto Cannon from 100 to 50 - Makes the ammo limitation more realistic
   -Reduced the OP on the Sloop tanker from 60 to 50 and replaced the weapons on the variant to lower OP ones - was a tad too OP for it's role
   -Changed the Ship System of the Bombardier from microburn to forgevats
   -Changed the Ship System of the Galleon form microburn to cannister flack - Both ships are meant to be backline support and giving them a speed boost did not make sense
   -Replaced the sprites of the PD and inferno missile images with larger versions
   -A big THANK YOU to rawkhawklives and 5ColouredWalker for the above Balance and graphic suggestions - I've added you both to my list of Beta testers *hugs*
   -Added a new sound file to the Autocannon - TY ThatFolfy for pointing out that the previous sound was bugged
   -Sharpened the image of the Fog of War hardpoint and base - was a little too blurry and the barrel was not showing up
   -Added three torpedo weapons to the CFT lineup - All based on the new Carronade Fragmentation Torpedo in small medium and large sizes
   -Added a new small long range fragmentation missile the Katyusha - designed to be a small version of the Pilum
   -Replaced the single medium Pilum missile on the Apollo missile pod to a dual small mount Katyusha missile and the wing count from 2 to 1
   -Added a new Hull mod - Overclocked Shields inserts new circuitry into a shield generator that increases shield turn rate and unfolding speed at the cost of an overload duration increase

v0.4 Save compatible with v0.35a - Weapon balance changes and many graphic updates - Some ships in you current fleet may need to be re-armed (see below)
   -Changed the weapon mounts on the following CFT ships (Astera, Barque, Bolster, Bourbon, Carrack, Chester, Exeter, Griffon, Ironclad, Pinnacle, Retourschip) to be side by side symmetrical
      -In testing I found the AI had problems with the different ranges when facing forward in the asymmetrical layouts and it gave the more OCD players a headache :) -Ty 5ColouredWalker for having me look into it
         - NOTE: If you have any of the following ships in your fleet you will need to re-arm them due to the symmetry changes:
            -Bourbon: Changed the left large turret to be energy and the right medium turret to be ballistic
            -Carrack: Changed the left medium turret to ballistic and the left small turret to energy
            -Freebooter: Changed the right large turret to ballistic and the left small turret to energy and increased the OP by 5
            -Griffon: Changed the top left small turret to ballistic
            -Pinnacle: Changed the left small turret to energy      
   -Widened the firing arcs of the Astera mounts to line up with the symmetrical changes
   -Replaced the middle turret graphic on the Astera - Accidently used a side facing instead of a forward facing
   -Replaced the medium turret graphics on the Chester and re-aligned the left small turrets from 94 degrees to the proper 90 degrees - Fixing minor initial release oopsies
   -Re-designed the Dingy making it more symmetrical - Added missing boundary lines and weapon mount graphics and changed the rear forward facing hardpoint to a rear facing turret
   -Added a missing small turret graphic on the Cutter and centered the ship sprite - another graphical fix from the initial release
   -The above graphic changes are reflected on the forum OP image
   -Equipped a Wave Burst PD laser on an empty weapon mount on the Bolster variant - fixing a mistake on my part from initial release
   -Lowered the range of the Auto Cannon from 3k to 2500, Increases the flux per shot from 630 to 750 and projectile speed from 2k to 2500 - Balance suggestions from rawkhawklives and ThatFolfy
   -Adjusted the Culverin PD to be an upgraded version of the Fog of war PD - same damage/flux, more range and better accuracy for 2 OP more - Ty rawkhawklives for pointing out it was unsustainable in it's past stats
   -Increased the projectile speed of the Fog of War PD from 200 to 400 - puts it in line with the Culverin changes but still below the light machine gun
   -Increased the damage of the Paixhan and reduced it's charge down - Making it worthy of a 7 OP PD weapon
   -Added a new Hull mod, Salvaged Shield - Similar to makeshift shield but instead of a speed penalty it has a 15% hull & armor penalty - For when players use ships like the Hound but want to keep the CFT midline playstyle
   
v0.35a Save game compatible
   -Fixed some capitalization mismatches that would case a crash under Linux - Ty polkageist for taking the time to make a forum account to let me know, appreciated!
   
v0.35 Tested with 0.3a save with no problems
   -Added a CFT emoji to the SS discord, you can now show your love CFT style - Ty to Timid for suggesting it and Avanitia for adding it!
   -Added the following missing code to the CFT weapons and Wings - TY to Shadow Rune for their help in tracking them down!
      -Added a PD tag to the Culverin so it will now target missiles and wings as intended
      -Changed the description of the Inferno rocket to reflect that is NOT a large mount, has tracking unlike the volley rocket and that it is explosive.
      -Added missing UI tags to all wings to better matchup when autofitting
      -Added UI tags to all weapons to better classify them and improve their functionality
   -Fixed an error in the planet King's Cove starting conditions - TY Kris_xK for that bug hunt
   -Added a fighter flare launcher system to the Mizzen PD drone - Makes them even more PD!
   -Changed the damage type of the point defense rockets from fragmentation to high explosive and set them to priority target fighters
   -Changed the following stats on the Barque - FP 8 to 10, flux 3200 to 6700, flux regen 230 to 400, price 29k to 39k - Puts it between the Hammerhead and the Sunder
   -Changed the following stats on the Barkentine - OP from 110 to 100, locked the first fighter bay to a Mizzen PD drone, changed the shield from omni to front - Puts it on balance with the Dover
   -Changed the flux rate of the Basilisk to be more efficient - TY Zoro89 for this and the two above suggestions
   -Touched up the graphic for the Barkentine to look less battered - As I was working on it I realized it looked more low tech than midline
   -Removed the scar running across the Pinnacle's graphic - Same reason as above - I can change either or both back if enough players want the previous battered sprites
   -Updated the ship picture on the Forum OP with the two new ship sprites if you'd like a peek
   -Updated the description string for the Barkentine to reflect the above ship changes
   -Added a missing description for the Dingy heavy bomber
   -Fixed a spelling error in the description string for the Skiff interceptor preventing it's description from showing - It's skiff not skif - D'oh!
      
v0.3a -Minor change save game compatible
   -Changed the version file to reflect being moved to the MOD forum

v0.3 Tested with a 0.2 save with no issues though if you have one of the changed ships in your current fleet they may need to be re-outfitted.
   -Re-designated the Ironclad from cruiser to Heavy Cruiser - I felt that the size and stats were a little out of line for a standard cruiser and the faction lacks a heavy cruiser so voila 2 birds 1 stone :)
   -Changed the Firestorm Missile damage type from Explosive to Kinetic, raised the damage to 50, increased the charge down to 2, and reduced the ammo count to 180 - Rounds out the CFT missile lineup   
   -Removed two of the missile pods from the Freebooter - it was a little too much and needed a balance pass
   -Replaced the built in hull mod, missile auto forge, on the Cog PD platform with expanded missile racks and removed the advanced turret gyros- Yet another balance pass change
   -Added a new phase cruiser, the Vasa - Partially to replace the Ironclad's slot as a phase cruiser but it adds a phase strike ship to the lineup
   -Added a new missile focused capital ship, the Galleon - A back line capital that will stay out of direct combat while flooding the field with ordnance to tie up enemy PD systems and deliver extended long range damage
   -Added a new light cruiser variant of the Apogee, the Odam - The faction lacked a medium/large scout/explorer ship   
   -Added a new hull mod that increases missile ammo storage by reducing cargo space - Since most CFT ships (especially the Bombard) have missile hardpoints this mod would allow them to be relevant longer
   -Added a new hull mod that increases ship speed when at zero flux, Zeroflux (original I know) - Could be used for several applications but envisioned as a way to give a boost to fleeing ships like freighters
   -Added a new hull mod that increases ship speed in combat, Booster Rockets - Similar effect of unstable injector but at a much lower OP and effect - UA and SO are incompatible
   -Fixed an error with the Volley Rockets being labeled as Anti-Armor to Anti-Shield as they are Kinetic damage
   -Optimized the script for the Pengersick system - Cleaned up some unneeded code and arranged the structure logically
   -Did a spelling and grammar pass on the CFT hull mods and fixed some mistakes
   -Raised the XP earned by salvaging the fields in Pengersick by 20% - Not game breaking by any means but it gives a new player a little head start
   -Removed 2 duplicates from the list of screen variants and sim opponents - Just removing some unneeded bloat
   -Updated the sprite for the Firestorm missile to reflect that it is a MIRV - The previous sprite only had 1 missile holder
   -Updated the sprites for the Fog of War base and turret - In the editor they looked fine but in-game they were kind of a JYD early era blurry mess :)

V 0.2 Tested with a 0.1a save with no issues
   -Removed the repair gantry from the Draeck - Balance change, it did not make sense for a ship that small to have that many mods
   -Added a new frigate sized logistics/mining ship the Bawley - Partially to make up for the loss of a small ship gantry but also to add a frigate sized miner for wolfpack players
   -Increased the cargo space of the Danube - it was a little low for a logistics destroyer
   -Adjusted the "Good trait frequency" for Starship Legends to be in line with CFT being a lightweight good shield smuggler faction
   -Added the Scow, Shallop and Sloop to the list of ships that can be generally offered in the Starship Legends derelict bar event
   -Added the Bolster and the Ironclad to the list of ships that can only be offered at a CFT faction bar in the Starship Legends derelict bar event
   -Fixed several grammatical errors found in the ship and weapon description files - Should have done that before initial release sorry
   -Cleaned up some of the CSV code - Essentially made it more efficient
   -Modified the the med energy turret on the Clipper by widening it to match the med ballistic turrets - I also touched up the sprite work a little while I was there
   -Did some minor touch up work on the Bolster's sprites
   -Fixed an issue with version checker - I had accidently referenced JYD instead of CFT in the file (I swear it wasn't some marketing gimmick :) ) - TY andristzr for brining it to my attention!
   
V 0.1a - Should be save game compatible
      -Received a PM regarding a conflict crash and had to do a quick hotfix
      -Updated the graphic on the Clipper - I accidently left a nono sprite and only noticed when I posted the op picture - my bad sorry

v 0.1
   - Initial release for review, testing and constructive criticism.
   
[close]
Title: Re: [0.95.1a]Carter's Freetraders - V 0.1 - Release Candidate for testing & review
Post by: WMGreywind on April 14, 2022, 03:34:17 PM
Oh my, what an interesting collection of ships. I'll make sure to give this a go.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.1 - Release Candidate for testing & review
Post by: Zr0Potential on April 15, 2022, 12:02:09 AM
Whoo boy this looks vanilla-friendly af, nice job King

I'mma try it out
Title: Re: [0.95.1a]Carter's Freetraders - V 0.1 - Release Candidate for testing & review
Post by: Dazs on April 15, 2022, 02:50:14 AM
Pets mod developer on the head and give it a cookie for being so productive. Good job, I am very proud of you!

<wags tail :)

Oh my, what an interesting collection of ships. I'll make sure to give this a go.

Woot glad you like them, I spent a ridiculous amount of time trying to make them not a janky collection of haphazard sprites this time lol

Whoo boy this looks vanilla-friendly af, nice job King

I'mma try it out

Nice! Yea I was going for a more vanilla + friendly mod this time. It does need Nex to use the mining and other player made mod interactivity features but I am glad you like the aesthetic. I look forward to any opinions you may have after giving it a spin. I did my best to release a stable balanced(?) version but sometimes I get lost in the forest and miss things.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.1a - Release Candidate for testing & review
Post by: Dazs on April 15, 2022, 05:33:10 AM
Had to do a quick hotfix - Should be save game compatible to initial release
Title: Re: [0.95.1a]Carter's Freetraders - V 0.1a - Release Candidate for testing & review
Post by: MesoTroniK on April 15, 2022, 10:09:34 AM
Please do not use my art in your kitbashes.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.1a - Release Candidate for testing & review
Post by: Dazs on April 15, 2022, 01:25:15 PM
My apologies for that on the Clipper. Most of these ships were made parts from when I first started last year but never used. I have a large selection of parts from various ships on my HD I use to bash and I picked them up out of the bin and touched them up for this mod. I caught my error when I posted the OP and noticed the no no and replaced it as soon as I saw what I did. It was a bonehead move and I am sorry, I have a deep respect for your work.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.1a - Release Candidate for testing & review
Post by: MesoTroniK on April 15, 2022, 03:13:04 PM
Thank you :)
Title: Re: [0.95.1a]Carter's Freetraders - V 0.1a - Release Candidate for testing & review
Post by: dcong89 on April 16, 2022, 06:13:43 AM
All your ships so thiccccccck  ;) ;D
Title: Re: [0.95.1a]Carter's Freetraders - V 0.1a - Release Candidate for testing & review
Post by: Dazs on April 16, 2022, 11:36:54 AM
All your ships so thiccccccck  ;) ;D

Lol ok I hope that is a good thing :)

When I am playing Nexerelin, it informs that the mod has an update but it sends me to the page of: https://fractalsoftworks.com/forum/index.php?topic=22826.0

I think there is a mix up in the update url's, or is it supposed to do that!?

Nope not at all. One of the issues of juggling 4 mods, I made an oppsie and cross referenced the wrong mod in the version file. Thank you for brining it to my attention, it is so easy to miss things. It's why I have it flagged as a candidate and I really appreciate the free "beta testing" that players are willing to provide to help.

I am currently tinkering away on making the mod a little more efficient and I have a couple other tweaks I've done so I'll fix this and bundle it all up into a 02 release and have it out later today.

Thank you both for your comments!
Title: Re: [0.95.1a]Carter's Freetraders - V 0.2 - 04/16/22 Candidate for testing & review
Post by: Dazs on April 16, 2022, 01:52:55 PM
V 0.2 released today - Tested with a 0.1a save with no issues
   -Removed the repair gantry from the Draeck - Balance change, it did not make sense for a ship that small to have that many mods
   -Added a new frigate sized logistics/mining ship the Bawley - Partially to make up for the loss of a small ship gantry but also to add a frigate sized miner for wolfpack players
   -Increased the cargo space of the Danube - it was a little low for a logistics destroyer
   -Adjusted the "Good trait frequency" for Starship Legends to be in line with CFT being a lightweight good shield smuggler faction
   -Added the Scow, Shallop and Sloop to the list of ships that can be generally offered in the Starship Legends derelict bar event
   -Added the Bolster and the Ironclad to the list of ships that can only be offered at a CFT faction bar in the Starship Legends derelict bar event
   -Fixed several grammatical errors found in the ship and weapon description files - Should have done that before initial release sorry
   -Cleaned up some of the CSV code - Essentially made it more efficient
   -Modified the the med energy turret on the Clipper by widening it to match the med ballistic turrets - I also touched up the sprite work a little while I was there
   -Did some minor touch up work on the Bolster's sprites
   -Fixed an issue with version checker - I had accidently referenced JYD instead of CFT in the file (I swear it wasn't some marketing gimmick :) ) - TY andristzr for brining it to my attention!
Title: Re: [0.95.1a]Carter's Freetraders - V 0.3 - 04/22/22 Review and commentary edition
Post by: Dazs on April 22, 2022, 07:08:22 AM
v0.3 released today - Tested with a 0.2 save with no apparent issues though if you have one of the changed ships in your current fleet they may need to be re-outfitted. I feel the mod is ready for a wider release but I will keep it here for the weekend for any player commentary (which I deeply appreciate) until I ask for it to be moved to the main mod forum and post it on Discord.

Changelog:   

   -Re-designated the Ironclad from cruiser to Heavy Cruiser - I felt that the size and stats were a little out of line for a standard cruiser and the faction lacks a heavy cruiser so voila 2 birds 1 stone :)
   -Changed the Firestorm Missile damage type from Explosive to Kinetic, raised the damage to 50, increased the charge down to 2, and reduced the ammo count to 180 - Rounds out the CFT missile lineup   
   -Removed two of the missile pods from the Freebooter - it was a little too much and needed a balance pass
   -Replaced the built in hull mod, missile auto forge, on the Cog PD platform with expanded missile racks and removed the advanced turret gyros- Yet another balance pass change
   -Added a new phase cruiser, the Vasa - Partially to replace the Ironclad's slot as a phase cruiser but it adds a phase strike ship to the lineup
   -Added a new missile focused capital ship, the Galleon - A back line capital that will stay out of direct combat while flooding the field with ordnance to tie up enemy PD systems and deliver extended long range damage
   -Added a new light cruiser variant of the Apogee, the Odam - The faction lacked a medium/large scout/explorer ship   
   -Added a new hull mod that increases missile ammo storage by reducing cargo space - Since most CFT ships (especially the Bombard) have missile hardpoints this mod would allow them to be relevant longer
   -Added a new hull mod that increases ship speed when at zero flux, Zeroflux (original I know) - Could be used for several applications but envisioned as a way to give a boost to fleeing ships like freighters
   -Added a new hull mod that increases ship speed in combat, Booster Rockets - Similar effect of unstable injector but at a much lower OP and effect - UA and SO are incompatible
   -Fixed an error with the Volley Rockets being labeled as Anti-Armor to Anti-Shield as they are Kinetic damage
   -Optimized the script for the Pengersick system - Cleaned up some unneeded code and arranged the structure logically
   -Did a spelling and grammar pass on the CFT hull mods and fixed some mistakes
   -Raised the XP earned by salvaging the fields in Pengersick by 20% - Not game breaking by any means but it gives a new player a little head start
   -Removed 2 duplicates from the list of screen variants and sim opponents - Just removing some unneeded bloat
   -Updated the sprite for the Firestorm missile to reflect that it is a MIRV - The previous sprite only had 1 missile holder
   -Updated the sprites for the Fog of War base and turret - In the editor they looked fine but in-game they were kind of a JYD early era blurry mess :)
Title: Re: [0.95.1a]Carter's Freetraders - V 0.3 - 04/22/22 Review and commentary edition
Post by: Dazs on April 22, 2022, 07:12:45 AM
Oh yea quick FYI - I redid the ship sprites on the main page to show the three new ships, Vasa, Galleon and Odam, they are on the bottom right if you are interested. 
Title: Re: [0.95.1a]Carter's Freetraders - V 0.3 - 04/22/22 Review and commentary edition
Post by: Oni on April 22, 2022, 10:08:00 PM
Thus another faction gets added to my next run.  8)
Title: Re: [0.95.1a]Carter's Freetraders - V 0.3 - 04/22/22 Review and commentary edition
Post by: Dazs on April 23, 2022, 04:24:48 AM
Thus another faction gets added to my next run.  8)

Woot!
Title: Re: [0.95.1a]Carter's Freetraders - V 0.3a - 05/09/22
Post by: Dazs on May 09, 2022, 01:00:17 PM
v0.3a -Minor change save game compatible
   -Changed the version file to reflect the topic being moved to the big boy MOD forum :)

I put it though a couple rounds of testing and it *should* be 100%. However I am always open to suggestions, comments or complaints so keep 'em coming!
Title: Re: [0.95.1a]Carter's Freetraders - V 0.3a - 05/09/22
Post by: Kris_xK on May 09, 2022, 10:59:02 PM
Looks like King's Cove has both "population_7" and "population_6" conditions.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.3a - 05/09/22
Post by: Zoro89 on May 10, 2022, 09:58:25 AM
Thank you for the cool mod. Amazing ship designs :)
Can you check the stats of the following ships/weapons?

- The Barque Destroyer have OP of Destroyer but stats of a (heavy) frigate and it only cost 5 maintenance and deployment. Thats a little bit low in my opinion.
- Barkentine carrier has three fighter bays (description say two) incl. reserve deployment and cost only 10 supply/points. So its very similar to the Naruebet carrier but this ship has two fighter bays. So the Barkentine is superior over the vanilla Condor light carrier - except the buying cost.
- The Basilisk weapon have a flux cost of 1184 per second. Is this a typo? :D
- I will check the Shredder next. It could make the Heavy Needler obsolet while beeing cheaper at the same time.

Maybe I overlooked something?
Title: Re: [0.95.1a]Carter's Freetraders - V 0.3a - 05/09/22
Post by: Dazs on May 10, 2022, 10:37:50 AM
Looks like King's Cove has both "population_7" and "population_6" conditions.

Ty It'll be fixed tonight along with some other changes just one of my many bonehead errors :)

Thank you for the cool mod. Amazing ship designs :)
Can you check the stats of the following ships/weapons?

- The Barque Destroyer have OP of Destroyer but stats of a (heavy) frigate and it only cost 5 maintenance and deployment. Thats a little bit low in my opinion.
- Barkentine carrier has three fighter bays (description say two) incl. reserve deployment and cost only 10 supply/points. So its very similar to the Naruebet carrier but this ship has two fighter bays. So the Barkentine is superior over the vanilla Condor light carrier - except the buying cost.
- The Basilisk weapon have a flux cost of 1184 per second. Is this a typo? :D
- I will check the Shredder next. It could make the Heavy Needler obsolet while beeing cheaper at the same time.

Maybe I overlooked something?

Good points, thank you for taking the time to let me know. First off I'd just like to say I am so glad you like the ships. This faction was my best effort at taking what I learned making ships for my other faction mods and releasing a full Dazs kitbash collection. I'll give the ship stats a once over tonight. As to the weapons, I think I went a little overboard with them by making so many at once and I probably did not balance them as well as I could have. I am currently working on adding UI tags to the weapons (pointed out by Shadow Rune on discord) so I'll address your comments as I go. I *should* have a patch out later tonight.

I really appreciate both your comments. All my mods are a cooperative effort and I was hoping for posts like this. It is sometimes difficult to see the trees for the forest, so to speak, and overlook what should have been obvious errors.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35 - 05/10/22
Post by: Dazs on May 10, 2022, 04:26:52 PM
As promised v0.35 released today

Some balance changes and two graphic improvements, changelog on the OP and in the RAR have the details. Big thank you to Kris_xK, Zoro89 and Shadow Rune for their help in beta testing!

I hope you all enjoy the changes and please keep those comments coming if you have any!
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35 - 05/10/22
Post by: polkageist on May 11, 2022, 10:04:38 AM
Path and filename errors.

cft/icons/cargo/cft_blueprint.png should exist, doesn't. I think it's a weird dupe beween CFT/icons/cargo and cft/icons/cargo where both paths need to exist but only one is used.
CFT_zeroflux.png should be cft_zeroflux.png
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: Dazs on May 11, 2022, 10:37:27 AM
Quick hotfix uploaded today fixing the above error that polkageist was kind enough to let me know about. I really need to find a way to test my code under Linux in Win 10/11 it seems to a re-occurring issue with my mods, sorry about that.

@polkageist - I see this was your first forum post. I really appreciate you going to the effort of making an account to report it. Added you to my list of Beta testers :)
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: rawkhawklives on May 11, 2022, 10:45:43 AM
Will be giving them a go in a run where i've stripped the more egregious non-vanilla factions from play, and this looks like it will fit a niche that I would usually use Roiders Union for, but they are more armor focused and I love me a good strong shield. Have you considered using the new IndEvo Alcoholism to add your own period-accurate brew to the game? I noticed you have a deep emphasis on the real life history, hell the story about the recover of tea could make for a good tie-in, instead of alchohol they sell tea or something? Idk, just a rambling thought. Excited to try this out, the more midline, the better.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: Dazs on May 11, 2022, 11:01:29 AM
Will be giving them a go in a run where i've stripped the more egregious non-vanilla factions from play, and this looks like it will fit a niche that I would usually use Roiders Union for, but they are more armor focused and I love me a good strong shield.
Roiders Union is a great faction mod, I applauded your taste!
Have you considered using the new IndEvo Alcoholism to add your own period-accurate brew to the game?
I do use IndEvo main mod and am aware of the alcohol mod but haven't tried it yet but I'll give it an install once I'm done with the JYD patch I'm working on.
I noticed you have a deep emphasis on the real life history, hell the story about the recover of tea could make for a good tie-in, instead of alchohol they sell tea or something? Idk, just a rambling thought. Excited to try this out, the more midline, the better.
All my faction mods have a common theme to them and I do my best to keep the lore consistent. John Carter is a distant relative on my Mother's side and I had a lot of midline looking ships laying around that needed some love and a good home and voila here we are. ;) As to the custom commodity, I could see tea or rum since both would be period correct. I'll give some thought about adding it and maybe modifying the colony structure to produce it. You got me thinking and I appreciate that.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: rawkhawklives on May 11, 2022, 11:47:50 AM
Oh, ***, I didn't even realize you did the JYD mod, until I went to just check my replies and my only responses(I do not post much at all) were from you on separate posts. I ran that mod forever until I started running some high tech playthroughs and took a break from Starsector and wanted to use some of the new factions. I love pretty much all it's frigates and the Intelligent is a beautiful little boat. I remember having to swear off your hullmods though. The one that added range to sensors was incredibly strong in combination with Extra Systems Reloaded. I'd end up with four ships that could do every single thing I needed, while being borderline invisible and able to see everything. Good times, I never missed a single salvage opportunity with the all-seeing eyes.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: Kris_xK on May 11, 2022, 12:43:34 PM
the Intelligent is a beautiful little boat.

Its my favorite too, I always grab 2-3 at the beginning of a run, regardless of what I'm doing.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: Dazs on May 11, 2022, 01:17:02 PM
Oh, ***, I didn't even realize you did the JYD mod, until I went to just check my replies and my only responses(I do not post much at all) were from you on separate posts. I remember having to swear off your hullmods though. The one that added range to sensors was incredibly strong in combination with Extra Systems Reloaded. I'd end up with four ships that could do every single thing I needed, while being borderline invisible and able to see everything. Good times, I never missed a single salvage opportunity with the all-seeing eyes.
I understand that sentiment. I designed JYD to be self sufficient if a player wanted to only use JYD assets I did my best to provide every kind of ship and hullmod they would need. I know that if you stack hullmods from other authors you can really OP a ship but I figured I would give players the choice whether or not to do that rather than make it for them.
the Intelligent is a beautiful little boat.

Its my favorite too, I always grab 2-3 at the beginning of a run, regardless of what I'm doing.
Nice thank you, I like it so much myself that I made a Q version of it for JYD as well :)
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: rawkhawklives on May 11, 2022, 02:58:25 PM
Right, so I have played with it for a few hours and I believe someone mentioned the weapon flux values all being a little wonky, but it is super noticeable on the Super Ship start. Likely just oversight errors, multiple frag pds have flux costs in the 1000/sec range for equivalent damage (Culverin has 1.07 flux/dam at 1.5k damage and like 1.6k flux/sec) They all seem to be of the same design philosophy of the vulcan pushed to its limits and I assume they should work more in line with something like your Fog of War frag pd at a much more reasonable .25 flux/dam? As it stands, the super ship start comes with a ship whose stock flux loadout is 6k weapon flux/sec with 2k dissipation at 50 vents. That was a funny start tbh. The weapons have some weird spots overall on that ship.

Auto Cannon: The Auto Cannon feels like a weapon meant exclusively for stations and AI and has massive damage. 3k effective range is funny, very very funny, but also means as a player, you can't realistically use that weapon range due to actual view range in combat, so what purpose is served by having it so high? The extremely low flux cost suggests just leaving it on autofire to snipe frigates? Is it meant to abuse small ships AI and dissuade engagement at all? That would fit the long-range commander vibe, for sure. Just seems excessive to me. Otherwise, I like that the ammo count theoretically means you can get in trouble if you increase fire-rate, but that is completely obseleted by something like extended mags or some hullmod out of the very popular MHM. On top of starting with 100 ammo, it means that consequence will only happen late into a very, very large fight if you're manually firing in any way. There isn't much semblance to Vanilla or typical modded balance with a 3k range weapon, even if it is a super weapon. 30 OP is a wise choice for cost, since it has so much going for it and is expensive to mount, but .25 flux/dam on an HE weapon? Big numbers, all around.

Dart-Gun/Shredder: These two I want to call strong, but when I compare them to vanilla counter-parts, I cant. Maybe the Shredder? But I don't see it being anything other than a neat side-grade. Trading range and accuracy for a bit of efficiency in the Dart-Gun, and losing some efficiency and accuracy for massive range on the Shredder. I like this, opening up build flexibility on a lot of ships with these options. I question the 1x3 emp for the Dart Gun. It's cool, it's flavor, but its simply too weak. Maybe the visuals make it worth it? I dunno, I like it, but don't understand it. Even slaving it to IPDAI for the light emp to affect missiles seems like a waste considering its now a 150 flux kinetic pd gun for missiles.

Volley Rockets: Holy *** what an insane kinetic shotgun. The 5/s fire rate means you will churn through the ammo fast, even with its 250 capacity, but that is some insane value on 75 kinetic damage a missile in a small slot for 5 OP. 5 OP is Salamander tier btw. I will be abusing this with ESR so hard, every ship will have a missile Commanders *** Kinetic down every other fleet's throat. Hundreds of dumbfire Micromissile making an impenetrable kinetic wall. The sheer amount of PD screening these guys do is absurd. Wow, I think they need a nerf, bad, but will be sad to see them go.

Wavemotion/Waveburst: Sick, awesome, cool. Wavemotion is an HE Beam Side/Upgrade. More Flux, but more HE beam damage, theoretically you would be able to use it less, since you're stripping copious amounts of armor off. The whole wave series feels like very competent sidegrades and more-over, they are just cool. I don't have any complaints, they are just neat.

Other than that, Prussia station is incredibly decked out. Wow, they look like one of my late-game colonies minus my Access Control Planetary Shield to stop Pather problems. The Path is gonna eat that place alive eventually. Balance and quality is in-line with JYD, visually exceeding it in some places. This is a good mod, I like it. I look forward to tinkering with it even more over the next few play sessions.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: Omnicast on May 11, 2022, 10:08:15 PM
Question: Can I add this into a game in progress?
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: Dazs on May 12, 2022, 01:59:02 AM
Question: Can I add this into a game in progress?


Sort of. It will not crash your game but, to my knowledge, a mod faction's home system will only appear after a new game sector generation. Their assets are mainly sold in their planet and station marketplaces but their ships can appear in black markets and some mods like ED shipyards may have them for sale since it pulls from all assets.

Soooo TLDR Yes but not really :)
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: Dazs on May 12, 2022, 02:54:16 AM
OK now for the juicy reply! :)

Right, so I have played with it for a few hours and I believe someone mentioned the weapon flux values all being a little wonky, but it is super noticeable on the Super Ship start. Likely just oversight errors, multiple frag pds have flux costs in the 1000/sec range for equivalent damage (Culverin has 1.07 flux/dam at 1.5k damage and like 1.6k flux/sec) They all seem to be of the same design philosophy of the vulcan pushed to its limits and I assume they should work more in line with something like your Fog of War frag pd at a much more reasonable .25 flux/dam? As it stands, the super ship start comes with a ship whose stock flux loadout is 6k weapon flux/sec with 2k dissipation at 50 vents. That was a funny start tbh. The weapons have some weird spots overall on that ship.
Well as a standard loadout I was going for a well defended ship. Since it's armor and hull are so low I made sure there was a flurry of flechette to protect them along with it's shield. Now the flux use to dissipation is only if all weapons are firing at once and I have the weapons all not facing forward to help mitigate that. Now that is my intent but I'll  put it through a round of testing and get back to you on that one.
Auto Cannon: The Auto Cannon feels like a weapon meant exclusively for stations and AI and has massive damage. 3k effective range is funny, very very funny, but also means as a player, you can't realistically use that weapon range due to actual view range in combat, so what purpose is served by having it so high? The extremely low flux cost suggests just leaving it on autofire to snipe frigates? Is it meant to abuse small ships AI and dissuade engagement at all? That would fit the long-range commander vibe, for sure. Just seems excessive to me. Otherwise, I like that the ammo count theoretically means you can get in trouble if you increase fire-rate, but that is completely obseleted by something like extended mags or some hullmod out of the very popular MHM. On top of starting with 100 ammo, it means that consequence will only happen late into a very, very large fight if you're manually firing in any way. There isn't much semblance to Vanilla or typical modded balance with a 3k range weapon, even if it is a super weapon. 30 OP is a wise choice for cost, since it has so much going for it and is expensive to mount, but .25 flux/dam on an HE weapon? Big numbers, all around.
I felt I was filling a hole in the game with the Auto Cannon. You are correct it is not really intended for direct use at maximum range. It is meant as a AI controlled sniper weapon at extreme ranges with a huge cooldown but damn when it eventually hits it HITS. I tinkered with various ammo counts and 100 seemed right for a long fight against a tough foe like an Ordo fleet. The flux/dam is because it has such a long cooldown but you make a good point, I'll give it a lookover. The OP was to ensure it was only viable to use on large ships that can afford it. It is a trade off of using multiple weaker guns or having a big punch. If you are using it to tin can a small wolfpack fleet well more power to you I guess :)
Dart-Gun/Shredder: These two I want to call strong, but when I compare them to vanilla counter-parts, I cant. Maybe the Shredder? But I don't see it being anything other than a neat side-grade. Trading range and accuracy for a bit of efficiency in the Dart-Gun, and losing some efficiency and accuracy for massive range on the Shredder. I like this, opening up build flexibility on a lot of ships with these options. I question the 1x3 emp for the Dart Gun. It's cool, it's flavor, but its simply too weak. Maybe the visuals make it worth it? I dunno, I like it, but don't understand it. Even slaving it to IPDAI for the light emp to affect missiles seems like a waste considering its now a 150 flux kinetic pd gun for missiles.
The EMP damage on the Dart Gun is meant to be bit of flavor and not the primary purpose of the weapon. If you look at the Dart Gun's description, it fires "charged core" flechettes. It's not really there to add a meaningful amount with only one mounted but if you have a ship with several same facing mounts it does stack up. The shredder is meant for larger ships that have the op and want more umph than the lower OP fog of war could provide. I did my best to have all the CFT PD weapons (and yea there is quite a few) to fill different roles for different needs. Idk I probably went overboard. I can put em all side by side and give them another round of balance testing though.
Volley Rockets: Holy *** what an insane kinetic shotgun. The 5/s fire rate means you will churn through the ammo fast, even with its 250 capacity, but that is some insane value on 75 kinetic damage a missile in a small slot for 5 OP. 5 OP is Salamander tier btw. I will be abusing this with ESR so hard, every ship will have a missile Commanders *** Kinetic down every other fleet's throat. Hundreds of dumbfire Micromissile making an impenetrable kinetic wall. The sheer amount of PD screening these guys do is absurd. Wow, I think they need a nerf, bad, but will be sad to see them go.
Good points and I'll give it some thought, I hadn't considered using them that way. OK now for my hot take on the Volley rocket. I'm a big ole fan of Mech warfare and having a bursting wild firing rocket is a core thing in that genre so it's just me having a nerd moment when I fire them. Seriously though, If you look at the stats I have them set to a spread of 35, launch speed of -50 and a flight time of 5 and very low 5 HP to balance out that damage potential. Potential is the operative word, because they are inaccurate to the point that yes once in a blue moon they can all hit a target but they are more likely to fly off to Narnia.
Wavemotion/Waveburst: Sick, awesome, cool. Wavemotion is an HE Beam Side/Upgrade. More Flux, but more HE beam damage, theoretically you would be able to use it less, since you're stripping copious amounts of armor off. The whole wave series feels like very competent sidegrades and more-over, they are just cool. I don't have any complaints, they are just neat.
I'M A' FIRIN' MAH LAZER!!
Other than that, Prussia station is incredibly decked out. Wow, they look like one of my late-game colonies minus my Access Control Planetary Shield to stop Pather problems. The Path is gonna eat that place alive eventually.
Well the station is meant to be the first line of defense and hold out a warp point assault long enough for fleets to come to it's aid. Of course there is that pesky fringe entry but ah balance and all that for the sneaky sneaks.
Balance and quality is in-line with JYD, visually exceeding it in some places. This is a good mod, I like it. I look forward to tinkering with it even more over the next few play sessions.
CFT is the product of my accumulate learning to sprite over time with my other two faction mods. I am pretty happy with how it turned out visually tbh. This is still early days for the freetraders and with the help of fine folks such as yourself I plan to keep tinkering under the hood until I get it right.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: Omnicast on May 12, 2022, 11:03:26 PM
Ahh this is a faction mod! I thought it was ships only. I have failed reading comprehension! I must commit sudoku now.

Jokes aside I had a chance to install this on my recent fresh run, but... uhh I didn't.

I'll try adding it in anyhow and see how it goes.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: Dazs on May 13, 2022, 12:50:00 AM
I have failed reading comprehension! I must commit sudoku now.
You sir have just made my day :)
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: 5ColouredWalker on May 13, 2022, 04:03:57 AM
I like the mod generally, but the non-semetrical mounts with Energy/Kinetics instead of double kinetic or double energy irks me something fierce. Any chance of using Hybrid mounts?
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: Dazs on May 13, 2022, 05:46:55 AM
I like the mod generally, but the non-semetrical mounts with Energy/Kinetics instead of double kinetic or double energy irks me something fierce. Any chance of using Hybrid mounts?

TLDR: I sort of struggled with that in the initial storyboard. I am a lore kind of guy and I tried to stay consistent in the mod design. When I laid out their ship designs, I took into account that lore wise they are wreckers and scrappers and the hook being they were also smugglers, which sets them apart from my other mods, so I wanted their ships to reflect that. I added shielded holds and sneaky sensor dampening to satisfy the smuggling hook, next I made sure that salvage was only limited to a few ships since JYD is all about salvage and lastly their base hull mod expands cargo on all ships so that satisfies the trading aspect.

That being laid out for background, let's talk weapons. Since they are scrappers and wreckers I figured they would have an abundance of scrapped weapon parts to slap together their own designs which is how I ended up adding so many to the mod. I have all hybrid mounts on one of my faction mods and all synergy mounts on the other and I wanted CFT to stand alone and offer a difference. So I made each ship to have the ability to mount each weapon type but I sort of did that in stages. Some ships are side by side, some are sorta random and some are back/front in weapon types. It was a purposely made decision based on their ships are made from scrap and scarp isn't exactly evenly gathered so they would have an uneven mounting system. But I also did this to offer a ship design that most ships do not have in order to set them apart.

(You can skip to here if the TLRD isn't your thing) The mod is still a work in progress and you are not the first player who as made this comment. I am open to changing them and making the randomly mounted ships evenly laid out. For example there is a frigate has four mounts with two energy weapons on the left and two ballistic weapons on the right. Would it be more satisfying to have a more vanilla layout of two ballistic on the front and two energy on the back mounts?
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: ThatFolfy on May 13, 2022, 03:18:00 PM
The mod seems interesting and kinda fitting for a vanilla-adjacent modpack. I might eventually do a write-up of what I think about it if I ever I get around to properly trying out the ships and weapons it provides.

My current modpack is, however, the very opposite of vanilla, and I've just found a... non-conventional way to abuse the Auto Cannon, which already seemed kinda broken even with the 30 OP cost. Gaze upon this abomination, and despair.
Spoiler
(https://i.imgur.com/bbqyWM2.png)
[close]

I realize that the Onslaught on its own is a bit of a meme, however this... doesn't exactly seem right. (Also yes, the sound for the Auto Cannon seems to be missing. Kinda scary, considering the damage it can cause.)

https://www.youtube.com/watch?v=m1_cBcL3v7Y

Obviously this gets countered by a single semi-competent Wolf, 2-3 stray harpoons, or anything else that can get close for a couple of seconds, but I dread to think what a bunch of those could do if properly supported by a couple of tanky cruisers/capitals/Monitors and a bunch of fighters so they don't get shredded in the backlines.

Needless to say, I might try that at some point. Maybe after tweaking the gun's stats a bit ;D
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: Dazs on May 13, 2022, 05:50:34 PM
The mod seems interesting and kinda fitting for a vanilla-adjacent modpack. I might eventually do a write-up of what I think about it if I ever I get around to properly trying out the ships and weapons it provides.
Sweet, if you decide to do that, please toss me a link and I'll check it out.
My current modpack is, however, the very opposite of vanilla, and I've just found a... non-conventional way to abuse the Auto Cannon, which already seemed kinda broken even with the 30 OP cost. Gaze upon this abomination, and despair.
Spoiler
(https://i.imgur.com/bbqyWM2.png)
[close]

I realize that the Onslaught on its own is a bit of a meme, however this... doesn't exactly seem right.

https://www.youtube.com/watch?v=m1_cBcL3v7Y
I am always amazed at how players can find ways of playing that would never occur to me. Probably why I like this forum so much is there are so many creative people who interact. Well you are using it in a sniper role as intended but what had not occurred to me in my testing is tactically working the AI shield routine that has ships lower their shield when at range to bleed off flux. Kudos!
(Also yes, the sound for the Auto Cannon seems to be missing. Kinda scary, considering the damage it can cause.)
I'll take a look at the weapon's sound files and change it to something more impactful, good call on that.
Obviously this gets countered by a single semi-competent Wolf, 2-3 stray harpoons, or anything else that can get close for a couple of seconds, but I dread to think what a bunch of those could do if properly supported by a couple of tanky cruisers/capitals/Monitors and a bunch of fighters so they don't get shredded in the backlines.
Well, as you state, all it would take is one frigate to spoil your day. I am sure you could craft a fleet that you propose and it would make a fun watch, looking forward to that if you do.
Needless to say, I might try that at some point. Maybe after tweaking the gun's stats a bit ;D
I leave my mods open source for that reason. I know putting the code in a JAR file is good compression but I learned how to do all this by going over other mod author's code that I could access and I feel I am just passing it forward.

Great post all in all, thank you for taking the time to put it together. I am already looking over the Auto Cannon based on rawkhawklives notes, I'll add your thoughts to my CFT To-Do list as well. I should have some more updates next week when I am done putting in some graphic update requests I have gotten for Hiver Swarm.


Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: 5ColouredWalker on May 13, 2022, 09:22:51 PM
I like the mod generally, but the non-semetrical mounts with Energy/Kinetics instead of double kinetic or double energy irks me something fierce. Any chance of using Hybrid mounts?

Would it be more satisfying to have a more vanilla layout of two ballistic on the front and two energy on the back mounts?
A great deal.
There's usefulness in asymmetry, but particularly on the frigates it ends up being more awkward instead.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.35a - 05/11/22
Post by: Dazs on May 13, 2022, 11:42:32 PM
There's usefulness in asymmetry, but particularly on the frigates it ends up being more awkward instead.
I agree, there's more room to play with the big boys and I think I went a bit wonky on the destroyers and frigates. I'll get on those changes when time permits, these posts really re-charge my batteries. Thank you.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.4 - 05/16/22
Post by: Dazs on May 16, 2022, 04:20:06 PM
v0.4 released today - Save compatible with v0.35a - A new hull mod, weapon balance changes and some graphic updates - Some ships in you current fleet may need to be re-armed - See the current changelog notes posted on the Forum OP or in the RAR for details.

@5ColouredWalker - When looking into your comments I noticed the AI was having trouble with ranges when facing forward with the asymmetrical layout so thank you for brining it to my attention.

@rawkhawklives - I made several changes to the PD weapons and the auto cannon based on your comments. Please let me know what you think of the changes if you get a chance.

@everyone I hope you enjoy the changes and as with all my mods, I am open to comments and suggestions so please keep them coming! You can reach me in the forum thread or on discord, I check each daily.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.4 - 05/16/22
Post by: 5ColouredWalker on May 22, 2022, 06:29:09 PM
Demi-Calverns: Way too low on flux. I think you made it .1 flux/non-emp damage instead of 1.

Additionally there's a issue with Inferno Rockets and Point Defense missiles.

Compared to volley rockets they're way too small (Volley ones might be a bit big compared to anhialators.). Additionally, Point Defence Missiles launch super fast, do 75 damage, and fire about 3 per second for 4 OP for 360 missiles. Inferno Rockets are rockets, are 8 OP, shoot 1/second dealing 25 damage, and have a 100 limit.

I think somehow their stats got transposed. Because right now Point Defence Missiles are incredibly good, while the inferno rockets are a trap. This extends to their medium equivilent.

Next, I think Sloop's (Small Fuel Tankers) need to drop a few OP and maybe 2 weapon slots, because they have Destroyer Ordinance in a Frigate Body without being civilian and having insulated engine assemblies. For slots, if OP gets dropped to the more reasonable 30 range instead of 60, they could probably do with 3 weapon mounts in their current layout instead of 5. Though 5's still fine!

I also like how their meadium slot weapons basically have swapped damages for their immage. Makes them theoretically unpredictable. (I.e. Is that a kinetic or high ex hypervolocity driver?) Lots of neat variations.

Their ships might be a bit heavy on the Salvage Rigs, but it's nice to get some really great hauls out of not necessarily non-combat fleets. As a side effect makes them really good mining fleets combined with some of the ore smelting mods since they work on them. Fleet has a interesting 'Not quite pirate traders' feel, though I tend to descend into piracy with them.

Edit: Also the Autocannon could probably use less ammo. Before mods it's only going to run out of ammo in the most extreme firefights. With mods, it might as well not have a cap.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.4 - 05/16/22
Post by: Dazs on May 23, 2022, 05:43:27 AM
Hello again and thank you for your detailed analysis. I'll take these one at a time and explain my reasoning and any planned changes based on your feedback.

Demi-Calverns: Way too low on flux. I think you made it .1 flux/non-emp damage instead of 1.
Yes that is a typo on my part woops my bad, I'll have that adjusted next patch.
Additionally there's a issue with Inferno Rockets and Point Defense missiles.

Compared to volley rockets they're way too small (Volley ones might be a bit big compared to anhialators.). Additionally, Point Defence Missiles launch super fast, do 75 damage, and fire about 3 per second for 4 OP for 360 missiles. Inferno Rockets are rockets, are 8 OP, shoot 1/second dealing 25 damage, and have a 100 limit.

I think somehow their stats got transposed. Because right now Point Defence Missiles are incredibly good, while the inferno rockets are a trap. This extends to their medium equivilent.
I am not sure what you mean by small, are you referring to the pixel size of the weapon or the missile or something else entirely? Point Defense rockets are set to target fighters vs Inferno that target ships. I have PD rockets set so fast so they can catch up to the faster fighters and set their damage higher since they are HE and would suffer against all the shielded fighters out there. I'll take a look at their firing behavior and ensure they aren't targeting ships first but I do see your point and will get back to you once I look into it deeper.
Next, I think Sloop's (Small Fuel Tankers) need to drop a few OP and maybe 2 weapon slots, because they have Destroyer Ordinance in a Frigate Body without being civilian and having insulated engine assemblies. For slots, if OP gets dropped to the more reasonable 30 range instead of 60, they could probably do with 3 weapon mounts in their current layout instead of 5. Though 5's still fine!
My intention was to make it a quick tanker well defended with PD weapons so it can flee a battle when a fleet is forced to retreat. I had not intended it to be a warship and not marking it civilian was a mistake on my part, I'll have that fixed next patch.
I also like how their meadium slot weapons basically have swapped damages for their immage. Makes them theoretically unpredictable. (I.e. Is that a kinetic or high ex hypervolocity driver?) Lots of neat variations.
Well my goal was to make them different that what was already out there. Some of them are based on vanilla models with some kitbashing and some of them are original designs. I am glad you like then, always nice to hear a positive word :)
Their ships might be a bit heavy on the Salvage Rigs, but it's nice to get some really great hauls out of not necessarily non-combat fleets. As a side effect makes them really good mining fleets combined with some of the ore smelting mods since they work on them.
Well I sort of struggled with the salvage rigs. JYD (one of my other faction mods) is saturated with them as they are miners and salvagers where as CFT are salvagers and smugglers and I did not want to double them up. I only have rigs on the ships with the yellow wavy lines and that there is one for each ship size whereas JYD has rigs on several non utility ships. I did add additional NEX mining stats to the five utility ships so CFT could have a decent AI mining fleet for their economy.
Fleet has a interesting 'Not quite pirate traders' feel, though I tend to descend into piracy with them.
That is a design decision I made for them to offer player choice. I set them as neutral to just below neutral to all in game factions (including pirates and pirate themed modded factions) with some exceptions like Hiver swarm. I set it this way so that the player can decide if they want to play as more of a pirate or a bit of a shady rogue with a good reputation. By setting the faction settings this way, a player has some time to make that decision but the game will slowly make it for them since as time goes on you will loose reputation with one faction because you are friends with another. You can choose the pirate path in one playthrough and the trader path in another, gives it some replay variety (at least that is my intention)
Edit: Also the Autocannon could probably use less ammo. Before mods it's only going to run out of ammo in the most extreme firefights. With mods, it might as well not have a cap.
Well I set up CFT as a solo faction mod for players who do not play heavily modded games and wanted a vanilla+ friendly faction to play with. I did not balance anything with the thought of how another mod author set up hull mods and such. That being said, this is not the first time I've gotten that note. I will adjust it for the next patch after some testing to find that sweet spot.

Thank you for this, I tend to get blind spots and sort of rely on player feedback to finetune my mods. This really helps!
Title: Re: [0.95.1a]Carter's Freetraders - V 0.4 - 05/16/22
Post by: GFYguy on May 23, 2022, 03:06:12 PM
Heyo! installed this mod mostly for the multi-purpose ships that it contains, and now, 25 or so hours into this run, i have noticed a few... interesting ways i can utilize certain ships. figured i should post them here in case you want to adjust some things based on my findings.
First off, the Galleon-class Battlewagon. as it states, its supposed to be a back of the line missile support ship, so why in the hell does it have plasma burn? in my adventures, I ended up loading it full of torpedoes and sending it off charging into battle with limitless supply due to the missile autoforge. while controlled by an aggressive level 5 officer, and me in a Hyperion supporting it, it was able to take out entire [REDACTED] ordos like it was nothing.
(https://i.postimg.cc/qBCFjPB1/Screenshot-1585.png)
I only have simulation photos, but it gets the point across.
This also goes for similar hulls, like the bombardier. its a backline support, its plasma burn and insane amount of medium missiles make it shine if i set it up to be super aggressive.
I suggest replacing the system with much more defensive or omnidirectional movement type systems, reduce the top speeds a tad, and maybe make the shields a bit worse, they soak up a really high amount due to the lack of flux going into weapons.
This is all i have a good amount of understanding of, I'll most likely be back once i have a good understanding of some more super cheesy tactics you can pull off with these ships, I've found a lot that I need to dive into lol. let me know if you need me to go in depth, or record a video with a deeper explanation, I suck at explaining things over text.

Title: Re: [0.95.1a]Carter's Freetraders - V 0.4 - 05/16/22
Post by: 5ColouredWalker on May 23, 2022, 03:28:08 PM
Hello again and thank you for your detailed analysis. I'll take these one at a time and explain my reasoning and any planned changes based on your feedback.

Additionally there's a issue with Inferno Rockets and Point Defense missiles.

Compared to volley rockets they're way too small (Volley ones might be a bit big compared to anhialators.). Additionally, Point Defence Missiles launch super fast, do 75 damage, and fire about 3 per second for 4 OP for 360 missiles. Inferno Rockets are rockets, are 8 OP, shoot 1/second dealing 25 damage, and have a 100 limit.

I think somehow their stats got transposed. Because right now Point Defence Missiles are incredibly good, while the inferno rockets are a trap. This extends to their medium equivilent.
I am not sure what you mean by small, are you referring to the pixel size of the weapon or the missile or something else entirely? Point Defense rockets are set to target fighters vs Inferno that target ships. I have PD rockets set so fast so they can catch up to the faster fighters and set their damage higher since they are HE and would suffer against all the shielded fighters out there. I'll take a look at their firing behavior and ensure they aren't targeting ships first but I do see your point and will get back to you once I look into it deeper.
Next, I think Sloop's (Small Fuel Tankers) need to drop a few OP and maybe 2 weapon slots, because they have Destroyer Ordinance in a Frigate Body without being civilian and having insulated engine assemblies. For slots, if OP gets dropped to the more reasonable 30 range instead of 60, they could probably do with 3 weapon mounts in their current layout instead of 5. Though 5's still fine!
My intention was to make it a quick tanker well defended with PD weapons so it can flee a battle when a fleet is forced to retreat. I had not intended it to be a warship and not marking it civilian was a mistake on my part, I'll have that fixed next patch.

Edit: Also the Autocannon could probably use less ammo. Before mods it's only going to run out of ammo in the most extreme firefights. With mods, it might as well not have a cap.
Well I set up CFT as a solo faction mod for players who do not play heavily modded games and wanted a vanilla+ friendly faction to play with. I did not balance anything with the thought of how another mod author set up hull mods and such. That being said, this is not the first time I've gotten that note. I will adjust it for the next patch after some testing to find that sweet spot.

Thank you for this, I tend to get blind spots and sort of rely on player feedback to finetune my mods. This really helps!

Happy to help, some clarifications.

For the Missiles/Rockets, I believe the actual image in battle/the targetable rocket is too small. The PDM is basically a glowing dot, and the inferno rockets are much smaller than the anti-shield option (I'm at work so I don't have the name on hand.)
Also, the Inferno-rockets still do far too little damage and move too slow if they're intentional. You've made them worse than Anhialator's or even Light Mortars and far more expensive.
As for targetting, the targeting works well. But pilots can pilot them, and use them as a weapon targeting ships, which causes them to shine.

For the tanker, I haven't taken it into battle (Sounds far too risky when it comes to my fuel supply), it's more that I could quite feasibly give it a pair of Railguns and have a ok support ship due to the sheer OP available.

Finally for Autocanon ammo, I was considering just Expanded Magazine which from memory would bring them to 200. They then fire every 5 seconds, and reload every 10. At that rate, the ammo limit is... A joke.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.4 - 05/16/22
Post by: Dazs on May 23, 2022, 04:35:16 PM

First off, the Galleon-class Battlewagon. as it states, its supposed to be a back of the line missile support ship, so why in the hell does it have plasma burn? in my adventures, I ended up loading it full of torpedoes and sending it off charging into battle with limitless supply due to the missile autoforge. while controlled by an aggressive level 5 officer, and me in a Hyperion supporting it, it was able to take out entire [REDACTED] ordos like it was nothing.
This also goes for similar hulls, like the bombardier. its a backline support, its plasma burn and insane amount of medium missiles make it shine if i set it up to be super aggressive.
I suggest replacing the system with much more defensive or omnidirectional movement type systems, reduce the top speeds a tad, and maybe make the shields a bit worse, they soak up a really high amount due to the lack of flux going into weapons.
This is all i have a good amount of understanding of, I'll most likely be back once i have a good understanding of some more super cheesy tactics you can pull off with these ships, I've found a lot that I need to dive into lol. let me know if you need me to go in depth, or record a video with a deeper explanation, I suck at explaining things over text.

You are correct that was my intention. I gave them plasma burn drives so they could escape but I had not used them with an aggressive officer and I agree that another system should be installed on them. I'll add that to my to-do notes, thank you!
Title: Re: [0.95.1a]Carter's Freetraders - V 0.4 - 05/16/22
Post by: Dazs on May 23, 2022, 04:45:04 PM
For the Missiles/Rockets, I believe the actual image in battle/the targetable rocket is too small. The PDM is basically a glowing dot, and the inferno rockets are much smaller than the anti-shield option (I'm at work so I don't have the name on hand.)
Also, the Inferno-rockets still do far too little damage and move too slow if they're intentional. You've made them worse than Anhialator's or even Light Mortars and far more expensive.
As for targetting, the targeting works well. But pilots can pilot them, and use them as a weapon targeting ships, which causes them to shine.
Ahh ok I get it now, thank you for the clarification. I can easily re-make their sprites to be more size appropriate. I already have a note to adjust the Inferno so that'll def be in the next patch.
For the tanker, I haven't taken it into battle (Sounds far too risky when it comes to my fuel supply), it's more that I could quite feasibly give it a pair of Railguns and have a ok support ship due to the sheer OP available.
I plan to give it a once over as well and most likely lower the OP and replace the mounted weapons on the variant with less op cost ones.
Finally for Autocanon ammo, I was considering just Expanded Magazine which from memory would bring them to 200. They then fire every 5 seconds, and reload every 10. At that rate, the ammo limit is... A joke.
Gotcha. I will be running it through a couple battles with different amounts and adjust the ammo count based on that testing. Thank you for the clarification, it helps.

Anyone else got an idea for the next patch? I'll be working on it when I can through the week.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.45 - 05/26/22
Post by: Dazs on May 26, 2022, 02:20:21 PM
V0.45 released today - Details are in the changelog posted on the forum OP and in the RAR

@rawkhawklives and 5ColouredWalker I incorporated your thoughts and ideas into this patch Big TY for all the work.
@ThatFolfy Sort of owe you an apology. I promised I would fix the sound file for the Autocannon last patch but it is fixed in the this patch.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.45 - 05/26/22
Post by: rawkhawklives on May 26, 2022, 04:25:48 PM
I was just giving it a new run on the last patch and saw that you evened up the PD and flux on the super ship start, it really shines as a super ship stock now. The shield was visually off-balance, a little to the right, but I otherwise really enjoy this ship.

Glad to see another patch as I scrolled Discord! I'll download it and give it a go and come back with my thoughts in the next few days.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.45 - 05/26/22
Post by: Dazs on May 26, 2022, 05:36:32 PM
I was just giving it a new run on the last patch and saw that you evened up the PD and flux on the super ship start, it really shines as a super ship stock now. The shield was visually off-balance, a little to the right, but I otherwise really enjoy this ship.

Glad to see another patch as I scrolled Discord! I'll download it and give it a go and come back with my thoughts in the next few days.
Not sure what you mean about the shield but I'll look into it. Thanks for the ups.
Looking forward to your thoughts, keep em coming!
Title: Re: [0.95.1a]Carter's Freetraders - V 0.45 - 05/26/22
Post by: Kumquat on May 27, 2022, 06:29:46 PM
I love this mod. The combat freighter, what is it, the shaw or slaw or something like that, seems a bit too good. I've been wrecking with a fleet of those.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.45 - 05/26/22
Post by: Dazs on May 27, 2022, 08:25:08 PM
I love this mod. The combat freighter, what is it, the shaw or slaw or something like that, seems a bit too good. I've been wrecking with a fleet of those.

Always great to head a kind word, I am glad you are enjoying the mod.

Well I have a combat freighter in three different classes, there is the Brigantine (destroyer), the Schooner (cruiser), the Scow (frigate). At a guess, I would think it is the Schooner you are referring to since it is the heaviest. If you have a moment to let me know which one, I'll look into it. Also, when you say a fleet of them, are you running a fleet of 30 combat freighters? You mad lad! :)
Title: Re: [0.95.1a]Carter's Freetraders - V 0.45 - 05/26/22
Post by: Kumquat on May 28, 2022, 09:56:56 AM
Sorry that was from my phone and didn't have the game handy. It is the Scow. It's so good, and so easy to fit. I would think just 10 less ordnance points maybe? And/or one less fitting point? It's such a good combat craft, and it can haul, and it's only like 12k? A handful of those can handle so much.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.45 - 05/26/22
Post by: Robin Shaw on May 28, 2022, 10:08:39 AM
hi there, was just wondering if theres any reason in particular that the mod requires Nexerelin? i really like how the ships look so it would be a real shame to have to remove it  :(

in any case its a great mod, keep up the good work my friend :)
Title: Re: [0.95.1a]Carter's Freetraders - V 0.45 - 05/26/22
Post by: Dazs on May 28, 2022, 02:10:15 PM
The reason I have that dependency is that I use some code that requires Nex, Lazylib and Magiclib  to be useable. Were you to run it without those three mods, your game start would crash. I am unsure If I could make a non-NEX version but I could look into that for some future alternate update.

Thank you for the kind words, it really makes the work worthwhile to know I am not the only one that likes my mods. :)
Title: Re: [0.95.1a]Carter's Freetraders - V 0.45 - 05/26/22
Post by: 5ColouredWalker on May 29, 2022, 04:20:05 AM
Sorry that was from my phone and didn't have the game handy. It is the Scow. It's so good, and so easy to fit. I would think just 10 less ordnance points maybe? And/or one less fitting point? It's such a good combat craft, and it can haul, and it's only like 12k? A handful of those can handle so much.

Pretty sure the reason it's so good is mostly volley and point defence missiles.
I generally give them 2 PD, and then 2 of those plus a medium gun of the opposite damage type plus aux thrusters since their guns aren't turrets. Slap on the Expanded missile s for a third less cargo and they're not going to run out of ammo but aren't great haulers. Salvage rigs on all of them meN they easily account for +50% salvage in a small fleet.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.45 - 05/26/22
Post by: Dazs on May 29, 2022, 07:49:40 AM
Sorry that was from my phone and didn't have the game handy. It is the Scow. It's so good, and so easy to fit. I would think just 10 less ordnance points maybe? And/or one less fitting point? It's such a good combat craft, and it can haul, and it's only like 12k? A handful of those can handle so much.

Pretty sure the reason it's so good is mostly volley and point defence missiles.
I generally give them 2 PD, and then 2 of those plus a medium gun of the opposite damage type plus aux thrusters since their guns aren't turrets. Slap on the Expanded missile s for a third less cargo and they're not going to run out of ammo but aren't great haulers. Salvage rigs on all of them meN they easily account for +50% salvage in a small fleet.

I just finished up a hotfix for JYD so I have some time to tinker with CFT. I've already got a couple adjustments made from messages I received on discord and would like to incorporate both your views into a potential update to the Scow for the next patch.

First off, thank you both for taking the time to provide your input and well thought out comments. I would like some clarity if you have some time to let me know if I have your concerns correctly. Here is a TLDR breakdown of how I designed the balance and loadout of the Scow and how I generally layout the ships in both of my playable faction mods:

The comparable vanilla midline frigate sized combat freighter, the Wayfarer, has a 2250 HP, 250 armor, 1600 flux, 120 flux dissipation, 170 shield arc, 150 cargo, 55 OP, 120 max speed, 50 max crew, 40 fuel, and 6 small turrets.

The Scow is a midline frigate sized combat freighter with 1500 HP, 200 armor, 1850 flux, 250 flux dissipation, 170 shield arc, 100 cargo, 65 OP, 180 max speed, 40 max crew, 30 fuel, 2 small turrets, 1 small hardpoint and 2 medium hardpoints. I put two built in hull mods, shielded cargo bay (5 OP) and a salvage gantry (5 OP) on the Scow.

Comparable stats: The Scow has 750 less HP, 50 less armor, 50 less cargo, 10 less max crew, 10 less fuel capacity 3 less small mounts. To offset that it gains 20 more OP (adding in the OP of the mods), 60 more speed 250 more max flux, 130 more flux dissipation, and 2 more medium mounts. I felt that by replacing 3 small mounts with 2 medium mounts it put it farther into combat w/out going too OP. (idk I'd appreciate any comments on that)

I designed the Scow to be more combat than freighter vs the Wayfarer which is more freighter than combat. I felt that by making the Scow less durable in HP and armor but giving it more max flux, flux dissipation and speed with the two hull mods puts it line with CFT tech lore of "less durable but with better than average speed and shields and smuggler/scavenger oriented". The additional flux strengthens it's shield capacity and offsets the higher demands of it's weapon mount loadout. To balance that I gave the Scow less capacity to carry cargo, crew and fuel.

So bottom line, I tried to balance it while letting it stand out from it's vanilla counterpart by designing the Scow to be less freighter but more combat/utility. By giving it those built in hull mods (shielded holds for smuggler and salvage gantry for salvager) it puts it inline with CFT lore and the additional weapons and higher OP gives it more combat options.

If I understand both of your concerns correctly, Kumquat believes that lowering the OP from 65 to 55 and removing one of the mounts would balance it. Whereas 5ColouredWalker makes another point that with it's higher OP they can add two combat oriented hull mods that make it even less freighter and more combat ship category.

My personal belief is that I want to give players choice and options with the ships I design and I am always happy to see players share their loadouts that show ways of using the ships I would not of thought of. So if I were to lower the OP, it would disallow 5ColouredWalker the option to go their route. Removing a turret is sort of vague since the Scow had varied types of turrets, so some clarity on which mount to remove would be appreciated. Ok so now that you have my thought process on balance and based on the stats I would truly appreciate some constructive comments on how to balance the Scow.

I look forward to both your replies as well as any other player that would like to add to the conversation. 
Title: Re: [0.95.1a]Carter's Freetraders - V 0.45 - 05/26/22
Post by: Robin Shaw on May 30, 2022, 04:32:07 AM
The reason I have that dependency is that I use some code that requires Nex, Lazylib and Magiclib  to be useable. Were you to run it without those three mods, your game start would crash. I am unsure If I could make a non-NEX version but I could look into that for some future alternate update.

Thank you for the kind words, it really makes the work worthwhile to know I am not the only one that likes my mods. :)

thanks for the speedy reply, this community seems really welcoming and once i get a slightly stonger computer ill make sure this mod becomes a permanent addition to my games :)
Title: Re: [0.95.1a]Carter's Freetraders - V 0.45 - 05/26/22
Post by: Dazs on May 30, 2022, 05:18:44 AM
thanks for the speedy reply, this community seems really welcoming and once i get a slightly stonger computer ill make sure this mod becomes a permanent addition to my games :)

Welcome, it's a great community, just um be selective on discord :) I will adding a Nex and lib dependency notice to the mod files in the next patch to add to the notice I have on the OP. The game does not need a particularly strong computer but it is not exactly optimized when using mods. Have you increased your vpram memory to accomodate mod use yet? It really helps and you can read more here: https://fractalsoftworks.com/forum/index.php?topic=8726.0 Dark Revenant did a nice DIY posting on how and why to do it.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.45 - 05/26/22
Post by: PeopleThief on June 03, 2022, 11:09:35 AM
Sorry that was from my phone and didn't have the game handy. It is the Scow. It's so good, and so easy to fit. I would think just 10 less ordnance points maybe? And/or one less fitting point? It's such a good combat craft, and it can haul, and it's only like 12k? A handful of those can handle so much.

Pretty sure the reason it's so good is mostly volley and point defence missiles.
I generally give them 2 PD, and then 2 of those plus a medium gun of the opposite damage type plus aux thrusters since their guns aren't turrets. Slap on the Expanded missile s for a third less cargo and they're not going to run out of ammo but aren't great haulers. Salvage rigs on all of them meN they easily account for +50% salvage in a small fleet.

I just finished up a hotfix for JYD so I have some time to tinker with CFT. I've already got a couple adjustments made from messages I received on discord and would like to incorporate both your views into a potential update to the Scow for the next patch.

First off, thank you both for taking the time to provide your input and well thought out comments. I would like some clarity if you have some time to let me know if I have your concerns correctly. Here is a TLDR breakdown of how I designed the balance and loadout of the Scow and how I generally layout the ships in both of my playable faction mods:

The comparable vanilla midline frigate sized combat freighter, the Wayfarer, has a 2250 HP, 250 armor, 1600 flux, 120 flux dissipation, 170 shield arc, 150 cargo, 55 OP, 120 max speed, 50 max crew, 40 fuel, and 6 small turrets.

The Scow is a midline frigate sized combat freighter with 1500 HP, 200 armor, 1850 flux, 250 flux dissipation, 170 shield arc, 100 cargo, 65 OP, 180 max speed, 40 max crew, 30 fuel, 2 small turrets, 1 small hardpoint and 2 medium hardpoints. I put two built in hull mods, shielded cargo bay (5 OP) and a salvage gantry (5 OP) on the Scow.

Comparable stats: The Scow has 750 less HP, 50 less armor, 50 less cargo, 10 less max crew, 10 less fuel capacity 3 less small mounts. To offset that it gains 20 more OP (adding in the OP of the mods), 60 more speed 250 more max flux, 130 more flux dissipation, and 2 more medium mounts. I felt that by replacing 3 small mounts with 2 medium mounts it put it farther into combat w/out going too OP. (idk I'd appreciate any comments on that)

I designed the Scow to be more combat than freighter vs the Wayfarer which is more freighter than combat. I felt that by making the Scow less durable in HP and armor but giving it more max flux, flux dissipation and speed with the two hull mods puts it line with CFT tech lore of "less durable but with better than average speed and shields and smuggler/scavenger oriented". The additional flux strengthens it's shield capacity and offsets the higher demands of it's weapon mount loadout. To balance that I gave the Scow less capacity to carry cargo, crew and fuel.

So bottom line, I tried to balance it while letting it stand out from it's vanilla counterpart by designing the Scow to be less freighter but more combat/utility. By giving it those built in hull mods (shielded holds for smuggler and salvage gantry for salvager) it puts it inline with CFT lore and the additional weapons and higher OP gives it more combat options.

If I understand both of your concerns correctly, Kumquat believes that lowering the OP from 65 to 55 and removing one of the mounts would balance it. Whereas 5ColouredWalker makes another point that with it's higher OP they can add two combat oriented hull mods that make it even less freighter and more combat ship category.

My personal belief is that I want to give players choice and options with the ships I design and I am always happy to see players share their loadouts that show ways of using the ships I would not of thought of. So if I were to lower the OP, it would disallow 5ColouredWalker the option to go their route. Removing a turret is sort of vague since the Scow had varied types of turrets, so some clarity on which mount to remove would be appreciated. Ok so now that you have my thought process on balance and based on the stats I would truly appreciate some constructive comments on how to balance the Scow.

I look forward to both your replies as well as any other player that would like to add to the conversation. 
In my opinion, the problems with the scow lie in the fact not that it directly outcompetes the wayfarer as a freighter (which is debatable), but that it is very competitive with the brawler, a vanilla midline frigate fully dedicated to combat. Yes, the brawler is far more durable, with more hull, better shield, and dramatically more armor and flux capacity. However, this matters less than you might think, since the brawler still doesn't have enough armor and hull to survive a small barrage of harpoons, or enough capacity to shield tank a small sabot barrage. And that is just against other frigates and weaker destroyers, with proper heavy guns on a cruiser or a capital, the extra durability is largely irrelevant. The only other real advantage the brawler has over the scow is it's high PPT, but on frigates that is only really important late in the game, and it doesn't matter in the early-mid game, when frigate balancing is most relevant. Now lets look at the advantages the Scow has. It has more guns, with an extra small weapon slot over the brawler, and it has a huge 15 extra OP. But the really huge advantage the scow has is that while the brawler is very slow for a frigate, at only 100 speed, the scow is incredibly fast for a frigate, at an insane 180 speed, only matched by the tempest in vanilla, which is an elite frigate that costs 40-50k. While if it was just all the things I just went over, it would probably be largely fine. A very strong option, but it would be ok for the most part. The really big problem is that the scow strongly competes with the brawler, while providing lots of logistic support. It has 100 cargo capacity, which adds up when you have several scows, but the big thing is that it has a salvage gantry and shielded cargo holds. While you have equated them to being equivalent to 5 OP each, since they are not available as modular hull mods, they are worth far more than that. Shielded cargo holds is very useful and only available on 4 vanilla ships (hound, cerberus, P mule, and the rare P buffalo), but the real catch here is salvage gantry. The extra salvage it provides is huge. While you might argue that you could just use shepherds which have the same amount of cargo and a salvage gantry, and also come with free surveying equipment, shepherds do not have shielded cargo holds, and are terrible in combat, making them risky to spam. With scows, on the other hand, you get the salvage bonuses of a shepherd, and shielded cargo holds, while being a top-of-the-line combat frigate. And since surveying equipment is modular and scows have so much OP, they can easily use it while still being combat viable. I think scows probably need to lose salvage gantry, and 5-15 OP, and be like 30 speed slower (and maybe downgrade one of the medium mounts to a small).
Title: Re: [0.95.1a]Carter's Freetraders - V 0.45 - 05/26/22
Post by: Dazs on June 03, 2022, 01:41:28 PM
Hello there! Nice points you make about the Scow, thank you for taking the time to share them.
In my opinion, the problems with the scow lie in the fact not that it directly outcompetes the wayfarer as a freighter (which is debatable), but that it is very competitive with the brawler, a vanilla midline frigate fully dedicated to combat. Yes, the brawler is far more durable, with more hull, better shield, and dramatically more armor and flux capacity. However, this matters less than you might think, since the brawler still doesn't have enough armor and hull to survive a small barrage of harpoons, or enough capacity to shield tank a small sabot barrage. And that is just against other frigates and weaker destroyers, with proper heavy guns on a cruiser or a capital, the extra durability is largely irrelevant. The only other real advantage the brawler has over the scow is it's high PPT, but on frigates that is only really important late in the game, and it doesn't matter in the early-mid game, when frigate balancing is most relevant.
Well when I made the Scow I did not compare it to combat frigates like the Brawler. It's intended purpose is to be a Smugglers logistical combat freighter more focused on combat than freighter but not so much that it can replace a combat ship. Though you de-value the advantages that the Brawler has in mid game, I think they are key differences that have great value for a wolfpack fleet ship.
Now lets look at the advantages the Scow has. It has more guns, with an extra small weapon slot over the brawler, and it has a huge 15 extra OP. But the really huge advantage the scow has is that while the brawler is very slow for a frigate, at only 100 speed, the scow is incredibly fast for a frigate, at an insane 180 speed, only matched by the tempest in vanilla, which is an elite frigate that costs 40-50k. While if it was just all the things I just went over, it would probably be largely fine.
I have already taken the comments I received from Kumquat and rawkhawklives and modified it by removing the small front missile mount and reducing the OP by 5. I will give your speed concerns more thought while playing around with the data files for the next update.
The really big problem is that the scow strongly competes with the brawler, while providing lots of logistic support. It has 100 cargo capacity, which adds up when you have several scows, but the big thing is that it has a salvage gantry and shielded cargo holds. While you have equated them to being equivalent to 5 OP each, since they are not available as modular hull mods, they are worth far more than that. Shielded cargo holds is very useful and only available on 4 vanilla ships (hound, cerberus, P mule, and the rare P buffalo), but the real catch here is salvage gantry. The extra salvage it provides is huge. While you might argue that you could just use shepherds which have the same amount of cargo and a salvage gantry, and also come with free surveying equipment, shepherds do not have shielded cargo holds, and are terrible in combat, making them risky to spam.
Yes, both the Sheppard and the Scow are combat freighter logistics frigates but the Sheppard also has mining drones that provide extra PD support and mining stats for Nex which the Scow lacks. The Sheppard is intended to be a backline support frigate if deployed where as the Scow is a nimble front line glass cannon that can do some damage but one wrong move and it is destroyed. The 5 OP I used to calculate the hull mods actually comes from vanilla SS files, that is what Alex rates their worth as. The surveying equipment on the Sheppard is equal in OP to the shielded holds on the Scow so that's a bit of a wash.
With scows, on the other hand, you get the salvage bonuses of a shepherd, and shielded cargo holds, while being a top-of-the-line combat frigate. And since surveying equipment is modular and scows have so much OP, they can easily use it while still being combat viable. I think scows probably need to lose salvage gantry, and 5-15 OP, and be like 30 speed slower (and maybe downgrade one of the medium mounts to a small).
I am hesitant to remove the gantry and shielded holds because those are on-point aspects for the CFT technical lore. Overall I want CFT ships to not just be analogs of vanilla counterparts but offer something that vanilla does not offer. I do agree that in it's current state it is Op for it's role as a smugglers logistics freighter. I have the changes I made to the Scow stated above as well as sprite updates to reflect them ready for the next patch. I will take into account your comments before a final release for the Scow but I should have a patch that also includes some other player suggested changes to the mod out over the weekend.

Thank you again for your thoughts, I truly appreciate the input.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.45 - 05/26/22
Post by: PeopleThief on June 03, 2022, 02:35:15 PM
Hello there! Nice points you make about the Scow, thank you for taking the time to share them.
In my opinion, the problems with the scow lie in the fact not that it directly outcompetes the wayfarer as a freighter (which is debatable), but that it is very competitive with the brawler, a vanilla midline frigate fully dedicated to combat. Yes, the brawler is far more durable, with more hull, better shield, and dramatically more armor and flux capacity. However, this matters less than you might think, since the brawler still doesn't have enough armor and hull to survive a small barrage of harpoons, or enough capacity to shield tank a small sabot barrage. And that is just against other frigates and weaker destroyers, with proper heavy guns on a cruiser or a capital, the extra durability is largely irrelevant. The only other real advantage the brawler has over the scow is it's high PPT, but on frigates that is only really important late in the game, and it doesn't matter in the early-mid game, when frigate balancing is most relevant.
Well when I made the Scow I did not compare it to combat frigates like the Brawler. It's intended purpose is to be a Smugglers logistical combat freighter more focused on combat than freighter but not so much that it can replace a combat ship. Though you de-value the advantages that the Brawler has in mid game, I think they are key differences that have great value for a wolfpack fleet ship.
Now lets look at the advantages the Scow has. It has more guns, with an extra small weapon slot over the brawler, and it has a huge 15 extra OP. But the really huge advantage the scow has is that while the brawler is very slow for a frigate, at only 100 speed, the scow is incredibly fast for a frigate, at an insane 180 speed, only matched by the tempest in vanilla, which is an elite frigate that costs 40-50k. While if it was just all the things I just went over, it would probably be largely fine.
I have already taken the comments I received from Kumquat and rawkhawklives and modified it by removing the small front missile mount and reducing the OP by 5. I will give your speed concerns more thought while playing around with the data files for the next update.
The really big problem is that the scow strongly competes with the brawler, while providing lots of logistic support. It has 100 cargo capacity, which adds up when you have several scows, but the big thing is that it has a salvage gantry and shielded cargo holds. While you have equated them to being equivalent to 5 OP each, since they are not available as modular hull mods, they are worth far more than that. Shielded cargo holds is very useful and only available on 4 vanilla ships (hound, cerberus, P mule, and the rare P buffalo), but the real catch here is salvage gantry. The extra salvage it provides is huge. While you might argue that you could just use shepherds which have the same amount of cargo and a salvage gantry, and also come with free surveying equipment, shepherds do not have shielded cargo holds, and are terrible in combat, making them risky to spam.
Yes, both the Sheppard and the Scow are combat freighter logistics frigates but the Sheppard also has mining drones that provide extra PD support and mining stats for Nex which the Scow lacks. The Sheppard is intended to be a backline support frigate if deployed where as the Scow is a nimble front line glass cannon that can do some damage but one wrong move and it is destroyed. The 5 OP I used to calculate the hull mods actually comes from vanilla SS files, that is what Alex rates their worth as. The surveying equipment on the Sheppard is equal in OP to the shielded holds on the Scow so that's a bit of a wash.
With scows, on the other hand, you get the salvage bonuses of a shepherd, and shielded cargo holds, while being a top-of-the-line combat frigate. And since surveying equipment is modular and scows have so much OP, they can easily use it while still being combat viable. I think scows probably need to lose salvage gantry, and 5-15 OP, and be like 30 speed slower (and maybe downgrade one of the medium mounts to a small).
I am hesitant to remove the gantry and shielded holds because those are on-point aspects for the CFT technical lore. Overall I want CFT ships to not just be analogs of vanilla counterparts but offer something that vanilla does not offer. I do agree that in it's current state it is Op for it's role as a smugglers logistics freighter. I have the changes I made to the Scow stated above as well as sprite updates to reflect them ready for the next patch. I will take into account your comments before a final release for the Scow but I should have a patch that also includes some other player suggested changes to the mod out over the weekend.

Thank you again for your thoughts, I truly appreciate the input.

I know you were not comparing it to the brawler; my point was that it competed with the brawler. I disagree with the idea that the brawler's advantages make it a good wolfpack tactics, in my experience wolfpack tac ships generally need to be substantially faster than the brawler, and while I could see a point in having something tanky, it needs to be very tanky to be worth it and still needs to be fast, and the only option I have found for that is a personally piloted SO unstable injector hardened subsystems monitor. The high speed and heavy armament of the scow makes it pretty good for wpt though. The scow should definitely keep shielded cargo holds, just not sure about the salvage gantry, since it seems to make the shepherd irrelevant. Yes, the shepherd has PD drones, but the scow is so much faster it does not really need them that much. The big difference is that even with the lost small slot, it has the guns of a well-armed full combat frigate, and enough base flux stats and OP for vents and caps it can use that firepower, meaning that unlike the shepherd the scow is dangerous en masse against destroyers and even light cruisers. The shepherd does have mining stats the scow lacks, but those are not very important and there are far more efficient miners than the shepherd anyway. I'm fairly certain that the OP costs for non-modular hullmods are arbitrary, since the player can't normally see them, and since shielded cargo holds and salvage gantry are both definitely worth substantially more than 5 op. If they were both truly worth 5/10/15/20 OP each, then there would not be an entire ship dedicated solely to having a salvage gantry, and people would just put shielded cargo holds on their atlases instead of specifically hunting down pirate buffalo, and salvage gantries would just be used on any civilian ships with spare OP.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: Dazs on June 04, 2022, 02:16:09 PM
v0.5 released today - Small update that includes some fixes and a nerf to the Scow as suggested by several players - Save Game compatible however you may need to reequip any Scow that is in your current fleet -Changelog on the forum OP and in the RAR has the details.

At this stage I feel CFT is pretty complete with what I set out to do. I do look forward to any ideas people have to improve it so if you have any, please keep them coming.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: 5ColouredWalker on July 09, 2022, 05:03:12 PM
That feeling where, after a break, thinking you've updated all your mods so you come back to give feedback, only to find no, you didn't update the mod.  :'(

Been playing recently, I'll try to give an update on fleets. If nothing else, I've managed to figure out how to restrain myself from going straight to drug running. Load up on Salvage gantries and go mining!
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: Dazs on July 09, 2022, 08:24:42 PM
That feeling where, after a break, thinking you've updated all your mods so you come back to give feedback, only to find no, you didn't update the mod.  :'(
In the latest update I agreed with you and implemented your suggestion and I am a bit confused so please clarify the statement.
Been playing recently, I'll try to give an update on fleets. If nothing else, I've managed to figure out how to restrain myself from going straight to drug running. Load up on Salvage gantries and go mining!
Well personally I do not smuggle, it is just that I thought the game lacked a smuggling faction that was not a bunch of pirates. I do like having some cargo space that is not scannable though for those times I pick up things while scavenging that some factions think are no nos. Smugglers are gonna smuggle though and I do not judge so have at it :)
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: 5ColouredWalker on July 09, 2022, 10:22:07 PM
To clarify, I forgot to download the update!
At the moment I'm having fun accumulating Danube and freighters and scavanging/mining. Additionally the sheer number of drones plus their destroyer size means they can body small fleets, especially with the two cruisers hiding in the system, and their mining power with Nex means I can easily fill up their holds, and then work through them at a reasonable speed due to the salvage gantries with commodity forging mod.

And the time it takes for me to Scourge things means I also got the excuse to supply the pirate planet in the system, so i have a decent fleet without leaving the system.

Edit: Just noted on the Carrack one of the two medium ballistic rear turrets are a medium and the other is a small. Is that deliberate?

Extra edit:
Tried the new inferno missiles, (badly misnamed there), they're very good against things without full coverage shields. Like volley rockets we're, potentially too good.
I'll try to do some dedicated testing if fleets later.

Additionally, I've fallen in love with the Danube. I'd prefer it if the arcs for its turrets were widened from 180 to 270, or angled for better 360 overlap, but otherwise its a massively upsized Shepard. Sure, no missiles or surveying, but it makes up for it with a decent destroyer body, being a discount ox, and having so many fighters that on attack it turns things into laser balls of death.

I wouldn't garuntee it vs a frigate, but neither would I a mule. That said while it had worse far range presence I'm not sure I'd garuntee a mule would beat it. While Scows are potentially better combatants, the sheer AA coverage means I'm strongly considering just not getting any and using the Danube as a fighter escort. I'm unsure how it would be worth counterbalancing. Possibly 1 less fighter wing? Or I making a combat version  2 less and a medium or small slot.

That said, I kept around the starting frigate to try, while it can reliably bring at least 1 gun on target in frigate battles, the drones are useless. Their shielded drones with 1 pd gun, they can't reliably counter missiles (but they do pull ok work on fighters). As drones, they don't really need shields, and their range is so low they can't contribute in battle. I honestly would prefer mining drones as they've got a longer leash and while fragile, cam put I'm work against missiles.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: 5ColouredWalker on July 11, 2022, 03:50:19 AM
Ok, about to do some 'expeditioning in force'

There's some more thoughts above, but here's some thoughts from some simulations before I go trying to do a mostly Carter's and vanilla expeditioning (Because judging you on mods is unfair)

ship notes
Testing the Sloop, the huge OP made me want to try it out as of Overdriven frigate... Unfortuneately it's body means this is pure trap, but it can fight hounds! I've a feeling that the best way to field this would be to slap converted hangers on it. Beyond that, it's just a Dram with reduced toughness, slightly better logistics, too much op and odd weapon mounts. On one hand, changing it too much makes it not worth having in the mod, on the other hand, I'm not sure why it's really needed? The extra OP are nice from a logistics standpoint though.
I'd consider changing the mounts to more Dram like, (possibly keeping the 4 if you want, more regarding fields of fire), and either toughening it so it to dram toughness to make it slightly less of a trap fighting option, or throwing in integrated fighters.

Likewise, the Asteria looks promosing. 3 Medium turrets, integrated range unit. However 2 small PD are useless, and it needs some form of PD or it's going to need heavy cover... That said, if you swapped them for 2 small missiles, either turret or forward facing, it looks like it might be able to take a mule... Sometimes. Right now, it has enough OP to be a tempting trap for combat, or a nice useful logistical peice.

Speaking of combat with logisticals, the Danube... It can eat a Mule reliably, or a Enforcer in player control. Not fast mind, but either it should be listed a combat logistical, or needs a nerf. I'd suggest raising the OP to 7 and dropping a fighter bay (Borer to leave it more offensive, mining aux to leave it more defensive.). That said, if you want to move it to a more combat role, perhaps swap the physical and energy turrets. [Personally for combat, either 2 pulse lasers and 2 vulcans or a Assault and Duall Machine Gun and 2 pd lasers, then a useful  mod like hardened shields. Tac Lasers can be used instead for far support.]

I haven't bothered testing the Vergulde in combat. It looks like it should do it's job on the strategy layer, but I can see it has too few mounts and bad combat stats. It's got enough OP it could work with converted hangers, but honestly it's probably just worth dropping the OP.

Barque: Feels awkward to use, but does it's job as a destroyer ok. Homestly, given it's op points, I'd upgrade it's DP and make either it;s missile or it's front kinetics to medium, otherwise it just does it's job a little too slowly to feel good to use. I'd rather an enforcer honestly. Also, I find it does best with vanilla weapons, not Carter's ones.

Jackdaw: The Frigate version to the Barque... It feels like everything the Barque does wrong, the Jackdaw does right. Arguablly the missile slot could be dropped to small and flux stats considered improving, but I'm not going to actually suggest touching it yet.

Carrack: Unlike it's fuel counterparts, this isn't a trap in combat! It's PD could use some beefing up perhaps (Not reliably against a mule's double salamander salvo), and it handles like a pregnant sow, but it can take a atlas or mule, and with great care could take a enforcer in theory (Fluxed one out a few times.). That said while it can kinda fight, it's not tough enough to actually fight, but the missile slots are great for Pilums. I'd consider marking this a combat transport, but honestly if you're taking it into combat there's a decent chance of loosing it... Call it borderline.
If you wanted to push it firmly into transport, maybe drop one of the medium front guns. If you want to push it towards a support, drop a gun and turn the section in the front into a 1-2 wing hanger, because it looks like it has a hanger on the front, but I'm assuming that's for the gantry.

Brigantine: A wider, up dunned and down defended mule... I'd consider dropping the front energy mounts to 2 small or 1 medium, and probably raise it's op by 1 since it handidly spanks a mule, but needs careful hands if it's to take a enforcer... Also looking at the mule, probably chop 100 off it's transport capacity, since then it really is a fair trade off on the mule. Trading resilience for firepower. Or sacrificing the firepower for a mule with more OP for logistics but that's bigger and more fragile.

Barkentine: Looks like a Gemini, plays like a combined Gemni/Condor that's combat hardened. It's a nice addition to the fleet. I treat it more like the meant for combat version of a Danube. It's ok. Possibly too much DP, but I'm not certain how much dropping 10ish would really change it. Honestly, don't touch it.

Clipper: Took a moment to realise it's a Venture, made more manueverable and dropping 2 missile slots, a fighter slot, and some storage for salvage rigs and much better combat performance...  Arguably worth having at least 1 in the fleet for the bigger salvage bonus, or as a 'fleets first cruiser', except you leave a Pirate Eagly just laying around in system... Perhaps swap the pirate eagle for this?

Raven: The Standard builds are useless. Ignore the medium slot, fill the front missiles with either long range support or anti shield and give it a Large weapon. Attach PD, guard with fighters. Also, the large in the standard build is a PD, but it's not the sort of PD that does redonculous amount of Frag so it can delete cruisers once they're stripped.  For short range weapons, this ship needs some careful watching, but makes it a interesting alternative to a sunder. For the longer range weapons, it's a nice sniper support platform. Only thing I'd change is default load outs.

Lennox: It's an option, but not one I'd ever use. 2 small missiles can be useful, especially for inferno spam. 2 small forward ballistics are kinda eh, and then there's 2 energy to use for either pd or additionall attack... It's... Not something I use. It's very clearly a support destroyer, and I suppose those that like living on the tac layer can use it though.

Griffon: An... Interesting but actually usable layout. Fighters are hard set but to a group that looks like it might be usable in large fleet battles, and in testing it sort of plays like a light cruiser with a nice fighter compliment.... However for 33 dp? No. God no. It needs massively more OP for that to be viable, and possibly swapping the medium energy to a large. Having done some testing, it's probably good around 25 though. [Against the 20 point carriers it stomps them, against the eagle it's a grinding victory with some stumbling. Against a dominator it's a clear dominator win. That said, in a fleet fight it shouldn't be 1v1ing those, so putting it below that seems too low.]

Chester: Take a Griffon, trade Armor and speed for weapons, and 3 chooseable fighters instead of 4 preset, and drop it to 20 OP... This should probably be 25ISH as well. Add some armor on and you could just call it a heavy variant of the Griffon. As is, you can probably give it no hull mods, 3 ok fighters and medium weapons and make a good all rounder, give it 3 great fighter bays and under arm it to make it a Heron Equivilent, or over arm it and maybe grab 1 set of pd fighters/claws and have a fragile but ok cruiser, makes for a flexible all rounder.

Coventry: 7 Inferno Rockets + Missile Storage Expansion? Ok. Honestly, this with a missile commander and expanded racks, possibly even salvaged hull, just stand back, hold the fire button, and watch things go away. I'm not sure what the point of it's rear energies are, they don't seem to be useful for energy. Side weapons are probably best just as more PD... Forward kinetics use for either High Ex (Ships without full shields get confused by infernos) or kinetics (To bash down full circle shields.). OP feels in an OK place because the capitals (Except conquest.) can smash it before inferno spam smashes them... I'd probably consider this an inferno 'carrier' more than a cruiser.

Kerberos: What if midline Dominator, but instead of missiles/large, all mediums? I don't have the weapons to build this in my perfered combat form to test if it's as bad as it sounds (Think 6 Gravitons and 4 Maulers), but slap chainguns and phase lances with overrides and it does work. I'll file this as interesting and does what it should do so far... Could possibly loose some speed since it starts at 85 and that's quick. Doesn't need to drop to 30 like the dominator.... Honestly, while 85 feels quick I'm not sure what it should be... maybe 70's?

Triton: What the Legion wishes it was... In fact, I'm pretty sure you took a legion, fiddled with the stats slightly, gave it recall device instead, and set all the slots to medium at most... Usable like a upsized Chester but better for bombing and worse for dedicated fighting.

Freebooter: A... Utility Dreadnaught? I mean, it can facetank an Onslaught for you, and you're incentivised to pilot it by an operations center. It's got a salvage gantry which is great for getting the maximum bonus... But it has 2 large kinetic mounts, it's fighters are forced into non-kinetic harassers, and it has 2 forward mediums that are just sort of there. And 2 small missiles. Maybe for the PD missiles?

Scow: Unlike most Carter's ships, doesn't have flux management problems. Feels like it'll be at an ok point once Hellfires/Infernos are adjusted. That said, personally I'd swap the med missiles for 2 smalls or a medium laser for better weapon balance.

Odam: A pretty good fleet anchor. Unusually slow for everything else, but it functions like a small appogee should. All small slots does hold it back in the damage department, but that's not what it's supposed to be.... Possibly could use speeding up to keep up with everyone else though.
[close]

weapon/fighter notes
Fog of War and Culverin: Vulcan alternate, however unless a mod has changed mine vulcan cost 1 more or less depending which one I'm looking at OP and have much less flux output. Skip hard.
Piaxhan: Looks like a flak canon in a small slot, for 7. I should try it, but I'm not going to bother at that op... That said looking at the stats I might try it in medium slots later despite how derpi it'd look.
Demi-Culverins: Very short range, not much better than dart guns in kinetic damage. I'm sure there's a reason for them, but with their high op i'm not sure what it is. (That said, I don't have one in front of me so I'm going off memory.)
Dart Guns: Due to raw damage a good contender for Dual autocanons... I'm not sure why they have emp damage, since it's not enough to do anything from what I can tell. Also, as soon as you reach armor they become useless due to how low damage they do. Probably part of the point, I consider them a worthy sidegrade.
Falconet: It costs more than a assault gun to do more per hit damage and almost 2/3rd real damage at much less range. Theoretically better dps than a light mortar, but a light mortar runs at 2dp, longer range, and higher damage. Hard pass.
Inferno missiles: Odd description, should mention that they deliberately overfly and split into multiple missiles dealing 50 damage. Says they do 400dps, I'm not sure what to make of the title card without going into the code and I'm not a codemonkey. In damage effect, they do very little, splash damage around the hull of large targets, mostly miss small targets. Good in mass fights, a distraction vs frigates. That said, great ammo capacity, especially with trading cargo for +50% (Speaking of which, that hull mod is missing a % sign.). That said, possibly need a nerf because unless fighting someone with 360 shields they confuse the AI's shield prioritisation. Also the range on the card/rangefinder is far shorter than reality. Effective range is about 150% what's listed. Honestly, possibly under OP now. That said, why does it have a emp listing? It doesn't do emp damage. Also card should mention the second stage and how it deliberately overflies before turning into a missile targeting the rear/sides.
Edit: Much like the AI doesn't know how to use shields, the AI somehow doesn't know that it should be firing these constantly as if it werean autocanon due to the sheer amount of ammo it has and how they fly.
Volley Rocket: Post nerf... Too slow IMO. As fast as it was was far too op. Honestly, probably a balanced sidegrade to annihilator rocket pods. That said, Volley's have more ammo, so maybe unballanced.
Point Defence Missiles: A direct fire version of Inferno Rockets, usable against fighters... Honestly, too useful as anti-ship weapons and ships do use them in my experience. Does an annoying sound count as a balance feature? Honestly I'd drop ammo, increase OP to 8, and reduce volume.
Hellfire Launchers: 1 bursts into even more infernos... Due to how their effective damage is so low and they get far less damage, actually a nerf, even if they hit the rear more consistently, though they still confuse shield AI. On one hand I think it needs a buff compared to infernos. On the other hand, I think Infernos and this need to be nerfed to act like sallamanders/mirvs for AI reasons. If you do so, you would need to add more EMP or direct damage however.
Sledge: As far as I can tell, there's no large missiles on Carter's ships... So why does this exist? I could be wrong though.
Wavemotion Pulse Lasers: Sidegrade to pulse lasers. EMP damage is too low to be worth mentioning, overall an eh.
Wave Burst PD Lasers: A nice alternate to pulse lasers. I need to use them more. Also range is enough to be used as threatening weapons especially in medium. That said, given most medium energy slots are attack orientated, the medium pd kinda has to be attack useful.
Shredder: I don't like close attack, and this faction doesn't really seem built for it. That said, here's a kinetic assault chain gun, slightly more range, slightly less damage. It's not for my playstile but not calling for a nerf/buff. I think it's fine for what it is.
Spread Shot Chaingun: A less damaging chaingun, but uses far less flux. Also spread which can be nice for catching frigates, but I don't like chainguns... A side grade, but I'm not sure it's a worthy one.
Basilisk: What if your chaingun had 800 range? Not quite a perfect comparison, but close. Ok for killing frigates/destroyers, otherwise too low damage compared to it's alternates. This may sound negative, but honestly don't change it, it's a good sidegrade.
Wrecker: Like the Basalisk, an alternate to the 7-800 range high ex. However, hitting at 500ex every 2.5 seconds... Honestly, probably hits too hard, it effectively 1 shots frigate and sometimes destroyer armor, making them easy kills (If it hits, and it's not that rare). Possibly raise the OP? (I think it's 12, probably should go to a mauler's 13 or maybe 14... very maybe.)
Auto Canon: Gauss Cannon on Steroids by High-Ex.... The ammo is enough that it's not worth mentioning. It's something outside the game to such an extent balance is a nebulous concept for it. That said, I tend to prefer Gauss Cannons so it's probably in a ok place.
Bombard: I... Nothing compares in base, but I see no reason to use it. Other modded PD does it better, either as a dual pd/huge frag output (but yours is much better on flux), or as a dual pd/combat weapon with non-frag with extreme range and spread.

Apollo LPC: Frag/Emp harraser. Honestly, I thought it'd be trash but it's ok. Maybe worth an extra ship per flight, but that might be too much, I probably need to play with it more.
Brig LPC: Feels like too few for what it does, but I need to play more with carriers.
Skiff LPC: I need to play with it more, but from looks this is what a Warthog should be, I look forward to mixing these with Broadswords.
Mizzon: Arguably worse than a Mining drone swarm. Costs 1 op, has shields and a small pd laser... Probably ok for converted hangers for PD, but unless you're hard pressed I'd probably never use it. (Possibly ok with the mod that allows you to add fighters that don't replenish. Honestly needs 1-2 more per wing.)
Cutter: These are great! Amazing PD and fighters! Also drones to save on crew, and in good number. Probably at a ok balance compared to Broadswords/Skiffs as a energy alternate, but could possibly use more op or remove the Fog.
[close]


Ok, so that's 3 mill and like... 4 hours of testing/writing. Going to go back in game time and figure out a exploration fleet in the future.

Edit:
Because my brain won't let me sleep, a general faction review:
Carter's Freetraders are a solid midline faction. Their ships tend to be fast, relatively lightly armored with ok shields, and somewhat strained on flux venting. As a fleet it has great logistical or modification support with most ships having a generous op budget and plenty of salvage gantries and shielded holds for smuggling, salvaging and mining. (Could easily be vulture scavengers in Nex.).
The logistical Boons however come at a combat cost. Unless combat specced the relatively poor venting and undersized mounts on ships means you can easily be out ranged and out gunned, forcing you to use your speed or non-faction ships to survive. Additionally most factions weapons are best considered vanilla alternates, and you'll want many vanilla weapons with a sprinkling of Carter ones unless you're focusing on short range and safety overrides to blow through the opposition, with help from damper fields and speed boosts. This is not to say there aren't good combat ships, because there are. Especially in the carrier department, with it possible for you to field a unending swarm of drones in addition to a fast midtech strike force.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: 5ColouredWalker on July 11, 2022, 06:31:25 PM
Had to go back pretty far, so here's some thoughts on the other ships/weapons since they spawned. There'll be more to do because of irl interuptions but:

ships
Retourschip: This one based on it's mount isn't a trap like the medium and small fuel tankers, though it's op is probably a little high for the logistic support.
Jacht: A flatly superior Valkyrie logistically... It's got enough small guns it might not be a trap in a fight, but the balistics are in the back, so I'm not going to test it beyond 'risky possible trap'. I may be wrong.
Cutty: I originally didn't realise, but this is a midline Medusa. No mediums again, and no missiles, but it does manage to put in work. Arguably you could drop one small balistic and some op, or change it to a missile and possibly still drop it's op a little. I'd suggest raising DP to 12 since it's... Well, a Midline Medusa. Has some trouble with larger ships though.
Dromon: High op Carrier. This one actually has a decent dp cost for effect. 2 of the fighter groups being set is odd. Could use freeing up, larger mounts, or possibly less op.
Exetor: suitable superfreighter. Unlike the mid size not combat suitable due to mounts and fighter points being set, which makes its OP ridiculous.
Bombadeir:  9 missile slots to the Coventry 7, and more medium, in exchange for all other slots being smalls in a PD layout, plus autoforge. Front missiles could probably be swapped for a large, but this is what the Griffon wishes it was. Not sure why it has the Apollo's though. For missile spam while you're missile spamming?
Galleon: Bombardier made dreadnaught. With effectively 2 specials as a missile autoforge (Yay) and cannister flack (meh). Quality depends solely on what missiles you're packing. Actually not super op heavy, so maybe balanced.
Bourbon: A... choice. 4 medium missile, 2 medium kinetic, 2 large energy, healthy flux pool and good pd spread. Makes for a decent dreadnaught.... but it has a 110 arc fortress shield, which is a facetanking shield on a too small angle. Need to test more though.
[close]


weapons
Saker: This is what short range raven's should be equiped with. It functions as good anti shield/hull breaker but minimal armor damage. All round a great weapon. Could arguably have more range, and possibly less damage/flux to bring it into line with a Hephestus assault gun.
Carronades: A... Fragmentation Hammer allternate? More ammo and all 3 categories which is nice, and can do large bursts... A niche-weapon, but an acceptable niche.
Katyusha missile: Frag/Emp missile, turns out it's not just on the long range harrasment bomber, and it reloads! Effectively a Pilum that's built as a MRM instead of a LRM, but looses shield peircing. Ok for support ships. Emp is only really noticeable against frigates or if you've massed them, and massed inferno is probably better.
[close]
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: Dazs on July 11, 2022, 06:57:20 PM
Hey sorry I haven't replied, been sick the last week. I'll go over all your notes and get back to you with a detailed response once I'm 100%.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: 5ColouredWalker on July 11, 2022, 09:26:25 PM
Hey sorry I haven't replied, been sick the last week. I'll go over all your notes and get back to you with a detailed response once I'm 100%.

All good, free service and irl. Just gives me time to make more notes.

Edit: Done some in force exploring. Not as much as I'd like (Like to grab a capital and some more carriers, as the fleet I had was basically primary combat ships with some Danubes/odd inbuilt fighters), some expansions too my notes that I'll expand on later.

Carter's feels like a fleet that works best as a mix Carters/Normal or going heavy on the carrier aspect supporting fleet anchors. As a dedicated fleet, it really needs to pick it's battles, but is really good on the strategy layer.
Inferno/Helfires actually need a solid nerf, and their range being listed properly. As they are the AI doesn't know how to use them, and when you're using them... Well, I had a Bombadeir with 5 Hellfires (Small missiles unfilled because I didn't have enough weapons when I made it) eat the red planet fleet/a small ordo with a radiant alive while odams and other ships body blocked. Total cost, 2 Odams and a salvaged conquest (The only non-carter's ship in the fleet.)

Odams in real fleet actions aren't quite as sturdy as they look. They can hold up ok vs cruisers for their size as destroyers, but they're the only real fleet anchor ship, but without fortress shields or a similar system (Active flares is nice but not super useful) capital's evaporate them. Perhaps if Carter's markets spawned Apogee's as well it works, but they tend to spawn low/mid tech+carters. Additionally, they have 8 speed, slowing the fleet a fair bit. But then again, they've the OP to fit Augmented Drive Fields if you don't have enough Danube's (I was off by 1 after a salvage and felt it in my soul.)

I will note, the tendency towards smaller mounts does wear on Carter's fleets a bit, at least those with lower carrier support, and with Carter's Cruisers either being over costed or not knowing how to use their missiles properly, it seems mostly best to skip cruisers other than the Kerberos and Chestor (Neither of which I happened to have, having been trying the others... Perhaps the game was telling me something by having 5 Kerb's spawn in the market, but I just didn't have the weapons for them on hand.)

Also, the scow's mount's are awkward for damage balance. Perhaps if they were energy/missile? Or Kinetic/Energy? Otherwise they're defineately early game ships before diversifying into Danubes/Jackdaws/Odam's with proper freighters.

Will list my actual fleet composition later, wanted to post my thoughts before sleeping.

Extra Edits: No cheats to test things more thoroughly, though I did consider it for some Kerberosi.
previous fleet comp
For all, assume max Capacitor's/Vents unless noted. Basically true too.
Capital:
Conquest, Gauss, Wreckers, Hurricane Mirv's, Hellfire Rockets, and PD, with Hardened Shields and Intergrated targetting units. Like normal for a Conquest, good bully ship, folded against a radient. But since it was a throw away collected capital, I can't exactly blame you. Weapons did well, it hit rather hard. Except hellfire because it didn't know how to use them.

Bombardier: 5 Hellfire Launchers, PD. Full Cap and No Vents, because not need. Salvaged Hull/Armor, missile storage expansion, hardened shields, reinforced bulkheads, efficiency overhaul and aug drive field. It honestly has way too much OP unless loading it with missiles from other mods with super high costs, even if using Infernos in the 4 smalls would have worked wonders. In the AI's hands it was useless because it doesn't know how far it's missiles actually goes. In player hands, click and hold to delete a small remnant ordo while other ships play ablative armor.

Coventry: 7 Inferno, 2 Autocannon, 2 Phase Lance, hardened shield, integrated targeting, missile storage expansion. If it knew how to use Inferno's it'd be lovely and I planned on having other ships serve as PD. Unfortunately as mentioned, it doesn't, so a glorified bombardier backup.

3*Odam: 3 Light Autocannons, 2 IR Pulse/Wavemotion Pulse, 1 Breacher MRM/Swarmer SRM. Hardened Shield, Salvaged Hull, Missile Storage Expansion, Salvaged Armor, Torpedo Spec (Another mod, faster tougher missiles with less manoeuvrability). Not as tanky as expected, but still pretty damn hard. I think optimal ends up being Wavemotion with Swarmer SRM or Point Defence Missiles. Yes, Salvaged Hull means that there's just under 5K hull which does make it less resielient, but it's got 600 armor and 18000flux cap at .6 shield damage, so I'll take the +20% missiles. Only 25 flux vents because that cover's things comfortably. You could drop vents and swap torp spec for a hull boosting mods and slightly less vents at the cost of no longer covering flux. Overall, a great ship in it's class and in small battles, and a ok ship in large battles. Oh, I understand you giving them Dart Guns, their slow spead means unlike everyone else running isn't a option and kiting rarely turned out to be one, so gonna throw darts on them.

Raven: 3x Volley Rockets, Devastator Canon/Hephaestus Assault Gun/Saker, 2 pd and a Vulcan, Flux Distributor and Aux Thrustors. Saker means changing the missiles for something for proper effect and can't really manage it's flux, but there's no other great missiles and I didn't have annihilators. Hephaestus makes flux barely manageable and is a good damage/aim match up. Devastator acts a psuedo large pd and makes flux a dream, but is unreliable... I was leaning into the 'It's a sunder' and it did ok work, but nothing amazing. Might try for Gauss/Autocannons next run.

2X Cutty: 2 Assault, Railgun and Autocanon, 5x PD, hardened stabalised shields and a flux distributor. Did ok work. In retrospect, going to changge the two forward PD for 1 Vulcan and upgrade to 2 railguns if possible. Leaves 1 OP free... Just barely manages flux and easily recoverable when it overextends. All in all a nice ship.

2x Jackdaw: 4 Darts, Anhialator Rocket Pod, 2 PD, Missile Storage, Flux Distributor, Salvaged Armor, Armored Turrets. It put in great work and surprisingly tanky.

Berkentine: 1 Dagger Wing, 1 Broadsword Wing, 2 Vulcans, 2 Pulse, Hardened Shields and Integrated targeting, and 18 Vents (Didn't have anything to put in it.). Could easily drop 10 OP, that said due to the fights I rarely got to deploy it. Did ok when I did though.

4x Danube: 2 Pulse and 2 Vulcan, salvaged armor, expanded cargo, 18 vent/capacitor. A dream support destroyer. Fragile in heavy action but still useful in it. More is always needed.

Asteria: 2 Gravitons, Mauler, Vulcan, Hardened Shields and Integrated Targeting Unit. I found the build that can kite a mule! Didn't deploy it because OMG no.

Carrak: Due to a lack of weapons, it had 4 PD, 2 Vulcans, and a Hypervelocity and Wrecker. Expanded Cargo, Efficiency, Boosters. Didn't end up needing deploying it.

Overall Notes: Fleet felt like I thought broadly, responsive, great on the strategic, and fragile with problems dealing damage outside of players spamming inferno/hellfire. But great at punishing Explorers/Pirates out of position. Against Remnant, outside of the 'I'll just die' of the Radiant it was a case of 'fall back and shoot, and keep falling back!'. That said, an Odam I was piloting (Shield Expertise for .5 damage to flux) lasted almost 15 seconds, buying precious breathing room for reinforcements so I could take over the Bombadier, and move it behind the reinforcements to start unloading. Another lasted almost 10! This means that a Odam holding fire can hold out about as long as a Conquest that's fighting back.
[close]

Take 2 (Smashed by surprise Nex Remnant)
Post shopping update!
3 Odam, Same build except Darts and Torpedo Spec swapped for Vents since I didn't really have any other space. May improve doing some merchenteering before exploring.

2 Ravens: 3 Annhialator Rockets, Vulcan, 2 PD, Gauss Cannon, Integrated Targeting, Flux Distributor. Not going to be even close to venting enough, but they're sniper support.

2 Cutties: As before, but swapping 2 PD for a Vulcan, and now with 2 Vulcan.

2 Jackdaw: Due to logistical dificulties, one's the same, 1 has 4 dual autocanons instead.
4 Berkantine with Broadsword and Cutter Standards (I look forward to grabbing Skiffs). 2 Pulse, 2 Vulcan, 20/20, hardened shields, ITU and FCA, so they are psuedo tanks.
5 Danube. Not enough Danube
1 Astera
2 Carrack, 2 Pilums, Basalist, Heavy Autocannon, Expanded Holds, 30/30 and full Vulcan/PD for a support/combat transport.

2 Chester: For AI management, 3 Volley Rocket's on the nose, 1 Wavemotion Beam, 2 Heavy Autocannons (Volley's are too dodgeable. Hopefully I can sub in Hyper velocities.). 2 Broadswords and a Xyphos (Supplementing tons of Kinetic with Ion Beams).  The relative lack of generosity of OP on these ships feels painful to build in comparison, since it's not 'slap what you want on, and maybe some mods!'. But perhaps that's why it's DP is 20?

2 Griffen: 2 Katyusha missiles to try them on ships, and because it means a constant stream of 6 launchers per ship for constant emp threat. 1 Wave Motion, 4 autocannons, 4 pd, Flux Distributor.  Fast, lightly armed assault carriers... That I may never deploy due to the redonculous deployment points, but I'll give it a go!

1 Kerberos. Going 4 Hypervelocity, 4 Phase Lance, PD/Vulcan/Flack, 30/30, ITUU, Flux Distributar and Coil Adjunt. No where near enough flux, but it'll be interesting to see if it does work. May rebuild it into a SO Ship.

1 Freebooter (I have a capital!): 2 Autocanon, 2 Hypervelocity, 2 Wavemotion Kinetic Burst, 2 Katyusha, and full PD compliment with double flak on the rear. Hardened shields and ITU built in with Extended and Shield Conversion Front to turn it into a tank, with my piloting bringing it to .65 Dam/Flux, and Expanded Mags for the Wavemotions. Ridiculously fast with manoeuvring jets given Odam's sit at 60 (At this point they need 10/15 on comparison.). One problem I somehow didn't notice before, the Freebooter's shields are off centre. Centre line appears to be through the right forward missile, which is aggravating.
Also turns out it can eat paragons and outranges them handedly Might need to be upped to 50OP if not 60.
Oh, and -7 Vents, because the Freebooter has more than enough flux actually!
[close]

Edit:
I will note, while Hellfires and Inferno > than Remnant, Freeboota Autocannon is not. Too much pressure... That and/or I chose the wrong ships for support, and they need massed Odam's to act as a shield wall.
That said, it and carriers feel much better and isn't as cheesy.
Also, tried the Kerb... Just way too little flux capacity. Put in work though! Long range HV's to wear on shields until close, then turn them off for Phase Lances.

Take 3
3 Odam, Same build except Darts and Torpedo Spec swapped for Vents since I didn't really have any other space. May improve doing some merchenteering before exploring.

2 Ravens: 3 Annhialator Rockets, Vulcan, 2 PD, Gauss Cannon, Integrated Targeting, Flux Distributor. Not going to be even close to venting enough, but they're sniper support.

3 Cutties: As before, but swapping 2 PD for a Vulcan, and now with 2 Vulcan.

2 Jackdaw: Due to logistical dificulties, one's the same, 1 has 4 dual autocanons instead.
2 Berkantines with Broadswords and Skiffs. 20/18 with Hardened Shields, ITU's and FCA's to make them tankier.
8 Danube. Enough Danube?
1 Astera
3 Carrack, 2 Pilums, Wrecker and HV, Expanded Holds, 30/30 and full Vulcan/PD for a support/combat transport. Due to economic downturn, mining lasers for laser pd, but that means they contribute to mining, so eh. Expanded Cargo and Efficiency Overhaul.

2 Chester: For AI management, 3 Volley Rocket's on the nose, 1 Wavemotion Beam, 2 Heavy Autocannons (Volley's are too dodgeable. Hopefully I can sub in Hyper velocities.). 2 Broadswords and a Xyphos (Supplementing tons of Kinetic with Ion Beams).  The relative lack of generosity of OP on these ships feels painful to build in comparison, since it's not 'slap what you want on, and maybe some mods!'. But perhaps that's why it's DP is 20?

2 Griffen: 2 Katyusha missiles to try them on ships, and because it means a constant stream of 6 launchers per ship for constant emp threat. 1 Wave Motion, 4 autocannons, 4 pd, Flux Distributor.  Fast, lightly armed assault carriers... That I may never deploy due to the redonculous deployment points, but I'll give it a go!

1 Kerberos. 2 Shredder, 4 HMG, 2 Gravitons, 2 Wavemotions for armor peeling, and 2 Ion Cannons for control, Safety Overides. Then built in Hardened Shields [Lets it go harder] and Hardened Systems.

4 Vegulde, High Resolution, Expanded Cargo, Unstable Injector, PD, 19/20.

Freebooter, same as second.
[close]

I also tried out the Bourbon more... Despite costing more, this one readily outfluxes itself, has less shield coverage despite being the one with fortress shields, and can't eat a Paragon. Build Below.
Spoiler
Bourbon. To not feel cheating, 4 Anhialator Rocket Pods, 2 Railguns, 2 Heavy Needlers, 2 Large Wave Motions, and plenty of PD. ITU and Hardened shields built in again. Shields are front so only extended this time, so much less shield coverage, but potentially tankier due to fortress. Flux Adjunt/Distributor for extra tank and because this one doesn't hae enough venting unlike the freebooter.  Aux Thrusters because the shields is lacking in coverage. -3 Capacitators.

Atttempt 2, cheating all in. Rockets become Hellfire, don't have other large energy weapons so no changes. -3 Cap instead. Eat the Paragon half way through launchers, as the missiles confuse the shields but the wave motions means it ends up restarting it at the front every time.
[close]

Everything was going great with run 3, even managed to pick up the carrier capital from a bounty to try more, however since the games on a portable hard drive for reasons several parts of starsector including the save were corrupted. :( [Somehow the record of the campaign was replaced with data about X-Com 2....]

That said, my feeling for the fleet remains the same as the initial review. It seems that Carter's Freetraders work best as a highly mobile but somewhat fragile midline fleet that works best as a group of tanks out front with faster ships doing punishing and some really solid back line in the form of carriers, missiles, and Autocannons.
And having played with autocannons, albeit with expanded mags, even in long battles so far I've yet to go below 50 ammo. Either the reserve needs to be neutered (Say, down to 10-15) or just removed treating it as a regular weapon... Also, there's nothing quite like hitting a Frigate at extreme range, where due to the angle there's just enough time between shots that the ship goes from 0 flux and full hull to a exploded wreck with one shot from 2 cannons. It's hillarious.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: Oik on July 12, 2022, 11:04:52 AM
Hi Dazs

Just been trying your mod and had a few issues getting it to run on linux - case sensitivities.

To get ot to load up I changed;
CFT_salvagedshield.png
to
cft_salvagedshield.png

and

CFT_Katyusha_hardpoint.png
to
CFT_katyusha_hardpoint.png

Thanks for your hard work.  ;)
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: Dazs on July 12, 2022, 11:28:32 AM
Thank you for the heads up. I'm currently working on an update for Hiver Swarm but I will add it to my TO-DO list for CFT (cft) :)
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: 5ColouredWalker on July 14, 2022, 03:01:08 PM
This time I've started small with plans to explore the smaller fleets more. Review coming while at work because I stayed up way too late.

Combined Broadswords and Skiffs are as powerful as I thought. The Carter's energy damage ones could be better since they also have frag but I've yet to test them. The Frigate Carriers can also carry those two handedly leaving Brigantines free for super fighters or heavy bombers (Cobra+Broadsword for example) with Reserve Deployment. Starting as a heavy carrier fleet works quite well.

Fighting off a early invasion I got to see how the AI uses Volleys and Hellfires more, the AI definitely treat Hellfires as the Large MIRV's [Wait for the shields to be down/near down, any that don't smack the front are irrelevent), in which case limiting the range of their second stage should balance them fairly well (Making them not ridiculous in player hands). They have lots of spread but they still put in work. Volleys feel too slow against Frigates/Destroyers but they do manage it for Cruiser sized engagements and large clusters, however the missile layout of Carter's ship's in the cruiser weight class makes Volley's less useful for most. (Need more forward facing smalls while the side ones are mediums for the hellfires.)

A Autocannon Raven outranges a Paragon, allowing it to stay in a huge station fight until CR degrades below 30, and still have around 20 ammo without expanded mags, while actively helping to the point sometimes I can't shoot/miss due to hitting wrecks instead. I need to fiddle with it more to see how well it works in a fleet backline, but definitely needs the ammo cap nerf... Also, the Raven can easily keep up with the flux requirements. Given the intended role I don't want to ask for less damage or range as a nerf, but maybe it needs more flux to go from 'easy artillery and single shot damage' to 'If you put this on a destroyer, it's a dedicated artillery ship.' [Also, a memory from the wiped saves, having a Autocannon makes encircling enemy forces a lot more risky. I also hit an ally while backlining in the station fight, was funny sending a destroyer limping off after tearing into it's armor, I could imagine the angry radio chatter.]

Also, just ended up skipping Scows for Danubes. They're that good/ok in combat and if you're not smuggling their logistics are that much better. Also saving up for the destroyer freighter for smuggling isn't that hard... Though Scows do provide more leeway if you forget just how much illegal cargo you have.

As an aside, I need to do more Safety Overrides after testing the Clipper. I'm getting a feeling that lots of ships were designed with that in mind. It might help make the  Jackdaw good instead of ok. [Though I do want to try it with heavy armor/armored turrets/salvaged armor to try and make it's Damper Field useful... Also want to try an Atropis/Cyclone Reaper build.]

Edit: Clipper works well with SO, and it's OP is a good size for going either heavy long range combat with plenty o' mods, heavy short range with SO, or ok at either and logistics mods. Definitely fits as a 'babies first cruiser'. I have noticed it's a bit odd in the dedicated salvage line of Destroyer Danube/Cruiser Clipper/Capital Name I'm not remembering  in that it doesn't have fighter bays, even built in. That said I don't feel like they need to be there in the clipper at this time.

Jackdaw with SO also works, enough for there to be space and potentially mods stripping out some vents, but the Flux Cap is too low. Also very dependent on what missile you give it. Testing it against a regular Jackdaw, it definitely needs Atropos or Hellfire in Frigate matchups at least for tracking, or perhaps Breach MRM (Don't have enough to test multiple vs Destroyer at the moment), but it takes it from 'interesting' to good. Annhialator's however work for creating breathing room and damage but might not cut it on the high end.
Makes me feel like this is a 'accidental' LP faction :P Given they're on good terms with the Pathers at game start (but terrible with the church? Obviously too high tech for the church, but pathers are looking the other way for supplies.) it kinda makes sense. If you squint.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: Dazs on July 14, 2022, 03:19:03 PM
Thank you again for your updated thoughts. I just got around releasing an update for Hiver Swarm and CFT is next on the list but I was a bit backed up at work due to being ill. I should be caught up by tomorrow and hopefully be able to have a patch/update this weekend and I will give your notes serious consideration.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: Dazs on July 16, 2022, 05:34:54 AM
OK I dedicated a good block of time this morning to go through your notes as a working to-do for the next update. I will reply to them individually since there is a limit to how many characters the forum will allow in a post.

To clarify, I forgot to download the update!
At the moment I'm having fun accumulating Danube and freighters and scavanging/mining. Additionally the sheer number of drones plus their destroyer size means they can body small fleets, especially with the two cruisers hiding in the system, and their mining power with Nex means I can easily fill up their holds, and then work through them at a reasonable speed due to the salvage gantries with commodity forging mod.

And the time it takes for me to Scourge things means I also got the excuse to supply the pirate planet in the system, so i have a decent fleet without leaving the system.
Essentially it is part of John Carter's irl Prussia Cove, it was located along the shore with heavy tides and the geography of the area allowed it to draw in wrecked ships and cargo. As part of CFT's lore, I believe I have it in the description, their system had a strong gravity pull and is located in an area that wrecked ships seem to float to. So I recreated that by having several ships and cargo floating around the system. And yes if you explore the entire sector you can field yourself a decent starter fleet. I felt it was on brand for a salvaging faction.
Edit: Just noted on the Carrack one of the two medium ballistic rear turrets are a medium and the other is a small. Is that deliberate?
Nope, just another in the long list of oopsies on my part, I'll have it fixed in this update, ty
Extra edit:
Tried the new inferno missiles, (badly misnamed there), they're very good against things without full coverage shields. Like volley rockets we're, potentially too good.
I'll try to do some dedicated testing if fleets later.
Well I was going on a fire related naming scheme for the explosive missiles, Inferno, Hellfire etc. I am not sure why you feel it is a bad name but I am open to suggestions for a re-brand as long as it fits the lore.
Additionally, I've fallen in love with the Danube. I'd prefer it if the arcs for its turrets were widened from 180 to 270, or angled for better 360 overlap, but otherwise its a massively upsized Shepard. Sure, no missiles or surveying, but it makes up for it with a decent destroyer body, being a discount ox, and having so many fighters that on attack it turns things into laser balls of death.

I wouldn't garuntee it vs a frigate, but neither would I a mule. That said while it had worse far range presence I'm not sure I'd garuntee a mule would beat it. While Scows are potentially better combatants, the sheer AA coverage means I'm strongly considering just not getting any and using the Danube as a fighter escort. I'm unsure how it would be worth counterbalancing. Possibly 1 less fighter wing? Or I making a combat version  2 less and a medium or small slot.
I deploy the Danube as backup PD support, carrier. I am pretty happy with it's performance for what it is but you do make a good case of widening the arcs as it is intended for PD. I think I'll do a combination of re-angling and widening the arcs, either way it will end up with better coverage w/out being OP (i hope).
That said, I kept around the starting frigate to try, while it can reliably bring at least 1 gun on target in frigate battles, the drones are useless. Their shielded drones with 1 pd gun, they can't reliably counter missiles (but they do pull ok work on fighters). As drones, they don't really need shields, and their range is so low they can't contribute in battle. I honestly would prefer mining drones as they've got a longer leash and while fragile, cam put I'm work against missiles.
The PD drone is a proof of concept design. I'll give it another pass with your observations in mind and have an adjustment in the next patch.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: Dazs on July 16, 2022, 08:04:52 AM
Note: I replied under the spoiler tags.

ship notes
Testing the Sloop, the huge OP made me want to try it out as of Overdriven frigate... Unfortuneately it's body means this is pure trap, but it can fight hounds! I've a feeling that the best way to field this would be to slap converted hangers on it. Beyond that, it's just a Dram with reduced toughness, slightly better logistics, too much op and odd weapon mounts. On one hand, changing it too much makes it not worth having in the mod, on the other hand, I'm not sure why it's really needed? The extra OP are nice from a logistics standpoint though.
I'd consider changing the mounts to more Dram like, (possibly keeping the 4 if you want, more regarding fields of fire), and either toughening it so it to dram toughness to make it slightly less of a trap fighting option, or throwing in integrated fighters.
It is intended to be an alternate to the Dram with, as you state, more OP for logistics with less durability as a balance. The reason I included it was a core concept of the CFT fleet being able to provide vanilla replacements if if player wanted to use only CFT ships for roleplay. It is how I play and I figured there has to be at least one other person who does as well :)
Likewise, the Asteria looks promosing. 3 Medium turrets, integrated range unit. However 2 small PD are useless, and it needs some form of PD or it's going to need heavy cover... That said, if you swapped them for 2 small missiles, either turret or forward facing, it looks like it might be able to take a mule... Sometimes. Right now, it has enough OP to be a tempting trap for combat, or a nice useful logistical peice.
Well with it being a tanker, I never considered it for serious combat deployment. However you do make a case for the small mounts. With them being on the front it does make it seem they should be combat focused instead of coverage while it is fleeing. I'll give it some thought and adjust it.
Speaking of combat with logisticals, the Danube... It can eat a Mule reliably, or a Enforcer in player control. Not fast mind, but either it should be listed a combat logistical, or needs a nerf. I'd suggest raising the OP to 7 and dropping a fighter bay (Borer to leave it more offensive, mining aux to leave it more defensive.). That said, if you want to move it to a more combat role, perhaps swap the physical and energy turrets. [Personally for combat, either 2 pulse lasers and 2 vulcans or a Assault and Duall Machine Gun and 2 pd lasers, then a useful  mod like hardened shields. Tac Lasers can be used instead for far support.]
Well I have some notes on that ship in the above posting but I will add that it is intended to be a combat deployable logistics ship. I will look at making it more defensive since it would be way too OP to give it more combat strength.
I haven't bothered testing the Vergulde in combat. It looks like it should do it's job on the strategy layer, but I can see it has too few mounts and bad combat stats. It's got enough OP it could work with converted hangers, but honestly it's probably just worth dropping the OP.
I did not intend it for combat. The small mounts are there for some PD coverage if it has to flee or to give it a little more mining power if you put weapons with mining stats on it.
Barque: Feels awkward to use, but does it's job as a destroyer ok. Homestly, given it's op points, I'd upgrade it's DP and make either it;s missile or it's front kinetics to medium, otherwise it just does it's job a little too slowly to feel good to use. I'd rather an enforcer honestly. Also, I find it does best with vanilla weapons, not Carter's ones.
I designed that ship for the aesthetic look I guess more than the combat efficiency, I tend to fall in that trap when I design ships. I'll give it a balance pass since it is intended for combat deployment and if it is not doing it's job, well that is a fail.
Jackdaw: The Frigate version to the Barque... It feels like everything the Barque does wrong, the Jackdaw does right. Arguablly the missile slot could be dropped to small and flux stats considered improving, but I'm not going to actually suggest touching it yet.
Hurray I did something right! :)
Carrack: Unlike it's fuel counterparts, this isn't a trap in combat! It's PD could use some beefing up perhaps (Not reliably against a mule's double salamander salvo), and it handles like a pregnant sow, but it can take a atlas or mule, and with great care could take a enforcer in theory (Fluxed one out a few times.). That said while it can kinda fight, it's not tough enough to actually fight, but the missile slots are great for Pilums. I'd consider marking this a combat transport, but honestly if you're taking it into combat there's a decent chance of loosing it... Call it borderline.
If you wanted to push it firmly into transport, maybe drop one of the medium front guns. If you want to push it towards a support, drop a gun and turn the section in the front into a 1-2 wing hanger, because it looks like it has a hanger on the front, but I'm assuming that's for the gantry.
It is intended to hold it's own in a defensive role so long range missiles like the Pilum are ideal. I could see the front graphic being turned into a hanger with some minor cosmetic changes. I'll give it some thought.
Brigantine: A wider, up dunned and down defended mule... I'd consider dropping the front energy mounts to 2 small or 1 medium, and probably raise it's op by 1 since it handidly spanks a mule, but needs careful hands if it's to take a enforcer... Also looking at the mule, probably chop 100 off it's transport capacity, since then it really is a fair trade off on the mule. Trading resilience for firepower. Or sacrificing the firepower for a mule with more OP for logistics but that's bigger and more fragile.
It is intended to be a beefed up mule. I'll increase the deployment cost to compensate.
Barkentine: Looks like a Gemini, plays like a combined Gemni/Condor that's combat hardened. It's a nice addition to the fleet. I treat it more like the meant for combat version of a Danube. It's ok. Possibly too much DP, but I'm not certain how much dropping 10ish would really change it. Honestly, don't touch it.
You can't touch this! (does hammer dance)
Clipper: Took a moment to realise it's a Venture, made more manueverable and dropping 2 missile slots, a fighter slot, and some storage for salvage rigs and much better combat performance...  Arguably worth having at least 1 in the fleet for the bigger salvage bonus, or as a 'fleets first cruiser', except you leave a Pirate Eagly just laying around in system... Perhaps swap the pirate eagle for this?
For you, I'll make that eagle/clipper change as a thank you :)
Raven: The Standard builds are useless. Ignore the medium slot, fill the front missiles with either long range support or anti shield and give it a Large weapon. Attach PD, guard with fighters. Also, the large in the standard build is a PD, but it's not the sort of PD that does redonculous amount of Frag so it can delete cruisers once they're stripped.  For short range weapons, this ship needs some careful watching, but makes it a interesting alternative to a sunder. For the longer range weapons, it's a nice sniper support platform. Only thing I'd change is default load outs.
I enjoy using this ship personally and it is intended to have some flexibility in it's loadout options as you noted. I think useless is a bit harsh but I get your meaning overall and I'll give the standard loadout some thought.
Lennox: It's an option, but not one I'd ever use. 2 small missiles can be useful, especially for inferno spam. 2 small forward ballistics are kinda eh, and then there's 2 energy to use for either pd or additionall attack... It's... Not something I use. It's very clearly a support destroyer, and I suppose those that like living on the tac layer can use it though.
Idk, I deploy it and use it as a personal ship in my wolfpack fleets. I find it's a fun zippy little guy.
Griffon: An... Interesting but actually usable layout. Fighters are hard set but to a group that looks like it might be usable in large fleet battles, and in testing it sort of plays like a light cruiser with a nice fighter compliment.... However for 33 dp? No. God no. It needs massively more OP for that to be viable, and possibly swapping the medium energy to a large. Having done some testing, it's probably good around 25 though. [Against the 20 point carriers it stomps them, against the eagle it's a grinding victory with some stumbling. Against a dominator it's a clear dominator win. That said, in a fleet fight it shouldn't be 1v1ing those, so putting it below that seems too low.]
I struggled with balancing it since it is a four bay drone carrier but it also has some teeth. I'll look it over and probably wind up lowering the DP instead of changing the weapon layout as I feel it is working as intended. I'll know more once I dig into it but either way it will be tweaked in the next patch.
Chester: Take a Griffon, trade Armor and speed for weapons, and 3 chooseable fighters instead of 4 preset, and drop it to 20 OP... This should probably be 25ISH as well. Add some armor on and you could just call it a heavy variant of the Griffon. As is, you can probably give it no hull mods, 3 ok fighters and medium weapons and make a good all rounder, give it 3 great fighter bays and under arm it to make it a Heron Equivilent, or over arm it and maybe grab 1 set of pd fighters/claws and have a fragile but ok cruiser, makes for a flexible all rounder.
As a standard variant it is designed to be a carrier / sniper with good PD coverage. I like your description of it being a flexible all rounder. 
Coventry: 7 Inferno Rockets + Missile Storage Expansion? Ok. Honestly, this with a missile commander and expanded racks, possibly even salvaged hull, just stand back, hold the fire button, and watch things go away. I'm not sure what the point of it's rear energies are, they don't seem to be useful for energy. Side weapons are probably best just as more PD... Forward kinetics use for either High Ex (Ships without full shields get confused by infernos) or kinetics (To bash down full circle shields.). OP feels in an OK place because the capitals (Except conquest.) can smash it before inferno spam smashes them... I'd probably consider this an inferno 'carrier' more than a cruiser.
It is intended for an officer that has missile specification and be a beast for sure. The side and rear mounted small weapons are intended as defense against either missiles that target engines or swarming drones/fighters. I put wave burst PD lasers in the rear mounts and find they do their job fairly well.
Kerberos: What if midline Dominator, but instead of missiles/large, all mediums? I don't have the weapons to build this in my perfered combat form to test if it's as bad as it sounds (Think 6 Gravitons and 4 Maulers), but slap chainguns and phase lances with overrides and it does work. I'll file this as interesting and does what it should do so far... Could possibly loose some speed since it starts at 85 and that's quick. Doesn't need to drop to 30 like the dominator.... Honestly, while 85 feels quick I'm not sure what it should be... maybe 70's?
I'll drop the speed down to 75 since it is intended to be a slugger.
Triton: What the Legion wishes it was... In fact, I'm pretty sure you took a legion, fiddled with the stats slightly, gave it recall device instead, and set all the slots to medium at most... Usable like a upsized Chester but better for bombing and worse for dedicated fighting.
I sort of had a Legion analog in mind but honestly I was just having so much fun designing this ship I had to pair it down from it's initial design. It is probably still too big but I like my chunky boy.
Freebooter: A... Utility Dreadnaught? I mean, it can facetank an Onslaught for you, and you're incentivised to pilot it by an operations center. It's got a salvage gantry which is great for getting the maximum bonus... But it has 2 large kinetic mounts, it's fighters are forced into non-kinetic harassers, and it has 2 forward mediums that are just sort of there. And 2 small missiles. Maybe for the PD missiles?
Two words - Super Ship. Utility Dreadnaught, I like that :)
Scow: Unlike most Carter's ships, doesn't have flux management problems. Feels like it'll be at an ok point once Hellfires/Infernos are adjusted. That said, personally I'd swap the med missiles for 2 smalls or a medium laser for better weapon balance.
I feel the current layout lets it stand apart for other ships of it's kind w/out it being too OP. As a combat freighter I felt the medium missiles gave it better use as a sniper over others of it's kind. Changing them to small would water it down to why bother in my opinion. Idk, I'll give it look.
Odam: A pretty good fleet anchor. Unusually slow for everything else, but it functions like a small appogee should. All small slots does hold it back in the damage department, but that's not what it's supposed to be.... Possibly could use speeding up to keep up with everyone else though.
Yep that is it's intended role, I'll look at the speed vs others of it's size and adjust if needed.
[close]

weapon/fighter notes
Fog of War and Culverin: Vulcan alternate, however unless a mod has changed mine vulcan cost 1 more or less depending which one I'm looking at OP and have much less flux output. Skip hard.
I designed them to be alternatives to vanilla with better coverage but higher flux.
Piaxhan: Looks like a flak canon in a small slot, for 7. I should try it, but I'm not going to bother at that op... That said looking at the stats I might try it in medium slots later despite how derpi it'd look.
I added several PD weapons as niche roles to be used as the player felt needed. I probably went overboard with the variety, but that is sort of on brand for me :)
Demi-Culverins: Very short range, not much better than dart guns in kinetic damage. I'm sure there's a reason for them, but with their high op i'm not sure what it is. (That said, I don't have one in front of me so I'm going off memory.)
see above. Essentially I sort of went overboard with weapons in general, idk I left them all in and let the player decided to use them or not.
Dart Guns: Due to raw damage a good contender for Dual autocanons... I'm not sure why they have emp damage, since it's not enough to do anything from what I can tell. Also, as soon as you reach armor they become useless due to how low damage they do. Probably part of the point, I consider them a worthy sidegrade.
The EMP is a flavor text sort of thing in the description, it does some disabling on frigates but larger ships it is sort of useless. Enough to have some small effect and lore applications but not enough to used as a dedicated disabler.
Falconet: It costs more than a assault gun to do more per hit damage and almost 2/3rd real damage at much less range. Theoretically better dps than a light mortar, but a light mortar runs at 2dp, longer range, and higher damage. Hard pass.
Hmm ok I'll give it a balance pass for the update
Inferno missiles: Odd description, should mention that they deliberately overfly and split into multiple missiles dealing 50 damage. Says they do 400dps, I'm not sure what to make of the title card without going into the code and I'm not a codemonkey. In damage effect, they do very little, splash damage around the hull of large targets, mostly miss small targets. Good in mass fights, a distraction vs frigates. That said, great ammo capacity, especially with trading cargo for +50% (Speaking of which, that hull mod is missing a % sign.). That said, possibly need a nerf because unless fighting someone with 360 shields they confuse the AI's shield prioritisation. Also the range on the card/rangefinder is far shorter than reality. Effective range is about 150% what's listed. Honestly, possibly under OP now. That said, why does it have a emp listing? It doesn't do emp damage. Also card should mention the second stage and how it deliberately overflies before turning into a missile targeting the rear/sides.
Edit: Much like the AI doesn't know how to use shields, the AI somehow doesn't know that it should be firing these constantly as if it werean autocanon due to the sheer amount of ammo it has and how they fly.
Well I am no codemonkey either :) The intention of the weapon and why it does what is does would be a bit long and since I will be giving it balance pass, it would be tldr for no effect at this point. I'll add comments when I release the patch.
Volley Rocket: Post nerf... Too slow IMO. As fast as it was was far too op. Honestly, probably a balanced sidegrade to annihilator rocket pods. That said, Volley's have more ammo, so maybe unballanced.
I'll take a look at the speed and give it a balance pass overall.
Point Defence Missiles: A direct fire version of Inferno Rockets, usable against fighters... Honestly, too useful as anti-ship weapons and ships do use them in my experience. Does an annoying sound count as a balance feature? Honestly I'd drop ammo, increase OP to 8, and reduce volume.
I was running out of sound files to give all the missiles distinct sounds but I am sure I can tag it with a less annoying one :)
Hellfire Launchers: 1 bursts into even more infernos... Due to how their effective damage is so low and they get far less damage, actually a nerf, even if they hit the rear more consistently, though they still confuse shield AI. On one hand I think it needs a buff compared to infernos. On the other hand, I think Infernos and this need to be nerfed to act like sallamanders/mirvs for AI reasons. If you do so, you would need to add more EMP or direct damage however.
Good point, I'll have some adjustments in the next update.
Sledge: As far as I can tell, there's no large missiles on Carter's ships... So why does this exist? I could be wrong though.
I felt large missiles have a limited use and selection. There are far more torpedoes in that role and I wanted a missile option I felt was lacking. The Galleon has two large missile mounts btw.
Wavemotion Pulse Lasers: Sidegrade to pulse lasers. EMP damage is too low to be worth mentioning, overall an eh.
But it's a prettier pew pew, does that count as balance?
Wave Burst PD Lasers: A nice alternate to pulse lasers. I need to use them more. Also range is enough to be used as threatening weapons especially in medium. That said, given most medium energy slots are attack orientated, the medium pd kinda has to be attack useful.
I added them specifically because I felt there was a lack of medium laser PD weapons out there. I like to give options and let the player decide to use them or not.
Shredder: I don't like close attack, and this faction doesn't really seem built for it. That said, here's a kinetic assault chain gun, slightly more range, slightly less damage. It's not for my playstile but not calling for a nerf/buff. I think it's fine for what it is.
Yep, it is a brawler style weapon. As midline ships I agree that is not CFT's forte but I felt it was a needed weapon for those that want to play that way.
Spread Shot Chaingun: A less damaging chaingun, but uses far less flux. Also spread which can be nice for catching frigates, but I don't like chainguns... A side grade, but I'm not sure it's a worthy one.
Pretty much it's intent. Again, an option for the player, nothing more nothing less.
Basilisk: What if your chaingun had 800 range? Not quite a perfect comparison, but close. Ok for killing frigates/destroyers, otherwise too low damage compared to it's alternates. This may sound negative, but honestly don't change it, it's a good sidegrade.
Keep it as-is, check!
Wrecker: Like the Basalisk, an alternate to the 7-800 range high ex. However, hitting at 500ex every 2.5 seconds... Honestly, probably hits too hard, it effectively 1 shots frigate and sometimes destroyer armor, making them easy kills (If it hits, and it's not that rare). Possibly raise the OP? (I think it's 12, probably should go to a mauler's 13 or maybe 14... very maybe.)
I'll give it a look over. I am sure you have a good point but at this time I can't give specifics until I do.
Auto Canon: Gauss Cannon on Steroids by High-Ex.... The ammo is enough that it's not worth mentioning. It's something outside the game to such an extent balance is a nebulous concept for it. That said, I tend to prefer Gauss Cannons so it's probably in a ok place.
There is actually a discussion regarding this weapon stats and name (apparently auto canon is misleading) on discord that I have copied as balance notes.
Bombard: I... Nothing compares in base, but I see no reason to use it. Other modded PD does it better, either as a dual pd/huge frag output (but yours is much better on flux), or as a dual pd/combat weapon with non-frag with extreme range and spread.
I feel I am being redundant but yea it is a side grade option to other weapons of the same type.
Apollo LPC: Frag/Emp harraser. Honestly, I thought it'd be trash but it's ok. Maybe worth an extra ship per flight, but that might be too much, I probably need to play with it more.
It is sort of a nod to one of my favorite SF book series that uses missile pods in this manner. Idk, sort of a personal nerd addition for me :)
Brig LPC: Feels like too few for what it does, but I need to play more with carriers.
I feel they are balanced for what they are but again I am apparently bad at balancing so if you have some opinions when you test them further, Id be happy to hear them.
Skiff LPC: I need to play with it more, but from looks this is what a Warthog should be, I look forward to mixing these with Broadswords.
see above
Mizzon: Arguably worse than a Mining drone swarm. Costs 1 op, has shields and a small pd laser... Probably ok for converted hangers for PD, but unless you're hard pressed I'd probably never use it. (Possibly ok with the mod that allows you to add fighters that don't replenish. Honestly needs 1-2 more per wing.)
I replied about these in the above post, due for a balance change for sure.
Cutter: These are great! Amazing PD and fighters! Also drones to save on crew, and in good number. Probably at a ok balance compared to Broadswords/Skiffs as a energy alternate, but could possibly use more op or remove the Fog.
I love my Cutters, I'm glad you find them useful.
[close]

Ok, so that's 3 mill and like... 4 hours of testing/writing. Going to go back in game time and figure out a exploration fleet in the future.
Seeing as long it has taken me to reply I believe it. Much appreciated, thank you for all your hard work!
Edit:
Because my brain won't let me sleep, a general faction review:
Carter's Freetraders are a solid midline faction. Their ships tend to be fast, relatively lightly armored with ok shields, and somewhat strained on flux venting. As a fleet it has great logistical or modification support with most ships having a generous op budget and plenty of salvage gantries and shielded holds for smuggling, salvaging and mining. (Could easily be vulture scavengers in Nex.).
The logistical Boons however come at a combat cost. Unless combat specced the relatively poor venting and undersized mounts on ships means you can easily be out ranged and out gunned, forcing you to use your speed or non-faction ships to survive. Additionally most factions weapons are best considered vanilla alternates, and you'll want many vanilla weapons with a sprinkling of Carter ones unless you're focusing on short range and safety overrides to blow through the opposition, with help from damper fields and speed boosts. This is not to say there aren't good combat ships, because there are. Especially in the carrier department, with it possible for you to field a unending swarm of drones in addition to a fast midtech strike force.
I'll change the mod description a bit and incorporate this. Nice summation, thank you.

OK I need a second coffee break before tackling a reply to the next post lol, stay tuned!
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: Dazs on July 16, 2022, 09:58:15 AM
Breakfast eaten, tanks full, here we go!

Edit: Apparently this reply puts it on page 6, go back to page 5 for my previous replies.

Edit: Done some in force exploring. Not as much as I'd like (Like to grab a capital and some more carriers, as the fleet I had was basically primary combat ships with some Danubes/odd inbuilt fighters), some expansions too my notes that I'll expand on later.

Carter's feels like a fleet that works best as a mix Carters/Normal or going heavy on the carrier aspect supporting fleet anchors. As a dedicated fleet, it really needs to pick it's battles, but is really good on the strategy layer.
Inferno/Helfires actually need a solid nerf, and their range being listed properly. As they are the AI doesn't know how to use them, and when you're using them... Well, I had a Bombadeir with 5 Hellfires (Small missiles unfilled because I didn't have enough weapons when I made it) eat the red planet fleet/a small ordo with a radiant alive while odams and other ships body blocked. Total cost, 2 Odams and a salvaged conquest (The only non-carter's ship in the fleet.)
Already have some changes in mind as noted in the above posting. Edit noted, ty.
Odams in real fleet actions aren't quite as sturdy as they look. They can hold up ok vs cruisers for their size as destroyers, but they're the only real fleet anchor ship, but without fortress shields or a similar system (Active flares is nice but not super useful) capital's evaporate them. Perhaps if Carter's markets spawned Apogee's as well it works, but they tend to spawn low/mid tech+carters. Additionally, they have 8 speed, slowing the fleet a fair bit. But then again, they've the OP to fit Augmented Drive Fields if you don't have enough Danube's (I was off by 1 after a salvage and felt it in my soul.)
I am a bit confused here, the Odam is a logistics based light cruiser. Putting a fortress shield on that would be a bit ridiculous. Did you mean another ship?
I will note, the tendency towards smaller mounts does wear on Carter's fleets a bit, at least those with lower carrier support, and with Carter's Cruisers either being over costed or not knowing how to use their missiles properly, it seems mostly best to skip cruisers other than the Kerberos and Chestor (Neither of which I happened to have, having been trying the others... Perhaps the game was telling me something by having 5 Kerb's spawn in the market, but I just didn't have the weapons for them on hand.)
I take your point on the small mount bonanza, it was a design choice to set them apart from other ships. I believe the missile changes I plan to make may address your cruiser concerns but we'll see once I have it all released. BTW, you can use console commands to spawn ships and weapons for testing purposes. Personally, I have to be disciplined to not use them in my normal gameplay and only for when I am testing but I find they are a must for proper testing.
Also, the scow's mount's are awkward for damage balance. Perhaps if they were energy/missile? Or Kinetic/Energy? Otherwise they're defineately early game ships before diversifying into Danubes/Jackdaws/Odam's with proper freighters.
Well they are intended as early game ships. Once I move on from wolfpack to a heavier ship fleet, I rarely use anything below a destroyer.
Will list my actual fleet composition later, wanted to post my thoughts before sleeping.

Extra Edits: No cheats to test things more thoroughly, though I did consider it for some Kerberosi.
previous fleet comp
For all, assume max Capacitor's/Vents unless noted. Basically true too.
Capital:
Conquest, Gauss, Wreckers, Hurricane Mirv's, Hellfire Rockets, and PD, with Hardened Shields and Intergrated targetting units. Like normal for a Conquest, good bully ship, folded against a radient. But since it was a throw away collected capital, I can't exactly blame you. Weapons did well, it hit rather hard. Except hellfire because it didn't know how to use them.

Bombardier: 5 Hellfire Launchers, PD. Full Cap and No Vents, because not need. Salvaged Hull/Armor, missile storage expansion, hardened shields, reinforced bulkheads, efficiency overhaul and aug drive field. It honestly has way too much OP unless loading it with missiles from other mods with super high costs, even if using Infernos in the 4 smalls would have worked wonders. In the AI's hands it was useless because it doesn't know how far it's missiles actually goes. In player hands, click and hold to delete a small remnant ordo while other ships play ablative armor.

Coventry: 7 Inferno, 2 Autocannon, 2 Phase Lance, hardened shield, integrated targeting, missile storage expansion. If it knew how to use Inferno's it'd be lovely and I planned on having other ships serve as PD. Unfortunately as mentioned, it doesn't, so a glorified bombardier backup.

3*Odam: 3 Light Autocannons, 2 IR Pulse/Wavemotion Pulse, 1 Breacher MRM/Swarmer SRM. Hardened Shield, Salvaged Hull, Missile Storage Expansion, Salvaged Armor, Torpedo Spec (Another mod, faster tougher missiles with less manoeuvrability). Not as tanky as expected, but still pretty damn hard. I think optimal ends up being Wavemotion with Swarmer SRM or Point Defence Missiles. Yes, Salvaged Hull means that there's just under 5K hull which does make it less resielient, but it's got 600 armor and 18000flux cap at .6 shield damage, so I'll take the +20% missiles. Only 25 flux vents because that cover's things comfortably. You could drop vents and swap torp spec for a hull boosting mods and slightly less vents at the cost of no longer covering flux. Overall, a great ship in it's class and in small battles, and a ok ship in large battles. Oh, I understand you giving them Dart Guns, their slow spead means unlike everyone else running isn't a option and kiting rarely turned out to be one, so gonna throw darts on them.

Raven: 3x Volley Rockets, Devastator Canon/Hephaestus Assault Gun/Saker, 2 pd and a Vulcan, Flux Distributor and Aux Thrustors. Saker means changing the missiles for something for proper effect and can't really manage it's flux, but there's no other great missiles and I didn't have annihilators. Hephaestus makes flux barely manageable and is a good damage/aim match up. Devastator acts a psuedo large pd and makes flux a dream, but is unreliable... I was leaning into the 'It's a sunder' and it did ok work, but nothing amazing. Might try for Gauss/Autocannons next run.

2X Cutty: 2 Assault, Railgun and Autocanon, 5x PD, hardened stabalised shields and a flux distributor. Did ok work. In retrospect, going to changge the two forward PD for 1 Vulcan and upgrade to 2 railguns if possible. Leaves 1 OP free... Just barely manages flux and easily recoverable when it overextends. All in all a nice ship.

2x Jackdaw: 4 Darts, Anhialator Rocket Pod, 2 PD, Missile Storage, Flux Distributor, Salvaged Armor, Armored Turrets. It put in great work and surprisingly tanky.

Berkentine: 1 Dagger Wing, 1 Broadsword Wing, 2 Vulcans, 2 Pulse, Hardened Shields and Integrated targeting, and 18 Vents (Didn't have anything to put in it.). Could easily drop 10 OP, that said due to the fights I rarely got to deploy it. Did ok when I did though.

4x Danube: 2 Pulse and 2 Vulcan, salvaged armor, expanded cargo, 18 vent/capacitor. A dream support destroyer. Fragile in heavy action but still useful in it. More is always needed.

Asteria: 2 Gravitons, Mauler, Vulcan, Hardened Shields and Integrated Targeting Unit. I found the build that can kite a mule! Didn't deploy it because OMG no.

Carrak: Due to a lack of weapons, it had 4 PD, 2 Vulcans, and a Hypervelocity and Wrecker. Expanded Cargo, Efficiency, Boosters. Didn't end up needing deploying it.

Overall Notes: Fleet felt like I thought broadly, responsive, great on the strategic, and fragile with problems dealing damage outside of players spamming inferno/hellfire. But great at punishing Explorers/Pirates out of position. Against Remnant, outside of the 'I'll just die' of the Radiant it was a case of 'fall back and shoot, and keep falling back!'. That said, an Odam I was piloting (Shield Expertise for .5 damage to flux) lasted almost 15 seconds, buying precious breathing room for reinforcements so I could take over the Bombadier, and move it behind the reinforcements to start unloading. Another lasted almost 10! This means that a Odam holding fire can hold out about as long as a Conquest that's fighting back.
[close]
All good observations. Rather than taking them one at a time, just know I'll keep your notes in mind while tinkering with the mod.
Take 2 (Smashed by surprise Nex Remnant)
Post shopping update!
3 Odam, Same build except Darts and Torpedo Spec swapped for Vents since I didn't really have any other space. May improve doing some merchenteering before exploring.

2 Ravens: 3 Annhialator Rockets, Vulcan, 2 PD, Gauss Cannon, Integrated Targeting, Flux Distributor. Not going to be even close to venting enough, but they're sniper support.

2 Cutties: As before, but swapping 2 PD for a Vulcan, and now with 2 Vulcan.

2 Jackdaw: Due to logistical dificulties, one's the same, 1 has 4 dual autocanons instead.
4 Berkantine with Broadsword and Cutter Standards (I look forward to grabbing Skiffs). 2 Pulse, 2 Vulcan, 20/20, hardened shields, ITU and FCA, so they are psuedo tanks.
5 Danube. Not enough Danube
1 Astera
2 Carrack, 2 Pilums, Basalist, Heavy Autocannon, Expanded Holds, 30/30 and full Vulcan/PD for a support/combat transport.

2 Chester: For AI management, 3 Volley Rocket's on the nose, 1 Wavemotion Beam, 2 Heavy Autocannons (Volley's are too dodgeable. Hopefully I can sub in Hyper velocities.). 2 Broadswords and a Xyphos (Supplementing tons of Kinetic with Ion Beams).  The relative lack of generosity of OP on these ships feels painful to build in comparison, since it's not 'slap what you want on, and maybe some mods!'. But perhaps that's why it's DP is 20?

2 Griffen: 2 Katyusha missiles to try them on ships, and because it means a constant stream of 6 launchers per ship for constant emp threat. 1 Wave Motion, 4 autocannons, 4 pd, Flux Distributor.  Fast, lightly armed assault carriers... That I may never deploy due to the redonculous deployment points, but I'll give it a go!

1 Kerberos. Going 4 Hypervelocity, 4 Phase Lance, PD/Vulcan/Flack, 30/30, ITUU, Flux Distributar and Coil Adjunt. No where near enough flux, but it'll be interesting to see if it does work. May rebuild it into a SO Ship.

1 Freebooter (I have a capital!): 2 Autocanon, 2 Hypervelocity, 2 Wavemotion Kinetic Burst, 2 Katyusha, and full PD compliment with double flak on the rear. Hardened shields and ITU built in with Extended and Shield Conversion Front to turn it into a tank, with my piloting bringing it to .65 Dam/Flux, and Expanded Mags for the Wavemotions. Ridiculously fast with manoeuvring jets given Odam's sit at 60 (At this point they need 10/15 on comparison.). One problem I somehow didn't notice before, the Freebooter's shields are off centre. Centre line appears to be through the right forward missile, which is aggravating.
Also turns out it can eat paragons and outranges them handedly Might need to be upped to 50OP if not 60.
Oh, and -7 Vents, because the Freebooter has more than enough flux actually!
[close]

Edit:
I will note, while Hellfires and Inferno > than Remnant, Freeboota Autocannon is not. Too much pressure... That and/or I chose the wrong ships for support, and they need massed Odam's to act as a shield wall.
That said, it and carriers feel much better and isn't as cheesy.
Also, tried the Kerb... Just way too little flux capacity. Put in work though! Long range HV's to wear on shields until close, then turn them off for Phase Lances.

Take 3
3 Odam, Same build except Darts and Torpedo Spec swapped for Vents since I didn't really have any other space. May improve doing some merchenteering before exploring.

2 Ravens: 3 Annhialator Rockets, Vulcan, 2 PD, Gauss Cannon, Integrated Targeting, Flux Distributor. Not going to be even close to venting enough, but they're sniper support.

3 Cutties: As before, but swapping 2 PD for a Vulcan, and now with 2 Vulcan.

2 Jackdaw: Due to logistical dificulties, one's the same, 1 has 4 dual autocanons instead.
2 Berkantines with Broadswords and Skiffs. 20/18 with Hardened Shields, ITU's and FCA's to make them tankier.
8 Danube. Enough Danube?
1 Astera
3 Carrack, 2 Pilums, Wrecker and HV, Expanded Holds, 30/30 and full Vulcan/PD for a support/combat transport. Due to economic downturn, mining lasers for laser pd, but that means they contribute to mining, so eh. Expanded Cargo and Efficiency Overhaul.

2 Chester: For AI management, 3 Volley Rocket's on the nose, 1 Wavemotion Beam, 2 Heavy Autocannons (Volley's are too dodgeable. Hopefully I can sub in Hyper velocities.). 2 Broadswords and a Xyphos (Supplementing tons of Kinetic with Ion Beams).  The relative lack of generosity of OP on these ships feels painful to build in comparison, since it's not 'slap what you want on, and maybe some mods!'. But perhaps that's why it's DP is 20?

2 Griffen: 2 Katyusha missiles to try them on ships, and because it means a constant stream of 6 launchers per ship for constant emp threat. 1 Wave Motion, 4 autocannons, 4 pd, Flux Distributor.  Fast, lightly armed assault carriers... That I may never deploy due to the redonculous deployment points, but I'll give it a go!

1 Kerberos. 2 Shredder, 4 HMG, 2 Gravitons, 2 Wavemotions for armor peeling, and 2 Ion Cannons for control, Safety Overides. Then built in Hardened Shields [Lets it go harder] and Hardened Systems.

4 Vegulde, High Resolution, Expanded Cargo, Unstable Injector, PD, 19/20.

Freebooter, same as second.
[close]

I also tried out the Bourbon more... Despite costing more, this one readily outfluxes itself, has less shield coverage despite being the one with fortress shields, and can't eat a Paragon. Build Below.
Spoiler
Bourbon. To not feel cheating, 4 Anhialator Rocket Pods, 2 Railguns, 2 Heavy Needlers, 2 Large Wave Motions, and plenty of PD. ITU and Hardened shields built in again. Shields are front so only extended this time, so much less shield coverage, but potentially tankier due to fortress. Flux Adjunt/Distributor for extra tank and because this one doesn't hae enough venting unlike the freebooter.  Aux Thrusters because the shields is lacking in coverage. -3 Capacitators.

Atttempt 2, cheating all in. Rockets become Hellfire, don't have other large energy weapons so no changes. -3 Cap instead. Eat the Paragon half way through launchers, as the missiles confuse the shields but the wave motions means it ends up restarting it at the front every time.
[close]
Everything was going great with run 3, even managed to pick up the carrier capital from a bounty to try more, however since the games on a portable hard drive for reasons several parts of starsector including the save were corrupted. :( [Somehow the record of the campaign was replaced with data about X-Com 2....]
Can't fault you there that's a pretty good game for it's genre.
That said, my feeling for the fleet remains the same as the initial review. It seems that Carter's Freetraders work best as a highly mobile but somewhat fragile midline fleet that works best as a group of tanks out front with faster ships doing punishing and some really solid back line in the form of carriers, missiles, and Autocannons.
And having played with autocannons, albeit with expanded mags, even in long battles so far I've yet to go below 50 ammo. Either the reserve needs to be neutered (Say, down to 10-15) or just removed treating it as a regular weapon... Also, there's nothing quite like hitting a Frigate at extreme range, where due to the angle there's just enough time between shots that the ship goes from 0 flux and full hull to a exploded wreck with one shot from 2 cannons. It's hillarious.
Well I already have auto cannon changes in the works so that's a given tweak. Highly mobile with good shields but poor armor is their design choice. I'll keep your notes for reference as I go.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: Dazs on July 16, 2022, 10:10:42 AM
Hi Dazs

Just been trying your mod and had a few issues getting it to run on linux - case sensitivities.

To get ot to load up I changed;
CFT_salvagedshield.png
to
cft_salvagedshield.png

and

CFT_Katyusha_hardpoint.png
to
CFT_katyusha_hardpoint.png

Thanks for your hard work.  ;)

Ahh good ole Linux, I'll get it right eventually :) Thank you for the notification, I'll have those fixes in the next patch. And thank you for the kind words :)

This time I've started small with plans to explore the smaller fleets more. Review coming while at work because I stayed up way too late.

Combined Broadswords and Skiffs are as powerful as I thought. The Carter's energy damage ones could be better since they also have frag but I've yet to test them. The Frigate Carriers can also carry those two handedly leaving Brigantines free for super fighters or heavy bombers (Cobra+Broadsword for example) with Reserve Deployment. Starting as a heavy carrier fleet works quite well.

Fighting off a early invasion I got to see how the AI uses Volleys and Hellfires more, the AI definitely treat Hellfires as the Large MIRV's [Wait for the shields to be down/near down, any that don't smack the front are irrelevent), in which case limiting the range of their second stage should balance them fairly well (Making them not ridiculous in player hands). They have lots of spread but they still put in work. Volleys feel too slow against Frigates/Destroyers but they do manage it for Cruiser sized engagements and large clusters, however the missile layout of Carter's ship's in the cruiser weight class makes Volley's less useful for most. (Need more forward facing smalls while the side ones are mediums for the hellfires.)

A Autocannon Raven outranges a Paragon, allowing it to stay in a huge station fight until CR degrades below 30, and still have around 20 ammo without expanded mags, while actively helping to the point sometimes I can't shoot/miss due to hitting wrecks instead. I need to fiddle with it more to see how well it works in a fleet backline, but definitely needs the ammo cap nerf... Also, the Raven can easily keep up with the flux requirements. Given the intended role I don't want to ask for less damage or range as a nerf, but maybe it needs more flux to go from 'easy artillery and single shot damage' to 'If you put this on a destroyer, it's a dedicated artillery ship.' [Also, a memory from the wiped saves, having a Autocannon makes encircling enemy forces a lot more risky. I also hit an ally while backlining in the station fight, was funny sending a destroyer limping off after tearing into it's armor, I could imagine the angry radio chatter.]

Also, just ended up skipping Scows for Danubes. They're that good/ok in combat and if you're not smuggling their logistics are that much better. Also saving up for the destroyer freighter for smuggling isn't that hard... Though Scows do provide more leeway if you forget just how much illegal cargo you have.

As an aside, I need to do more Safety Overrides after testing the Clipper. I'm getting a feeling that lots of ships were designed with that in mind. It might help make the  Jackdaw good instead of ok. [Though I do want to try it with heavy armor/armored turrets/salvaged armor to try and make it's Damper Field useful... Also want to try an Atropis/Cyclone Reaper build.]

Edit: Clipper works well with SO, and it's OP is a good size for going either heavy long range combat with plenty o' mods, heavy short range with SO, or ok at either and logistics mods. Definitely fits as a 'babies first cruiser'. I have noticed it's a bit odd in the dedicated salvage line of Destroyer Danube/Cruiser Clipper/Capital Name I'm not remembering  in that it doesn't have fighter bays, even built in. That said I don't feel like they need to be there in the clipper at this time.

Jackdaw with SO also works, enough for there to be space and potentially mods stripping out some vents, but the Flux Cap is too low. Also very dependent on what missile you give it. Testing it against a regular Jackdaw, it definitely needs Atropos or Hellfire in Frigate matchups at least for tracking, or perhaps Breach MRM (Don't have enough to test multiple vs Destroyer at the moment), but it takes it from 'interesting' to good. Annhialator's however work for creating breathing room and damage but might not cut it on the high end.
Makes me feel like this is a 'accidental' LP faction :P Given they're on good terms with the Pathers at game start (but terrible with the church? Obviously too high tech for the church, but pathers are looking the other way for supplies.) it kinda makes sense. If you squint.

Again, instead of taking these on note by note, I feel my time would be better spent making changes than talking about them, lol. I truly appreciate all the work you have put into all your comments. I believe I'll title this update the 5ColouredWalker balance update :)

I dedicated the morning to making a to-do list by going over your notes as well as all the comments I gleaned from discord (there are quite a few). I have some errands to run this afternoon so I am not sure if I can work on the mod much this evening. I do have all tomorrow morning and afternoon free to tinker with it so expect a patch by Sunday evening. If you have any updates or clarifications based on my replies, get them in before then and I'll add them.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: 5ColouredWalker on July 16, 2022, 11:15:15 AM
Two clarifications,  one relatively semantic, and a quick note about smaller fleet exploring, and a wording apology.

For the Inferno Rockets (their actual name), I call them misnamed because they act as 2 stage missiles, going from unguided to guided rearstriking.

For the Odam, that's the 360 degree shielded ship. I thought  it was a destroyer from size while writing but while checking, yes, it's a light cruiser... given its physical size, a little too much emphasis might be on the light.

Also, where I've said useless that's likely me being to harsh for sleep, which I am sorry for. I think at some points I've tried to clarify that I feel things are that way or I'm unsure how useful they are as my preferred playstyle (I prefer fast and long range. This faction does give me that with certain builds, and has been interesting where it doesn't.) That said, if nothing else I can say I was very wrong about the Freebooter. Thought it was odd and fell in love instantly.

The quick note from exploring with a slowly bulked out small fleet (That only just grabbed Odams as fleet anchors unfortunately) Is that a carrier fleet worked as expected, which is pretty well. And Autocannon Raven's can put in work as Fleet Artilary with other ships trading space for it to make the opportunities the fleet needs. While it can reliably outflux Frigates at long range it can only hammer Destroyers and you need multiple to do the same to cruiser shields, so it seems to be working as intended on that front.

Also, I'm not sure I noted it before. But  Carter's are hilariously good at deleting the unshielded drone fleets, and woe betide unshielded ships who think they have enough armor when a Autocanon is deployed. If I'm nice I'll convince them to retreat then move on instead of killing them.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: Oik on July 17, 2022, 05:17:01 AM
Loving the ships particularly the Raven class Destroyer - just up my street.

I do feel some of the weapons are overpowered to vanilla, I could be wrong but for balistic and energy weps generally flux/second and damage/second are rougly the same, adjusted for range, ammo and firing rate. The Auto cannon has an enormous range which I love but the damage output seems to be maybe 5x to high? maybe I am misreading the stats?
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: Oik on July 17, 2022, 05:17:44 AM
Loving the ships particularly the Raven class Destroyer - just up my street.

I do feel some of the weapons are overpowered to vanilla, I could be wrong but for balistic and energy weps generally flux/second and damage/second are rougly the same, adjusted for range, ammo and firing rate. The Auto cannon has an enormous range which I love but the damage output seems to be maybe 5x to high? maybe I am misreading the stats?
Title: Re: [0.95.1a]Carter's Freetraders - V 0.5 - 06/04/22
Post by: Dazs on July 17, 2022, 05:55:51 AM
Loving the ships particularly the Raven class Destroyer - just up my street.
I was especially happy with how the Raven turned out. It may not exactly fit the CFT aesthetic but it was one of my favorite kitbashes, I just had to include it. So glad to hear you are enjoying it.
I do feel some of the weapons are overpowered to vanilla, I could be wrong but for balistic and energy weps generally flux/second and damage/second are rougly the same, adjusted for range, ammo and firing rate. The Auto cannon has an enormous range which I love but the damage output seems to be maybe 5x to high? maybe I am misreading the stats?
I have a list of changes to the weapon lineup already under way. The Auto Cannon is my number one complained about creation on Discord and is due for an overhaul this patch. I am about a third of the way done with the update, mainly all the discord "suggestions" are done and I am now working on the forum notes and should have it out this evening.

As always, I am so appreciative of all your suggestions, ideas and especially hearing what enjoyment it brings to other players. Stay tuned!
Title: Re: [0.95.1a]Carter's Freetraders - V 0.6 - 07/17/22 - Balance Update
Post by: Dazs on July 17, 2022, 04:13:51 PM
v0.6 released today - Save Compatible with 0.5 - Some changes require a new game to take effect - so big I skipped over 5.5 :)

Numerous player suggested Balance changes based on "suggestions" on Discord and feedback on the forum to CFT weapons and ships - A special Thank you goes out to 5ColouredWalker for the hours spent on their numerous suggestions  - Changelog on the forum OP and in the RAR has the details
Title: Re: [0.95.1a]Carter's Freetraders - V 0.6 - 07/17/22 - Balance Update
Post by: 5ColouredWalker on July 17, 2022, 10:58:55 PM
*Thoughts on reading the Change-log*
Looks like the only starting change is the Clipper being in the system spawn, so I'll stay in my current run (Trying to find a good settlement atm).

That said initial response, though I have tomorrow off for detail.
-Danube, Wider Turrets, more OP, still 6 dp?  :o I'll take it.... Arguably could go to 2-0 PD now to be an actual combat vessel (Rear 2 360's make better for PD, which is a shame as they're the kinetics.). All smalls means it's still a close range fighter, but it should definitely be 7DP now.
-Bourbon looks like it should be usable now. The flux problem isn't fixed, OP is less then a paragon so probably in a good place.
-Inferno/Hellfire fixes most of the player issues in not knowing how they function, but doesn't fix that the skill difference with AI and PC. That said less ammo means spam use is somewhat less powerful in player hands.
-Fighter changes look great. 2 Mizzen means the built in ones just doubled in power which means some ships will get to skip on PD, but also means non-built in looks interesting... I should have thought of how the built in would effect before suggesting.
-Yay to Griffin! That said the other carrier is still 20 which will push people towards it... But they do fill two very different roles so perhaps that's ok.
-Heavy Railgun, very fair nerfs... That said the range drop is gonna make reorganising the battle line somewhat. Less 'Super Artillery' ship and more 'Artillery option'.
-Odam: Thank god for the speed boost!

Edit: something between this and Nex updating is causing a loading issue. I'll try to chase it up more tomorrow.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.6 - 07/17/22 - Balance Update
Post by: Dazs on July 18, 2022, 12:08:00 AM
*Thoughts on reading the Change-log*
Looks like the only starting change is the Clipper being in the system spawn, so I'll stay in my current run (Trying to find a good settlement atm).
That and the standard loadout changes wont take effect to existing ships in a current game. Pretty minor stuff but my bad for not detailing it.
That said initial response, though I have tomorrow off for detail.
-Danube, Wider Turrets, more OP, still 6 dp?  :o I'll take it.... Arguably could go to 2-0 PD now to be an actual combat vessel (Rear 2 360's make better for PD, which is a shame as they're the kinetics.). All smalls means it's still a close range fighter, but it should definitely be 7DP now.
Good point I had not considered, I'll add it to the next update (I'm sure there will be more balance concerns as time passes)
-Bourbon looks like it should be usable now. The flux problem isn't fixed, OP is less then a paragon so probably in a good place.
I felt that giving it more flux on top of the shield coverage was a a bit too good. I tried to balance the ship in both the player's hand as well as the AI. As a player you can be judicious in what mix you use but I agree it could be a concern under AI use. I would suggest not using heavy flux use weapons if you plan to have it AI controlled. Trying to find that happy median is always a balancing act.
-Inferno/Hellfire fixes most of the player issues in not knowing how they function, but doesn't fix that the skill difference with AI and PC. That said less ammo means spam use is somewhat less powerful in player hands.
I saw some videos on discord of players abusing the heck out of them and deleting entire fleets of capitals. Of course they stacked several missile related hull mods from different mods but I felt by reducing the MIRV amount and ammo count, it would limit it. Not much I can do about the game AI, I believe Alex stated in a post that the next update of the game changes missile and torpedo logic. Let's hope that comes out sooner rather than later.
-Fighter changes look great. 2 Mizzen means the built in ones just doubled in power which means some ships will get to skip on PD, but also means non-built in looks interesting... I should have thought of how the built in would effect before suggesting.
I originally went with adding two PD mounts to a single wing but figured that by reducing their health and making a 2 count wing was a better balancing move. The Carrack built-in was a great suggestion, it can defend itself much better now.
-Yay to Griffin! That said the other carrier is still 20 which will push people towards it... But they do fill two very different roles so perhaps that's ok.
Exactly my thoughts, wasn't much of a point in having two carriers if there was little difference between them. Player choice is the goal.
-Heavy Railgun, very fair nerfs... That said the range drop is gonna make reorganising the battle line somewhat. Less 'Super Artillery' ship and more 'Artillery option'.
That was a tough one but it needed it. I saw videos of it being abused on discord but tbh I was sort of impressed with their creative ideas. :)
-Odam: Thank god for the speed boost!
Go speed racer go!
Edit: something between this and Nex updating is causing a loading issue. I'll try to chase it up more tomorrow.
That is odd, I updated NEX and tested 0.6 with a 0.55 load with no issues. I am very curious what the issue is on your end. Looking forward to your further thoughts and again thank you for all the hard work!
Title: Re: [0.95.1a]Carter's Freetraders - V 0.6 - 07/17/22 - Balance Update
Post by: 5ColouredWalker on July 18, 2022, 06:06:58 PM
Oh, .6 and .5 Carter's both load fine.
However I updated Nex recently, then this one. I think something with both updating.Life happening so won't be trying to figure out cause of crash, GF stealing the big comp, so I'll be playing small world on my laptop.

Quick notes:
It was the Clipper I called odd for not having wings, because the Capital and Destroyer that look like it both have built ins... I think.
I appreciate the point defense change. I'm going to try to use it more.
I've tested the Scow (Autocanon+Hellfire), actually works really well, be it shifted multirole, logistical or combat.
The Barque feels much better with 360 mounts. 2 PD, 2 Pulse Lase, 2 Kinetics. ATM using Railguns for them for the range and multirole damage.

Edit: Finally been able to play with the phase ships. Only the frigates so far. Super zippy, outspeeding Terminator zippy levels, but suitably fragile.
Tried the updated Mizzen Wing... Cutter Wings fill their role much better, I think they might be ok, but it's definately a case of 'you get what you pay for.'.

Extra Edit: Managed to build a Cog... The sheer number of PD missiles on it means it can pull it's weight, especially given a missile commander... But it doesn't feel like it's meant to be player accessable since it's all pre-built with only PD.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.6 - 07/17/22 - Balance Update
Post by: Hexxod on July 20, 2022, 11:20:28 AM
Random QoL thing, but could you add your own design type tags to this mods ship/weapons instead of using the common tag to make searching easier for people using Stellar Networks? Not just for this mod, but your other factions too.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.6 - 07/17/22 - Balance Update
Post by: Dazs on July 20, 2022, 12:40:16 PM
Oh, .6 and .5 Carter's both load fine.
However I updated Nex recently, then this one. I think something with both updating.Life happening so won't be trying to figure out cause of crash, GF stealing the big comp, so I'll be playing small world on my laptop.

Quick notes:
It was the Clipper I called odd for not having wings, because the Capital and Destroyer that look like it both have built ins... I think.
I appreciate the point defense change. I'm going to try to use it more.
I've tested the Scow (Autocanon+Hellfire), actually works really well, be it shifted multirole, logistical or combat.
The Barque feels much better with 360 mounts. 2 PD, 2 Pulse Lase, 2 Kinetics. ATM using Railguns for them for the range and multirole damage.

Edit: Finally been able to play with the phase ships. Only the frigates so far. Super zippy, outspeeding Terminator zippy levels, but suitably fragile.
Tried the updated Mizzen Wing... Cutter Wings fill their role much better, I think they might be ok, but it's definately a case of 'you get what you pay for.'.
All sounds about right.
Extra Edit: Managed to build a Cog... The sheer number of PD missiles on it means it can pull it's weight, especially given a missile commander... But it doesn't feel like it's meant to be player accessable since it's all pre-built with only PD.
Well the cog is a design concept defensive role ship. In theory it is automated and should be AI controlled but I guess if you want, you could put a PD/missile officer piloting one and it would be ramped up quite a bit.

Random QoL thing, but could you add your own design type tags to this mods ship/weapons instead of using the common tag to make searching easier for people using Stellar Networks? Not just for this mod, but your other factions too.
Each data asset has a prefix of CFT_ (Same goes for JYD_ and HIVER_) that sets it apart for any other mod author's work. You should have a button on the bottom to sort by CFT. For example on hull mods, if you press the CFT then only the hullmods from this mod will show. Perhaps I am misunderstanding  what you mean by "design type tags". I'd appreciate some clarity so I can help. TY
Title: Re: [0.95.1a]Carter's Freetraders - V 0.6 - 07/17/22 - Balance Update
Post by: Hexxod on July 20, 2022, 01:02:00 PM
Yeah, hull mods have their own custom design type tag you can sort by when adding hull mods but ships/weapons/strikecraft use vanilla tags.

Actually, it's not just a Stellar Networks thing. You can see it in the production menu for custom ordering ships and stuff.

JYD weapon, w/ Common tag.

https://i.imgur.com/M8V241T.png

Example mod weapons, W/ Custom tag.

https://i.imgur.com/1dwKiOR.png

Ships are just the same, though they fall under the Midline tag for sorting purposes.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.6 - 07/17/22 - Balance Update
Post by: Dazs on July 20, 2022, 01:09:17 PM
Ahhh ok thank you for the clarification. I'll add it to the next update for this and the other two mods. Can't give a timeline at this time as I am going on vacation next week and I just spent two marathons updating Hiver and CFT back to back so I sort of need to unwind the mind :)
Title: Re: [0.95.1a]Carter's Freetraders - V 0.6 - 07/17/22 - Balance Update
Post by: 5ColouredWalker on July 25, 2022, 03:41:04 AM
Ok, been trying out the phase ships, so notes:

-The Freebooter's shields are still off centre. (Ok, not a phase ship)

-Pinnacle Phase ships work perfectly as described, grab objectives, maybe harass a bit, then tell them to retreat. They feel like upsized fighters and are about as fragile, but boy are they zippy! My initial thoughts were Breachers and Wavemotion Pulse, but truly just give them 2 Antimatter Blasters and nothing else, because while they can buzz things, they have the combat survivability of a fighter squadron... Can do Inferno/Tac for zippy long range 'bomber' support. If it weren't for Carter's tendencies I'd suggest changing the energy to a medium for the better beams to go with small missiles as an option. Looking at the Ship construction, the Pinacle might be worth having it's cost increase. A gremlin is a hunk of junk, and costs almost 5 times as much.

-The Shallop is a better Harbinger. Instead of 3 medium energy (kinda eh) it gets 2 small energy, 2 small kinetic, and a medium missile. A medium Missile that easily fits a Cyclone Reaper Launcher, Expanded Missile Racks, and Missile Storage Expansion, to give it 12 Reapers and a 'I turn off your shields' button. Amazing in player hands, I need to test how it works in AI hands. Default Loadout is Hellfire... Which is a long-duration support missile, which is worth dnropping for a medium torpedo. Reaper is a little slow so it needs to get right up close for it's own disruptor to allow it's reaper to land unopposed. Definitely going to play with it more.
Oh, the small energy slots easily take Antimatter Blasters. For the Kinetics probably pick up either long range anti-shield (Possibly to combine with Tac lasers for Standoff) for while waiting or short range to synergise with point blank reaper strikes/provide extra PD for when unphased.

-The Vasa is a solid Eagle/Doom Hybrid. Trades everything but Flux and OP for Speed. I will be trying this out more because I like it! In testing it feels like it does best with long range Ion Beams, using mines to allow it to disable ships or destroy them as the battlefield allows. Rest of the slots are still up in the air, but a little too big and slow to immediately think 'reaper'... Going to try with the Twin Plasma Launchers, which are oddly named given their damage.

-Ironclad Capital Grade Armor! 50 speed phase ship.... I don't know what to do with this, and it feels as bad as I thought it would once I could see it's stats with a colony running. I feel like if this had the mines and Vasa had the plasma burst then they both might work [Actual suggestion, especially if you increase the range and push it to play into a phase artillery role], but as is the phase is just a sitting duck and doesn't have the weapons to justify it's existence (Quickly slows to 20.). A Coventry fills it's role much better. As is, I think it either needs to go all in as a phase capital, or it needs more speed/weapons. That said! Given it's abilities it's construction price is accurate!

-All phase ships: Why do they lack phase field? Freetrader's crew ability is better sensors/cargo, so not having phase field for no sensor profile is odd.

-If I can be greedy... Phase cargo vessel [Even just one multirole one]? For a full Phase Freetrader option. No push, but it'd be cool.

-Carter's seem to swing between Carriers and Warships in the market, with a tendency for it to be mostly war ships. Having set up my colonies, I think the reason why is that lots of ships have some fighters, making them take up the carrier slot which can randomly make them super rare. Also, I've literally never seen phase ships in regular carter fleets or markets, I think the doctrine needs adjustment if you want them player accessible before making colonies. [Having seen build prices, my next run might try it with command console and finding some way to dump money.]

-And back out of Phase, I've used the Cutters a fair bit (Energy Fighters), and they just run too slow. A pair are cheaper than the Broadsword/Skiff combo running 14 vs 18, no crew losses, and getting a pd in exchange for energy damage, but a Falconet/Broadsword run 200-220 vs 100.
The easy balance option is to call them Intercepters and call Skiffs Fighters (Since that's how I actually use them).

And lastly, is it deliberate that the Twin Plasma Rocket Launchers look like weird reapers? Because it feels deliberate in a good way.

Edit: Going through doctrines, I've noticed the Naruebet is missing from the CFT Blueprints. Additionally despite being tagged as a light cruiser, the Clipper is listed in the Destroyer blueprints.
Also, while Converted Fighter Bays remove Danube's combat abilities almost entirely, it turns them into logistics beasts.

Edit: Last post for a while unless I test teir 3 stations and more phase stuff, been testing some endgame content.

2 Freebootas with hardened extended front shields, heavy railguns, hypervolocities, and ion beams, plus whatever, will allow you to take non-remnant late game fleets and up to teir 2 stations with ease, with the Freebooter going toe to toe with just about everything... it should probably be 50dp.

Fleet line up I find best to ignore cruisers (Excepting Odam and Clipper), load up on carriers/utility and Raven's. Kerberos is a exception to this, but I didn't have many until I was fiddling with end game stuff.

A really good combo is an aggressive officer in a Odam escorted by a Raven, useful even in Remnant fights as the Raven will 'hide' behind the tanky Odam while Sniping with its heavy firepower.

Freebooter's with my described load out finally fall off against Remnant Ordo's, still able to bully most things but a radiant immediately forces a fighting retreat. This makes fights less reliable vs Remnant Ordos, but high manuverabilty and heavy anti armor means outof position rudiments are easily punished or surrounded, and it's worth a laugh when they phase into heavy railgun rounds. (Less fun when you accidentally shoot your own ships.)

Against a (lone) Nexus a fleet works slightly better than vs a ordo, but I haven't tried to fight both at once... and I don't like my chances.

As for phase ships, I should probably put steady officers in them instead of aggressive, because as is they're too aggressive. That said they do put in work, despite looking reckless.

Probably last edit:
Shallop: I probably need to play with this more, too unreliable in battle. Probably can skip expanded missile racks for heavy armor or something as they rarely blow through their missiles.
Vasa: High risk high reward ship. Sometimes the AI uses it perfectly! Does need watching to tell when to retreat though. Would loose a lot of punch if it swapped systems as suggested, not sure if that'd be enough to make me consider it less, but the sheer speed would probably allow it to bully frigates and destroyers easily.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.6 - 07/17/22 - Balance Update
Post by: Necrodamis on August 02, 2022, 02:55:24 PM
I installed flux void on a custom Onslaught since it has a tendency to rush in, over flux, and take a lot of damage. I'm a simulation the AI didn't seem to be aware of the secondary ability and would just flux normally through pressing V
Title: Re: [0.95.1a]Carter's Freetraders - V 0.6 - 07/17/22 - Balance Update
Post by: Dazs on September 07, 2022, 07:56:56 AM
Hello one and all. I apologize for being MIA for the last couple weeks. I was on a two week vacation (which I believed I mentioned in the CFT thread) and when I got back I was so overloaded with work that I had no time for play. I truly appreciate all the thoughts and ideas given to all my mods in my absence and I *should* be able to start working on updates by the weekend. I will be starting with changes to Hiver Swarm and working my way to the other two faction mods as well as some ideas for Ore Refinery (no ETA on those just know they are on my to-do list)

I will give more detailed feedback once I have time to go through all the replies on all my mods and get back to you all.

Thank you,
Dazs
Title: Re: [0.95.1a]Carter's Freetraders - V 0.7 - 09/14/22
Post by: Dazs on September 14, 2022, 04:06:39 PM
Version 0.7 released today - Save Game compatible with 0.6

Some balance changes, error corrections, custom Tech/Manufacturer tags to all CFT weapons and Ships for easy sorting and a New player requested Ship - Changelog has all the details and can be found in the RAR or on the Forum front page (I redesigned the forum front page for an easier view)

I hope you enjoy the changes and I look forward to comments and suggestions so please keep them coming!
Title: Re: [0.95.1a]Carter's Freetraders - V 0.7 - 09/14/22
Post by: SirStargateur on September 22, 2022, 09:48:07 AM
Play for ~15 hours with this, Very very strong, maybe too much, Heavy railgun is overpower, freebooter is overpower insane tanking and dps and cheap, some CFT mod are overpower like "missile storage expansion" combined to "expanded missile racks".

I love it.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.7 - 09/14/22
Post by: Dazs on September 22, 2022, 10:35:46 AM
Play for ~15 hours with this, Very very strong, maybe too much, Heavy railgun is overpower, CFT Bulinbruk is overpower insane tanking and dps and cheap, some CFT mod are overpower like "missile storage expansion" combined to "expanded missile racks".

I love it.
Hello there!

I "balanced" the railgun in an earlier patch but I am not quite satisficed about it so I am glad to get a feedback. I would appreciate just how you think it is OP so I can better focus on that aspect for the next update. I am unsure what you are referencing by CFT Bulinbruk so some clarity would be appreciated so I can look into it.

As to the hull mods, I had tinkered with the idea of making them exclusive but I firmly believe in giving players choices. All the hull mods in both JYD and CFT can stack with other hull mods from both vanilla and player made mods. This way a player could decide to stack them like you mention and make a super specialized ship. Conversely, another player could decide what means more to them and have the option to pick and choose and make a more balanced ship. At the end of day, I feel that giving a choice is better than being restrictive since this is a single player game and tastes vary.

Thank you for the feedback and the kind words at the end :)
Title: Re: [0.95.1a]Carter's Freetraders - V 0.7 - 09/14/22
Post by: MesoTroniK on September 24, 2022, 02:19:23 PM
You are still using my art in your kitbashes. Can you please not?
Title: Re: [0.95.1a]Carter's Freetraders - V 0.7 - 09/14/22
Post by: Dazs on September 24, 2022, 02:54:43 PM
You are still using my art in your kitbashes. Can you please not?
MesoTroniK,

I apologize if that is the case but I am unaware of any use other than what I was able to gather on Spiral Arms, Spiral arms 2 and the #spiral-arms channel on spaceport Corvus discord. If you would kindly list the images that are in question I will address them.

Thank you
Title: Re: [0.95.1a]Carter's Freetraders - V 0.7 - 09/14/22
Post by: MesoTroniK on September 24, 2022, 05:26:22 PM
The things from Tiandong Heavy Industries that are bashed into your sprites are not in Spiral Arms, nor have they ever been or ever will... That being said, every instance of "long hazard stripe" is from THI. But whatever, that is an incredibly generic thing and you can keep it. But you could do yourself a favor and paint over them a bit so the imperfections and rust are not obviously tiling where you made them longer (and also obviously from THI).

(https://i.imgur.com/jv2CnsD.png)
That ship however took the entire center section from the Nanzhong and is not ok. The bridge and turret mount behind it.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.7 - 09/14/22
Post by: Dazs on September 24, 2022, 07:04:09 PM
The things from Tiandong Heavy Industries that are bashed into your sprites are not in Spiral Arms, nor have they ever been or ever will... That being said, every instance of "long hazard stripe" is from THI. But whatever, that is an incredibly generic thing and you can keep it. But you could do yourself a favor and paint over them a bit so the imperfections and rust are not obviously tiling where you made them longer (and also obviously from THI).

(https://i.imgur.com/jv2CnsD.png)
That ship however took the entire center section from the Nanzhong and is not ok. The bridge and turret mount behind it.

Thank you for the clarification. The hazard stripes were taken from (https://i.imgur.com/fLozwcv.png) which was a ship I used in JYD but eventually replaced since people thought it was too janky.
It can also be found on (http://www.wolfegames.com/TA_Section/SpiralArms/inventor_racoon_001.png) which I use a kitbashed version on JYD
Also the (http://www.wolfegames.com/TA_Section/SpiralArms/xenoargh_pj_knight.png) which I have used parts from on other ships. All can be sourced on Spiral arms 2.

As to the center section, I know on the initial release the Clipper (the ship in question) had in fact used Tiadong assets on it's sides and after I posted the main picture on the forum I realized what I did and immediately re-kitbashed the ship:

Had to do a quick hotfix - Should be save game compatible to initial release
refrences the changelog:
V 0.1a - Should be save game compatible
      -Received a PM regarding a conflict crash and had to do a quick hotfix
      -Updated the graphic on the Clipper - I accidently left a nono sprite and only noticed when I posted the op picture - my bad sorry

I had that changed and posted before you initial posting on april 15. At which point you reviewed my change and gave your OK.

I am unsure where I got that center section as I made that ship months ago but it is most likely a left over from the initial non no on my part (since it is the same ship in question) but neither you nor I caught that part of the ship after I re-made it back in April.

I will happily touch up the sections in question as I respect your work and opinions. I will look up the Nanzhong and ensure my final revision looks nothing like it. I am currently working on a promised update for JYD but as soon as I get the time I will update CFT with the changed ship but that it may take until mid next week to get out. I do hope that time frame is acceptable and if not, please let me know and I will move my schedule around and do a quick and dirty kitbash and have it out ASAP.

Thank you for bringing this to my attention and I again tender my apology.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.7 - 09/14/22
Post by: MesoTroniK on September 24, 2022, 08:04:09 PM
I mean, I can do a pixel by pixel analysis if you want 100% proving the stripes are from my work not your examples but I literally don't really care about the stripes.

Quote
I am unsure where I got that center section as I made that ship months ago but it is most likely a left over from the initial non no on my part (since it is the same ship in question) but neither you nor I caught that part of the ship after I re-made it back in April.

I literally haven't looked at this thread for like half a year. I simply got on with my life after you said you would fix the offending bits and took that at face value. And like take your time doing it, is no rush but I would advise probably not keeping other mods in your sprite sheet workspace unless you are really cognizant about what you are bashing form.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.7 - 09/14/22
Post by: Dazs on September 25, 2022, 04:17:31 AM
I stayed up last night and replaced the entire center section with parts sourced from Spiral arms 2
(https://i.imgur.com/cpmnKvg.png)

Please let me know if there are any lingering issues I missed and I will correct them. I will have a patch with the new sprite along with other changes to the mod released no later than Wednesday.

Thank you for your understanding and patience.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.8 - 09/27/22
Post by: Dazs on September 27, 2022, 10:23:03 AM
v0.8 released today - v0.7 Save Compatible

Mostly maintenance changes with some player suggested tweaks - Changelog on the forum OP and in the RAR has the details
Title: Re: [0.95.1a]Carter's Freetraders - V 0.8 - 09/27/22
Post by: RegentMaxa on September 28, 2022, 10:09:20 PM
Lo' there!

Made an account just to ask what the behavior of the Firestorm MIRV Launcher is for the AI; I have 3 of em' on a Starslayer from Luddic Enhancement (I think...) but in battle they just refuse to use them unless I tie them in with another weapon in the group.

To be clear the AI will, very rarely, use them when the opponent's shields are down or they are overloaded. However most of the time I have to use a 1000 range fast firing gun so that the AI will actually use the missiles more then 2 times a fight.
Is this due to the Explosive damage type, so the AI will only use them when there is armor or exposed hull available to hit?
Title: Re: [0.95.1a]Carter's Freetraders - V 0.8 - 09/27/22
Post by: Dazs on September 29, 2022, 02:43:33 AM
Lo' there!

Hi there, hello back at you!
Made an account just to ask what the behavior of the Firestorm MIRV Launcher is for the AI; I have 3 of em' on a Starslayer from Luddic Enhancement (I think...) but in battle they just refuse to use them unless I tie them in with another weapon in the group.

First off, I'd like to thank you for taking the time to make an account just to ask a question about CFT, I appreciate the effort.
Is this due to the Explosive damage type, so the AI will only use them when there is armor or exposed hull available to hit?
You are essentially correct, it is a behavior of explosive missiles and torpedoes to priority target exposed ships. I also have them flagged with the AI tag STRIKE which means that the AI will only use them against ships destroyer-size or above. I did that so as to not waste a high OP weapon on easy targets and I'll add that to the description in a future update to make it clear.
To be clear the AI will, very rarely, use them when the opponent's shields are down or they are overloaded. However most of the time I have to use a 1000 range fast firing gun so that the AI will actually use the missiles more then 2 times a fight.
Alex explains the coded behavior of STRIKE weapons in this post https://fractalsoftworks.com/forum/index.php?topic=23636.0
Basically, the AI will not fire a strike weapon more than once every so often and takes it's time to line up the perfect shot which can be time consuming on an agile enemy. I recommend at least skimming his replies on the thread to get a better understanding of his thoughts on the matter.

For a comparison I do have the Inferno MIRV, the smaller explosive, set as a standard missile so you will see a difference when that is equipped. I enjoy missile combat and wanted to give a couple options in the mod for it but I too find it frustrating at times. As I look into it, perhaps having STRIKE on the Firestorm MIRV isn't the best tag since it has a good amount of ammo. You have me thinking and I appreciate that, I'll give the entire missile lineup a once over for the next update. Thank you for the comment.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.8 - 09/27/22
Post by: Titann on September 30, 2022, 12:22:15 PM
Hey great work with the mod!
I found an issue or not i don't know maybe it is intended but Basilisk got huge impact effect when hitting target
Title: Re: [0.95.1a]Carter's Freetraders - V 0.8 - 09/27/22
Post by: Dazs on September 30, 2022, 02:36:23 PM
Hey great work with the mod!
Hello there, happy to hear you are enjoying the mod.
I found an issue or not i don't know maybe it is intended but Basilisk got huge impact effect when hitting target
Well it is an intended feature. I figured that since it was an explosive triple barrel weapon, it would have some oomph. Are you finding it distracting or an issue? Perhaps I should go over the descriptions I have for the explosive weapons and include something to that effect.

Thank you for the feedback, a bit more clarity and we can fine tune it.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.8 - 09/27/22
Post by: Titann on September 30, 2022, 02:57:14 PM
Hey great work with the mod!
Hello there, happy to hear you are enjoying the mod.
I found an issue or not i don't know maybe it is intended but Basilisk got huge impact effect when hitting target
Well it is an intended feature. I figured that since it was an explosive triple barrel weapon, it would have some oomph. Are you finding it distracting or an issue? Perhaps I should go over the descriptions I have for the explosive weapons and include something to that effect.

Thank you for the feedback, a bit more clarity and we can fine tune it.

oh okay i just thought weird to see fast firing small caliber with 20x15 damage do that big impact effect
Title: Re: [0.95.1a]Carter's Freetraders - V 0.8 - 09/27/22
Post by: Dazs on September 30, 2022, 03:12:29 PM
oh okay i just thought weird to see fast firing small caliber with 20x15 damage do that big impact effect
I sort of made all the weapons procedurally with an overall output goal. What I have not done is go back and look at them in their totality in a lineup offering. You do make a good point that as a small weapon, regardless of barrels, it is a bit too much. I am currently working on a JYD update for it's 1 year anniversary but I'll give the CFT weapons a once over when I can.

I appreciate the initial comment and follow up clarity. It gives me some food for thought on an aspect of the mod I sort of put into the background and gave no thought to as I moved on to other things. Thank you.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.8 - 09/27/22
Post by: Titann on October 02, 2022, 02:33:36 PM
Saker seems too strong, it does too much damage vs shield and its super efficient with its 0.3 flux/dmg, yeah its got 900 flux/second but most ships able to fire that long enough to do enough damage vs ships that rely on shields. Accuracy dont really matter against big ships, i think It shouldnt beat storm needler. Idea is cool but its just too strong
Title: Re: [0.95.1a]Carter's Freetraders - V 0.8 - 09/27/22
Post by: Dazs on October 02, 2022, 02:45:30 PM
Saker seems too strong, it does too much damage vs shield and its super efficient with its 0.3 flux/dmg, yeah its got 900 flux/second but most ships able to fire that long enough to do enough damage vs ships that rely on shields. Accuracy dont really matter against big ships, i think It shouldnt beat storm needler. Idea is cool but its just too strong
Good points, thank you for sharing your thoughts. As always, comments like yours are a great help in making the mod good for all of us. I've been busy irl and still tinkering with some ideas for JYD and now have a quick fix I need to do for Hiver BUT I will get the weapon overview, with this comment in mind, out when I can.

Title: Re: [0.95.1a]Carter's Freetraders - V 0.8 - 09/27/22
Post by: Mendora on October 18, 2022, 05:10:57 AM
I must say I like this mod a lot, they are clearly had a lot of cool idea going into them.

Their transport is a problem however, they are simply far tooooo OP especially the Carrack. There is no reason not to use them, They have MORE cargo than Atlas, can double as a Fuel tanker and can even hold a respectable number of crew and most importantly they have burn speed of 8!!! and have only a bit more maintenance cost than the Atlas. BUT not only that they also have built-in Salvage Gantry AND Shielded Cargo Holds mod?!?! what is this monster!?

I also can't decide on the Biolab... since they are not industries they did make colonize a very high hazard planet less stressful since they can help offset the maintenance cost of industries. But then they also make you a drug lord, Player can now crash the drug market share pretty easy since AI do not build them and unlike Commerce there is no drawback to them : /

And on the side note, Bombard are a pretty powerful and fun ship to fly around, but -- I don't know if this is only just me -- but the AI pilot seem to have problem using them. They almost never shoot anything, instead they just fly in and stare enemy ships in the face... Maybe it's because of the side mount are all facing out and I linked both of them together and the AI don't understand concept of tracking missile? and since I put Reaper on the front facing mount the AI don't wont to shoot those on shielding ship either?? :/
Title: Re: [0.95.1a]Carter's Freetraders - V 0.8 - 09/27/22
Post by: Dazs on October 18, 2022, 07:51:23 AM
I will be posting a 0.8 update later today and figured I would check the forum first. Never fails that the post can go days with no comments but as soon as I am about to post...heh. :)
I must say I like this mod a lot, they are clearly had a lot of cool idea going into them.
Why thank you, that is very kind of you to say. I appreciate it.
Their transport is a problem however, they are simply far tooooo OP especially the Carrack. There is no reason not to use them, They have MORE cargo than Atlas, can double as a Fuel tanker and can even hold a respectable number of crew and most importantly they have burn speed of 8!!! and have only a bit more maintenance cost than the Atlas. BUT not only that they also have built-in Salvage Gantry AND Shielded Cargo Holds mod?!?! what is this monster!?
Yea I already have some adjustments to their cargo ships as part of the upcoming update. I will take your comments regarding the Carrack and give it another once over with your points in mind.
I also can't decide on the Biolab... since they are not industries they did make colonize a very high hazard planet less stressful since they can help offset the maintenance cost of industries. But then they also make you a drug lord, Player can now crash the drug market share pretty easy since AI do not build them and unlike Commerce there is no drawback to them : /
Well they are smugglers first but they do not believe in slavery and are pretty peaceful as a faction so weapons as a base product were not in lore. I tinkered with the idea of making a unique product like Prontus or King Alfonzo do but I declined to for less bloat. That sort of left drugs as their stock in trade for smuggling. I went with a no industry route to help with colonization and sort of bypass the limit. I have tried to keep it balanced so it is not too profitable. With the player limit on the amount of colonies they can have I had not thought they would effect the market too much but I guess where there is a will there is a way. :) 

I'll look into it but I want to get this update out today because it fixes an issue for players who use Linux. Maybe I will revisit the concept of a CFT product but that will take some time to tinker so it'll go to the CFT to-do list for now.
And on the side note, Bombard are a pretty powerful and fun ship to fly around, but -- I don't know if this is only just me -- but the AI pilot seem to have problem using them. They almost never shoot anything, instead they just fly in and stare enemy ships in the face... Maybe it's because of the side mount are all facing out and I linked both of them together and the AI don't understand concept of tracking missile? and since I put Reaper on the front facing mount the AI don't wont to shoot those on shielding ship either?? :/
Quite possibly it could be the type of missiles you are equipping. Depending on the AI code used in the weapons.csv some explosive missiles and most torpedoes (Reaper included) will not fire while shields are up. If you scroll up a little you'll see a reply from me to RegentMaxa that gives more information. Try equipping Kinetic or Fragmentation missiles and you will see a difference. What I will do though is widen the firing arcs of the side missiles for this upcoming patch and that will give them better tracking.

Thank you for taking the time to share your opinions in such a well thought out post. I will be releasing an update later tonight when I get home so if you have any clarity to your comments please post before 5ish EST. and I will take them into consideration for 0.8.
Title: Re: [0.95.1a]Carter's Freetraders - V 0.9 - 10/18/22
Post by: Dazs on October 18, 2022, 04:12:09 PM
0.9 released today - Save Compatible with 0.8

Some fixes, some nerfs and a new fighter - Changelog in the RAR and on the forum OP has the details

@Mendora I was able incorporate some of your ideas but as I stated earlier the industry changes were not implemented as I wanted to get the patch out tonight and that needs more thinking time. It is on my CFT to-do but I have some Hiver changes to make before I can get to it so no eta but I appreciate your thoughts on the matter.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.0 - 11/14/22
Post by: Dazs on November 14, 2022, 02:37:34 PM
v1.0 released today - Save Compatible with 0.9

Fan suggested update: Some error corrections that were pointed out by users as well as two new fighters and a new rocket as suggested by Centurion Chet, Fighter Enjoyer.

After reading several comments on discord I decided to do a total rework of the Heavy Railgun to be a High Explosive version of the Hypervelocity Driver. The past version was the #1 complaint against CFT (to the point of users uninstalling CFT due to it) and now it fills a hole in the vanilla weapon lineup - win/win

Changelog on the forum OP and in the RAR has all the details and as always if you have a suggestion or concern then please feel free to reach out on discord or the forum. I am a noob mod maker and need all the help I can get ;)
Title: Re: [0.95.1a]Carter's Freetraders - V 1.0 - 11/14/22
Post by: Dazs on November 14, 2022, 10:35:01 PM
Very minor update - I woke up in the middle of the night remembering that I neglected to add the new rocket to the CFT weapon lineup by name for sale at their dealers. Not a big deal since I did put it on their BP so it should still show up just not as much as a priority. I did not bother to a make version update, just re-download 1.0 if you want the little fix.

OK now back to sleep :)
Title: Re: [0.95.1a]Carter's Freetraders - V 1.0 - 11/14/22
Post by: edixo on November 24, 2022, 04:18:31 AM
The Freebooter with a front shield added triggers my autism hard.

(https://i.imgur.com/z0Cy4BP.png)
Title: Re: [0.95.1a]Carter's Freetraders - V 1.0 - 11/14/22
Post by: Dazs on November 24, 2022, 11:44:06 AM
Hello there and happy Thanksgiving!

I looked it over and when I zoomed in I did see it was a little off center, sorry about that. I will add it to the next update but if you would like to edit the file yourself manually then go to data\hulls\CFT_freebooter.ship and open it with an app. (I use notepad ++) You will see the first few lines line up to the following:


  "hullName": "Freebooter",
  "hullId": "CFT_freebooter",
  "hullSize": "CAPITAL_SHIP",
  "spriteName": "graphics/ships/CFT_freebooter.png",
  "style": "MIDLINE",

Now navigate to lines 7-13 and change your settings to the following:

  "height": 288,
  "width": 229,
  "center": [114.5, 143.5],
  "collisionRadius": 192,
  "shieldCenter": [0, -0],
  "shieldRadius": 187.5,
  "viewOffset": 0,
Title: Re: [0.95.1a]Carter's Freetraders - V 1.0 - 11/14/22
Post by: edixo on November 24, 2022, 12:27:40 PM
Hello there and happy Thanksgiving!

I looked it over and when I zoomed in I did see it was a little off center, sorry about that. I will add it to the next update but if you would like to edit the file yourself manually then go to data\hulls\CFT_freebooter.ship and open it with an app. (I use notepad ++) You will see the first few lines line up to the following:


  "hullName": "Freebooter",
  "hullId": "CFT_freebooter",
  "hullSize": "CAPITAL_SHIP",
  "spriteName": "graphics/ships/CFT_freebooter.png",
  "style": "MIDLINE",

Now navigate to lines 7-13 and change your settings to the following:

  "height": 288,
  "width": 229,
  "center": [114.5, 143.5],
  "collisionRadius": 192,
  "shieldCenter": [0, -0],
  "shieldRadius": 187.5,
  "viewOffset": 0,
Thanks for the very quick reply and fix.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.0 - 11/14/22
Post by: edixo on November 25, 2022, 12:27:01 AM
Yeahuhhhh about that fix

(https://i.imgur.com/PSwcjhZ.png)
Title: Re: [0.95.1a]Carter's Freetraders - V 1.0 - 11/14/22
Post by: Dazs on November 25, 2022, 04:12:50 AM
OH my! I just checked on my end and everything lines up. I double checked the data I posted and it is the same in my game files. My guess is when I re-centered it, the editor automatically moved the weapon mounts. Here is the entire code for the Freebooter, check it against what you have:
Spoiler
{
  "hullName": "Freebooter",
  "hullId": "CFT_freebooter",
  "hullSize": "CAPITAL_SHIP",
  "spriteName": "graphics/ships/CFT_freebooter.png",
  "style": "MIDLINE",
  "height": 288,
  "width": 229,
  "center": [114.5, 143.5],
  "collisionRadius": 192,
  "shieldCenter": [0, -0],
  "shieldRadius": 187.5,
  "viewOffset": 0,
  "builtInMods": [
    "repair_gantry",
    "operations_center"
  ],
  "builtInWings": [
    "CFT_apollo_standard_wing",
    "CFT_apollo_standard_wing"
  ],
  "weaponSlots": [
    {
      "id": "WS0003",
      "size": "SMALL",
      "type": "ENERGY",
      "mount": "TURRET",
      "arc": 180,
      "angle": 180,
      "locations": [-116, -32.5]
    },
    {
      "id": "WS0004",
      "size": "SMALL",
      "type": "ENERGY",
      "mount": "TURRET",
      "arc": 180,
      "angle": 0,
      "locations": [97.5, 0]
    },
    {
      "id": "WS0005",
      "size": "SMALL",
      "type": "ENERGY",
      "mount": "TURRET",
      "arc": 90,
      "angle": 0,
      "locations": [120, 48.5]
    },
    {
      "id": "WS0006",
      "size": "SMALL",
      "type": "BALLISTIC",
      "mount": "TURRET",
      "arc": 180,
      "angle": 180,
      "locations": [-116, 32.5]
    },
    {
      "id": "WS0007",
      "size": "SMALL",
      "type": "ENERGY",
      "mount": "TURRET",
      "arc": 90,
      "angle": 0.5,
      "locations": [119.5, -48.5]
    },
    {
      "id": "WS0008",
      "size": "SMALL",
      "type": "BALLISTIC",
      "mount": "TURRET",
      "arc": 180,
      "angle": 180,
      "locations": [81, 0]
    },
    {
      "id": "WS0009",
      "size": "SMALL",
      "type": "ENERGY",
      "mount": "TURRET",
      "arc": 180,
      "angle": 90,
      "locations": [-102.5, 95]
    },
    {
      "id": "WS0010",
      "size": "SMALL",
      "type": "ENERGY",
      "mount": "TURRET",
      "arc": 180,
      "angle": -90,
      "locations": [-102.5, -95]
    },
    {
      "id": "WS0011",
      "size": "SMALL",
      "type": "BALLISTIC",
      "mount": "TURRET",
      "arc": 180,
      "angle": 90,
      "locations": [-32.5, 99]
    },
    {
      "id": "WS0012",
      "size": "SMALL",
      "type": "BALLISTIC",
      "mount": "TURRET",
      "arc": 180,
      "angle": -90,
      "locations": [-32.5, -99]
    },
    {
      "id": "WS0014",
      "size": "MEDIUM",
      "type": "BALLISTIC",
      "mount": "TURRET",
      "arc": 180,
      "angle": 180,
      "locations": [-86.5, 0]
    },
    {
      "id": "WS0015",
      "size": "LARGE",
      "type": "BALLISTIC",
      "mount": "TURRET",
      "arc": 95,
      "angle": 0,
      "locations": [-39.5, 43.5]
    },
    {
      "id": "WS0016",
      "size": "LARGE",
      "type": "BALLISTIC",
      "mount": "TURRET",
      "arc": 95,
      "angle": 0,
      "locations": [-40.5, -43.5]
    },
    {
      "id": "WS0017",
      "size": "MEDIUM",
      "type": "ENERGY",
      "mount": "TURRET",
      "arc": 65,
      "angle": 0,
      "locations": [26.5, 50]
    },
    {
      "id": "WS0018",
      "size": "MEDIUM",
      "type": "BALLISTIC",
      "mount": "TURRET",
      "arc": 65,
      "angle": 0,
      "locations": [-72.5, 79]
    },
    {
      "id": "WS0020",
      "size": "MEDIUM",
      "type": "BALLISTIC",
      "mount": "TURRET",
      "arc": 95,
      "angle": 0,
      "locations": [-72.5, -79]
    },
    {
      "id": "WS0021",
      "size": "MEDIUM",
      "type": "ENERGY",
      "mount": "TURRET",
      "arc": 95,
      "angle": 0,
      "locations": [26.5, -50]
    },
    {
      "id": "WS0022",
      "size": "SMALL",
      "type": "MISSILE",
      "mount": "HARDPOINT",
      "arc": 10,
      "angle": 0,
      "locations": [135.5, 34.5]
    },
    {
      "id": "WS0023",
      "size": "SMALL",
      "type": "MISSILE",
      "mount": "HARDPOINT",
      "arc": 10,
      "angle": 0,
      "locations": [136.5, -34.5]
    },
    {
      "id": "LB 1",
      "size": "LARGE",
      "type": "LAUNCH_BAY",
      "mount": "HIDDEN",
      "arc": 360,
      "angle": 0,
      "locations": [
        73.5, 13.5,
        123, 13.5
      ]
    },
    {
      "id": "LB 2",
      "size": "LARGE",
      "type": "LAUNCH_BAY",
      "mount": "HIDDEN",
      "arc": 360,
      "angle": 0,
      "locations": [
        73.5, 9.5,
        123, 10.5
      ]
    },
    {
      "id": "LB 3",
      "size": "LARGE",
      "type": "LAUNCH_BAY",
      "mount": "HIDDEN",
      "arc": 360,
      "angle": 0,
      "locations": [
        74, -9,
        123, -9.5
      ]
    },
    {
      "id": "LB 4",
      "size": "LARGE",
      "type": "LAUNCH_BAY",
      "mount": "HIDDEN",
      "arc": 360,
      "angle": 0,
      "locations": [
        73.5, -14,
        122, -14
      ]
    }
  ],
  "engineSlots": [
    {
      "location": [-130.5, -84],
      "length": 24,
      "width": 7,
      "angle": 180,
      "contrailSize": 7,
      "style": "MIDLINE"
    },
    {
      "location": [-130, 88.5],
      "length": 24,
      "width": 7,
      "angle": 180,
      "contrailSize": 7,
      "style": "MIDLINE"
    },
    {
      "location": [-140, -22.5],
      "length": 48,
      "width": 16,
      "angle": -180,
      "contrailSize": 16,
      "style": "MIDLINE"
    },
    {
      "location": [-140, -34],
      "length": 48,
      "width": 16,
      "angle": 180,
      "contrailSize": 16,
      "style": "MIDLINE"
    },
    {
      "location": [-142, -45],
      "length": 48,
      "width": 16,
      "angle": 180,
      "contrailSize": 16,
      "style": "MIDLINE"
    },
    {
      "location": [-130, 83.5],
      "length": 24,
      "width": 7,
      "angle": -180,
      "contrailSize": 7,
      "style": "LOW_TECH"
    },
    {
      "location": [-130.5, -88.5],
      "length": 24,
      "width": 7,
      "angle": 180,
      "contrailSize": 7,
      "style": "MIDLINE"
    },
    {
      "location": [-139, 21],
      "length": 48,
      "width": 16,
      "angle": 180,
      "contrailSize": 16,
      "style": "MIDLINE"
    },
    {
      "location": [-140.5, 44.5],
      "length": 42,
      "width": 18,
      "angle": 180,
      "contrailSize": 18,
      "style": "MIDLINE"
    },
    {
      "location": [-139.5, 33.5],
      "length": 48,
      "width": 16,
      "angle": -180,
      "contrailSize": 16,
      "style": "MIDLINE"
    },
    {
      "location": [-138.5, -69],
      "length": 21.5,
      "width": 8,
      "angle": 180,
      "contrailSize": 8,
      "style": "MIDLINE"
    },
    {
      "location": [-138.5, -62.5],
      "length": 21.5,
      "width": 8,
      "angle": 180,
      "contrailSize": 8,
      "style": "MIDLINE"
    },
    {
      "location": [-138.5, -55.5],
      "length": 21.5,
      "width": 8,
      "angle": 180,
      "contrailSize": 8,
      "style": "MIDLINE"
    },
    {
      "location": [-138, 75],
      "length": 21.5,
      "width": 8,
      "angle": 180,
      "contrailSize": 8,
      "style": "MIDLINE"
    },
    {
      "location": [-138, 67.5],
      "length": 21.5,
      "width": 8,
      "angle": 180,
      "contrailSize": 8,
      "style": "MIDLINE"
    },
    {
      "location": [-138.5, 61.5],
      "length": 21.5,
      "width": 8,
      "angle": 180,
      "contrailSize": 8,
      "style": "MIDLINE"
    },
    {
      "location": [-138, 55],
      "length": 21.5,
      "width": 8,
      "angle": 180,
      "contrailSize": 8,
      "style": "MIDLINE"
    },
    {
      "location": [-139, -75],
      "length": 21.5,
      "width": 8,
      "angle": 180,
      "contrailSize": 8,
      "style": "MIDLINE"
    }
  ],
  "bounds": [
    -30.5, -126,
    -152.5, -122.5,
    -152.5, 111,
    -33.5, 126.5,
    154, 58.5,
    155.5, -66
  ]
}
[close]

My guess is that the weapon mount locations don't line up but please let me know. 
Title: Re: [0.95.1a]Carter's Freetraders - V 1.0 - 11/14/22
Post by: baboracus on December 12, 2022, 10:56:54 AM
im having difficulty unpacking the .rar file that is linked to in the OP. keep getting "cannot open file as archive." errors. i am using 7zip.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.0 - 11/14/22
Post by: Dazs on December 12, 2022, 03:07:17 PM
Hmm that is odd, 7zip should have an issue with standard RAR files. I just downloaded the file an unpacked it successively. I'll try to help as best as I can, as a first step I would recommended you re-download to ensure the file did not become corrupted and try unpacking with 7zip again. If that does not work then try another unpacker like WinRAR.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.1 - The great hull mod migration - 01/14/23
Post by: Dazs on January 14, 2023, 05:32:00 AM
v1.1 out today - NOT save compatible - New game required due to removed content

Fixed some mistakes from older versions, did some sprite cleanup, nerfed the Sledge based on discord "feedback" :) But core to the update is that all but two of the hull mods have been moved to a separate mod - Carter's Junk Hull Mods - the link to which can be found in my forum signature. I state my reasons for this change there so if you would like to know why I made this move look there.

Changelog on the forum OP and in the RAR has all the details
Title: Re: [0.95.1a]Carter's Freetraders - V 1.1 - The great hull mod migration - 01/14/23
Post by: rogerbacon on January 19, 2023, 12:25:01 PM
When I add this mod and try to run the game I get this error message. It's complaining about another mod, Starship Legends, but that one has been running fine until I tried to add this one in.

(https://i.ibb.co/V25DQsz/temp.jpg) (https://imgbb.com/)
monopoly multiplayer unblocked (https://freeonlinedice.com/)
Title: Re: [0.95.1a]Carter's Freetraders - V 1.1 - The great hull mod migration - 01/14/23
Post by: Dazs on January 19, 2023, 02:19:34 PM
That is odd, I have been running Starship legends since before I started making mods, it is an awesome addition to the game. I noticed they released a new update today but I have not installed it yet. Is this happening with the 2.2.1 update released today?
Title: Re: [0.95.1a]Carter's Freetraders - V 1.1 - The great hull mod migration - 01/14/23
Post by: Noobishnoob on January 24, 2023, 09:24:32 AM
Hi, just wanna mention the basilisk description is missing but when i checked your strings description excel it has content, it just doesnt show ingame?

always wondered how the strings worked?
Title: Re: [0.95.1a]Carter's Freetraders - V 1.1 - The great hull mod migration - 01/14/23
Post by: Dazs on January 24, 2023, 09:38:26 AM
Hi, just wanna mention the basilisk description is missing but when i checked your strings description excel it has content, it just doesnt show ingame?

always wondered how the strings worked?
Hello there, thank you for the heads up. TBH, the current descriptions were just meant to be place holders that I left in for far too long. I am currently working on an update with KMS that includes all new descriptions that are lore friendly. We have 2/3 of the ships done and I have some code to update but I should have it out by the weekend if all goes to plan. I will look over the weapon descriptions and see where I can make improvements as well for that update.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.2 - 01/30/23
Post by: Dazs on January 30, 2023, 08:44:33 AM
v1.2 released today - Save Compatible with v 1.1 - Note: you may need to rearm any CFT ships in your fleet that have been adjusted

New lore friendly ship descriptions thanks to KMS who kindly wrote them, a new fast corvette, fixed some errors, a new line of HE energy based mining weapons, prettied up the Barkentine and Pinnacle (see below) and added 20 new portraits all in CFT white and red. The forum OP images have been updated with the new changed sprites and added a spoiler link that shows the new portraits. Sorry I am a day later than anticipated but I do hope you enjoy the changes/additions.

Changelog on the forum OP and in the RAR has all the details.
As always I am thankful to the kind players who help me fine tune my mods with special thanks this update to KMS, Noobishnoob and Severian Void.

Old versions on the left, updated sprites on the right
(https://i.imgur.com/6a5asQ2.png)
Title: Re: [0.95.1a]Carter's Freetraders - V 1.2 - 01/30/23
Post by: Klize1917 on January 31, 2023, 05:45:01 AM
One side of schooner's engine is MIDLINE while the other is LOW_TECH, i guess that's a problem?

[attachment deleted by admin]
Title: Re: [0.95.1a]Carter's Freetraders - V 1.2 - 01/30/23
Post by: Dazs on January 31, 2023, 07:30:17 AM
One side of schooner's engine is MIDLINE while the other is LOW_TECH, i guess that's a problem?
HI there, thanks for the input. I remember doing that on purpose when I designed ships that used assets from both low-tech and midline ships when I kit bashed them. It was an aesthetic choice I used with JYD since their ships are kind of junky/bashed up but now that you point it out, it does not make much sense for CFT.  I am working on a small update for CJHM and then a deep dive on Hiver over the weekend but I am sure I can fit a small CFT update between them. I'll go through all the ships in CFT like that and set them proper on both sides and have a update by Friday(?).

Thanks for the comment, I sort of forgot I did that when I designed the ships last year. :)
Title: Re: [0.95.1a]Carter's Freetraders - V 1.2.1 - Fixing the oopsies - 02/02/23
Post by: Dazs on February 02, 2023, 12:14:06 PM
V1.2.1 released today - Just a quick little fix - Save Compatible with v 1.2

Set all the CFT ships to use midline engine exhaust and adjusted some boundary lines.

Changelog on the forum OP and in the RAR has the details.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.2.1 - Fixing the oopsies - 02/02/23
Post by: Rambo615 on February 14, 2023, 05:15:23 PM
Just wanted to say that it's a great mod, really loving the ships, it really suits my style of playing  which  is usually  trade heavy  at the  beginning.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.2.1 - Fixing the oopsies - 02/02/23
Post by: Dazs on February 14, 2023, 05:48:26 PM
Just wanted to say that it's a great mod, really loving the ships, it really suits my style of playing  which  is usually  trade heavy  at the  beginning.
That is so nice to hear thank you for taking the time to let me know. I am working on an update that adds a new ship that should come out by Friday so look for it and let me know your thoughts :)
Title: Re: [0.95.1a]Carter's Freetraders - V 1.3 - Lore and more! - 02/17/23
Post by: Dazs on February 17, 2023, 02:29:17 PM
Title: Re: [0.95.1a]Carter's Freetraders - V 1.3 - Lore and more! - 02/17/23
Post by: PipMan on March 16, 2023, 02:32:05 AM
I'm absolutely loving this mod, the mixture of sleek midline ships combined with rugged, low-tech salvage and mining vessels is perfect. The asymmetrical weapon mounts on some ships are a little odd at first, but give you a great deal of tactical flexibility. Can't wait to see more, this is definitely going in my 'always on' modlist!
Title: Re: [0.95.1a]Carter's Freetraders - V 1.3 - Lore and more! - 02/17/23
Post by: HopeFall on March 16, 2023, 02:48:30 AM
I'm hoping, some day, for a mod that adds crewed mining ships instead of drones. But so far, this is an amazing mod with that lovely shade of yellow I appreciate. Fits right in with Vayra mining ships. And of course, another great mining ship mod to couple with HMI, Junk Yard Dogs, Roiders. And others I'm surely missing.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.3 - Lore and more! - 02/17/23
Post by: Dazs on March 16, 2023, 03:12:01 AM
I'm absolutely loving this mod, the mixture of sleek midline ships combined with rugged, low-tech salvage and mining vessels is perfect. The asymmetrical weapon mounts on some ships are a little odd at first, but give you a great deal of tactical flexibility. Can't wait to see more, this is definitely going in my 'always on' modlist!
You have no idea how much I needed this thank you! I was feeling pretty low after a huge mistake I made with Hivers it is so nice to hear a good word and you got what my vision was perfectly. I was working on a CFT update when I had to stop and hotfix Hiver so there are fixes coming but so far no new content. I am sort of on pause just maintaining my mods until the next Starsector update unless some requests or good ideas come my way. :)

I'm hoping, some day, for a mod that adds crewed mining ships instead of drones. But so far, this is an amazing mod with that lovely shade of yellow I appreciate. Fits right in with Vayra mining ships. And of course, another great mining ship mod to couple with HMI, Junk Yard Dogs, Roiders. And others I'm surely missing.
I am not quite sure what you mean by crewed mining ships as most of mine are. Do you mean mining wings that are not drones but piloted like fighters? Vayra was my inspiration and I learned a lot from reading her guides. I hope she is doing well and will maybe return some day if it aligns with her happiness. I wasn't sure if I was going to add mining to this faction since it is a salvage and smuggling core focus and JYD is already a mining focus. But I figured since salvage gantries double as mining modules that I may as well and hearing nice comments like yours makes me glad that I did.

Two nice comments on the same day, I am so happy and I haven't even had my coffee yet!
Title: Re: [0.95.1a]Carter's Freetraders - V 1.3 - Lore and more! - 02/17/23
Post by: HopeFall on March 16, 2023, 03:24:42 AM
Bootleg Vayra's the way to go. It feels like such a mandatory mod pack. As does DARA, though they seem to have become active with big changes coming.

Yeah, crewed mining wings with nex mining power. I only say this because Tiacong (not updated), Roiders. Junk hard, Hazard Mining, Machina... And well, every vanilla thing, along with vayra are all drones. It makes sense, but you kinda start to wish for some manned stuff, ya know? All the current mining based ships also have built in drone wings.

Not at all a critique of your mod. Just something that they all have in common.

I'm honestly upset I didn't spot this mod sooner! Can't wait to add it to the Alliance collection and run the super mining fleet.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.3 - Lore and more! - 02/17/23
Post by: Dazs on March 16, 2023, 03:45:41 AM
Bootleg Vayra's the way to go. It feels like such a mandatory mod pack. As does DARA, though they seem to have become active with big changes coming.

Yeah, crewed mining wings with nex mining power. I only say this because Tiacong (not updated), Roiders. Junk hard, Hazard Mining, Machina... And well, every vanilla thing, along with vayra are all drones. It makes sense, but you kinda start to wish for some manned stuff, ya know? All the current mining based ships also have built in drone wings.

Not at all a critique of your mod. Just something that they all have in common.

I'm honestly upset I didn't spot this mod sooner! Can't wait to add it to the Alliance collection and run the super mining fleet.
I agree, Vayra's mods are all must haves in my game. I used to play as Tiadong until it stopped getting updated and moved over to Roider and enjoyed it for the most part and HMI is super good but I prefer playing as a neutral happy go lucky rockhopper so I made JYD :)

Now you make an interesting point about all the mining wings being drones that I just sort of just accepted as the way things should be. There is no reason they cannot be manned and I could see some reasons to do so. You got my brain jump started on the idea and I'll have to give it some thought as to why I would be adding it. I always try to have some unusual feature to all my mods that bring something that others do not or what is the point. Not sure if I would put it in JYD or CFT but let me give it some thought and flesh it out a little. Any input you or anyone else may have on how a manned mining wing would be worth having to offset the downside of loosing crew by using them would be appreciated though.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.3 - Lore and more! - 02/17/23
Post by: HopeFall on March 16, 2023, 06:19:46 PM
I mean, Recovery shuttles is always there to save the day. Built in with S-Mod bonuses gets you 90%.
Manned would likely just be better, right? I don't know. Been watching too much of the Expanse and playing too much Shipbreaker, but I just enjoy the idea of belters and people risking themselves to repair stuff. It's a bit more low tech though, admittedly.

A small note on JYD and Carter's. Both have a bunch of civilian hulls, which is great. But there's something noticeably missing sadly, though it's maybe extra work that's unnecessary except for a subset of people that occasionally do the super special secret playthrough...

Pirates

They love converting civilian hulls. Low priority, maybe not even needed, but some pirate variants would be lovely. Unless they're already in and I've just missed them. Converted Atlas' were just my favorite in the base game. I love the general amalgamation messed up ships designed for combat (Junkers are a favorite, I just don't know how to run shieldless ships though). Some of Carter and JYD's designs are super cool though, visually, and they'd look amazing with some pirate redesigns.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.3 - Lore and more! - 02/17/23
Post by: Dazs on March 16, 2023, 07:08:30 PM
I mean, Recovery shuttles is always there to save the day. Built in with S-Mod bonuses gets you 90%.
Manned would likely just be better, right? I don't know. Been watching too much of the Expanse and playing too much Shipbreaker, but I just enjoy the idea of belters and people risking themselves to repair stuff. It's a bit more low tech though, admittedly.
The Expanse is an inspiration for JYD. I like the lived in hard used ships that belters use and I emulated that in the design of the JYD ships. I get flack that they look low rent but that is the point, I mean they spend their time in asteroid fields so it seems wrong to have them all shiny and slick looking like MCRN ships.
A small note on JYD and Carter's. Both have a bunch of civilian hulls, which is great. But there's something noticeably missing sadly, though it's maybe extra work that's unnecessary except for a subset of people that occasionally do the super special secret playthrough...
Well I tried to offer all kinds of ships in both mods so if someone wanted to they could field a fleet comprised only as the single faction.
Pirates

They love converting civilian hulls. Low priority, maybe not even needed, but some pirate variants would be lovely. Unless they're already in and I've just missed them. Converted Atlas' were just my favorite in the base game. I love the general amalgamation messed up ships designed for combat (Junkers are a favorite, I just don't know how to run shieldless ships though). Some of Carter and JYD's designs are super cool though, visually, and they'd look amazing with some pirate redesigns.
I do offer some pirate ships in the bounties in JYD but they are super not cool with pirates, a JYD admiral would rather blow up all their ships than surrender to pirates. So having their ships available to the pirates is not really lore friendly. Now CFT is pirate friendly and you could easily play as a CFT pirate/smuggler and the faction would be cool with it. I set it up so the player has to decide what factions they want friendly because after awhile having good relations with one will upset the other. Lastly the idea of pirate reskins I am unsure of to be honest. I have never done it so I'd have to look in to it plus I am already at ship bloat in both mods so yet more may upset people.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.3 - Lore and more! - 02/17/23
Post by: HopeFall on March 16, 2023, 08:52:39 PM
Well, I mean. Lore friendly or not, people die in space. While the JYD may have a zero surrender/parlay policy, they don't get much of a say when their ship is full of hull breaches and everyone inside is dead. And I don't think JYD has done something as crazy as rigged their own ships to explode (in that, there's other modded factions that have increased hull explosions for their ships, which the JYD doesn't). Pirates kill, cart hulls back, and then re-rig them for their purposes. It's sort of standard fare for them. If you've watched the Expanse, I'm sure you can relate to how they do salvaging there, and how Belters come by their ships.

The two factions are just missing pirate retrofits, it's sort of a standard thing, though a few factions don't have them, like Dassault (of course, their ships are high tech; there's not many high tech pirate retrofits).

Just a minor suggestion. JYD and CFT have hull designs that would fit the majority of pirate ships added by other mods, so they'd fit visually and conceptially. Just a remark, tis all, I certainly love both mods for what they already bring (and the hullmods that have been separated. Great work!
Title: Re: [0.95.1a]Carter's Freetraders - V 1.3 - Lore and more! - 02/17/23
Post by: Dazs on March 17, 2023, 02:58:34 AM
Well, I mean. Lore friendly or not, people die in space. While the JYD may have a zero surrender/parlay policy, they don't get much of a say when their ship is full of hull breaches and everyone inside is dead. And I don't think JYD has done something as crazy as rigged their own ships to explode (in that, there's other modded factions that have increased hull explosions for their ships, which the JYD doesn't). Pirates kill, cart hulls back, and then re-rig them for their purposes. It's sort of standard fare for them. If you've watched the Expanse, I'm sure you can relate to how they do salvaging there, and how Belters come by their ships.
I am just unsure if it is a thing I can offer since I am not really a good sprite artist. Also I am unsure what the demand/desire for MORE ships would be since I have seen comments on discord about my ships bloating the game. Please understand I think you make valid points and I appreciate your suggestion it is just I am unsure I can do it.
The two factions are just missing pirate retrofits, it's sort of a standard thing, though a few factions don't have them, like Dassault (of course, their ships are high tech; there's not many high tech pirate retrofits).
The factions I see that do it only have a selection of their ships with pirate skins. I do see many that have pirate ships that are their own things, not re-skins of their faction ships. Maybe I am misunderstanding your request, are you asking for reskins of current JYD/CFT ships in a pirate color scheme or that I add new pirate themed ships for the pirate faction?
Just a minor suggestion. JYD and CFT have hull designs that would fit the majority of pirate ships added by other mods, so they'd fit visually and conceptially. Just a remark, tis all, I certainly love both mods for what they already bring (and the hullmods that have been separated. Great work!
Thank you for the kind words, its is clear that you enjoy the mods and your suggestions are good ones. I enjoy the process of mod making and want to offer the best I can with my limited skills. I have been blessed with a community that has reached out at various times and offered help and that is great but at the end of the day I am just a guy with zero prior experience with Java or sprite creation that enjoys the game and wanted to add what I though were aspects that were not fleshed out and thought others may appreciate it as well. When I get requests like yours it keeps me engaged and thinking so I am super appreciative.

I put aside some time this weekend to finish up the CFT update I was working on when the Hiver crisis popped up and took my focus. I will see what I can do about the manned mining wings idea and look into how to do skins, no idea if I can pull them off but I'll see what I can do.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.3 - Lore and more! - 02/17/23
Post by: Oni on March 17, 2023, 02:09:57 PM
.... I put aside some time this weekend to finish up the CFT update I was working on when the Hiver crisis popped up and took my focus. I will see what I can do about the manned mining wings idea and look into how to do skins, no idea if I can pull them off but I'll see what I can do.
Do you think it's likely that this hypothetical update will break saves?
Need to know if I should delay my new game a few days.   ;D
Title: Re: [0.95.1a]Carter's Freetraders - V 1.3 - Lore and more! - 02/17/23
Post by: Dazs on March 17, 2023, 02:13:15 PM
.... I put aside some time this weekend to finish up the CFT update I was working on when the Hiver crisis popped up and took my focus. I will see what I can do about the manned mining wings idea and look into how to do skins, no idea if I can pull them off but I'll see what I can do.
Do you think it's likely that this hypothetical update will break saves?
Need to know if I should delay my new game a few days.   ;D
This is the changelog so far:
   -Swapped/fixed the designations destroyer/heavy destroyer of the Cute and the Happy - The Cute is an in and out skirmisher and the Happy is a hard charger
   -Added a direct download link to the forum d/l link that bypasses the google drive preview - one less step to get to the good stuff :)
   -Added a missing label to the asteroid field near the Prussia jump point - TY Maradrax for noting it

Nothing major, I had to stop and spend time on Hiver and that took some time to do. If I add a new wing or a pirate ship as requested that would not break saves so as a courtesy, I'll ensure that whatever I do this weekend I won't add a save breaking update.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.3 - Lore and more! - 02/17/23
Post by: Oni on March 17, 2023, 02:21:05 PM
[... Nothing major, I had to stop and spend time on Hiver and that took some time to do. If I add a new wing or a pirate ship as requested that would not break saves so as a courtesy, I'll ensure that whatever I do this weekend I won't add a save breaking update.
Sounds good, and thank you for letting me know... now on to a new Sector!

Especially since I finally got that custom Adversary system working correctly.  :P
Title: Re: [0.95.1a]Carter's Freetraders - V 1.3 - Lore and more! - 02/17/23
Post by: Dazs on March 19, 2023, 06:47:56 PM
Sounds good, and thank you for letting me know... now on to a new Sector!
Especially since I finally got that custom Adversary system working correctly.  :P
Heh well 1.4 is released today and it will not break saves - it does address some player summited suggestions and error corrections, a new mining fighter and a new small ballistic long range frag mining weapon though so I hope you enjoy the new content, slim though it is. ;)
Title: Re: [0.95.1a]Carter's Freetraders - V 1.3 - Lore and more! - 02/17/23
Post by: Oni on March 20, 2023, 08:31:14 AM
... Heh well 1.4 is released today and it will not break saves - it does address some player summited suggestions and error corrections, a new mining fighter and a new small ballistic long range frag mining weapon though so I hope you enjoy the new content, slim though it is. ;)
No worries there, I always enjoy quality content such as this.  ;D

Honestly my main problems are cutting back from stuffing every interesting faction mod I can find into things, I keep having memory problems (despite having cranked my parameters as high as they can go without causing instability messages).
Oh well, hopefully as the game gets closer to that mythical 'v1.0' it'll get better at letting us mod the hell out of it. A guy can dream.  :P
Title: Re: [0.95.1a]Carter's Freetraders - V 1.3 - Lore and more! - 02/17/23
Post by: Dazs on March 20, 2023, 11:21:13 AM
... Heh well 1.4 is released today and it will not break saves - it does address some player summited suggestions and error corrections, a new mining fighter and a new small ballistic long range frag mining weapon though so I hope you enjoy the new content, slim though it is. ;)
No worries there, I always enjoy quality content such as this.  ;D

Honestly my main problems are cutting back from stuffing every interesting faction mod I can find into things, I keep having memory problems (despite having cranked my parameters as high as they can go without causing instability messages).
Oh well, hopefully as the game gets closer to that mythical 'v1.0' it'll get better at letting us mod the hell out of it. A guy can dream.  :P
Quality content, what a nice thing to say thank you. How high have you increased your vmparams settings, I'd say 6 gb (8gp if your rig can afford it) is a good amount for a standard mod load. If not Dark Revenant has a easy to follow guide https://fractalsoftworks.com/forum/index.php?topic=8726.0 
Title: Re: [0.95.1a]Carter's Freetraders - V 1.3 - Lore and more! - 02/17/23
Post by: Oni on March 20, 2023, 11:36:13 AM
... Quality content, what a nice thing to say thank you. How high have you increased your vmparams settings, I'd say 6 gb (8gp if your rig can afford it) is a good amount for a standard mod load. If not Dark Revenant has a easy to follow guide https://fractalsoftworks.com/forum/index.php?topic=8726.0
You deserve the praise, I have no idea how long it'd take me to make something like this or if I even could (right now my only idea in that regard is using the 'Passwalker - Ghoul' sprites from the Spiral Arms thread and creating a purely 'antagonist' faction. ie it doesn't trade and you can't use their ships, it's just an End Boss but it can take over worlds forcing you to bomb them to death). Programming is not my forte, managing to cobble together a single system took embarrassingly long.  :P

As for the settings, 8gb. Given that I have over 150 individual mods running and over a dozen large factions in the mix... it adds up. It surprises me these days how fast the game loads when I cut everything out to test a single mod or two.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.4 - 03/19/23
Post by: Dazs on March 20, 2023, 01:57:24 PM
You deserve the praise, I have no idea how long it'd take me to make something like this or if I even could (right now my only idea in that regard is using the 'Passwalker - Ghoul' sprites from the Spiral Arms thread and creating a purely 'antagonist' faction. ie it doesn't trade and you can't use their ships, it's just an End Boss but it can take over worlds forcing you to bomb them to death). Programming is not my forte, managing to cobble together a single system took embarrassingly long.  :P
I appreciate the nice comment it really makes my day to hear a kind word. Passwalker's sprites are nice imo, if you look at my mods you can see pieces of thier free to use sprites. I had thought of making use of the ghoul sprites at some point but I found an old mod that used them in a way similar to what you describe. I do not remember the name of it off the top of my head, I just know it never got updated to current SS. There was also one that I do remember called Flu-X from back in version 8 I think that had a similar theme so you may want to look them up for inspiration.
As for the settings, 8gb. Given that I have over 150 individual mods running and over a dozen large factions in the mix... it adds up. It surprises me these days how fast the game loads when I cut everything out to test a single mod or two.
150 does seem on the extreme end so maybe prune a little even if isn't just a small utility mod that you do not really use. I know some people "upgrade" the game to use JRE8 to handle increased load but idk if that is a worthwhile pursuit.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.4 - 03/19/23
Post by: Oni on March 20, 2023, 03:03:31 PM
.... 150 does seem on the extreme end so maybe prune a little even if isn't just a small utility mod that you do not really use. I know some people "upgrade" the game to use JRE8 to handle increased load but idk if that is a worthwhile pursuit.
I did the upgrade and I'd say it's pretty worthwhile, it greatly reduces stutter after large battles. Hoping that this too becomes part of the base game eventually.

Wouldn't even know where to start trimming... between ship packs, utilities, and everything else... I suppose I'll give it a try next time I start a new game.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.4 - 03/19/23
Post by: HopeFall on March 20, 2023, 05:01:04 PM
Haha, no worries! Crewed fighters was just a thought that popped into my head. They ought to be better than normal drones, because human beings are better computers - the drones that /should/ be better at mining work would be stuff Tri-Tech/High Tech stuff could put out, which isn't what you'd expect from a mining fleet (though nothing says there couldn't be a high tech mining fleet/pirate fleet I guess?).

Honestly, of the stuff that doesn't get much love, Ludd stuff was something that kinda made me wish I knew how to mod. Especially the Luddic Enhancement stuff.

I'm not sure if you've tried Imperium or played with  Luddic Enhancement, but there's something amazing about the giant missiles the first uses, literally baked into the ship. And the IED ships that Ludd uses. It's low tech, sexy, and ingenious. Especially Ludd - they're not technologically superior to other factions, so they leverage their faith for war. Similar to pirates and their Reaper/Hammer stuff. Unsophisticated maybe, but incredibly potent and dangerous no matter what. A ship with a whole bunch of reaper missiles will, without a doubt, kill any one other ship it goes up against.

Going back to the Expanse (it's criminal how low the ratings are/were for it), I'd played with the concept of a manned mining fleet that allows more modular design for their baked in fliers (a little like how Roider has a hullmod to swap to different drones). They're restrictive (because they're mining ships), but allowing some customization. While being crewed has its own unique advantages (better in combat, maybe less range due to having a cockpit? Who knows!). I thought it'd be so damned cool if there was a way to make 'asteriod' missiles like they did in the show. Perhaps through a means of Imperium's missile ship design, launching a big hunking asteroid at things. UNGP has a negative setting for making ships that explode have insane velocity, turning debris fields into weapons, for example. And it feels far more rewarding than say, UAF missiles that explode everything into smitherines.

Of course, with only two ideas that's not much of a faction, is it? Still, my precious Wingcom suite struggles to find a mining ship to deploy on, and the S Mod bonuses of things like Recovery Shuttles would make manned miners better in combat de-facto.

Going with the idea of launching asteroids, one problem with mining currently is not being able to really sell it, or offload it for much and the outrageous amount of cargo needed. If instead you... had ships that could lug asteroids), they could be sold off or maybe converted into resources once back in a system and near a market into stuff, taking up way less storage. Or of course, launched as weapons. Comets (they have tails, thanks the Ark!) would be less devastating and would break up immediately on impact if launched, but maybe make giant slow fields (I think Industrial has artillery that fires giant slowing field missiles or... some mod does). All that water and material shattering or... Iunno.

ED Shipyard has repair bots. That's something not seen anywhere else. Not sure how the code works, but the Expanse showed us in the later seasons some guys fixing plate onto ships.

Just throwing out stupid ideas.
Edited because I typo and can't write correctly no matter what I do.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.4 - 03/19/23
Post by: Dazs on March 20, 2023, 06:20:32 PM
Haha, no worries! Crewed fighters was just a thought that popped into my head. They ought to be better than normal drones, because human beings are better computers - the drones that /should/ be better at mining work would be stuff Tri-Tech/High Tech stuff could put out, which isn't what you'd expect from a mining fleet (though nothing says there couldn't be a high tech mining fleet/pirate fleet I guess?).
Well the new fighter was inspired by your comments. I wanted it to be a mining ship like the belters would use but by linking it to the CFT combat Engineers it made sense for CFT to have it as opposed to JYD which already has many mining drones. I tried a couple ways to make it unique to the faction and it was Madbadger2 who suggested that I have it deploy drones which I thought was a nice touch and a good reason why it would be manned. I

It also got me thinking that since I already had an energy weapon equipped mining drone in CFT that I should go ballistic with this one. CFT lacked a frag that isn't a PD, a ballistic mining weapon and a long range small ballistic but since they already had so many weapons I did not want to add three. So your comments were also the inspiration that led to the new weapon that fills several holes in their arsenal. win/win/win :)
Honestly, of the stuff that doesn't get much love, Ludd stuff was something that kinda made me wish I knew how to mod. Especially the Luddic Enhancement stuff.

Ludd has a lot of ancillary content that involves them but personally, I  feel Tri-tac doesn't get much much love. When I was making CFT I tinkered with the idea of making them a corporate espionage faction but decided it didn't fit the lore of John Carter who I wanted to honor so I went the route I did. I still think about making a high tech Tri-tach sub faction sort of like Special Circumstances from Ian M Banks Culture series from time to time but my other mods seem to take up my time and it's not like discord could handle the comments regarding yet another Dazs mod :)
I'm not sure if you've tried Imperium or played with  Luddic Enhancement, but there's something amazing by the giant missiles the first uses, literally baked into the ship. And the IED ships that Ludd uses. It's low tech, sexy, and ingenious. Especially Ludd - they're not technologically superior to other factions, so they leverage their faith for war. Similar to pirates and their Reaper/Hammer stuff. Unsophisticated maybe, but incredibly potent and dangerous no matter what. A ship with a whole bunch of reaper missiles will without a doubt kill any one other ship it goes up against.
I have both mods installed and they are quality content but I usually play commissioned as either JYD or CFT depending on my mood that game playthrough. I do play as a pure salvager though so I have used their ships and generally hold on to them since I have found good uses for them.
Going back to the Expanse (it's criminal how low the ratings are/were for it), I'd played with the concept of a manned mining fleet that allows more modular design for their baked in fliers (a little like how Roider  as a hullmod to swap to different drones). This restrictive (because they're mining ships), but allowing some customization and being crewed having its own unique advantages (better in combat, maybe less range due to having a cockpit? Who knows!). I thought it'd be so damned cool if there was a way to make 'asteriod' missiles like they did in the show. Perhaps through a means of Imperium's missile ship design, launching a big hunking asteroid at things. UNGP has a negative setting for making ships that explode have insane velocity, turning debris fields into weapons, for example.
STFY was good enough to give the Expanse a green light and the money for quality production values but I too was sad that it seemed I was the only one watching it. It really gathered traction when Amazon bought the property so I wouldn't say its ratings were criminal after that. JYD was inspired by the series but I did not want them to be political so they are different things. I felt a megaton whopping asteroid missile would be a little too OP so I took the concept from the show but went a different direction with the idea. If you read the descriptions of JYD weapons I do make reference to them using asteroids as ammo like the Shard AF for example.
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Of course, with only two ideas that's not much of a faction, is it? Still, my precious Wingcom suite struggles to find a mining ship to deploy on.
Are you thinking of a playable mech fighter like Arma uses that mines or if it is something else? I am curious what you have in mind.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.4 - 03/19/23
Post by: HopeFall on March 21, 2023, 03:45:19 AM
Mostly just like using Wingcom and the leveling officers, but they won't run on uncrewed fighters. So if you're running a mining fleet, you're forced to find manned ships. All mining ships basically have inbuilt hangers (which is cool and fine, but not if they're all unmanned).

Honestly, a strikecraft that's some sort of modular construction thing sounds neat. I was kinda doing that already with a Valkenx and giving it a Heavy Plasma Cutter -> Ridiculous damage. And good mining value!

I tried looking into modding for this game but I think I'll wait for returning to school for that. It'd probably be easier once I take some programming language classes. But I did collect some image packs and stuff some time ago thinking of either a mining mod ... unnecessary, of course, with all the quality ones present. Or...

I thought it'd be cool to make an almost 'meme' Tri-Tac thing. They, indeed, get no love. And much like how there's mod interactions between Fuel Company, UAF and Iron Shell... I thought it'd be 'funny' to make a Tri-Tac mod that adds a few ships... but then recognizes other modded factions. Much like how Industrial has an Academy research screen, I always thought it'd be funny to do a big "F-You" to all modded factions by having a TriTac become aware of them, and unlocking specific ships and weapons based on the factions present in your campaign by doing research for them.

Essentially: No, your modded faction isn't better at designing insane high tech stuff than THE FACTION made for doing that. Got Diable? Here's some Tri-Tac fleets with automated wanzers that don't need a god awful specialized wing for them. VIC boosting fleets and super energy weapons? Yeah, here's some new TriTac ships that do the jump boost while granting 2~3 seconds of 66% damage reduction. Blade Breakers? Yeah, TriTac is going to go ahead and capture a few, break them down, and put those Deserter Ships to shame.

Basically, the more modded factions that have sUpEr TeChNoLoGy, the more ships/tech the mod would add to your game for TriTac, basically ensuring they are, in fact, the best at building sophisticated systems. Too many capital ships superpassing the Paragon in mods, gotta put them in their place, y'know?
Title: Re: [0.95.1a]Carter's Freetraders - V 1.4 - 03/19/23
Post by: Dazs on March 21, 2023, 07:44:17 AM
Ahhh now I understand. If I had known that I would have made it a lower OP fighter so more could be mounted on a carrier thus more officers could be trained. Ah well C'est la vie, I hope it still serves the purpose for you.

Your idea for Tri-Tach sounds fun and lore friendly. They are a jealous cut throat corporation and would react like that. As to waiting on making a mod just know that it is a time intensive process. When I started making JYD (my first mod) I hadn't coded anything in 30 years and never in Java. I learned by reading the the wiki and I found https://starsector.fandom.com/wiki/Intro_to_Modding very useful. I then went though other peoples' mods for examples of how the code flows and interlinks between the files. That was over a year ago and I still tinkering with them and trying to get it right. There are other methods and some would say I went about it the wrong way but it worked for me. So to write a mod as you propose my advice is that it is a process you would enjoy spending time doing first and foremost.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.4 - 03/19/23
Post by: HopeFall on March 22, 2023, 02:24:23 PM
Sounds like great advice!

On another note, I've been trying out some of the Carter Hullmods. I have to say that one in particular might be overtuned? Nano Hull Repair. Or whatever it is! I mentioned using Iron Shell for the first time; anything with extremely heavy armor (XIV for example), even when the armor is stripped, gets damage resistance. Coupled with infinitely repairing hull make's it... let's just say. More than a little bit broken, especially in player hands.

For destroyers it's only worth 4 points to install compared to the slightly faster hull regen of HMI's Hullfoam Repair that's 10 points, but caps out at 2000 or 100% Hull repair (whichever is higher), and the Combat Readiness skill that caps out at 50% hull repair. It's frankly, without a doubt, way. Way. WAY too powerful. It'd be slightly fairer at 12 Ordanance point cost (Expanded Missile Racks price for destroyers), but it's still extremely powerful.

Comparing it to other infinite repair, we have Tahlan's 6 point Hel Plating. It infinitely repairs armor by five percent a second but reduces total armor by 70, or 3% armor repair at 50% percent reduction (not a super great S-Mod bonus). HAM (which increases armor calculation points and minimum armor protect) is a whopping 20 Ordanance point cost on a destroyer.

My point? Infinite hull repair is broken, not matter how abysmally slow it is. Granted, I WILL say Hel Plating, while absolutely ridiculously amazing on certain ships in the player's hand, isn't made a great use of by AI without extreme baby sitting. But it feels fair. Anything, however, with a lot of Hull and alot of Armor will make Nano too strong. In my opinion. Maybe you've had different outcomes?

My suggestion is either massively increase the ordinance point cost, give it a negative (-70% hull, or strips 95% of armor on a ship? Or... I don't know). Give it a cap, or make it useless when CR starts to drop (doubt that'd help much). I don't know. Something! Or test it yourself more on some builds if you don't think it's too strong.

I still use the UAF, I just don't use 80% of their stuff. So self balance is 100% a thing, and I don't mind not using Carter's stuff. But thus are my thoughts.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.4 - 03/19/23
Post by: Dazs on March 22, 2023, 05:05:38 PM
Sounds like great advice!
Glad to help, if you ever decide to start making your mod and hit a roadblock feel free to reach out.
On another note, I've been trying out some of the Carter Hullmods. I have to say that one in particular might be overtuned? Nano Hull Repair. Or whatever it is! I mentioned using Iron Shell for the first time; anything with extremely heavy armor (XIV for example), even when the armor is stripped, gets damage resistance. Coupled with infinitely repairing hull make's it... let's just say. More than a little bit broken, especially in player hands.
Well this is more a discussion for the CJHM forum but I'll try to give some clarity on your points here.
For destroyers it's only worth 4 points to install compared to the slightly faster hull regen of HMI's Hullfoam Repair that's 10 points, but caps out at 2000 or 100% Hull repair (whichever is higher), and the Combat Readiness skill that caps out at 50% hull repair. It's frankly, without a doubt, way. Way. WAY too powerful. It'd be slightly fairer at 12 Ordanance point cost (Expanded Missile Racks price for destroyers), but it's still extremely powerful.
Well the goal behind CJHM is to offer low op hull mods for when you have extra and nothing better to spend it on. To balance the low Op I put in negatives to each one thus the "Junk" nature of them. Regarding Nano Hull Repair there are two detractors, one being a 10% overall loss of hull and that it does less healing the larger ship you put it on. So a Destroyer would be in the "sweet spot" for it imo but the average destroyer does not have that much hull and a 10% reduction is a bit for them. There are extreme examples on both sides which could be cited but I tired to balance it for those ships in the middle.
Comparing it to other infinite repair, we have Tahlan's 6 point Hel Plating. It infinitely repairs armor by five percent a second but reduces total armor by 70, or 3% armor repair at 50% percent reduction (not a super great S-Mod bonus). HAM (which increases armor calculation points and minimum armor protect) is a whopping 20 Ordanance point cost on a destroyer.
Well the difference is that hull mod repairs armor and mine repairs hull. Arguably armor is way more impactful to a ship's survivability and once it is gone, a ship that just has hull left is taken out quite quickly. One hit from a torpedo or a burst from a frag weapon on a ship that has it's armor stripped even with full hull is a quick kill. My hull mod was a way to let ships in that state survive a little longer.
My point? Infinite hull repair is broken, not matter how abysmally slow it is. Granted, I WILL say Hel Plating, while absolutely ridiculously amazing on certain ships in the player's hand, isn't made a great use of by AI without extreme baby sitting. But it feels fair. Anything, however, with a lot of Hull and alot of Armor will make Nano too strong. In my opinion. Maybe you've had different outcomes?
I guess I have had different experiences when testing it, here is my summary logic on how I balanced it. It takes up 4 op and does nothing for most of a fight while shields and armor do their thing then it kicks in when the chips are down but if an enemy keeps attacking after the shields are collapsed and the armor is stripped then the repair of the mod has little effect. The way to use the hull mod is to retreat when your in trouble and keep that ship out of the fight while it heals. Thing is, now that ship is usually taking up deployment points while it evades and not contributing to the fight.
My suggestion is either massively increase the ordinance point cost, give it a negative (-70% hull, or strips 95% of armor on a ship? Or... I don't know). Give it a cap, or make it useless when CR starts to drop (doubt that'd help much). I don't know. Something! Or test it yourself more on some builds if you don't think it's too strong.
Well I have tested in on various ships and the person who helps me beta test them also did so. It went though several iterations before release but I can certainly give it another balance pass once I am done with the Hiver update I am currently working on.
I still use the UAF, I just don't use 80% of their stuff. So self balance is 100% a thing, and I don't mind not using Carter's stuff. But thus are my thoughts.
"self balance is 100%" is exactly correct. I offer features in all my mods that some people dislike and some people appreciate. It is up to the player to decide if a certain aspect of a mod they do not much like is worth using the mod overall because they like another aspect. I do appreciate your posts and how detailed they are. I hope I have clarified my reasons behind how those hull mods were balanced before release but I am always open to suggestions and as I said I will give CJHM a balance pass next.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.4 - 03/19/23
Post by: HopeFall on March 22, 2023, 05:31:11 PM
I'm very sorry, I mixed up what mod it was from, obviously, and shouldn't have posted it here. I guess the visuals of it made it assume it was carters (color of the name), since it no longer said JYD on it. And forgot it was a third  mod.

I think this might be a case of not using the right builds. Fighter Clamps, for example, is an outrageously bad hullmod, and yet it's gotten repeatedly nerfed: that's because, with the right and very specific builds and compositions it is utterly broken. Sort of like proper Safety Override ships.

You mentioned saying Iron Shell was a great mod, which means you've probably played with it. But even without it and just using a XIV base ship, I highly suggest trying to use your JYD/CJHM mods to kit one out.  (I don't know how to quote specific parts of text so here's a quote without quotes) "It takes up 4 op and does nothing for most of a fight while shields and armor do their thing then it kicks in when the chips are down but if an enemy keeps attacking after the shields are collapsed and the armor is stripped then the repair of the mod has little effect."

Shields? Why would you ever have shields with it? ;3 Armor can't be entirely stripped and depending on how absurdly high you crank it, it will always provide a bonus. Combined with every Hull increasing mod, and built in S mod bonuses, and an Officer, you're going to find something extremely disgusting happen...

Shield Shunt + Reinforced Bulkheads + Blast Hulls + Ablative Armor + Armored Weapon Mounts combined with anything else you can think of. Things like Yunru Core's HAM (20 ordinance) and Iron Shell's Vanagloria Ionized armor just put icing on the cake. Of course, no need for the extra modded faction interactions, base and your mods are strong as is. Salvaged Armor/Cargo Filler...

I'm not sure if you've tried HMI yet (I highly recommend it, partially for their very fun Hull Mods), but they've got Junkers that have no shields. They're trash, terrible, garbage. Except if you build for them. You're right, Nano Repair just thrown on doesn't do much. Much like how Elited Combat Endurance isn't very good, with ships dying way before they make use of it. But on the right ship, with the right build? With the right ship system with Damper Fields or Iron Shell's unique hyper charge? Something also seen in Tahlan's Ships (like the Dun Scaith)? And things become even more fun if you're using Better Deserved S Mods (incredibly popular, used by several modded factions that add hullmods, keeping you from always S-Modding the highest cost mod). But again, feel free to do Vanilla + your mods.

Oh. And now add a level six officer with Elited Damage Control, Elited Combat Endurance, and Impact Mitigation. And you'll see what sort of monstrosity your low cost Nano is.

Edit Onslaught with Polarized Armor + Shield Shunt is disgusting in a pure vanilla playthrough.

Double Edit And feel free to ignore me. I'm enjoying the discussions, but don't feel any need to respond. I know everyone's busy, and some might be upset by things: text doesn't show proper emotion/inflection. I know Tahl ignored me the two times I requested for the Great Houses Dun Scaith to be brought back, perhaps as a bounty (several months apart). God I miss the Flood of Damnation.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.4 - 03/19/23
Post by: Dazs on March 22, 2023, 06:55:21 PM
Sorry, I mixed up what mod it was from, obviously. My bad.
Not a problem the information got to me is what matters and hey maybe someone reading this may give CJHM a chance - any free publicity is good publicity :)
I think this might be a case of not using the right builds. Fighter Clamps, for example, is an outrageously bad hullmod, and yet it's gotten repeatedly nerfed: that's because, with the right and very specific builds and compositions it is utterly broken. Sort of like proper Safety Override ships.
Outrageously bad? Back when Roider Union had open hull mods, I put fighter clamps on all my non-combat freighters as a way to equip them with mining drones to increase their overall mining strength. Just got to think of out of the box uses for some things and they become useful.
You mentioned saying Iron Shell was a great mod, which means you've probably played with it. But even without it and just using a XIV base ship, I highly suggest trying to use your JYD/CJHM mods to kit one out.  (I don't know how to quote specific parts of text so here's a quote without quotes) "It takes up 4 op and does nothing for most of a fight while shields and armor do their thing then it kicks in when the chips are down but if an enemy keeps attacking after the shields are collapsed and the armor is stripped then the repair of the mod has little effect."
I do use Iron Shell ( I think I am the third of fourth comment on the thread) but you have to take into considering their strengths and weaknesses. Yes they offer high armor and if you stack it with all the things it becomes insane but they can still be beat if you stack anti-armor assets.
Shields? Why would you ever have shields with it? ;3 Armor can't be entirely stripped and depending on how absurdly high you crank it, it will always provide a bonus. Combined with every Hull increasing mod, and built in S mod bonuses, and an Officer, you're going to find something extremely disgusting happen...
That is not my understanding of how armor works. It can be taken down to 5% of it's value, which really isn't worth much, no matter how many stacked hull mods you use. A faction that stays at range and kites like SCY can whittle it down and it may take longer but CR loss effects both teams.
Shield Shunt + Reinforced Bulkheads + Blast Hulls + Ablative Armor + Armored Weapon Mounts combined with anything else you can think of. Things like Yunru Core's HAM (20 ordinance) and Iron Shell's Vanagloria Ionized armor just put icing on the cake. Of course, no need for the extra modded faction interactions, base and your mods are strong as is. Salvaged Armor/Cargo Filler...
OK well that is quite some stacking and the amount of OP used would reduce the overall OP available making other aspects weaker.
I'm not sure if you've tried HMI yet (I highly recommend it, partially for their very fun Hull Mods), but they've got Junkers that have no shields. They're trash, terrible, garbage. Except if you build for them. You're right, Nano Repair just thrown on doesn't do much. Much like how Elited Combat Endurance isn't very good, with ships dying way before they make use of it. But on the right ship, with the right build? With the right ship system with Damper Fields or Iron Shell's unique hyper charge? Something also seen in Tahlan's Ships (like the Dun Scaith)? And things become even more fun if you're using Better Deserved S Mods (incredibly popular, used by several modded factions that add hullmods, keeping you from always S-Modding the highest cost mod). But again, feel free to do Vanilla + your mods.
HMI is great and I have played as them in the past before I started making mods and still have it installed for the quality content it provides. Well as you state as a stand along hull mod it is just ok and that is its intended place. I really cannot balance my hull mods as a part of a stacking system that involves other mods. Not everyone has those mods or want to spend thier OP making edge case ships. I balance CJHM using vanilla as a baseline and then it is up to the player how and if they want to take advantage of what those hull mods provide.
Oh. And now add a level six officer with Elited Damage Control, Elited Combat Endurance, and Impact Mitigation. And you'll see what sort of monstrosity your low cost Nano is.
Well now you are taking stacking to a ridiculous level lol. :) If I used those scenarios on all my hull mods they would be part of a stacking OP monstrosity in their own right. I will take your breakdowns into consideration when I give CJHM a balance pass but I have to think of that mod as it's own thing and not necessarily how it interacts with other mods that are outside of my control.

Title: Re: [0.95.1a]Carter's Freetraders - V 1.4 - 03/19/23
Post by: HopeFall on March 22, 2023, 07:21:34 PM
Yep! Do balance for Vanilla, 100%. But stacking is the point, to make builds. A little of everything makes for an average ship, specializing makes them outrageously strong. All I'm saying is, there's Vanilla Shield Shunt combos and armor based builds that work amazingly. With added hull+armor mods, it makes this even more so. And obviously it's only right to equip proper officers in their proper places, vanilla or otherwise.

It's my two cents. And you're right, only a small amount of armor transfer to shield resistance, but if it's a gross amount of it? Also, it's rare to be completely stripped. You might lose front armor and start taking hull poundings, but a slight turn might bring weapons into the side where armor is still fresh. Armor+Hull boosting makes for incredibly tanky ships, and with shield shunt you don't have to waste time with Vents/Capacity anymore. Nano is just really, really good in the right builds. Certainly, I think you'd agree, just throwing Safety Overrides onto a random ship and expecting value would be bad, right? Nano should be given the care it deserves; Combat Endurance is there for random chip damage.

Also consider Damage Mitigation Elite. Armor strips best from single target heavy damage. Low damage weapons that fire a lot due very poorly. So your armor will only get fully stripped (quickly) to start threatening Hull from high damage weapons... this is where Damage Mitigation will make itself exceptionally well known with its Elite version. You could, potentially, add on Polarized, but I tend to prefer Targeted for the damage boost (what dies faster, does less damage, right?)

Anyhoo,  that is all! I'd recommend playing with some potential builds with what I suggested, maybe with Iron Shell fleets. It's especially fun, and makes you feel like you're tanky gods. You can also 'troll' the ai by sending these destroyers into enemy fleets near their reinforcement area, tying up a heck of a lot as they try to kill the thing in a timely fashion while you deal with stragglers/defend a Station.

This happened. My Iron Shell warriors fought the enemy, leaving all but logistic ships left. Station was crushed to death, but Carter's won with its one PD scattergun and manuevering jets ramming. OP! NEEDS NERF!
Spoiler
(https://i.imgur.com/pyNKeQb.png)
[close]
Title: Re: [0.95.1a]Carter's Freetraders - V 1.4 - 03/19/23
Post by: Dazs on March 23, 2023, 05:59:34 AM
I appreciate your detailed posts but I would like to keep this forum open to CFT discussions and the CJHM forum for their hull mod discussions. It helps me keep it all straight when I refer to the forums for the individual mod concerns since I am juggling 5 mods at once and I am a bear of very little brain. :)

I agree with most of your points but I would like some details on your last statement. "This happened. My Iron Shell warriors fought the enemy, leaving all but logistic ships left. Station was crushed to death, but Carter's won with its one PD scattergun and manuevering jets ramming. OP! NEEDS NERF!" What was the scenario you describe here, were you an Iron Shell fleet attacking a CFT station? My guess based on the image is that you hade a bunch of fragile fuel tankers left and it was beaten by a CFT Exeter. Some clarity on the "OP! NEEDS NERF!" would be appreciated so I can better address you concern.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.4 - 03/19/23
Post by: mark.sucka on March 23, 2023, 12:21:13 PM
I just wanted to comment that I'm really liking your mod and have been using it my last few playthroughs.

The Knarr and the Danube are some of the best value for the money & DP ships in my fleet.  I play with Realistic Combat, and these 2 ships make up about 75% of my fleet.

The Knarr has capital-class armor while costing cruiser-class DP.  Sure its guns aren't much, but its armor can fully tank small and even most medium mount weapons without damage, and even many large mount and light bombers struggle to harm it.  Only bombs, missiles, and heavy weapons stand a chance at causing hull damage to it (assuming the shields don't block them), which....

The Danube is an excellent PD compliment to the Knarr.  Throw 3 Danubes on escort for a Knarr, and you've got 24 mining lasers running cover to knock out most any missiles someone tries to shot at the pack.  Throw 6 Danubes on escort, and not only do you have point defense that nothing will get through, those lasers also cause a radiation cloud the enemy doesn't want to approach especially with realistic combat -- due to diffraction, 60 mining lasers at range aren't very scary, but any ship trying to go in for a knife fight finds how painful they can be.  Only safety override fleets like LP, Fang, or Hive dare to brawl.  And while the tender drones are nothing too powerful, their weapons can do an appreciable job taking out frigates and even low-grade destroyers when you've got 10+ of them firing away at a ship.  And logistically, you've nearly got an Atlas worth of cargo hauling for every 6 Danube escorts you've got in your fleet.  It also has a very generous amount of OP given only 4 small weapon mounts, leaving tons of OP for other purposes.

The Chester provides the final piece of the puzzle.  A few heavy bombers takes care of any heavy cruiser or capital grade ships that can't be appreciably harmed by tenders or even the Knarr's medium weapons.

Add on to that the fact you get obscene salvage when most every ship in your fleet has a salvage gantry, and Carter ship provide amazing bang for the buck.  Plus if you're playing Nex, anytime you need some cash, go mine and you get a windfall with the ships' large mining power.

Add in the Modern Carriers mod, and standardize the fighter bays with the hullmod, and you've created a combat masterpiece.  Facing off against 200 DP of Carter ships, 3 Knarrs & 20 Danubes with standardized bays?  You've got 3 meat shields soaking any small or medium weapons you try shooting at it without taking damage, 20 wings of mining pods destroying whatever missiles you shoot at this horde the instant your missiles unclasp from their weapon mounts, 20 wings of wasps chasing down and obliterating any frigate or destroyer that tries to approach these guys, and 40 wings of flash bombers dropping heavy death on any big ship that can actually bring large weapon mounts to the battle.  After a few minutes of battle when you've pushed the enemy back to their launch area, it basically just becomes that scene from wing commander where the Kilrathi are coming through the jump gate one at a time and being blown up before they can even get their shields online.  New enemy capital ship entering the battlefield?  Well enjoy flying through 160 proximity charges dealing you 80,000 damage as soon as you join the fray there buddy!

All that said, I don't use much of their weaponry or fighter wings.  I find their stuff relatively weak (which lore-wise makes sense, they're blockade runners, not warmongers).  Even the cutter fighters, which on paper have good DPS, suffer from weak flux dissipation, meaning they can give a decent heavy initial burst with their wavemotions but then barely have the energy to keep the Culverin going.  MVS tends to offer up better armaments for my play-style -- continuous moderately damaging all-purpose DPS with added EMP to shut down systems, and drone swarms that don't cost crew losses.  I also find the Carter system and faction allies in Nex to be problematic.  Often their favorable relations with pirates causes them serious issues -- nobody else really likes pirates, and a number of times their system is absolutely teeming with large enough pirate swarms to destroy their real ally trade fleets.  I generally hate going to their system until mid-late game when the 6+ fleets of pirates camping every jump gate no longer pose a real threat.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.4 - 03/19/23
Post by: HopeFall on March 23, 2023, 12:56:18 PM
Nono. It was a joke. I was just having some fun with the image.
Title: Re: [0.95.1a]Carter's Freetraders - V 1.4 - 03/19/23
Post by: Dazs on March 23, 2023, 02:39:42 PM
I just wanted to comment that I'm really liking your mod and have been using it my last few playthroughs.
That is so nice, I am happy to hear that you are enjoying it.
The Knarr and the Danube are some of the best value for the money & DP ships in my fleet.  I play with Realistic Combat, and these 2 ships make up about 75% of my fleet.
Interesting, I do not use Realistic Combat so I do not have first hand experience in how it interacts with my mods.
The Knarr has capital-class armor while costing cruiser-class DP.  Sure its guns aren't much, but its armor can fully tank small and even most medium mount weapons without damage, and even many large mount and light bombers struggle to harm it.  Only bombs, missiles, and heavy weapons stand a chance at causing hull damage to it (assuming the shields don't block them), which....
Yep, that is it's intended role, happy to hear it is doing the job I designed it for.
The Danube is an excellent PD compliment to the Knarr.  Throw 3 Danubes on escort for a Knarr, and you've got 24 mining lasers running cover to knock out most any missiles someone tries to shot at the pack.  Throw 6 Danubes on escort, and not only do you have point defense that nothing will get through, those lasers also cause a radiation cloud the enemy doesn't want to approach especially with realistic combat -- due to diffraction, 60 mining lasers at range aren't very scary, but any ship trying to go in for a knife fight finds how painful they can be.  Only safety override fleets like LP, Fang, or Hive dare to brawl.  And while the tender drones are nothing too powerful, their weapons can do an appreciable job taking out frigates and even low-grade destroyers when you've got 10+ of them firing away at a ship.  And logistically, you've nearly got an Atlas worth of cargo hauling for every 6 Danube escorts you've got in your fleet.  It also has a very generous amount of OP given only 4 small weapon mounts, leaving tons of OP for other purposes.
Yep, it is a logistics ship by design. I gave it more OP than it could use for weapons because direct combat is not it's intended role. I felt that ship and a couple others would offer players the ability to customize by stacking hull mods on them. I am always happy to hear about some new creative way someone laid one out.
The Chester provides the final piece of the puzzle.  A few heavy bombers takes care of any heavy cruiser or capital grade ships that can't be appreciably harmed by tenders or even the Knarr's medium weapons.
That is great to hear. I like the Chester but it gets no love when people talk about CFT ships.
Add on to that the fact you get obscene salvage when most every ship in your fleet has a salvage gantry, and Carter ship provide amazing bang for the buck.  Plus if you're playing Nex, anytime you need some cash, go mine and you get a windfall with the ships' large mining power.
Well JYD is my mining focused mod but CFT does have gantries on most of their ships because they are a smuggling/salvage focused faction. Nex uses salvage gantries in it's calculation when assigning mining strength to a ship so they become mining ships under Nex. I sort of went with that and added some mining weapons and drones to their lineup for players who like CFT but also want to mine. TLDR it isn't a focus of the mod but a nice little side benefit. :)
Add in the Modern Carriers mod, and standardize the fighter bays with the hullmod, and you've created a combat masterpiece.  Facing off against 200 DP of Carter ships, 3 Knarrs & 20 Danubes with standardized bays?  You've got 3 meat shields soaking any small or medium weapons you try shooting at it without taking damage, 20 wings of mining pods destroying whatever missiles you shoot at this horde the instant your missiles unclasp from their weapon mounts, 20 wings of wasps chasing down and obliterating any frigate or destroyer that tries to approach these guys, and 40 wings of flash bombers dropping heavy death on any big ship that can actually bring large weapon mounts to the battle.  After a few minutes of battle when you've pushed the enemy back to their launch area, it basically just becomes that scene from wing commander where the Kilrathi are coming through the jump gate one at a time and being blown up before they can even get their shields online.  New enemy capital ship entering the battlefield?  Well enjoy flying through 160 proximity charges dealing you 80,000 damage as soon as you join the fray there buddy!
Lol that is great! - I never though of stacking like that with Modern Carriers, hats off! :)
All that said, I don't use much of their weaponry or fighter wings.  I find their stuff relatively weak (which lore-wise makes sense, they're blockade runners, not warmongers).  Even the cutter fighters, which on paper have good DPS, suffer from weak flux dissipation, meaning they can give a decent heavy initial burst with their wavemotions but then barely have the energy to keep the Culverin going.  MVS tends to offer up better armaments for my play-style -- continuous moderately damaging all-purpose DPS with added EMP to shut down systems, and drone swarms that don't cost crew losses.
When I set out to make CFT I wanted them to stand apart from JYD. JYD is more militant and anti-pirate focused and their weapons are stronger so I did the inverse with CFT. Your breakdown is evident of my intention for them to be heavy into logistics with sturdy blockade running ships but their weapons are only strong enough to hold their own. I gave them so many PD weapons to give players options to set them up in defensive roles.
I also find the Carter system and faction allies in Nex to be problematic.  Often their favorable relations with pirates causes them serious issues -- nobody else really likes pirates, and a number of times their system is absolutely teeming with large enough pirate swarms to destroy their real ally trade fleets.  I generally hate going to their system until mid-late game when the 6+ fleets of pirates camping every jump gate no longer pose a real threat.
I have them set to a neutralist stance when you start so no one hates them except a faction like Hivers that hates everyone. Thing is, Nex will not allow you to maintain a neutral stance and forces you to take a side. If you dislike them being pirate friendly that is easily remedied in Nex by doing missions for "good" and "neutral" aligned factions like the independents, essentially any faction that the pirate faction(s) dislike. You will find real fast that the "amoral" and "evil" factions will start to hate you for helping their enemies but the inverse is true if you want the pirates factions to like you just do the reverse.

Thank you so much for sharing your experiences with CFT, I enjoyed the good read :)

Nono. It was a joke. I was just having some fun with the image.
Oh good, I did my best to not make CFT OP fighting ships you had me worried a bit there lol
Title: Re: [0.95.1a]Carter's Freetraders - V 1.4 - 03/19/23
Post by: Dazs on March 30, 2023, 06:55:52 AM
I thought it'd be so damned cool if there was a way to make 'asteriod' missiles like they did in the show.
Hopefall, I gave this idea some thought and decided it made more sense to add something like that to JYD since they are mainly a mining faction. So FYI in the JYD update I just released I added a weapon to the Industrious that literally uses asteroids as projectiles. Instead of going with a slow effect as you suggested though I gave it an EMP explosion since it is propelled by a rail gun. The weapon is currently exclusive to the Industrious so if you acquire one l would be interested in your thoughts on the JYD forum. :)
Title: Re: [0.95.1a]Carter's Freetraders - V 1.5 - 04/02/23
Post by: Dazs on April 02, 2023, 09:37:33 AM
v1.5 released today - Save Compatible with v 1.4 - note if you have a Fusta in your fleet, you may need to reallocate OP

-Added repeatable smuggling mission to the CFT trade and military contacts
-Two new mining weapons based on the one I released last update
-Replaced the images used for Biolab and Grey Industry
-A new light carrier from a sprite posted on discord from ARandomRobloxJal with the comment "I wanna see daz put it into carter free trader as a 5 bay 10 -DP cruiser carrier" Probably a troll comment but since it was April 1st I figured I would lemons/lemonade it and I think the final version fits the CFT aesthetic. Credit given in the changelog and the description of the ship.
-Fixed some errors

Details can be found in the changelog posted on the forum OP or in the RAR -Another group effort update, thank you ARandomRobloxJal, emto demto, Butterslingshot and Timid for their help and suggestions.
Title: Re: [0.96a] Carter's Freetraders - V 1.5.1 - 05/11/23
Post by: Dazs on May 11, 2023, 06:22:36 AM
v1.5.1 released today- Not save compatible with prior versions

I received a couple requests for a .96a temp version while Nex is being worked on so I updated the mod to work with 0.96a and disabled Nexerelin interactions. The forum page still says it requires Nex but atm that is not the case. I will re-enable them once a stable patch for that mod is released by Histidine NOTE: Mod integrations listed on the forum page will be re-enabled as they are made 0.96a compliant as well.

I hope you are all enjoying the new content, I know I sure am!
Title: Re: [0.96a] Carter's Freetraders - V 1.5.1 - 05/11/23
Post by: TalRaziid on May 11, 2023, 09:11:56 AM
What is the colony structure from this mod? Don't see it shown in the mod description here
Title: Re: [0.96a] Carter's Freetraders - V 1.5.1 - 05/11/23
Post by: Dazs on May 11, 2023, 03:21:55 PM
What is the colony structure from this mod? Don't see it shown in the mod description here
Hello there, there is a spoiler section labeled "Mod technical notes" on the forum OP and there is a brief description for the industry: "The included colony structure produces recreational drugs with an option to update it into an industry that also produces heavy weapons"

Essentially the first stage (Biolab) does not require an industry slot but it can be upgraded (Grey Industry) which would require an open industry slot.
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: Dazs on May 12, 2023, 09:52:51 AM
v1.5.2 - Not save compatible with prior versions - Sorry, if I had only waited another day before releasing 1.5.1 :(
   -Re-enabled Nexerelin requirement, interactions and features
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: 7x9000 on May 12, 2023, 03:47:09 PM
Good day/evening/night. I was wondering if you still had the 0.95.1a version of this mod and your hullmods mod available to download? I was looking at it the other day, and was going to download it, but something got in the way of that. I haven't updated my game yet (due to wanting to get as much as possible updated beforehand), so I was wondering if you had the slightly older versions still available.

You very much updated quicker than I was expecting, ahahah.
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: Dazs on May 12, 2023, 04:51:43 PM
Good day/evening/night. I was wondering if you still had the 0.95.1a version of this mod and your hullmods mod available to download? I was looking at it the other day, and was going to download it, but something got in the way of that. I haven't updated my game yet (due to wanting to get as much as possible updated beforehand), so I was wondering if you had the slightly older versions still available.
Hello there, glad to help. I keep previous versions for 90 days in case someone such as yourself would like a previous one. Here are dropbox links to the last 0.95.1a versions of both CFT and CJHM:
https://www.dropbox.com/s/03fiwrk73lax0n5/Carter%27s%20Junk%20Hull%20Mods.rar?dl=0
https://www.dropbox.com/s/d6nziqgcj2d3o1q/Carter%27s%20Freetraders.rar?dl=0
You very much updated quicker than I was expecting, ahahah.
I was waiting with baited breath for the Nex update and had them ready to go! :)
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: 7x9000 on May 12, 2023, 04:57:06 PM
Good day/evening/night. I was wondering if you still had the 0.95.1a version of this mod and your hullmods mod available to download? I was looking at it the other day, and was going to download it, but something got in the way of that. I haven't updated my game yet (due to wanting to get as much as possible updated beforehand), so I was wondering if you had the slightly older versions still available.
Hello there, glad to help. I keep previous versions for 90 days in case someone such as yourself would like a previous one. Here are dropbox links to the last 0.95.1a versions of both CFT and CJHM:
https://www.dropbox.com/s/03fiwrk73lax0n5/Carter%27s%20Junk%20Hull%20Mods.rar?dl=0
https://www.dropbox.com/s/d6nziqgcj2d3o1q/Carter%27s%20Freetraders.rar?dl=0
You very much updated quicker than I was expecting, ahahah.
I was waiting with baited breath for the Nex update and had them ready to go! :)

Thank you very much! I look forward to playing the new content, but for now I'm rather fine with waiting until the majority of my stuff is updated.
Keep up the good work!
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: Dazs on May 12, 2023, 05:03:17 PM
Thank you very much! I look forward to playing the new content, but for now I'm rather fine with waiting until the majority of my stuff is updated.
Keep up the good work!
You are welcome, I am kinda flattered that you wanted them. I agree with your sentiment although I tried to keep my mods as up to date as I could, personally I have not played much of .96a. Now that Nex is updated I plan to do a marathon game once I am done with the update for TTSC. (Barring any crash reports from my mods) #fingerscrossed :)
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: Solar Mechanis on May 13, 2023, 05:10:28 PM
Hello,

I get a Fatal:Null error when I try to run this. I guess RC9 messed something up, but I'm not great at reading the logs.

Thanks for being so quick on the updates.

Edit: it crashes on startup.
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: Dazs on May 13, 2023, 06:40:52 PM
Hello,

I get a Fatal:Null error when I try to run this. I guess RC9 messed something up, but I'm not great at reading the logs.
Edit: it crashes on startup.
Hello there I will try to help as best as I can but without an error log or code the best I can do is start with basic troubleshooting. I run a fully modded game with pretty much every mod that is updated to .96a. So as a first step I started a new game as CFT after reading your message and before replying and the game loaded and ran fine on my end.

Next, do you have the latest version of not only CFT but also it's dependencies, Nexerelin, LazyLib, and MagicLib - if not, do so. If yes then delete the CFT folder, re-download a fresh copy and reinstall, you may have initially downloaded a corrupted RAR or a file in the folder somehow became corrupted.

If you still get a crash on startup there will be a pop up screen with a message. If you can rely me what that says I can better help. However I hope the steps I listed fix your issue and we need go no further and you can get back to your game :)
Thanks for being so quick on the updates.
Thanks for noticing :)
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: Solar Mechanis on May 13, 2023, 07:31:59 PM
Code
 {"enabledMods": [
  "$$$_DakkaHolics_sprites",
  "$$$_lightshow_nc",
  "$$$_trailermoments",
  "adversary",
  "A_S-F",
  "Angry Periphery",
  "anotherportraitpack",
  "apex_design",
  "Cryo_but_better",
  "bsgportraitspack",
  "battletechportraitpack",
  "brdy_addon",
  "blackrock_driveyards",
  "ORK",
  "CFT",
  "CJHM",
  "Csp",
  "combatactivators",
  "chatter",
  "cmutils",
  "lw_radar",
  "lw_console",
  "diyplanets",
  "istl_dassaultmikoyan",
  "hm_flagpack",
  "diableavionics_rosenritter",
  "diableavionics",
  "Diktat Enhancement",
  "Everybody loves KoC",
  "fleethistory",
  "fleet_journal",
  "fleetsizebydp",
  "forge_production",
  "sun_fuel_siphoning",
  "HexShields",
  "hostileIntercept",
  "sun_hyperdrive",
  "immersionFriendlyPortraitPack",
  "interestingportraitspack",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "nexerelin",
  "shaderLib"
]}

So I posted it as an attachment, but all it says is Fatal:Null check Starsector.log for more info.

Funny enough I also get a crash to start when I try to run JYD.

I'd attach the log itself, but it's very large and I don't know what to post to help. I can add it to the player-tech-support discord and ping you if you want to take a look at the log.

I should also mention that I'm running on linux.

Edit: Nex, Lazy, and Magic are all up to date.
Edit 2: I did redownload both CFT and JYD, but still CTD on startup.
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: Dazs on May 13, 2023, 07:47:14 PM
Ahh Linux, should have known. Sorry about the hassle, my mods have had issues with Linux in the past and it is usually just a matter of improper capitalization on my part, it is a stickler for that. I am heading off to bed but I'll look into in first thing tomorrow, it should not be that hard to find (I hope) since it is two of my mods and there are only so many similarities between them.
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: Dazs on May 14, 2023, 04:13:07 AM

I'd attach the log itself, but it's very large and I don't know what to post to help. I can add it to the player-tech-support discord and ping you if you want to take a look at the log.

I should also mention that I'm running on linux.

I took a quick once over on both and do not see any apparent Linux issues. Does not mean there aren't any, I do not use Linux so it is hard for me to diagnose other than the usual suspects. Posting on discord is fine but all I really need is the last dozen or so lines of the log that says why it crashed which with a simple text editor you can copy/paste here. Either way is fine but having that error code and reason would help me greatly. Thank you!
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: Solar Mechanis on May 14, 2023, 10:40:14 PM
I took a quick once over on both and do not see any apparent Linux issues. Does not mean there aren't any, I do not use Linux so it is hard for me to diagnose other than the usual suspects. Posting on discord is fine but all I really need is the last dozen or so lines of the log that says why it crashed which with a simple text editor you can copy/paste here. Either way is fine but having that error code and reason would help me greatly. Thank you!
Alright, here are the last lines of the log.
Code
63011 [Thread-9] ERROR com.fs.graphics.OO0O  - 
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.OO0O$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
63035 [Thread-9] ERROR com.fs.graphics.OO0O  -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.OO0O$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)

Curious to see what the issue turns out to be. Hopefully something simple.  ;D
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: oporpu on May 15, 2023, 12:45:27 AM
Hello, just testing your mod for the first time!

I believe there is an unintended arc value for the upper right small energy turret (WS0006) on the Schooner. Current value is 45, shouldn't it be 95 like the others?
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: Dazs on May 15, 2023, 01:02:33 AM
I took a quick once over on both and do not see any apparent Linux issues. Does not mean there aren't any, I do not use Linux so it is hard for me to diagnose other than the usual suspects. Posting on discord is fine but all I really need is the last dozen or so lines of the log that says why it crashed which with a simple text editor you can copy/paste here. Either way is fine but having that error code and reason would help me greatly. Thank you!
Alright, here are the last lines of the log.
Code
63011 [Thread-9] ERROR com.fs.graphics.OO0O  - 
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.OO0O$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
63035 [Thread-9] ERROR com.fs.graphics.OO0O  -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.OO0O$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)

Curious to see what the issue turns out to be. Hopefully something simple.  ;D
Well that is a new one for me to be sure. Were you successfully using CFT under Linux before the 0.96a update?
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: Dazs on May 15, 2023, 01:09:52 AM
Hello, just testing your mod for the first time!

I believe there is an unintended arc value for the upper right small energy turret (WS0006) on the Schooner. Current value is 45, shouldn't it be 95 like the others?
I looked into it and it seems like yet another Dazs bonehead oversight. Thank you for letting me know I will have it fixed in the next update. That one went undiagnosed for about a year, good eye! 

Um to be fair, a 4 looks like a 9 in the editor :)
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: Solar Mechanis on May 15, 2023, 04:23:02 PM
Well that is a new one for me to be sure. Were you successfully using CFT under Linux before the 0.96a update?

I was using CFT and JYD with no problems in .95.1a. If I can provide any more info to help let me know.

Edit: I am using JRE 8 as well.
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: Dazs on May 15, 2023, 05:45:01 PM
Well that is a new one for me to be sure. Were you successfully using CFT under Linux before the 0.96a update?

I was using CFT and JYD with no problems in .95.1a.
Edit: I am using JRE 8 as well.
Thank you that helps, I use JRE 8 as well but I use windows so IDK. The error code sort of baffles me because if I am reading it correctly it is a Java Hash Map value issue but I did not change anything in the last update that would cause that.
If I can provide any more info to help let me know.
If you could post the entire crash log on discord and ping me with the message maybe I can better figure it out. Plus it would give us a starting point to ask the community if they know what it means.

I just "crossed off" the TTSC and HIVER items on my to-do list and deep diving into this Linux issue is next on my plate.
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: sajberhippien on May 16, 2023, 06:22:42 AM
Seems like this wouldn't be intended but can't be sure, but on the front Small Energy hardpoints on the Schooner, the leftmost hardpoint has a wider arc than the rightmost one. Looks like about 90 degrees vs 60 degrees.
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: Dazs on May 16, 2023, 07:14:12 AM
Seems like this wouldn't be intended but can't be sure, but on the front Small Energy hardpoints on the Schooner, the leftmost hardpoint has a wider arc than the rightmost one. Looks like about 90 degrees vs 60 degrees.
Hello there, thank you for the report. oporpu messaged me yesterday a similar issue with the Schooner (couple messages up for reference) and the correction for that will be bundled in the next CFT update. For clarity sake however I have to ask if perhaps you are referring to a different ship because the Schooner has no hardpoints, only turrets and none of them are angled 90 or 60 degrees.

I am currently waiting on a crash report from Solar Mechanis to help figure out their reported Linux crash issue so if you could let me know if perhaps it is another ship you are referring to, I can bundle in a fix for that as well.
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: sajberhippien on May 16, 2023, 07:25:28 AM
Hello there, thank you for the report. oporpu messaged me yesterday a similar issue with the Schooner (couple messages up for reference) and the correction for that will be bundled in the next CFT update. For clarity sake however I have to ask if perhaps you are referring to a different ship because the Schooner has no hardpoints, only turrets and none of them are angled 90 or 60 degrees.

I am currently waiting on a crash report from Solar Mechanis to help figure out their reported Linux crash issue so if you could let me know if perhaps it is another ship you are referring to, I can bundle in a fix for that as well.

Ah, sorry, just coming back to the game and had forgotten the terminology. Small 'slots', then, I guess; and I'm not sure the exact degrees involved, the 90' and 60' arcs were just an eyeball.

Also noticed a different thing, the Pulse Mining Blaster and Medium Pulse Mining Blaster seem identical except that the former only takes a small hardpoint and 6 OP while the latter takes a medium one and 12 OP.
Title: Re: [0.96a] Carter's Freetraders - V 1.5.2 - 05/12/23
Post by: Dazs on May 16, 2023, 07:34:34 AM
Ah, sorry, just coming back to the game and had forgotten the terminology. Small 'slots', then, I guess; and I'm not sure the exact degrees involved, the 90' and 60' arcs were just an eyeball.
Not a problem, I was just concerned that I may have overlooked a separate issue with the mod. I'll have a fix for that out soon as discussed.
Also noticed a different thing, the Pulse Mining Blaster and Medium Pulse Mining Blaster seem identical except that the former only takes a small hardpoint and 6 OP while the latter takes a medium one and 12 OP.
Well speaking of overlooking an issue with the mod.... I am embarrassed to say you are correct about that. I mean really, that line of weapons has been out for months and I personally use them. How could I have never noticed that? Time to hang it up and turn in my mod guild membership card. :(
Title: Re: [0.96a] Carter's Freetraders - V 1.6 - 05/17/23 Fine Tuning & Error Corrections
Post by: Dazs on May 17, 2023, 05:32:14 AM
v1.6 released today - Save Compatible with v1.5+

Fixed two mistakes on my part that was reported on the forum, you can read my commentary there as I am still embarrassed over one of them to go into detail. This led me to go over each ship and look for more and I found some minor issues that are fixed as well. While I was there I looked over the weapon placement of each ship and modified several to have wider firing arcs that matched the other mounts. This gives them symmetry and better engagement chances.

Details can be found in the changelog posted on the forum OP or in the RAR - Shout out and thank you to oporpu and sajberhippien for taking the time to bring the issues to my attention.

Note: There is still an unsolved issue with Linux that popped up in the .96a update as reported by Solar Mechanis that I am still trying to find an answer to. I would appreciate it if anyone more familiar with Linux could give the error codes posted on the forum a look and help diagnose this because I am stumped.
Title: Re: [0.96a] Carter's Freetraders - V 1.6 - 05/17/23 Fine Tuning & Error Corrections
Post by: Inhilicon on May 27, 2023, 03:09:14 PM
Excuse me, but what is wrong with this Wrecker weapon? Not only does it look identical to the HVD but darkened, it makes no sound whatsoever.
Title: Re: [0.96a] Carter's Freetraders - V 1.6 - 05/17/23 Fine Tuning & Error Corrections
Post by: Dazs on May 27, 2023, 03:20:22 PM
Excuse me, but what is wrong with this Wrecker weapon? Not only does it look identical to the HVD but darkened, it makes no sound whatsoever.
Hello there, I made so many weapons in CFT that they sort of blended after a bit and had to stop myself when I realized how many I added :) I looked over the Wrecker and compared it to the HVD and it does resemble it, I had not realized that before. Pieces and parts I used were from vanilla weapons and I guess I just unintentailly matched up the base and barrel and oopsie. As far as the sound, I have it set to make the sound of the Devastator and my guess is if it is no longer working then the sound file I have it linked to most likely changed in the .96a update.

Thank you for letting me know, I'll remake the graphic and verify that there is a sound in the next update. I guess I should check all of them while I am at it.
Title: Re: [0.96a] Carter's Freetraders - V 1.6 - 05/17/23 Fine Tuning & Error Corrections
Post by: Inhilicon on May 27, 2023, 04:56:30 PM
Excuse me, but what is wrong with this Wrecker weapon? Not only does it look identical to the HVD but darkened, it makes no sound whatsoever.
Hello there, I made so many weapons in CFT that they sort of blended after a bit and had to stop myself when I realized how many I added :) I looked over the Wrecker and compared it to the HVD and it does resemble it, I had not realized that before. Pieces and parts I used were from vanilla weapons and I guess I just unintentailly matched up the base and barrel and oopsie. As far as the sound, I have it set to make the sound of the Devastator and my guess is if it is no longer working then the sound file I have it linked to most likely changed in the .96a update.

Thank you for letting me know, I'll remake the graphic and verify that there is a sound in the next update. I guess I should check all of them while I am at it.

I hope I didn't come across as hostile, it just seemed a little odd, like a placeholder. I don't want to stifle anyone's creativity. I like the mod otherwise!
Title: Re: [0.96a] Carter's Freetraders - V 1.6 - 05/17/23 Fine Tuning & Error Corrections
Post by: Dazs on May 27, 2023, 05:41:16 PM
I hope I didn't come across as hostile, it just seemed a little odd, like a placeholder. I don't want to stifle anyone's creativity. I like the mod otherwise!
Not hostile at all, I welcome posts such as yours. I tend to see the forest and not the trees, so to speak, and it is helpful when someone points out a flaw that I overlooked. I am happy to hear you are enjoying the mod and look forward to any other insight or opinions you have regarding CFT as you play.

Happy voyage!
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: Dazs on May 28, 2023, 09:13:49 AM
v1.61 released today, just a quick hotfix - Save Compatible with v 1.6

   -Adjusted the sprites for the Wrecker base and recoil to differentiate them from the HVD
   -Fixed an error with the Wrecker not producing any sound

Ty Inhilicon for pointing out that the Wrecker barrel was very similar to the Hypervelocity Driver and that the sound it used stopped working post .96a.
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: Inhilicon on May 28, 2023, 10:09:02 AM
No worries. There are, uhm, quite a few weapons that are very similar-looking to existing stuff... for example, the Howitzer is just a Hellbore mirrored at the middle with slightly different colours.

I'm not saying they -have- to be changed, it's just an observation I made. I've tried making weapons myself and it's really hard. I'm bad at spriting. So I don't blame you. Like before, I hope you don't take offense. The ships are cool, at least.

I attached an image of the first weapon I ever made, and it looks really bad. Just to show you what I mean, haha. Spriting is hard...
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: Dazs on May 28, 2023, 12:04:22 PM
No worries. There are, uhm, quite a few weapons that are very similar-looking to existing stuff... for example, the Howitzer is just a Hellbore mirrored at the middle with slightly different colours.

I'm not saying they -have- to be changed, it's just an observation I made. I've tried making weapons myself and it's really hard. I'm bad at spriting. So I don't blame you. Like before, I hope you don't take offense. The ships are cool, at least.

I attached an image of the first weapon I ever made, and it looks really bad. Just to show you what I mean, haha. Spriting is hard...

Oh it is OK, I am an admitted kitbasher. Most of the mod assets are taking existing vanilla or free to use sprites and fitting pieces in a different way. It was the sound issue that concerned me and once I figured it out I figured I would bundle in a Wrecker re-sprite as a thank you for letting me know.
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: Dazs on June 02, 2023, 05:19:33 AM
Just a quick FYI - Solar Mechanis messaged me that he installed the new 1.6.1 update and no longer receives a crash. Figured I would post that here for players that use Linux and may have had a similar issue with version 1.6.
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: Indie Winter on June 09, 2023, 01:22:16 AM
are the bonuses granted by Combat Engineers ship exclusive or do they count for the whole fleet? the wording on the actual mod is unclear except for the last part about ship recovery.
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: Dazs on June 09, 2023, 04:18:30 AM
are the bonuses granted by Combat Engineers ship exclusive or do they count for the whole fleet? the wording on the actual mod is unclear except for the last part about ship recovery.
Good morning that is a good question, and a perspective I did not consider. I looked over the description I gave them and I see your point, it only states that "the ships they are assigned to are almost always recoverable after the battle". All the CE skills are ship exclusive, it would be a bit OP to have it fleet wide. I'll change that to be more clear in the next update, thank you for pointing that out.

I am currently working on a TTSC update but I do have plans to make a couple CFT made pirate ships that has been requested by a couple people so I'll bundle that re-write in with that when I am done.
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: Indie Winter on June 09, 2023, 11:30:52 PM
oh great! I didn't mean to sound ungrateful with that post, I guess I should have properly introduced myself first off. I realize it wouldn't make sense for CE to have a fleet-wide bonus, especially with the Hull Restoration skill being right there. Thank you!
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: Dazs on June 10, 2023, 02:06:36 AM
oh great! I didn't mean to sound ungrateful with that post, I guess I should have properly introduced myself first off. I realize it wouldn't make sense for CE to have a fleet-wide bonus, especially with the Hull Restoration skill being right there. Thank you!
In no way did I get that vibe, I apologize if I came off that I had. It was a valid question and I truly appreciate getting other people's views and comments. I do my best but I am just a guy that likes the game enough to learn the basics of Java so any and all help is appreciated.
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: 5ColouredWalker on June 10, 2023, 02:58:33 AM
Hi, coming back after some time away. This plus the one in the hull mods might have me sounding a little negative but I love your work.


Three big things balance wise.

The Danube
The Danube is effectively a Salvage Vessel and 2 Shepards bolted into one ship. This would cost 48K if the ships were actually all bought. The Danube costs 16K.
This is egregious. Additionally it has 80 OP.... It doesn't need this. With this, I can use it as a dedicated logistics ship and a dedicated logistics ship. That's silly.
For armament it has 4 Synergy Pods. It has 2 Mining Drone bays as dedicated PD (Barring Hull Mods), so it doesn't need PD, and can dedicate all slots to weapons, with good Flux stats and 20 Vent spots to work with... If armed with PD or Missiles, it doesn't need these, giving it effectively 20 free Build Points. If you decide to go energy weapons, then you're only spending 60ish OP on combat stuff (Full Vents/Caps, 4 Tac Lasers or Pulse Lasers), leaving you with tons of mod points.
And it's 2 non-Mining Drone Fighters are going to be addressed in their own section, but mean it rolls over most early game enemies.

If I were to change it, I would give it Survey Gear (To match the Shepard comparison), and drop 20 points of DP. If people want it logistics, it's still combat capable, but it means you can't give it a super combat load. If you don't want it combat capable, that gives it plenty of space for  combat defences and logistics mods. If you want to dedicate it for combat, well it shouldn't be a combat ship with tons of mods, you have other combat salvagers for that. Oh, and it should cost 35K minimum.

That said it's a bit odd it has Synergy slots. The missile mining weapons are in Junk Yard Dogs, and being Synergy it can't pack mining lasers. Hybrid would make more sense, even if the idea of packing it with Drill SRMS, Asteroid busters, and a bunch of missile ammo boosters is hilarious. [As an aside, I've realised that while I like certain things from JYD, I mainly use them for weapons. Which commission bonus is better is debatable, but the Intelligent ships do make for good surveyors.]

I'm sorry, I can tell this one comes across a bit ranty. I'm not going to edit it though because I feel a bit ranty about it. The ship is ridiculous. The other two are much nicer, I promise.
[close]

Electromagnetic Railguns
This gun falls afoul of the super long range problem. It has 1100K range and has great anti-shield stats. A small one is 4 points, deals 120 dps, is rapid firing, and has 1100 range.
Compared to this, why would I ever use a Railgun? Hell, it out-performs a Hypervelocity driver in the small slot.
Sure it's trash against armor, and the EMP while there doesn't seem to do anything, but it strips shields easily due to the range advantage, and once armor is past things pop due to being frag. And woe betide any missiles that cross it's path.

The lore also doesn't make sense. It's a electromagnetic autogun for destroying asteroids... Why does that result in better combat stats than a Hypervolocity driver? And why would it come as a (almost) fully-auto weapon like a chaingun?
[close]

Tender Mining Drone
Single fairly tough drones with decent range... With 3 high explosive blasters? These things are effectively unlimited ammo light bombers, happily wrecking the day of fighters, frigates and destroyers while being tough and not using up crew, coming on both the Bawley and the Danube making them super easy to mass, making Pirates, Ludites and Derelicts a non issue.

These things are far too powerful. Part of it is their position in the early game and how cheap the Danube is, so they don't have super long staying power and nerfing the Danube will nerf them as a side effect. But I'd probably drop them to 2 Blasters, or 1 and possibly make them 2 fighters that are less tough. (Maybe not half, but they are decently tough.)
[close]

I'm going to do a restart trying to avoid getting drunk on mass Danubes so I use the others more often, and force myself to stay away from the Electromagnetic Railguns. I will say I have been loving everything else though.
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: Dazs on June 10, 2023, 04:58:10 AM
Hi, coming back after some time away. This plus the one in the hull mods might have me sounding a little negative but I love your work.
Ah hello again and welcome back to the game. I hope you are enjoying the .96a changes, I know I sure am. I do not take your feedback as negative, I appreciate you taking the time to post such detailed analysis because it helps me gain perspective.
Three big things balance wise.

The Danube
The Danube is effectively a Salvage Vessel and 2 Shepards bolted into one ship. This would cost 48K if the ships were actually all bought. The Danube costs 16K.
This is egregious. Additionally it has 80 OP.... It doesn't need this. With this, I can use it as a dedicated logistics ship and a dedicated logistics ship. That's silly.
For armament it has 4 Synergy Pods. It has 2 Mining Drone bays as dedicated PD (Barring Hull Mods), so it doesn't need PD, and can dedicate all slots to weapons, with good Flux stats and 20 Vent spots to work with... If armed with PD or Missiles, it doesn't need these, giving it effectively 20 free Build Points. If you decide to go energy weapons, then you're only spending 60ish OP on combat stuff (Full Vents/Caps, 4 Tac Lasers or Pulse Lasers), leaving you with tons of mod points.
And it's 2 non-Mining Drone Fighters are going to be addressed in their own section, but mean it rolls over most early game enemies.

If I were to change it, I would give it Survey Gear (To match the Shepard comparison), and drop 20 points of DP. If people want it logistics, it's still combat capable, but it means you can't give it a super combat load. If you don't want it combat capable, that gives it plenty of space for  combat defences and logistics mods. If you want to dedicate it for combat, well it shouldn't be a combat ship with tons of mods, you have other combat salvagers for that. Oh, and it should cost 35K minimum.

That said it's a bit odd it has Synergy slots. The missile mining weapons are in Junk Yard Dogs, and being Synergy it can't pack mining lasers. Hybrid would make more sense, even if the idea of packing it with Drill SRMS, Asteroid busters, and a bunch of missile ammo boosters is hilarious. [As an aside, I've realised that while I like certain things from JYD, I mainly use them for weapons. Which commission bonus is better is debatable, but the Intelligent ships do make for good surveyors.]

I'm sorry, I can tell this one comes across a bit ranty. I'm not going to edit it though because I feel a bit ranty about it. The ship is ridiculous. The other two are much nicer, I promise.
[close]
I went synergy on CFT because it is not a mining focused faction though it does have some mining ships. All good points and I like your suggestions for the Danube, I'll take them into account for the next update.
Electromagnetic Railguns
This gun falls afoul of the super long range problem. It has 1100K range and has great anti-shield stats. A small one is 4 points, deals 120 dps, is rapid firing, and has 1100 range.
Compared to this, why would I ever use a Railgun? Hell, it out-performs a Hypervelocity driver in the small slot.
Sure it's trash against armor, and the EMP while there doesn't seem to do anything, but it strips shields easily due to the range advantage, and once armor is past things pop due to being frag. And woe betide any missiles that cross it's path.

The lore also doesn't make sense. It's a electromagnetic autogun for destroying asteroids... Why does that result in better combat stats than a Hypervolocity driver? And why would it come as a (almost) fully-auto weapon like a chaingun?
[close]
Um because I like it? :) I like the Thumper but I wanted a line of them and they had to be a bit different than the vanilla frag weapons. The EMP is more a flavor effect as I called it electromagnetic but it does add a little bit to it. I'll have to compare it to the HVD and get back to you since I never considered it an analog to a kinetic weapon like that since it does 25% damage vs shields.
Tender Mining Drone
Single fairly tough drones with decent range... With 3 high explosive blasters? These things are effectively unlimited ammo light bombers, happily wrecking the day of fighters, frigates and destroyers while being tough and not using up crew, coming on both the Bawley and the Danube making them super easy to mass, making Pirates, Ludites and Derelicts a non issue.

These things are far too powerful. Part of it is their position in the early game and how cheap the Danube is, so they don't have super long staying power and nerfing the Danube will nerf them as a side effect. But I'd probably drop them to 2 Blasters, or 1 and possibly make them 2 fighters that are less tough. (Maybe not half, but they are decently tough.)
[close]
The Tender is a recent addition to the mod and has not gone through a balance pass like the other fighters. I'll give it a once over with your notes in mind for the next update.
I'm going to do a restart trying to avoid getting drunk on mass Danubes so I use the others more often, and force myself to stay away from the Electromagnetic Railguns. I will say I have been loving everything else though.
Self control is key :)

Once I am done with TTSC, CFT is next on my to-do list but I am sorry to say there is no ETA on that. I'm swamped IRL atm and my releases have been delayed more than usual. Just know that I appreciate all the notes and will use them as a guide when I do get to it.
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: 5ColouredWalker on June 10, 2023, 05:08:34 AM
No rush at all. IRL comes first and you are doing this for free after all. To pick out a segment though.

I'll have to compare it to the HVD and get back to you since I never considered it an analog to a kinetic weapon like that since it does 25% damage vs shields.

As a kinetic weaponnits not super efficient, but comparing with a light autocanon ship in combat makes it obvious.

200 reliable shield damage for 80 flux is tons more efficient than 120 for 120. But at almost double range you can start poking much sooner and have more ships firing without getting in eachothers way.

If you can work around the efficiency it's amazing. If not it's still OK as unlike say a Tac Beam, it deals hard flux.

In fact, a Tac Beam is probably a better comparison. It's longer range and trades armor damage for hard flux.


Edit:
Further notes here to stop spam:

Danube Price: When I was doing maths I was doing napkin, not looking at other ship prices. Better price range is in the 50K with other destroyers.

Scow: Apparently an AI change makes ships less likely to use missiles in general, so no blame on you, but this makes the Scow feel less powerful in combat. Possible worth changing it to a Synergy and Hybrid port to still force diversity without forcing missiles? Also still interesting as it's a frigate with mediums while most Carter's have undersized guns, makes for an ok support frigate. (Jackdaw is the combat, which is still tough.) (Extra Edit: I'm reliably loosing scows as combat exports in easy combat situations. I think it's the lack of missile use, but I could be wrong.)

Cutty: Boy is it surprisingly tough. However it has all forward facing guns (bar PD which it's possibly overloaded with), so Auxilary thrusters is a must. My currently load out has been Light Mortars in the nose guns (More likely to hit the same point, so high ex should be in the middle) with Dart guns in the sides (Shields are larger than ships, and where they get hit matters less). The Kinetic/High Ex swap is something that should extend to the base load out.
For the turret weapons I have 2 LR PD Lasers and a Vulcan. PD Prep makes the PD lasers suppressors and PD. Vulcan could probably be changed to something else though to give it more firepower, which I might try. The 3 rear PD should probably be turned into 2 angled pd instead of 2 side and 1 rear.

Barque: Early impression is this should be the nippy flanker compared to the cuttry, but guns are still forward facing and turning too slow, and the destroyer speed bracket kinder hurts, so still needs Aux Thrusters and speed boosters but has less points to play with. The Missiles slot desperately needs to be made a medium (Or medium other slot) to give it some sort of punch. As is I use kinetic forwards and the physical PD's are anti-armor pd so it has enough damage plus a missile punch for when shields are down. so that the guns can then kill whatever it's fighting... Not reliable though cause it's a single small missile slot.
^Edit: Practiced impressions proved my thoughts true. It's surprisingly fast and nippy, though the forward shield kinda works against it when needing to flee. But it's weapon load out is too weak to secure anything. A medium mount in place of the missile of any variety would fix this, as the centre could be used for anti-armor duties. Or you could get two anti armor smalls plus a medium shield, but why?
^Extra Edit: Swapping the rear kinetic slots for explosive weapons and skipping on missiles seems to make the ship work better as is. Would probably work better with the PD mod so they sometimes target missiles, but it works out ok.

Brigantine: I find it incredibly odd that the combat freighter in destroyer class packs three mediums but only one of the three combat destroyers does. This isn't a knock at the brigantine, but just the best place I can put my 'that's odd' statement.

Shallop: Seems just fast enough, but it's odd that you've introduced high-ex energy weapons, but it's not part of their default load out.

Naruebet: Should probably loose 10 BP. As is it can carry a heavy bomber and a fighter screen and a bunch of mods, and PD, pluss a support missile. Drop the missile and it could do some mods super fighters and a screen while having decent PD.

Barkentine: All it's weapon points are PD equivilent loosing the missile of the Narubet for +1 gun.  It's a ok sidegrade, but it feels exactly that, a sidegrade the the Narubet.

Knarr: The Cruiser grade logistics/utility ship has Civilian Hull but the the Bawley Logistics frigate? Also it's got built in mining weapons and boosted sensors but no Surveying Gear? Weapon Layoutt is also super odd and in combat. So far I've just been throwing PD on it and using it as a line holder/heavy EX damage dealer as a finsiher.

Foudre: While a nice aggressive carrier, it's BP is just a tad too low. A full fighter complement of ok fighters is likely to run 40/100 points, 70 once you through on capacitators, leaving bugger all so you better just be getting PD/Mods and not want to vent much... Which doesn't make sense.
Edit: Got a closer look with it and a Chester drone carrier. Also wrote out a bit about stats.
Honestly the Chester maybe should lose some points and Fougre gain some. But looking at the Heron as a 'Vanilla balance point' I think the Naruebet needs a nerf, loosing 20+ points and maybe a bay Doing this would give the Barkentine and Foudre purpose (Bringing a better loadout than the Naruebet).

I do need to do more fleet battles though.
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: Dazs on June 10, 2023, 11:05:33 AM
No rush at all. IRL comes first and you are doing this for free after all. To pick out a segment though.

I'll have to compare it to the HVD and get back to you since I never considered it an analog to a kinetic weapon like that since it does 25% damage vs shields.

As a kinetic weaponnits not super efficient, but comparing with a light autocanon ship in combat makes it obvious.

200 reliable shield damage for 80 flux is tons more efficient than 120 for 120. But at almost double range you can start poking much sooner and have more ships firing without getting in eachothers way.

If you can work around the efficiency it's amazing. If not it's still OK as unlike say a Tac Beam, it deals hard flux.

In fact, a Tac Beam is probably a better comparison. It's longer range and trades armor damage for hard flux.
Sorry for the delay in responding I was doing yard work -  fun fun good times. I will take that into consideration as well. I should be able to wrap up TTSC next week and start on CFT after so keep any observations coming and I'll consider them in the update. Thanks again for the follow up!
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: jamitron on June 12, 2023, 11:46:40 AM
Is the source code for this mod in a public repository somewhere? I found a couple of typos and would love to contribute a fix back.
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: Dazs on June 12, 2023, 12:13:24 PM
Is the source code for this mod in a public repository somewhere? I found a couple of typos and would love to contribute a fix back.
Hello there, thank you for letting me know and offering to fix them. I would be happy to perform a spell/grammar check if you would inform me of where the errors you noticed are. I am almost done an update for TTSC and will be working on CFT after so I could have any corrections included with that update.

However if you would like to dig into it yourself, I do not compress any of my mods into JAR files so people can look them over and maybe learn from them. You can open any java file with a simple editor like notepad++ if you do not have a java complier. Also most of the text are in csv files which can also be opened with notepad++ or any program that can read comma-separated value files like excel.
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: jamitron on June 12, 2023, 12:39:53 PM
Happy to point them out in the forums if you'd prefer that. I was just wondering if the code was on GitHub, GitLab, BitBucket etc, where I could contribute a change directly to save a step!

The typos I found were all in the `data/strings/description.csv` file. Replace `it's` (contraction for "it is") with `its`.

Thanks for making the mod, really enjoying it!

Is the source code for this mod in a public repository somewhere? I found a couple of typos and would love to contribute a fix back.
Hello there, thank you for letting me know and offering to fix them. I would be happy to perform a spell/grammar check if you would inform me of where the errors you noticed are. I am almost done an update for TTSC and will be working on CFT after so I could have any corrections included with that update.

However if you would like to dig into it yourself, I do not compress any of my mods into JAR files so people can look them over and maybe learn from them. You can open any java file with a simple editor like notepad++ if you do not have a java complier. Also most of the text are in csv files which can also be opened with notepad++ or any program that can read comma-separated value files like excel.
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: Dazs on June 12, 2023, 12:45:45 PM
Happy to point them out in the forums if you'd prefer that. I was just wondering if the code was on GitHub, GitLab, BitBucket etc, where I could contribute a change directly to save a step!

The typos I found were all in the `data/strings/description.csv` file. Replace `it's` (contraction for "it is") with `its`.

Thanks for making the mod, really enjoying it
Ahh ok gotcha sorry I misunderstood. No, I do not keep Github since I am a solo act so I never felt the need to keep a cloud copy. As to the error, thank you for letting me know where. That is a common overlook with spellcheck but now that I know where it is, I'll do a line by line check and fix any I find for the next update. Thank you for getting back to me so fast.
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: mark.sucka on June 12, 2023, 11:50:04 PM
v0.96a Carter has ultimate cargo haulers

First off, don't take this as a "nerf this" post.  Just an observation on things changing.

Has anyone noticed in v0.96a with the introduction of S-mod bonuses, that Carter has become a viable alternative to the Atlas in terms of raw efficiency for cargo hauling?  Sure, Carter always had dedicated haulers like the Exeter, but man were they expensive to operate.  The Exeter's 3500 cargo hauling is just shy of 2 Atlas, yet you've got to pay 50 supplies per month to keep it running, crew it with 800 men, and feed it 15 fuel per lightyear to keep it moving.  That just isn't economically competitive versus 20 supplies, 100 crew, and 12 fuel to run 2 Atlases which provide more cargo space than 1 Exeter.  Even the smaller more efficient Carrack isn't economically on par with its 18 supply cost -- an Atlas with expanded cargo holds paying the 50% maintenance penalty is still 15 supplies versus the Carrack's 18, while providing 400 more cargo hauling.  Granted, Carter ships have extra bells and whistles like salvage gantries, shielded cargo holds, drone bays, faster burns, etc. that provide value for their operating cost, but I'm just focusing purely on lowest cost to haul cargo, no frills.

But in 0.96a everything changed, making Carter some of the most economical haulers hands down.  Take the Bolster.  The Bolster you say?  50 supply maintenance, an overwhelming 500 crew, and 6 fuel for just 1700 cargo.  How is that competitive with an Atlas?  Answer: 1 single story point.  Build in Converted Fighter Bays.  Now those 6 unused drone bays add +50 cargo each, bringing the Bolster's cargo space up to 2000 to equal an Atlas.  They allow you to fire 400 of the crew and shave 90% of the supply costs off the bill, bringing the operating cost to equal an Atlas (10 supplies & 50 crew salaries of the Atlas is financially the same as 5 supplies & 100 crew salaries for the Bolster).  Plus you get a capital-grade salvage gantry.  Plus you get capital-grade high resolution sensors.  Plus you get 1000 extra crew hauling, nearly a free Starliner.  Plus you travel at a burn of 8 by default instead of a slow ass 6.  Plus you've got a ship with enough OP to actually layer in more logistical hullmods, whereas the Atlas can barely fit Augmented Drive field and Efficiency Overhaul if you equip no weapons at all, the Bolster could make use of any 3 logistical hullmods you want (if you've got the Best of the Best perk).  Plus a better sensor profile and sensor strength since it isn't a civvy ship.  Plus even without its drone bays it has 4x+ the firepower an Atlas does (and the spare OP leftover even after 3 logistical hullmods to mount weapons & flux to use those weapons mounts) if as a last ditch effort you need to push it into the fight to get your fleet out of trouble.

But wait, there's more!  If you take the Derelict Operations Perk, you can save an extra 20%, 36%, 49%, 59% or 67% on maintenance supply costs on ships with 1-5 D-mods.  But any d-mods on an Atlas will be logistical d-mods which will suck and negate the very thing you want the Atlas to do; haul cargo cheaply.  25% less cargo hauling, so basically 33% more expensive everything?  $500 more in crew salaries?  $750 more in crew salaries & maintenance?  A burn of 5 and thus needing a tug guzzling fuel?  These all suck.  What's the point of paying $500 more in crew salaries on an Atlas with a Faulty Automated Systems d-mod just to save $200 in supplies from Derelict Operations' lower maintenance cost.  However a Bolster is a warship, and thus is more likely to have combat related d-mods.  Damaged flight deck, Defective Manufactory AND Malfunctioning Comms on my no-longer-existent fighter bays, plus Compromised Armor & Hull???  What ever will I do (with the extra 67% supplies I save on a ship that will never enter combat)?

The Exeter as well benefits massively from s-mod Converted Fighter Bays, making it economically equivalent to 2.4 Atlases if you assume you're using OP to add Expanded Cargo Holds to the Exeter.  And similarly you're getting a free salvage gantry, free shielded cargo holds on that massive 4800 cargo space, and a faster burn than the Atlas provides, plus you can free up ship space in your fleet; 2 Expanded Cargo Hold + Converted Fighter Bay Exeters give you nearly as much cargo space as 5 base Atlases, making room for 3 more combat ships in your fleet before hitting your cap.

The only downside I'm seeing to operating like this is the added ship DP diluting perks like Crew Training, Flux Regulation, Containment Procedures, and Field Repairs versus using Atlases whose ship DP would either be totally excluded for the perk or significantly lower.  But for free jumbo salvage gantries and other goodies for the low low price of a couple SP, it seems like a bargain.
Title: Re: [0.96a] Carter's Freetraders - V 1.6.1 - 05/28/23 Just a Quick Hotfix
Post by: Dazs on June 13, 2023, 12:46:48 AM
@mark.sucka - Well hello again! - My goal for CFT was to be trading/smuggling focused (two sides of the same coin) and their haulers reflect that. Personally I was never a fan of having multiple logistics ships take up valuable slots in my fleet so ships like the Exeter are designed to replace multiple haulers but keeping the cost or running it roughly comparable.

Thank you for this wonderful breakdown on how .96a greatly enhanced the game (and CFT in particular). I greatly enjoyed reading your post and learned a couple tricks from it, thank you for checking in again :)
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: Dazs on June 15, 2023, 06:35:03 AM
v1.7 released today - Save compatible with v1.61 but you will need to re-arm any ships changed in this update that are in your saved fleet.

Details can be found in the changelog located on the forum OP, discord link and in the Zip. Special thanks to 5ColouredWalker, Indie Winter and jamitron for their help with this update. On a side note, I was asked to make some pirate ships for JYD but I felt that would not jive with their lore so I made a couple for CFT as they are pirate adjacent. I did not include them in this update because:
1)They still need work and I wanted to get these fixes out asap
2)Does the game really need more Dazs Kitbashes? :)

I included the three "work in progress" pirate ships I made in the Zip, they are located in graphics\ship and labeled CFT_pirate 1, 2 and 3 if you want to give any opinions. On a side note you may recognize one as the now retired Covetor(p) from BigBeans Ship Compilation. I was a fan and used that ship in my wolfpack fleets. Since CFT uses the Shellster assets that the Covetor is taken from, I took the base sprite from Spiral Arms and re-created it with it's own skin. (BB's is better for sure but I am a hack so I did my best)

Enjoy!
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: eidolad on June 15, 2023, 09:14:43 PM
Hi quick feedback on my first run as a Carter's Freetrader faction captain that I did a few weeks ago (posting this before trying out a Tri-tac run):

a) Even with Ruthless Sector mod, the game start was really easygoing because most factions (including Pirates most especially) are non-hostile to me.  If the purpose/lore requires being friendly with Pirates then sure, mission accomplished.  Some players may enjoy not having to worry about pirates, or even, for whatever reason, being friends with them.

Gameplay-wise, I really like the beginning and middle and tend not to hang around once I have a powerful homeworld established with high income.  The impact of "friendly pirates" is especially felt very early, when I was flying around with two ships and very far into the black, exploring at high risk.  My only risks were [REDACTED] and alarm-system summoned pirates.

I would like to, if possible, have an option some day to set my Carter's Freetraders to hostile to pirates from hour one.  Roleplaying-wise, I have absolutely no use for pirates except as a threat and, once I get powerful enough, an optional hunting target.  This is non-essential, since I can easily become hostile with pirates by simply attacking their fleets etc.

b) The logistics support, with my fleet composition of nearly 100% Carter's hulls, is subjectively, the best I've ever had.  Especially since I tend to max out the yellow skill tree.

c) The combat capability of the Carter's fleet is solid.  I felt no need to reach for other faction ships to fill gaps.  I didn't play long enough to deploy the big girls and boys of the faction fleet ships but had no complaints.  I would like to one day return and replay and see how a Carter's-composition fleet evolves to fight late game [REDACTED] formations.

d) I didn't play long enough to find a favorite among the equipment/weapons of the faction to comment.
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: 5ColouredWalker on June 16, 2023, 12:26:16 AM
I'm not giddy from seeing my suggestions implemented. What're you talking about.
I'll shall be very busy for a little bit, but I'll try to get some time in next weekend.
I would like to, if possible, have an option some day to set my Carter's Freetraders to hostile to pirates from hour one.  Roleplaying-wise, I have absolutely no use for pirates except as a threat and, once I get powerful enough, an optional hunting target.  This is non-essential, since I can easily become hostile with pirates by simply attacking their fleets etc.
This is kinda easy to do because there's often friendly pirate ships fleeing from interactions with traders, often on their own. Just attack them with their transponder on.

That said, my most interesting runs have been me leaning into pirates/path, and the Hegemony/others getting mad a me. Might be something worth a try.

You also get rich super fast transporting Heavy Mechs to the path in the system that also has Tri-Tach. That said, expect to have to support the home system with invasions.
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: Dazs on June 16, 2023, 02:40:06 AM
Hi quick feedback on my first run as a Carter's Freetrader faction captain that I did a few weeks ago
Hello again thank you for weighing in. 5ColouredWalker beat me to a reply but I would like to add to the discussion.
(posting this before trying out a Tri-tac run):
May I shamelessly suggest TTSC :) Sorry couldn't resist ;)
a) Even with Ruthless Sector mod, the game start was really easygoing because most factions (including Pirates most especially) are non-hostile to me.  If the purpose/lore requires being friendly with Pirates then sure, mission accomplished.  Some players may enjoy not having to worry about pirates, or even, for whatever reason, being friends with them.
Ruthless Sector is a must have in my games and I play on Starfarer mode so I get it. CFT is designed to be a morally grey faction to start with. As 5ColouredWalker pointed out, I included a pirate world (Porthleah) in Pengersick that you can choose to interact with or to attack for the purpose of giving a player a means to quickly establish their faction alignments if they did not want to play as neutral.
Gameplay-wise, I really like the beginning and middle and tend not to hang around once I have a powerful homeworld established with high income.  The impact of "friendly pirates" is especially felt very early, when I was flying around with two ships and very far into the black, exploring at high risk. 
The end game is what you make of it and it is pretty subjective but essentially I feel the same. I really enjoy looking for wrecks to salvage to build a fleet and gradually gaining more ships than I was losing. Once I find a good system and a home base is established I focus on the story Vanilla, and mod, then focus on defeating the baddies but eventually I start over.
My only risks were [REDACTED] and alarm-system summoned pirates.
*cough* Hiver Swarm *cough*  8)
I would like to, if possible, have an option some day to set my Carter's Freetraders to hostile to pirates from hour one.  Roleplaying-wise, I have absolutely no use for pirates except as a threat and, once I get powerful enough, an optional hunting target.  This is non-essential, since I can easily become hostile with pirates by simply attacking their fleets etc.
You can modify the faction relations fairly easily to accomplish that. First get an editor that can read Java script, I recommend notepad++ it is free and automatically recognizes Java. Now navigate to your CFT mod folder and look for a file called CFT.json located in data\config\exerelinFactionConfig. First make a backup copy if you fear you may make a mistake but open it with your editor and navigate to line 9 which should read, "pirates":0.1, now change that 0.1 to -0.6 which will start your game with CFT hostile to pirates on a new game. The more negative the number the more CFT will hate the faction up to -0.9.
b) The logistics support, with my fleet composition of nearly 100% Carter's hulls, is subjectively, the best I've ever had.  Especially since I tend to max out the yellow skill tree.
Oh I am such a yellow tree boy it is my go to on every start even if I am playing a more aggressive run. Ty for the nice words!
c) The combat capability of the Carter's fleet is solid.  I felt no need to reach for other faction ships to fill gaps.  I didn't play long enough to deploy the big girls and boys of the faction fleet ships but had no complaints.  I would like to one day return and replay and see how a Carter's-composition fleet evolves to fight late game [REDACTED] formations.
Both CFT and JYD are designed to be factions that if a player wanted to, they could roleplay using exclusively faction ships. Both mods have so many ships included in order to cover every type of role a player would need. Some call it ship bloat but I see it as a feature ;D
d) I didn't play long enough to find a favorite among the equipment/weapons of the faction to comment.
Well just like my ship philosophy, I include every damage type of weapon in my mods for the same reason. Though I guess I went a bit overboard on PD weapons with CFT and I am thinking of culling them. Some input from player on that would be appreciated (assuming anyone actually read this far into my TLDR)


I'm not giddy from seeing my suggestions implemented. What're you talking about.
I'll shall be very busy for a little bit, but I'll try to get some time in next weekend.
I am a bit confused here, are you upset that I made changes to the mod?
That said, my most interesting runs have been me leaning into pirates/path, and the Hegemony/others getting mad a me. Might be something worth a try.

You also get rich super fast transporting Heavy Mechs to the path in the system that also has Tri-Tach. That said, expect to have to support the home system with invasions.
Yep, having the factions play against each other while you manipulate them and profiting in the process is what CFT is all about.

Thank you both for checking in, I really enjoy it when players share their opinions and are willing to go into such depth.
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: 5ColouredWalker on June 16, 2023, 03:53:15 AM
I am a bit confused here, are you upset that I made changes to the mod?
I am very happy. Sorry, I am not is a joke denial I use in my family.
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: Dazs on June 16, 2023, 05:08:44 AM
I am a bit confused here, are you upset that I made changes to the mod?
I am very happy. Sorry, I am not is a joke denial I use in my family.
Phew, good to hear, I felt you had several valid points and implemented what I thought made sense. I though perhaps you were upset that I did not implement all your suggestions.
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: Hexallium on June 18, 2023, 11:08:02 PM
(https://i.imgur.com/IrAfyGO.png)

Hi, I found there is a Monofialment Tow Cable hull description bug.
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: Dazs on June 19, 2023, 02:43:04 AM
Hi, I found there is a Monofialment Tow Cable hull description bug.
Good morning,
I am looking over your image and do see your description error. It should read: "Improves the maximum burn level of the slowest ship in the fleet by 1. Multiple tugs can not be used to speed up the same ship by more than 1." when you hover over it. I spawned one in my game to see if I could recreate the issue and I get the same result. It is some sort of formatting error which must have cropped up in the 0.96a update.

The tow cable was deprecated and is no longer used on any vanilla ships. The code for it is still in the Star Sector files so I added it to some ships because I liked it back  when it was on the OX. My guess is Alex and the team did not bother to ensure it was correct since it is no longer a used game asset. I'll look into it further and see what I can do on my end.

Thank you for brining this to my attention.
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: CapitanIncognito on August 26, 2023, 06:49:09 AM
So I've been playing with this mod in my playthrough, and had dabbled a little bit with it and thought some of the logistics stuff seemed a bit too efficient compared to vanilla, but maybe that's ok, because it lets me reduce some of my overhead. The one exception is the mining values. They seem completely on a different scale than other mods. I get over 300 mining out of one ship fully fitted out for mining which also doubles as a salvage/sensor ship. I feel like the mining is on par with or better than capital ships from other mods at a fraction of the cost?

Now, I ran into a bounty that generated a fleet of these ships and trying to fight against them has been the least fun experience of the whole playthrough. I'm trying to figure out why. Part of it may be that my fleet just isn't strong enough to do meaningful damage to them, but I've beaten other fleets of "similar strength" before. I think the issue is that they're too powerful for their DP cost.

For example the Naruebet costs 10 DP, but comes with 2 fighter bays. It has 60 OP, 3500 hull / 275 armor, 85 speed, 2600 base flux capacity. The closest vanilla equivalent (10 DP/ 2 bays) is a Condor, which is a bit sturdier, but has less than half the speed, a worse shield, and only 45 OP. The condor is a cheap carrier you use when you have nothing better that has to pick between fielding OK squads and the rest of its fit and is totally screwed if anything actually flies up to it. The drover comes with 80 OP and is a lot more similar to the Naruebet, but comes in at 14 DP.

The Triton has a similar issue. Unlike other battle carriers it has 6 bays. The vanilla 6 bay carrier, the Astral is slow as heck has only 270 (vs 355) OP, and costs 2 more DP to deploy at 50. The Triton is another ship that is much less screwed than its vanilla counter part if you try to rush it, while being cheaper to deploy.

The Dhow... I just hate fighting phase ships. They just phase out and stick around for a long time neither allowing you to kill them, nor allowing you to ignore them and target something else lest they immediately come back and shoot you. It's a bit worse than a Doom, at 18 DPs vs. 35! for the Doom, and is ostensibly a cargo ship. The smaller phase ships can be more annoying with them constantly trying to flank you, but their CR also drops pretty fast. The Dhow just has way too much staying power for a <20  DP ship.

I don't know that the ship's stats need to be nerfed, but their DP should definitely go up if they're going to be this much stronger.

Also, the Inferno MIRVs were fun when I used a few, but seem kind of broken when fielded en masse on ships that have enough OP to afford their greater OP cost. They also seem to really hard counter my ships with 300 degree shield arcs. I know they're meant to go for the engines, but I feel like other things that try that like the Salamander are a bit worse at making such pinpoint strikes through a narrow gap. Not sure how many HP they have, but they also seem really good at evading PD for a small missile. I get that that's their point, but most missiles aren't good at crippling ships that haven't had their shields taken down yet. Like they completely ignore non-360 degree shields and also take out engines which makes it easy for other ships nearby to gang up on the target.
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: Dazs on August 29, 2023, 04:09:20 AM
Hello there, sorry for late reply, I was away.
So I've been playing with this mod in my playthrough, and had dabbled a little bit with it and thought some of the logistics stuff seemed a bit too efficient compared to vanilla, but maybe that's ok, because it lets me reduce some of my overhead. The one exception is the mining values. They seem completely on a different scale than other mods. I get over 300 mining out of one ship fully fitted out for mining which also doubles as a salvage/sensor ship. I feel like the mining is on par with or better than capital ships from other mods at a fraction of the cost?
CFT is focused on trade/smuggling depending on which path you choose and exploration. Their ships reflect that with their cargo capacity and logistics to support long range exploration and hauling. You do make a good point regarding their mining strength, JYD is my mining focused faction and I used that as a baseline when I made CFT. I will revisit the mining strength of all CFT assets in the next update.
Now, I ran into a bounty that generated a fleet of these ships and trying to fight against them has been the least fun experience of the whole playthrough. I'm trying to figure out why. Part of it may be that my fleet just isn't strong enough to do meaningful damage to them, but I've beaten other fleets of "similar strength" before. I think the issue is that they're too powerful for their DP cost.
I do get comments on discord that my mods are too OP but I guess that is how I enjoy them. I will look over the fleet and see what I can adjust while keeping the fun factor intact.
For example the Naruebet costs 10 DP, but comes with 2 fighter bays. It has 60 OP, 3500 hull / 275 armor, 85 speed, 2600 base flux capacity. The closest vanilla equivalent (10 DP/ 2 bays) is a Condor, which is a bit sturdier, but has less than half the speed, a worse shield, and only 45 OP. The condor is a cheap carrier you use when you have nothing better that has to pick between fielding OK squads and the rest of its fit and is totally screwed if anything actually flies up to it. The drover comes with 80 OP and is a lot more similar to the Naruebet, but comes in at 14 DP.
That is a nice breakdown and comparison thank you, it helps me when I do some research.
The Triton has a similar issue. Unlike other battle carriers it has 6 bays. The vanilla 6 bay carrier, the Astral is slow as heck has only 270 (vs 355) OP, and costs 2 more DP to deploy at 50. The Triton is another ship that is much less screwed than its vanilla counter part if you try to rush it, while being cheaper to deploy.
I will also keep this analysis in mind when I look over the Triton.
The Dhow... I just hate fighting phase ships. They just phase out and stick around for a long time neither allowing you to kill them, nor allowing you to ignore them and target something else lest they immediately come back and shoot you. It's a bit worse than a Doom, at 18 DPs vs. 35! for the Doom, and is ostensibly a cargo ship. The smaller phase ships can be more annoying with them constantly trying to flank you, but their CR also drops pretty fast. The Dhow just has way too much staying power for a <20  DP ship.
I am not a fan of phase ships and do not use them but I felt that since I was sharing my mods with the player base that I would include a couple in each of my mods. As I have no personal experience using them I most likely made some fat fingered stats that need addressing.
I don't know that the ship's stats need to be nerfed, but their DP should definitely go up if they're going to be this much stronger.
This sounds like an easy way to balance them and will consider it but I will still go through the lineup and see what could use a +/- adjustment.
Also, the Inferno MIRVs were fun when I used a few, but seem kind of broken when fielded en masse on ships that have enough OP to afford their greater OP cost. They also seem to really hard counter my ships with 300 degree shield arcs. I know they're meant to go for the engines, but I feel like other things that try that like the Salamander are a bit worse at making such pinpoint strikes through a narrow gap. Not sure how many HP they have, but they also seem really good at evading PD for a small missile. I get that that's their point, but most missiles aren't good at crippling ships that haven't had their shields taken down yet. Like they completely ignore non-360 degree shields and also take out engines which makes it easy for other ships nearby to gang up on the target.
I did put a high OP cost on them as a balance but if someone wants to spend all their OP on Infernos then that is their prerogative. I only have them equipped on a couple variants and no more then two or three so fighting them should not be an issue. I will compare the line of Infernos to vanilla counterparts and see what I see.

Thank you for taking the time to write this nice breakdown. When I see comments that my mods are too OP it is hard for me to use that as constrictive without details. I do tend to get into my own head and it is great to get another player's perspective. I have some time by end of week/weekend to put aside to work on the mod. I should have an update no later than Sunday but I'll try to get it out earlier.
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: CapitanIncognito on August 29, 2023, 05:46:47 PM
Yeah, I did find the infernos hard to fit on most ships, so the OP cost does definitely balance them. I think your medium version of them only costs 9 though which is cheaper than only 1 more than the smalls and cheaper than most medium launchers. Maybe there's some other stat differences I'm missing? Ammo seems more limited for those, although that might just be because the small launchers come with so many shots. Considering that expanded missile racks and the skill could get a ship up to 3x base capacity, the small launchers basically have infinite ammo.

One other thing I've noticed since then: the Wavemotion Gun is also under-costed. I love the look of it and I'm using it all over my fleet, but when looking at detailed combat breakdowns and fitting it on a ship with a High-Intensity Laser, it seems to do around the same amount of damage in a fight (it has slightly higher DPS but slightly less range). The balance seems fine, but the HIL costs 20 OP and the Wavemotion Gun only 15. I've kept using it since it looks so cool though and also because my fleet is full of TTSC kinetic energy weapons lol.

Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: Dazs on August 29, 2023, 07:42:45 PM
Yeah, I did find the infernos hard to fit on most ships, so the OP cost does definitely balance them. I think your medium version of them only costs 9 though which is cheaper than only 1 more than the smalls and cheaper than most medium launchers. Maybe there's some other stat differences I'm missing? Ammo seems more limited for those, although that might just be because the small launchers come with so many shots. Considering that expanded missile racks and the skill could get a ship up to 3x base capacity, the small launchers basically have infinite ammo.
Well as I stated earlier I will look over the line of inferno missiles to make adjustments with your comments in mind. I generally do not consider things like expanded missile racks when I balance because things like that effect all missile weapons equally so balance-wise it is a net.
One other thing I've noticed since then: the Wavemotion Gun is also under-costed. I love the look of it and I'm using it all over my fleet, but when looking at detailed combat breakdowns and fitting it on a ship with a High-Intensity Laser, it seems to do around the same amount of damage in a fight (it has slightly higher DPS but slightly less range). The balance seems fine, but the HIL costs 20 OP and the Wavemotion Gun only 15. I've kept using it since it looks so cool though and also because my fleet is full of TTSC kinetic energy weapons lol.
The WMG is my nod to Space Battleship Yamato so I tried to make it similar and am glad to hear you enjoy the look. Also happy to hear you are using TTSC. It is my least used mod and I am always glad to hear a nice thing about it. :)
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: Anzuray on September 02, 2023, 05:09:39 AM
Sup miners! This mod has top quality, best looking utility ships. I just stumbled on disturbingly OP weapon, thought it might be good idea to write here.
Hellfire rockets spam is way too powerful, I rig Bombardier (or any ship with 3+ medium rocket slots) with 5 Hellfires, it can wreck any ship, or fleet just spamming them from any distance, description say 1000 distance, but they are work even flying beyond screen. Damage is soo high that it can overload capital ships. There is so many of them, that no PD can counter it (1 launch carry 24? rockets), and damn they fast! All that ofcourse in player hand, AI is timid in using them, and follow 1000 distance limitation.
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: Dazs on September 02, 2023, 07:37:04 AM
Sup miners! This mod has top quality, best looking utility ships.
Good morning and thank you! - I spent many hours on these ships to make them unique since I received some negative feedback on my first mod (JYD) that used some direct copies on spiral arms and it is so nice to get good feedback on them.
I just stumbled on disturbingly OP weapon, thought it might be good idea to write here.
Hellfire rockets spam is way too powerful, I rig Bombardier (or any ship with 3+ medium rocket slots) with 5 Hellfires, it can wreck any ship, or fleet just spamming them from any distance, description say 1000 distance, but they are work even flying beyond screen. Damage is soo high that it can overload capital ships. There is so many of them, that no PD can counter it (1 launch carry 24? rockets), and damn they fast!
You got your feedback in just in time as I am working on an update for CFT this weekend.
All that ofcourse in player hand, AI is timid in using them, and follow 1000 distance limitation.
I balance weapons on how the AI uses them as that is how they are used 90% of the time. I used the Bombardier variant setup when I tested them and it seemed fine at the time but that is only 3 Hellfire rockets. I'll run some tests with the setup you use and see how it preforms on my end and make adjustments accordingly.
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: Thyx on October 16, 2023, 04:28:06 AM
Lag riddled weapons from fighters and OP faction literally runs Heg out of town. I need to stop looking at these faction mods since there's never ANY balance.  >:(
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: BloodW0lf on November 06, 2023, 07:56:54 PM
do you have a link to 0.95.1 anywhere?
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: Dazs on November 07, 2023, 02:57:23 AM
Lag riddled weapons from fighters and OP faction literally runs Heg out of town. I need to stop looking at these faction mods since there's never ANY balance.  >:(
Hello there, I apologize I must have missed your kind message earlier. Constructive criticism is very helpful and I appreciate you taking the time to share it.
do you have a link to 0.95.1 anywhere?
I do keep a repository of 0.951 version of my mods on dropbox for players such as yourself: https://www.dropbox.com/s/d6nziqgcj2d3o1q/Carter%27s%20Freetraders.rar?dl=0
That will link to the 1.5 version which is the last one prior to the 0.96a update. It will lack any changes made to the mod from 1.5 to 1.7 but it should work for your game version. Glad to hear you like the mod enough to ask, have a fun run! :)
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: BloodW0lf on November 09, 2023, 05:45:28 PM
thank you so so so much! I figured it would not have everything but I really wanna try your mod and my mod list is very big and for older version and I dont want to have to make all teh edits to the mdos I have again cus it took forever to customize it for myself!
Title: Re: [0.96a] Carter's Freetraders - V 1.7 - 06/15/23 Ship balance update
Post by: Dazs on November 10, 2023, 01:07:18 AM
thank you so so so much! I figured it would not have everything but I really wanna try your mod and my mod list is very big and for older version and I dont want to have to make all teh edits to the mdos I have again cus it took forever to customize it for myself!
You are welcome, happy to help. I am all about giving players options so I keep my mods open/uncompressed so they can be easily customized.
Enjoy!
Title: Re: [0.96a] Carter's Freetraders - V 1.7a - 11/14/23 A quick "HOT" fix :)
Post by: Dazs on November 14, 2023, 03:41:04 AM
v1.7a -released today - Save compatible with v1.7 - A quick "HOT" fix :)
   -Changed the planetary condition on the Frozen World Porthleah from "hot" to "cold" -Ty Liral for letting me know -New game only
Title: Re: [0.96a] Carter's Freetraders - V 1.7a - 11/14/23 A quick "HOT" fix :)
Post by: Captain.Conrad.Snider on January 26, 2024, 11:04:22 PM
Hiya. You gave me some advice on Adjusted Sector to allow it and CFT to work. Did as you said and the sector generated just fine. Only immediate issue im finding is talking to the contact that you start off the game with when being commissioned with CFT. It will go fine, open contacts, select your CFT contact, ask for work and in the dialogue box sometimes a error in orange text shows saying RuntimeException: Problem loading class [data.scripts.campaign.cft_SmugglingMission]. It still allows me to select other missions just fine, like for example any bounty missions so it dosent bother me any just thought id give a update. Ill be sure to come back if i have anymore problems. Thanks again and keep up the good work :3
Title: Re: [0.96a] Carter's Freetraders - V 1.7a - 11/14/23 A quick "HOT" fix :)
Post by: Dazs on January 27, 2024, 05:25:50 AM
Hiya. You gave me some advice on Adjusted Sector to allow it and CFT to work. Did as you said and the sector generated just fine.
Hello there, glad I could help you get it to work. I switched to RAT's sector adjustment setting and no longer use Adjusted Sector so I did not have a work around 100% ready for your crash.
Only immediate issue im finding is talking to the contact that you start off the game with when being commissioned with CFT. It will go fine, open contacts, select your CFT contact, ask for work and in the dialogue box sometimes a error in orange text shows saying RuntimeException: Problem loading class [data.scripts.campaign.cft_SmugglingMission]. It still allows me to select other missions just fine, like for example any bounty missions so it dosent bother me any just thought id give a update. Ill be sure to come back if i have anymore problems. Thanks again and keep up the good work :3
I know why that happened, I had you delete bar_events.csv which gives that specific mission from bar events but neglected to have you delete person_missions.csv in data\campaign which gives out faction contact missions so delete that csv. If you want a complete removal to the last remaining reference to the smuggling mission then delete the script itself, cft_SmugglingMission, which is in data\scripts\campaign. That should not cause any crashes doing that in a saved game but best to keep a copy of those deleted files if you do not plan to restart just in case.

Thank you for posting an update, I saw your message on the Adjusted Sector forum but figured it would be better to reply here. Nice to hear you enjoy CFT so much please let me know if you run into any other issues and I will do my best to help.
Title: Re: [0.96a] Carter's Freetraders - V 1.7a - 11/14/23 A quick "HOT" fix :)
Post by: Captain.Conrad.Snider on January 27, 2024, 07:47:46 AM
Hiya. You gave me some advice on Adjusted Sector to allow it and CFT to work. Did as you said and the sector generated just fine.
Hello there, glad I could help you get it to work. I switched to RAT's sector adjustment setting and no longer use Adjusted Sector so I did not have a work around 100% ready for your crash.
Only immediate issue im finding is talking to the contact that you start off the game with when being commissioned with CFT. It will go fine, open contacts, select your CFT contact, ask for work and in the dialogue box sometimes a error in orange text shows saying RuntimeException: Problem loading class [data.scripts.campaign.cft_SmugglingMission]. It still allows me to select other missions just fine, like for example any bounty missions so it dosent bother me any just thought id give a update. Ill be sure to come back if i have anymore problems. Thanks again and keep up the good work :3
I know why that happened, I had you delete bar_events.csv which gives that specific mission from bar events but neglected to have you delete person_missions.csv in data\campaign which gives out faction contact missions so delete that csv. If you want a complete removal to the last remaining reference to the smuggling mission then delete the script itself, cft_SmugglingMission, which is in data\scripts\campaign. That should not cause any crashes doing that in a saved game but best to keep a copy of those deleted files if you do not plan to restart just in case.

Thank you for posting an update, I saw your message on the Adjusted Sector forum but figured it would be better to reply here. Nice to hear you enjoy CFT so much please let me know if you run into any other issues and I will do my best to help.

Yup. Did as you said and i made 4 different saves and it generates just fine and no longer get that error when talking with the contact. Thank you again for the help.
Title: Re: [0.96a] Carter's Freetraders - V 1.7a - 11/14/23 A quick "HOT" fix :)
Post by: Dazs on January 28, 2024, 04:06:37 PM
Yup. Did as you said and i made 4 different saves and it generates just fine and no longer get that error when talking with the contact. Thank you again for the help.
Excellent, glad to help. Thank you for the update.
Title: Re: [0.97a] Carter's Freetraders - V 1.7.1 - 02/03/24
Post by: Dazs on February 03, 2024, 09:35:26 AM
v1.7.1 released today -Save compatible with v1.7a
   -Unlocked the turrets on the Bawley, changed them to Synergy and added 10 OP - Gives the player more options
   -Updated to 0.97a

Enjoy!
Title: Re: [0.97a] Carter's Freetraders - V 1.7.1 - 02/03/24
Post by: 5ColouredWalker on February 07, 2024, 08:13:15 PM
v1.7.1 released today -Save compatible with v1.7a
   -Unlocked the turrets on the Bawley, changed them to Synergy and added 10 OP - Gives the player more options
   -Updated to 0.97a

Enjoy!

Thanks for the quick update. Freeing up the Bawley is also very nice.
Title: Re: [0.97a] Carter's Freetraders - V 1.7.1 - 02/03/24
Post by: Dazs on February 08, 2024, 12:28:29 AM
Thanks for the quick update.
You are welcome, I am not just a mod author but a player that wanted to dig into .97a as soon as I could :)
Freeing up the Bawley is also very nice.
I found it underperforming with the small PMB's and was going to switch it to missiles but figured it would be best to leave it up to the player to choose.

Enjoy!
Title: Re: [0.97a] Carter's Freetraders - V 1.7.1 - 02/03/24
Post by: eidolad on February 12, 2024, 04:27:56 PM
downloading, gonna try me a .97a game with pure Carter's ship mix...well okay, has to have a pair of Omens and one Victory class battleship unless I find a better large capital...
Title: Re: [0.97a] Carter's Freetraders - V 1.7.1 - 02/03/24
Post by: 5ColouredWalker on February 12, 2024, 04:50:48 PM
If it weren't for the speed difference I'd tell you to just use Bawleys, but 50 speed is a lot to overcome unless you use SO.

That said, back to playing again and Escort Package is a very nice mod for Clippers as an alternative to SO, the extra speed makes it finally feel like it comes into its own without tanking its range or endurance.
Title: Re: [0.97a] Carter's Freetraders - V 1.7.1 - 02/03/24
Post by: Dazs on February 12, 2024, 05:44:12 PM
downloading, gonna try me a .97a game with pure Carter's ship mix...well okay, has to have a pair of Omens and one Victory class battleship unless I find a better large capital...
I designed the mod with that in mind. There is every type and class of ship offered so a full CFT run is quite possible. As to a better large capital may I humbly suggest the Triton. Though a capital carrier, it can get up close and project quite the punch if you fit it out with low op fighters and max defenses and weapons. I'd be interested in hearing your experience if you would be willing to share it.
If it weren't for the speed difference I'd tell you to just use Bawleys, but 50 speed is a lot to overcome unless you use SO.
The Bawley has a 90 max speed, are you thinking of a different ship? Though to think about it, a fleet of just Bawleys would be quite the challenge run, wolfpack tactics indeed! :)
That said, back to playing again and Escort Package is a very nice mod for Clippers as an alternative to SO, the extra speed makes it finally feel like it comes into its own without tanking its range or endurance.
Well that would make it a speedy brawler for sure. Not that I have a favorite CFT ship but the Clipper is the one that stays in my fleet an entire run. I consider it an achievement if I keep the one that is salvageable in Pengersick from start to finish.
Title: Re: [0.97a] Carter's Freetraders - V 1.7.1 - 02/03/24
Post by: eidolad on February 12, 2024, 08:32:01 PM
downloading, gonna try me a .97a game with pure Carter's ship mix...well okay, has to have a pair of Omens and one Victory class battleship unless I find a better large capital...
I designed the mod with that in mind. There is every type and class of ship offered so a full CFT run is quite possible. As to a better large capital may I humbly suggest the Triton. Though a capital carrier, it can get up close and project quite the punch if you fit it out with low op fighters and max defenses and weapons. I'd be interested in hearing your experience if you would be willing to share it.

hmm I usually am adverse to carrier capitals but perhaps could try a squad of PD fighters and make the Triton loadout fully dash-brawler mode...pending a review of the speed and ability to get the big boy moving...oh my.  Triton really moves at speed 65.  No large mounts or heavy ballistics integration, but still...challenge accepted!

(p.s. And look at that Triton flux pool...)
Title: Re: [0.97a] Carter's Freetraders - V 1.7.1 - 02/03/24
Post by: Dazs on February 12, 2024, 09:03:22 PM
downloading, gonna try me a .97a game with pure Carter's ship mix...well okay, has to have a pair of Omens and one Victory class battleship unless I find a better large capital...
I designed the mod with that in mind. There is every type and class of ship offered so a full CFT run is quite possible. As to a better large capital may I humbly suggest the Triton. Though a capital carrier, it can get up close and project quite the punch if you fit it out with low op fighters and max defenses and weapons. I'd be interested in hearing your experience if you would be willing to share it.


hmm I usually am adverse to carrier capitals but perhaps could try a squad of PD fighters and make the Triton loadout fully dash-brawler mode...pending a review of the speed and ability to get the big boy moving...oh my.  Triton really moves at speed 65.  No large mounts or heavy ballistics integration, but still...challenge accepted!

(p.s. And look at that Triton flux pool...)
That's the spirit! - Personally I usually put mining drones in the slots and maximize the tanking potential. I made it more of an energy platform and did not give it large mounts but with that flux pool and the right shield hull mods it can really take a beating and can still dish out some damage. I make my mods to be outside the norm and open potentials that would not otherwise be available with the cookie cutter loadouts. Some call it OP, I call it use your imagination and fly! :)
Title: Re: [0.97a] Carter's Freetraders - V 1.7.1 - 02/03/24
Post by: 5ColouredWalker on February 13, 2024, 02:51:32 AM
Balance thoughts! In a spoiler because I'd rather not clutter up the thread. Away from my comp so my specifics might be off.

Spoiler
On one hand, I like it when ships OP budgets are high because it gives more mod room, but:

Verguld is a much better Tarsus. Built in militarised, trades 1 turret point out, and I'm away from the compute but a solid 20ish more OP. It has enough space I can throw on two logistics, unstable and safety overrides to go super fast, and still load on with ok mining OP.
This is without capacitors, but still, a bit much. Does cost more supplies though, but not sure the balance is right.

The new Bawly feels a bit too potent. Sure it's too slow for a lineship. But it's got BP to be one and a logistics, better cargo space than a Shepard, better fighters than a Shepard (for combat/mining, not necessarily pd though. I feel like it's BP should be put in the high 20s or low 30s. But I haven't looked at DP recently.
Also my 50 speed note was the difference in Omen speed and Bawley speed. Which turned out to be 60 speed :P


The Heavy Frigate feels less like a sidegrade to a Lasher and more like a upgrade with its extra OP. I'm not sure if 1DP is worth it with how tanky it can get (can be built to have much better shields and armor, then has dampners). It might be worth considering a 7, that also feels high? Unsure.

The flux efficiency or pinpoint accuracy of the fragmentation 1000 range guns feels like it needs adjusting. The small versions feel like beam weapons, and while they look like autocanon sidegrades trading away any armor damage and being more flux intensive, if your fleet line has room to give and then speed to chase (which, ok, not garunteed), they do a bit too well IMO. For example, I traded heavy autocanons for the medium one on my Clipper, and I saw a immediate boost. While the medium is less accurate, it's still flux efficient as a kinetic option and saves 5ish points on it, while 7op is more thumper territory.

Speaking of Clipper, the base load out might need a redesign. Using a Ion Laser and 2 of the frag guns and no missiles vs the base load out, even with wasted OP on non combat mods, while there was some initial push back, the base Clipper was trounced handedly.
I would suggest swapping the bassalisks to the asteroid guns and leaving the mining main, because it's a great gun, and it means it would have super high kinetic pressure, and would tear apart targets once opened by the explosive medium.

Lastly, the huge Pirate Base planet is only size 4 and has 4 industries, giving it a stability hit. It should probably loose 1 industry and gain 1 size. Or size 6.
[close]

Though it's real fun cleaning up after mercenary and pirate fights at the start of a Carter's run. And still hilarious seeing Derilicts confidently charge Bawleys and die in a hail of emp and fighter's high ex blasters.
Title: Re: [0.97a] Carter's Freetraders - V 1.7.1 - 02/03/24
Post by: Dazs on February 13, 2024, 11:32:45 AM
Balance thoughts! In a spoiler because I'd rather not clutter up the thread. Away from my comp so my specifics might be off.
OK dear reader brace yourself because I am removing the spoiler box to give a proper reply. Prepare for TLDR clutter, you have been warned.
On one hand, I like it when ships OP budgets are high because it gives more mod room, but:

Verguld is a much better Tarsus. Built in militarised, trades 1 turret point out, and I'm away from the compute but a solid 20ish more OP. It has enough space I can throw on two logistics, unstable and safety overrides to go super fast, and still load on with ok mining OP.
This is without capacitors, but still, a bit much. Does cost more supplies though, but not sure the balance is right.
Well I based it on the Buffalo and removed some cargo space to add the two additional turrets. All CFT ships have generous OP budgets so players can mix/match and come up with w/e they like. It is the major point of contention on discord that my ships are overpowered because of this but my counter argument has always been, it is a single player game. You can choose to fill those points with w/e you would like and it would not effect anyone else's gameplay. Options, that is what I am all about, giving players flexibility to build ships however suits them. OK sorry that came off mean but I take your point and will think more about it.
The new Bawly feels a bit too potent. Sure it's too slow for a lineship. But it's got BP to be one and a logistics, better cargo space than a Shepard, better fighters than a Shepard (for combat/mining, not necessarily pd though. I feel like it's BP should be put in the high 20s or low 30s. But I haven't looked at DP recently.
Well again as I stated on a previous post, I think you have the Bawley mixed up with another ship. The Bawley is a frigate sized logistics ship that has been in the mod since the start, so I am confused when you refer to it as a newly added line ship. Maybe I am just being obtuse but if you could give me some clarity that this one:(https://i.imgur.com/vG4D4fg.png) is the one you referring to so I can properly respond.
Also my 50 speed note was the difference in Omen speed and Bawley speed. Which turned out to be 60 speed :P
Since you are referring to the Omen and the Sheppard frigates I think we mean the same ship but I just want to make sure.
The Heavy Frigate feels less like a sidegrade to a Lasher and more like a upgrade with its extra OP. I'm not sure if 1DP is worth it with how tanky it can get (can be built to have much better shields and armor, then has dampners). It might be worth considering a 7, that also feels high? Unsure.
Since the Jackdaw is the only Heavy Frigate in the CFT lineup, I'll go ahead and and respond with that ship in mind. I labeled it a Heavy Frigate because it it is beefier than a normal frigate like the Lasher but not as buff as a destroyer. I will compare it's DP to vanilla frigates/destroyers and give it a sweet spot number to better represent the vision for that ship.
The flux efficiency or pinpoint accuracy of the fragmentation 1000 range guns feels like it needs adjusting. The small versions feel like beam weapons, and while they look like autocanon sidegrades trading away any armor damage and being more flux intensive, if your fleet line has room to give and then speed to chase (which, ok, not garunteed), they do a bit too well IMO. For example, I traded heavy autocanons for the medium one on my Clipper, and I saw a immediate boost. While the medium is less accurate, it's still flux efficient as a kinetic option and saves 5ish points on it, while 7op is more thumper territory.
Well yes I made that line of weapons to 1) give them frag weapons but 2) to give them mining laser like ballistic weapons. I did struggle to get it right as the game does not have anything similar. I felt I was offering a new line of weapons to give choices to players but in that process I may have not hit the mark correctly. I'll give them a lookover as well.
Speaking of Clipper, the base load out might need a redesign. Using a Ion Laser and 2 of the frag guns and no missiles vs the base load out, even with wasted OP on non combat mods, while there was some initial push back, the base Clipper was trounced handedly.
I would suggest swapping the bassalisks to the asteroid guns and leaving the mining main, because it's a great gun, and it means it would have super high kinetic pressure, and would tear apart targets once opened by the explosive medium.
Not a bad idea, I'll give it a try in game and if nothing else I can make that a second variant.
Lastly, the huge Pirate Base planet is only size 4 and has 4 industries, giving it a stability hit. It should probably loose 1 industry and gain 1 size. Or size 6.
I fixed the same issue with the pirate base in JYD and I guess I should have made the changes I made there over here. I'll have that in the next update.
Though it's real fun cleaning up after mercenary and pirate fights at the start of a Carter's run. And still hilarious seeing Derilicts confidently charge Bawleys and die in a hail of emp and fighter's high ex blasters.
The entire line of combat engineer ships are a favorite. Even when I play as another faction I use them and always salvage the Clipper in Pengersick if nothing else.

Well you have given me much to think about and I do hope you verify that the Bawley you are talking about is correct so I can better respond to those comments. No rush, I am currently banging my head against my desk trying to make the conversion from Vayra bounties to magiclib bounties in JYD and I have a request for TTSC so It'll be a bit before I can tinker with CFT. I thank you yet again for sharing your insight and look forward to more.
Title: Re: [0.97a] Carter's Freetraders - V 1.7.1 - 02/03/24
Post by: 5ColouredWalker on February 13, 2024, 12:16:44 PM
All good and no pressure, just felt like if I didn't put my thoughts to post I'd forget about them. Anyhow the two bits I have replies too:

Maybe I am just being obtuse but if you could give me some clarity that this one:(https://i.imgur.com/vG4D4fg.png) is the one you referring to so I can properly respond.

Yep, same ship. Call it my fault for using new too early, the redesign was just opening the weapon slots after all.

OK sorry that came off mean but I take your point and will think more about it.

You mean, I Should learn self restraint? :P

Nah, not being mean. Explaining the position helps me keep in mind you're building for a wider player base, some of which will have very different things they want from your work.
Title: Re: [0.97a] Carter's Freetraders - V 1.7.1 - 02/03/24
Post by: Dazs on February 14, 2024, 01:27:34 AM
Yep, same ship. Call it my fault for using new too early, the redesign was just opening the weapon slots after all.
OK thank you for the follow up, I prefer clarity whenever discussing a mod.
The new Bawly feels a bit too potent. Sure it's too slow for a lineship. But it's got BP to be one and a logistics, better cargo space than a Shepard, better fighters than a Shepard (for combat/mining, not necessarily pd though. I feel like it's BP should be put in the high 20s or low 30s. But I haven't looked at DP recently.
Also my 50 speed note was the difference in Omen speed and Bawley speed. Which turned out to be 60 speed :P
Here are the differences I made between the two in the current balance pass: The Bawley has 300 less HP, 50 less armor, 10 less acceleration, 20 less turn speed, 110 less turn acceleration, 20 more mass, 10 less shield arc, 10 more minimum crew needed, 10 less fuel carried, costs 1 more supplies/rec, 1 more supplies/mo and costs 4k more credits vs the Sheppard. For those penalties it gains, 300 max flux, 125 flux dissipation, 22 ordinance, 1 fighter bay, .4 better shield efficiency, 5 max crew, and 100 cargo.

I am sure there is probably room for improvement but I wanted to lay out what my vision for that ship was before we went forward with balancing discussion.
Nah, not being mean. Explaining the position helps me keep in mind you're building for a wider player base, some of which will have very different things they want from your work.
Thank you for understanding. I recently did a search on my mods on discord since I am working on updates for two of them to see if I can glean any thoughts about them that I do not get on the forum. Whenever I do that I have to brace myself for the trolling and bullying I get there but even in the darkness there is a glimmer of light and I can separate the two and maybe learn valid concerns. Unfortunately for you, I had just done that when I read your forum post and I guess I was still processing and I felt I sort of took it out on you and for that I truly apologize as you have been a frequent collobarator on my mods and I appreciate your comments.   
Title: Re: [0.97a] Carter's Freetraders - V 1.8 - 02/18/24
Post by: Dazs on February 18, 2024, 09:49:25 AM
v1.8 released today - Save compatible with v1.7.1 - Some changes require a new game to take effect, see notes below
   -Added a new capital sized mining and salvage combat support ship, the Arethusa - Gives CFT players a capital ship with an operations center to lead their fleets
   -Added the Arethusa to the list of ships that form CFT NPC mining fleets - Gives their NPC mining fleets more effectiveness and teeth
   -Added the Arethusa to the "Explorer Large" Nexerelin starting option along with the Bolster
   -Added the Arethusa to the "all ships image" on the forum OP and discord post - It is the large yellow one (I made it yellow in memory of Vayra's utility ships, miss you.)
   -Updated the mod description on the forum and discord to state that CFT is intentionally a vanilla plus faction mod with generous Ordinance Point allotments - Because CFT=OP :)
   -Updated the "Mod technical notes" on the forum OP to reflect changes made to the mod since I wrote it
   -Removed the Irradiated flag on Porthleah - In retrospect it does not make sense for that planet - new game (sector generation) only   
      -The following changes are based on suggestions by a long time collaborator 5ColouredWalker - You are the best!
   -Increased the size of the planet Porthleah from 4 to 6 - Better stability and gives the pirates in the system more teeth - new game (sector generation) only         
   -Increased the deployment points and supply use of the Jackdaw from 5 to 7 - Reflects the fact that it is a bit more extra than a standard frigate
   -Slightly widened the spread per shot on the line of Electro-Magnetic Rail weapons - For spam machines they were a little too accurate
   -Changed the loadout on the Clipper variant to use Electro-Magnetic and Pulse mining weapons - I introduced these weapons after making the Clipper and they make more sense

@All I hope you like the new ship and the changes in general. I would appreciate any feedback on them since I am a solo show I have blind spots and appreciate any feedback I get in general.

@5ColouredWalker you wrote: "I would suggest swapping the bassalisks to the asteroid guns" for the Clipper but there is no CFT asteroid gun so I was unsure what you meant so I went with medium Electro-Magnetic instead. I keep my faction mods as faction specific as possible and only use vanilla weapons if I arm them outside of the faction weapons. Also as it is a utility/mining ship it made sense to arm it with all CFT mining weapons. I look forward to any follow-up you may have now that the forum is back up and running.
Title: Re: [0.97a] Carter's Freetraders - V 1.8 - 02/18/24
Post by: BFM on February 19, 2024, 07:00:30 AM
Hello - I just wanted to offer some balance feedback - not actually used the mod yet, but noticed the commissioned crews bonus the mod provides is quite significant - if it existed in isolation of the pirate commission bonus, it'd maybe not seem as overtuned, but as it stands the pirate commission bonus is -20% sensor profile, so the CFT bonus is the pirate bonus AND much more.

This could be the case that the pirate one needs to be changed and buffed slightly, but I do also feel the power level of the CC bonus for CFT is without a doubt in the highest tier of available bonuses, almost being on par with the sensors tech skill - also I think the way sensor profile reductions work, the more of them you get, the more wildly effective they are for trivialising elements of gameplay that revolve around staying off radar - so this also counter intuitively sets up CFT to basically be super easy mode for the playstyle they're intended to revolve around - especially coupled with having neutrality across the board (imo you'd think a group of known smugglers would be high on hegemonies to squash list) - though I understand a lot of players probably love how conductive this all is to getting a huge economic fast start if they prefer that, basically allowing them to amass huge profits with relative impunity at the start of the game even on a lvl1 captain.

Anyhoo take this all with a pinch of salt - if/when i do playtest this I can speak to it more, but I figured if i do grab it I'll edit the bonus and minimise it to something like 10% Sensor Strength, 10% sensor reduction, 10% cargo.

Overall the mod sounds excellent, balance quibbles aside.
Title: Re: [0.97a] Carter's Freetraders - V 1.8 - 02/18/24
Post by: Dazs on February 19, 2024, 09:10:39 AM
Hello - I just wanted to offer some balance feedback - not actually used the mod yet, but noticed the commissioned crews bonus the mod provides is quite significant - if it existed in isolation of the pirate commission bonus, it'd maybe not seem as overtuned, but as it stands the pirate commission bonus is -20% sensor profile, so the CFT bonus is the pirate bonus AND much more.
Great, I appreciate any feedback, thank you for taking the time to offer it. CFT is primarily a smuggling faction that does not use pirate behavior vs pirates use pirate behavior and some times smuggle. I set the % higher to reflect that since one of the goals of the mod is to make smuggling more viable as a play style.
This could be the case that the pirate one needs to be changed and buffed slightly, but I do also feel the power level of the CC bonus for CFT is without a doubt in the highest tier of available bonuses, almost being on par with the sensors tech skill - also I think the way sensor profile reductions work, the more of them you get, the more wildly effective they are for trivialising elements of gameplay that revolve around staying off radar - so this also counter intuitively sets up CFT to basically be super easy mode for the playstyle they're intended to revolve around - especially coupled with having neutrality across the board (imo you'd think a group of known smugglers would be high on hegemonies to squash list) - though I understand a lot of players probably love how conductive this all is to getting a huge economic fast start if they prefer that, basically allowing them to amass huge profits with relative impunity at the start of the game even on a lvl1 captain.
Well i do have them set to neutral to all at start but based on how you play that will change. If you stay out of trouble you should remain neutral for some time unless Nexerelin tosses in some random event that changes it (and that will happen). As a commissioned officer holding a letter of Marque, you have the ability to guide the factions relations. As stated, Nex will make changes to the faction relations based on your standing with other factions. So in your example of being neutral to Pirates and Hegemony, Hegemony will eventually notice and NEX will lower your relations. So it is up to the player how CFT evolves as the game progresses. You can go all in and make them a pirate faction, a law abiding faction or stay neutralist. Actually maintaining that neutrality is a challenge in itself as changes will happen outside of your control but you have the ability to offset them by your actions.
Anyhoo take this all with a pinch of salt - if/when i do playtest this I can speak to it more, but I figured if i do grab it I'll edit the bonus and minimise it to something like 10% Sensor Strength, 10% sensor reduction, 10% cargo.
Oh no salt needed :) I intentionally keep my mods open source and easy to edit. I made my mods to offer choices to players and tailoring it to your specific style falls directly into that philosophy. 
Overall the mod sounds excellent, balance quibbles aside.
Quibble away, the more feedback I get the better I can make the mod for everyone. I guess I am the final arbiter of how it ends up but you can look at my mod's changelogs and you will see how player suggestions have greatly impacted them.
Title: Re: [0.97a] Carter's Freetraders - V 1.8 - 02/18/24
Post by: BFM on February 19, 2024, 03:44:57 PM
Thanks for your reply and insight into your thoughts as the designer - I think overall this mod is the perfect addon for someone who wants to RP a famous smuggler who gets caught in political strife and has to pick sides, it does sound like a very fun experience you've designed :)

I'm still exploring all the different mods available and trying to settle on which I want to make up my first full on modded playthrough - it has been nice reading through all the threads for the mods, this is a very healthy community!
Title: Re: [0.97a] Carter's Freetraders - V 1.8 - 02/18/24
Post by: Dazs on February 19, 2024, 04:16:37 PM
Thanks for your reply and insight into your thoughts as the designer - I think overall this mod is the perfect addon for someone who wants to RP a famous smuggler who gets caught in political strife and has to pick sides, it does sound like a very fun experience you've designed :)
That is a great summation of the mod's focus. John Carter would be proud :)
I'm still exploring all the different mods available and trying to settle on which I want to make up my first full on modded playthrough - it has been nice reading through all the threads for the mods, this is a very healthy community!
I did make CFT and JYD to be insular factions that offer every type of ship so if a player wanted to they could exclusively use only the faction's ships for RP reasons. There are so many good faction mods to choose from, I am flattered you are considering one of mine.
Title: Re: [0.97a] Carter's Freetraders - V 1.8 - 02/18/24
Post by: 5ColouredWalker on February 21, 2024, 01:48:19 AM
@All I hope you like the new ship and the changes in general. I would appreciate any feedback on them since I am a solo show I have blind spots and appreciate any feedback I get in general.

You know, I was thinking of putting a note in that the Knarr could probably work for a explorer start, and now you come in with one.
I'm gonna pretend it's cause I said so and you can't tell me otherwise! :P

@5ColouredWalker you wrote: "I would suggest swapping the bassalisks to the asteroid guns" for the Clipper but there is no CFT asteroid gun so I was unsure what you meant so I went with medium Electro-Magnetic instead. I keep my faction mods as faction specific as possible and only use vanilla weapons if I arm them outside of the faction weapons. Also as it is a utility/mining ship it made sense to arm it with all CFT mining weapons. I look forward to any follow-up you may have now that the forum is back up and running.

That was the exact gun I meant, so you were on the ball with interpreting my 'I need to get it out of my head so I can sleep ramblings.'.

Meanwhile having played with the gun more I look forward to trying out it's change as I've been having fun combining it with various Ion weapons. Bar the Heavy Ion Canon from a different mod I've tended towards a fleet composition that's a sort of static gun line of disabling that slowly pulls ships out of position and then mines them like asteroids. Gives me a fun head canon of Pirates/etc coming fighting, and then since combat based on the NPC combat time taking days, becoming 'aggressive mining actions' with enemy crew having to debate trying to engage in repairs and resisting, or desperately broadcasting their surrender or attempting to mutiny... But Starsector doesn't model morale so it ends up with the super dark images that I'll not share.

A less dark version does exist using the explosive mining weapons making the process much faster but allowing them to fight back.


I've also recently figured out something I can do to counter the fact I tend to mine much faster than my holds can keep up by putting Converted Fighter Bays on my Danubes. Tanks their mining ability and makes them actual freighters as far as combat ability goes, but now they also don't tank fighter skill abilities while also being super easy to unconvert into combat vessels if I take losses. I really should have realised this sooner and makes fighter's more useful without just using inbuilt drones.

Also, something I've noticed is that a Cutty and a Odam largely fill similar roles at different stages of the game, without the Odam gaining additional combat power.
Odam and Cutty both can effectively manage 6 small weapon slots, with Odam putting it's PD on fighters (Which the AI knows how to give to others which is neat.). The Odam is already built to be a tank and has a much larger flux pool, but as a destroyer the Cutty is much faster and with it's built in and investment in shield mods can also tank against cruisers (Though it needs to run and vent much sooner... But it has a ability that lets it do that.)

It may be worth considering up-arming the Odam. I'm not a modeller so I'm not sure how painful if any adjustments would be, but I think changing the front to 1 central medium, or changing the side kinetics/energy to 2 mediums and 2 smalls (Either 1 of each on one side to make it 'lop sided' like the bigger Apogee it's a sized down cousin of, or maintaining it's pleasing symmetry', might help it not feel as toothless and make the comparison less apt).
It also means Stabalised Shields becomes a necessary to fulling arming it instead of a nice convenience though unless venting is adjusted, but I don't feel it should as it means you have the choice of making it a greatly balanced tank or a more combat capable pocket cruiser.



Anyhow, I've been running .97 on a bunch of pre .97 mods, so with this updating I'm going to do a round of updating and restarting my campaign... Also gets me out of playing around in a high-remnant system as my first settle because deciding using Salvage Yards (Industrial evo) to double up on the loot was a silly and annoying idea that I wasn't really equipped for, though it turns out a Vasa and a High Tech level 2 station is pretty good at.


Edit:

Also, thought that probably goes on the 'pain in the ass to implement' pile and is purely a pipe dream, how feasible would varients design of Carter ships be that rely on JYD's being installed work to symbolise the factions cooperating?
Totally not just because JYD Missiles fit my prefered missile style (Still alpha strike but can reload), and that JYD bomber drones are sweet.


Lastly, I'm on a well earned vacation for a month. While it won't be fully empty I will be more active than usual. Now I just need to actually learn to program and I could do more than provide suggestions :P
Title: Re: [0.97a] Carter's Freetraders - V 1.8 - 02/18/24
Post by: Dazs on February 21, 2024, 03:03:31 AM
Well hello again, always good to hear from you. I feel you have caught my TLDR disease but allow me to increase the eye strain.
You know, I was thinking of putting a note in that the Knarr could probably work for a explorer start, and now you come in with one.
I'm gonna pretend it's cause I said so and you can't tell me otherwise! :P
I see you.
That was the exact gun I meant, so you were on the ball with interpreting my 'I need to get it out of my head so I can sleep ramblings.'.
I SEE YOU!
Meanwhile having played with the gun more I look forward to trying out it's change as I've been having fun combining it with various Ion weapons. Bar the Heavy Ion Canon from a different mod I've tended towards a fleet composition that's a sort of static gun line of disabling that slowly pulls ships out of position and then mines them like asteroids.
When I balance a ship I only combine the factions weapons with vanilla weapons. There are so many modded weapons out there, and lord knows I am guilty of that, you could really make an unbalanced ship combining weapons from different mods that the author has not intended/considered.
Gives me a fun head canon of Pirates/etc coming fighting, and then since combat based on the NPC combat time taking days, becoming 'aggressive mining actions' with enemy crew having to debate trying to engage in repairs and resisting, or desperately broadcasting their surrender or attempting to mutiny...
Ooo maybe I'll add a "fun head cannon" to the weapon lineup, thanks for the idea :) 
But Starsector doesn't model morale so it ends up with the super dark images that I'll not share.
There is sort of a morale mechanic when NPC ships take a look around the deployed battlefield wreckage and NOPE the heck out so insert that into your dark images. But yea, keep them to yourself this is a family friendly mod after all.
A less dark version does exist using the explosive mining weapons making the process much faster but allowing them to fight back.
Less dark is good, you are making progress.
I've also recently figured out something I can do to counter the fact I tend to mine much faster than my holds can keep up by putting Converted Fighter Bays on my Danubes. Tanks their mining ability and makes them actual freighters as far as combat ability goes, but now they also don't tank fighter skill abilities while also being super easy to unconvert into combat vessels if I take losses. I really should have realised this sooner and makes fighter's more useful without just using inbuilt drones.
May I suggest a little utility mod: https://fractalsoftworks.com/forum/index.php?topic=22882.0
Also, something I've noticed is that a Cutty and a Odam largely fill similar roles at different stages of the game, without the Odam gaining additional combat power.
Odam and Cutty both can effectively manage 6 small weapon slots, with Odam putting it's PD on fighters (Which the AI knows how to give to others which is neat.). The Odam is already built to be a tank and has a much larger flux pool, but as a destroyer the Cutty is much faster and with it's built in and investment in shield mods can also tank against cruisers (Though it needs to run and vent much sooner... But it has a ability that lets it do that.)
Well I made them at roughly the same time and I guess I had a progression scaling in my head. Oh and the Odam is a personal favorite :)
It may be worth considering up-arming the Odam. I'm not a modeller so I'm not sure how painful if any adjustments would be, but I think changing the front to 1 central medium, or changing the side kinetics/energy to 2 mediums and 2 smalls (Either 1 of each on one side to make it 'lop sided' like the bigger Apogee it's a sized down cousin of, or maintaining it's pleasing symmetry', might help it not feel as toothless and make the comparison less apt).
It also means Stabalised Shields becomes a necessary to fulling arming it instead of a nice convenience though unless venting is adjusted, but I don't feel it should as it means you have the choice of making it a greatly balanced tank or a more combat capable pocket cruiser.
Scaled Down Apogee pocket cruiser is a pretty accurate description of what I was going for. I can take a stab and implementing your suggestions and I am not opposed to non-symmetrical ships so I'll consider that as well.
Anyhow, I've been running .97 on a bunch of pre .97 mods, so with this updating I'm going to do a round of updating and restarting my campaign... Also gets me out of playing around in a high-remnant system as my first settle because deciding using Salvage Yards (Industrial evo) to double up on the loot was a silly and annoying idea that I wasn't really equipped for, though it turns out a Vasa and a High Tech level 2 station is pretty good at.
Nice to hear the Vasa is useful. I personally do not use phase ships so they are made from an inexperienced standpoint but I did try to make the ones I mod have a niche role.
Edit:

Also, thought that probably goes on the 'pain in the ass to implement' pile and is purely a pipe dream, how feasible would varients design of Carter ships be that rely on JYD's being installed work to symbolise the factions cooperating?
Totally not just because JYD Missiles fit my prefered missile style (Still alpha strike but can reload), and that JYD bomber drones are sweet.
I do have my playable faction mods set to be friendly at start though that will change over time. JYD and CFT are both neutralist factions so they should remain friendly for some time and Dazs lore wise they cooperated to make CJHM. Speaking of 'pain in the ass to implement' ideas, I have tinkered with combining all my mods into one mega mod with the intent of TTSC, CFT and JYD vs Hiver as the goal. But then I woke up and realized I am not that smart.
Lastly, I'm on a well earned vacation for a month. While it won't be fully empty I will be more active than usual. Now I just need to actually learn to program and I could do more than provide suggestions :P
I learned by reading the admittedly outdated guides posted on the forum and discord as a start. I then looked over existing mods for examples of how it all ties together. It took some time but eventually I had the basics of JYD ready to post a test release in the modding forum. I keep my mods open with no compression so feel free to scrounge around in them with a java editor. I use notepad++ but mod authors have told me I am insane to not use an actual java editor so maybe not for you. Lastly, just sit down and do it and be brave and ready to receive feedback and criticism once it is released.
Title: Re: [0.97a] Carter's Freetraders - V 1.8 - 02/18/24
Post by: 5ColouredWalker on February 21, 2024, 04:01:17 AM
If It's not responded to here, then I either have nothing to say or a smilie  ;D ... And I may have had a bit to say in some parts due to thinking and trying to be comprehensive.

I SEE YOU!
;D
But more seriously, just opened up, it's a little odd that for the exploration start neither have surveying equipment, but they are salvagers with tons of sensor range.
It also works ok with Nex Rerolls, Dow Phase Tender comes up a lot which is a nice stealth logistics start for smuggling/spysat deployment. Odam can also show up for Surveying [After this run I might try Dow/Odam]... Rolling a bunch the Knar hasn't come up which feels odd given the Arethusa does, but I've got no clue how Nex handles that. Checking the ships they're both capitals which feels like a big thing to start with, but I'll give it go. Start with a tour of Pegersick and Dogstar as a Captain start for a super fast start and I'll give a report on how it feels. Captain will let me fill out my Industry/Tech mandatories (Cargo/Salvaging/Containment/Makeshift/Sensor/Navigation), funds will allow purchasing for a frigate/destroyer accompaniment.
Edit: With said skills fuel range and supply cost is actually very reasonable, and would probably be ok even without them.
Meanwhile having played with the gun more I look forward to trying out it's change as I've been having fun combining it with various Ion weapons. Bar the Heavy Ion Canon from a different mod I've tended towards a fleet composition that's a sort of static gun line of disabling that slowly pulls ships out of position and then mines them like asteroids.
When I balance a ship I only combine the factions weapons with vanilla weapons. There are so many modded weapons out there, and lord knows I am guilty of that, you could really make an unbalanced ship combining weapons from different mods that the author has not intended/considered.
Oh, totally not a 'Something to consider for balance' matter, more a 'something fun you might enjoy hearing'.
And saying this and remembering earlier posts statements has me going on a slight 'rant':

To be totally honest at present the only thing in this one I'd consider overpowered are the Tender Mining Drones and how easy it can be to spam them [4 OP for a decent drone with a good high ex weapon. Should probably be costed closer to a broadsword in the 8-10 range], and that's been made harder with Danube becoming more reasonably costed (Though that doesn't really effect AI. I did a scroll through the discord, apparently others hate fighting against the fighter swarms... I haven't had trouble, and that's without bringing my own, but I haven't done a dedicated fight against run). The OP budget is a bit generous for some but that's intentional, the rest feels a mixed of balanced and 'this is how the faction plays'. Most weapons are rapid fire and suck at dealing with armor (Almost everything including the missiles are low individual damage high rate of fire, and the ships themselves trend towards smaller mounts), and tend to be flux hungry. In my hands Carter fleets do well against high tech fleets, ok against midline, and manage against low tech due to the fact that if it's not hegemony they're fighting trash (Tender drones absolutely wreck Derelicts and Pirates are Pirates) and if it hegemony/modded they're in for a bad time or you're a player cheesing the AI. Carter PD also feels poor (Energy PD is fine, kinetic PD feels too flux inneficient and has the same 'high dps low single shot damage' almost all Carter weapons have) and most ships aren't particularly fast (trending towards slow), being reliant on anchor ships, so if you're fighting a Carter fleet that isn't packing a large droneswarm then your own carriers/missiles will trash a Carter's fleet.

I've recently picked up a mod that adds fortified Caches (Random faction fleet guarding, size depends on cache size). In particular using a 'Ruthless Sector thinks this is balanced' DP comparison VIC has humbled me, and that mod while definitely Vanilla + previously from memory has more recently trended to Vanilla balance + Weird toys from more recent interaction.

Gives me a fun head canon of Pirates/etc coming fighting, and then since combat based on the NPC combat time taking days, becoming 'aggressive mining actions' with enemy crew having to debate trying to engage in repairs and resisting, or desperately broadcasting their surrender or attempting to mutiny...
Ooo maybe I'll add a "fun head cannon" to the weapon lineup, thanks for the idea :)

In that case if you're following the ion idea, there's no need to make a medium size one unless you want to, and given how Carter ships are armed I'd suggest a small shield penetrator...
Actually, if you use PD weapons offensively (Which from memory is totally viable), JYD provides everything except shield penetration. I think PD Prep is from your mods too so it works entirely within the 'Dazs Mods' ecosystem... Speaking of which I may pick up the ones I'm missing, particularly since Nex has added a 'No Invasions until X' setting. I'll try it after this one for a round where Hivers are less omni-present early.
 
I've also recently figured out something I can do to counter the fact I tend to mine much faster than my holds can keep up by putting Converted Fighter Bays on my Danubes. Tanks their mining ability and makes them actual freighters as far as combat ability goes, but now they also don't tank fighter skill abilities while also being super easy to unconvert into combat vessels if I take losses. I really should have realised this sooner and makes fighter's more useful without just using inbuilt drones.
May I suggest a little utility mod: https://fractalsoftworks.com/forum/index.php?topic=22882.0
Actively used!
It is easy to overfill though when a haul brings in 2-5000 Ore + extra Rare/Volotiles when mining Volcanic/Cryovolcanic worlds with what I'd consider a early-midgame fleet. Normally I'll quickly mine through 8-4 times stripping the planet for a while then wait around a couple of in game days chewing through it. Fortuneately Carter's ship's Salvage Bays cause processing to be faster, though it doesn't quite line up with Carter's mining speed.
I'm not sure how that could be balanced due to using Salvage to determine processing speed without creating an additional hull mod for the mod or Carter's or just nerfing the mining power of Carter's equipment (Which is something you could reasonably consider). But taking time is a balancing factor I feel, and speed up mod goes up to 24* if I really don't want to wait, not that my computer can really handle more than 4*. (Though I'm about to try someone's work around to manage JRE-23, which will be interesting)

Also, something I've noticed is that a Cutty and a Odam largely fill similar roles at different stages of the game, without the Odam gaining additional combat power.
Odam and Cutty both can effectively manage 6 small weapon slots, with Odam putting it's PD on fighters (Which the AI knows how to give to others which is neat.). The Odam is already built to be a tank and has a much larger flux pool, but as a destroyer the Cutty is much faster and with it's built in and investment in shield mods can also tank against cruisers (Though it needs to run and vent much sooner... But it has a ability that lets it do that.)
Well I made them at roughly the same time and I guess I had a progression scaling in my head. Oh and the Odam is a personal favorite :)
In that case if it weren't for my thought just below I'd say you did perfectly. They're both tanks, and with investment they both have the 360 degree shields and good PD coverage to make line holders.
It may be worth considering up-arming the Odam. I'm not a modeller so I'm not sure how painful if any adjustments would be, but I think changing the front to 1 central medium, or changing the side kinetics/energy to 2 mediums and 2 smalls (Either 1 of each on one side to make it 'lop sided' like the bigger Apogee it's a sized down cousin of, or maintaining it's pleasing symmetry', might help it not feel as toothless and make the comparison less apt).
It also means Stabalised Shields becomes a necessary to fulling arming it instead of a nice convenience though unless venting is adjusted, but I don't feel it should as it means you have the choice of making it a greatly balanced tank or a more combat capable pocket cruiser.
Scaled Down Apogee pocket cruiser is a pretty accurate description of what I was going for. I can take a stab and implementing your suggestions and I am not opposed to non-symmetrical ships so I'll consider that as well.
To be honest I was more thinking 'What's a variety of options so I can reduce mental labour', and prefer symmetrical. I will hold off on saying more because I don't want to push you either way.

But then I woke up and realized I am not that smart.
Hey now! You're managing multiple mods and presumably life around it, showing plenty of smarts and talent.
Or at the very least lots of dedication. I know I get told I'm smart often enough by peers only to not feel it.

Lastly, I'm on a well earned vacation for a month. While it won't be fully empty I will be more active than usual. Now I just need to actually learn to program and I could do more than provide suggestions :P
I learned by reading the admittedly outdated guides posted on the forum and discord as a start. I then looked over existing mods for examples of how it all ties together. It took some time but eventually I had the basics of JYD ready to post a test release in the modding forum. I keep my mods open with no compression so feel free to scrounge around in them with a java editor. I use notepad++ but mod authors have told me I am insane to not use an actual java editor so maybe not for you. Lastly, just sit down and do it and be brave and ready to receive feedback and criticism once it is released.
[/quote]

I have the time, so I may well try.
If nothing it might go better than me thinking 'It'd be nice if Archaeon Order was compatible with other factions', downloading all the tools, then looking at them and immediately being overwhelmed.
Title: Re: [0.97a] Carter's Freetraders - V 1.8 - 02/18/24
Post by: Dazs on February 21, 2024, 06:29:12 AM
So I had to run an errand before I got started on an update I am working on for CJHM and when I got back home I checked my email first and found two additional topic replies. I immediately made a second pot of coffee when I saw who they were from.  ;D
But more seriously, just opened up, it's a little odd that for the exploration start neither have surveying equipment, but they are salvagers with tons of sensor range.
Hmm good point. I guess I did not put survey equipment on them because I got a lot of flak about JYD having so many built in hull mods. Not that that is a reason to not do it, just how I was thinking at the time.
It also works ok with Nex Rerolls, Dow Phase Tender comes up a lot which is a nice stealth logistics start for smuggling/spysat deployment. Odam can also show up for Surveying [After this run I might try Dow/Odam]... Rolling a bunch the Knar hasn't come up which feels odd given the Arethusa does, but I've got no clue how Nex handles that.
Edit: With said skills fuel range and supply cost is actually very reasonable, and would probably be ok even without them.
The mod author decides what default ship roles each ship has, then Nex uses those designations as a picking pool. I can certainly look at the Knarr and see if it makes sense to place it in the same pool as the Arethusa. Also, if you look at the bottom of the pick ship start list there is an option for custom start. Press that and you can pick any assortment of ships from across the modiverse. Though know that Nexerelin WILL shame you if you pick too many credits worth of ships to start with.
Checking the ships they're both capitals which feels like a big thing to start with, but I'll give it go. Start with a tour of Pegersick and Dogstar as a Captain start for a super fast start and I'll give a report on how it feels. Captain will let me fill out my Industry/Tech mandatories (Cargo/Salvaging/Containment/Makeshift/Sensor/Navigation), funds will allow purchasing for a frigate/destroyer accompaniment.
Edit: With said skills fuel range and supply cost is actually very reasonable, and would probably be ok even without them.
Well I wanted to put the Arethusa in one of the starting options and when I saw the Bolster sitting there all alone, it sort of made sense to pair them since the Bolster has minimal offensive capability for its size. I am limited in the amount of game starts I can add to that screen but a medium explorer start sounds like a good idea if I can implement it. I'll certainly explore the idea when I have time.
Oh, totally not a 'Something to consider for balance' matter, more a 'something fun you might enjoy hearing'.
And saying this and remembering earlier posts statements has me going on a slight 'rant':
Well as I stated earlier, we both seem to suffer from TLDR syndrome. Though this is a public forum, I doubt anyone else reads our posts so keep it coming, I enjoy our correspondence. 
To be totally honest at present the only thing in this one I'd consider overpowered are the Tender Mining Drones and how easy it can be to spam them [4 OP for a decent drone with a good high ex weapon. Should probably be costed closer to a broadsword in the 8-10 range], and that's been made harder with Danube becoming more reasonably costed (Though that doesn't really effect AI. I did a scroll through the discord, apparently others hate fighting against the fighter swarms... I haven't had trouble, and that's without bringing my own, but I haven't done a dedicated fight against run).
The mining tenders in general were an attempt at making a smaller version of JYD's heavy mining drone so the balance may be off. I'll take a look at them when time allows.
The OP budget is a bit generous for some but that's intentional, the rest feels a mixed of balanced and 'this is how the faction plays'. Most weapons are rapid fire and suck at dealing with armor (Almost everything including the missiles are low individual damage high rate of fire, and the ships themselves trend towards smaller mounts), and tend to be flux hungry. In my hands Carter fleets do well against high tech fleets, ok against midline, and manage against low tech due to the fact that if it's not hegemony they're fighting trash (Tender drones absolutely wreck Derelicts and Pirates are Pirates) and if it hegemony/modded they're in for a bad time or you're a player cheesing the AI.
It is how I balanced the weapons in general so that is sort of on purpose. Whenever I add a new asset to my mods I do my best to offer something that does not already exist in vanilla or another mod. In doing that I really do not have a metric of something that already exists that I can copy/paste from so I get it wrong some (many) times. That is why I appreciate posts like yours to get my head out of the forest so I can see the damn tree I am about to walk into. Consider yourself my Beta tester and quality assurance department all in one. :)
Carter PD also feels poor (Energy PD is fine, kinetic PD feels too flux inneficient and has the same 'high dps low single shot damage' almost all Carter weapons have)
That is how I balanced them since most PD weapons at spam machines. The fog of war is my spammer but the rest are variations on a theme. I sort of went overboard with them to be honest and I have been thinking of removing a couple as they are all edge case weapons for niche reasons.
and most ships aren't particularly fast (trending towards slow), being reliant on anchor ships, so if you're fighting a Carter fleet that isn't packing a large droneswarm then your own carriers/missiles will trash a Carter's fleet.
That is how I tried to balance them. They have better armor than a high tech ship so that slows them down and gives hi tech a chance to skirmish in and out. However they do not have as much as a low tech ship so that give low-tech an edge of their own.
I've recently picked up a mod that adds fortified Caches (Random faction fleet guarding, size depends on cache size). In particular using a 'Ruthless Sector thinks this is balanced' DP comparison VIC has humbled me, and that mod while definitely Vanilla + previously from memory has more recently trended to Vanilla balance + Weird toys from more recent interaction.
Ruthless Sector is a must have in my gameplay. I always add the spacer start debt option, starfarer mode, redacted in hyperspace, only use ships that I salvage and ironman mode to make it as difficult as possible and make scavenging play a challenge. I do like VIC and am glad it got updated to 0.97a
In that case if you're following the ion idea, there's no need to make a medium size one unless you want to, and given how Carter ships are armed I'd suggest a small shield penetrator...
Oh no I was making a joke of making a literal "head cannon" with the sprite of a head and a stream that shoots out thoughts. :) CFT already has too many weapons and as I said earlier, I am actually thinking of paring off a couple. So to add a new weapon there would really have to be a specific need.
Actually, if you use PD weapons offensively (Which from memory is totally viable), JYD provides everything except shield penetration. I think PD Prep is from your mods too so it works entirely within the 'Dazs Mods' ecosystem...
Well PD pep from CJHM was originally part of JYD. I got so many complaints from players who wanted to try my mods but did not install them due to all the hull mods they had so I tore them all out of JYD and CFT. That is how CJHM got its name Carter's (CFT) Junk (JYD) Hull Mods, aren't I so clever eh?
Speaking of which I may pick up the ones I'm missing, particularly since Nex has added a 'No Invasions until X' setting. I'll try it after this one for a round where Hivers are less omni-present early.
I actually recommend that on the Hiver forum. It gives the player some breathing room until you can build up funds and a good fleet. But know once you start that first colony, they have had time to build up as well.
Actively used!
Nice! Ore refinery as also originally part of JYD but I made it it's own thing for players who mine but do not like my ship designs.
It is easy to overfill though when a haul brings in 2-5000 Ore + extra Rare/Volotiles when mining Volcanic/Cryovolcanic worlds with what I'd consider a early-midgame fleet.
Mainly the reason I have such large cargo holds in CFT and JYD ships is that exact reason. Salvaging a mining station can be a HUGE influx of ore it makes it meaningless to salvage one w/out a way to reduce the load (ore refinery) or carry it.
Normally I'll quickly mine through 8-4 times stripping the planet for a while then wait around a couple of in game days chewing through it. Fortuneately Carter's ship's Salvage Bays cause processing to be faster, though it doesn't quite line up with Carter's mining speed.
I'm not sure how that could be balanced due to using Salvage to determine processing speed without creating an additional hull mod for the mod or Carter's or just nerfing the mining power of Carter's equipment (Which is something you could reasonably consider). But taking time is a balancing factor I feel, and speed up mod goes up to 24* if I really don't want to wait, not that my computer can really handle more than 4*. (Though I'm about to try someone's work around to manage JRE-23, which will be interesting)
CFT has decent mining capacity but JYD is designed around it. So If you want to seriously mine, use JYD and CFT ships in tandem. That being said, I can certainly revisit the mining strengths of CFT ships/weapons since mining is just a side gig for them.
In that case if it weren't for my thought just below I'd say you did perfectly. They're both tanks, and with investment they both have the 360 degree shields and good PD coverage to make line holders.
Thank you for the kind word.
To be honest I was more thinking 'What's a variety of options so I can reduce mental labour', and prefer symmetrical. I will hold off on saying more because I don't want to push you either way.
Aesthetics wise symmetrical looks nice to me but to be honest it IS a lot easier to design over non-symmetrical.
Hey now! You're managing multiple mods and presumably life around it, showing plenty of smarts and talent.
Or at the very least lots of dedication. I know I get told I'm smart often enough by peers only to not feel it.
Lol well my mods are more quantity than quality. I come up with an idea and do my best to ride with it but then I run into a wall. I would LOVE to add story content but the times I have tried I just could not get it to work. For a recent example, I spent hours trying to convert JYD's Vayra's bounties into using Magiclib's format and even with examples and a provided template I just cannot make it work. No idea why and no clue what is wrong. I compare my work to others and it looks all correct but when I load the game it CRASH with some reasons in the log that makes no sense to me. Pretty much every other mod author has made the switch over but it just seems my brain is wired different. IDK, I am happy with what I have put out, I just wish I could do it better.
I have the time, so I may well try.
If nothing it might go better than me thinking 'It'd be nice if Archaeon Order was compatible with other factions', downloading all the tools, then looking at them and immediately being overwhelmed.
Oh Archaeon Order is the LAST mod I would recommend looking at lol. Start with a simple mod like HMI's Brighton federation, it is one system with a couple ships and weapons. And you can always look over one of my mods and ask questions, clearly I enjoy responding. :)

OK so that is done so I am going to get a second cup of coffee and dig into w/e you wrote on the JYD forum, see you there!
Title: Re: [0.97a] Carter's Freetraders - V 1.8 - 02/18/24
Post by: 5ColouredWalker on February 21, 2024, 10:15:58 PM
I'll be honest, my only thought with Archeon was buffing ship health numbers as a start.

That said, got a little bit into a run with the new Exploration start before restarting deciding that I ran into too much money to fast and got to a point the start didn't really matter. So, thoughts before I reload and try for one of the random rolls because I really don't like how the fleet composition ended up:


I actually restarted [And got a sparser generation to the north unfortunately], and fuel and supply costs are fine for the start even without Makeshift and Containment skills, this could work as a level 1 start (though starting with 2 capitals is a little incongruous). Also, with 4 planets and 11 markets (Common/Military/Black, 4 worlds, -1 for the jump point station lacking a military base), Survey Equipment is easy to find to effectively start with so the ships not having them isn't a issue.

Ships are more modable than the Knar after comparison in a market, so perhaps the Knar needs to be opened up. One ship is a Battle Carrier, the other is a Carrier, though it's all Tenders offensively.

Far Sight and Sensor Cloak are both hull mods from your mod, are started with, and let you pretend to be super far seeing destroyers, or frigates if Insulated Hull Mods are in the starting line up, which is hilarious.

I'm not going to talk to much about load out because we all have our favourites and there's a difference between 'this is what the faction would choose vs a loner would choose'. The Bolster is all light weapons, 4 tenders, 2 mining pods, and 2 medium PD slots in the rear. It makes a great consolodated logistics ship and looks like it might make a ok fighter carrier. However while fitting a role similar to having 2 Danubes it costs 50 DP to use, rendering it unusable. My initial thought was to compare it to the Atlas/Prometheus in how it feels to use, though looking at stats it probably falls under better. Not much better though. A Legion however is 40 DP, better armed, and you get to choose your fighters. At a Guess it might be worth knocking down to 30 to put it at a midpoint between the Pirate/Pather capitals and a Legion.

The Arethusa has a built in Large Pule Laser, and if you build it as a broadsider you get 2 medium energy and a large weapon on target. If you use it forward facing you get 6 light weapons and a large on target (Warning, leaves no front PD) and medium PD (Which can also be offensive). Overall in combat it's slightly worse than 2 Clippers in feel, but it's OP Budget lets you fill some space with logistics, it has fighters, and it procs having a capital for Escort Ship hullmods, so I think it's perfect, though it's flux stats leave it a bit fragile feeling. It's great at soloing small derelict fleets though.

I Tried some midgame worthy combats using both (A bit early for a early fleet, but two capitals). Neither ship quite has the flux for it and they can also get overwhelmed by wolf packs even or even individual cruisers. The Arestia + Support worked much better.

Since you use Ruthless Sector I will bring this up as balance, while they make a ok if incongruous start, the huge crew value means you start 10K in the red each month right at the begining. Which feels painful, which made me have to quickly get a move on on making money... Which then meant I felt far too rich and large to do exploring, and was then still bleeding money due to the two capitals needing 880 crew between them plus other ships for more cargo and to cover their combat weaknesses.

Also, I've noticed the Dhow (Phase Tanker) turret line up is a little odd, it seems to either have a missing or extra turret in one of the two front lines. I fill them with mining lasers and don't put it in combat anyway so it's not something I particularly care about, but figured I should mention.


For my new start having found the custom options, I'm going to try with just a Astoria, to be psuedo big and tiny at the same time. Let's call it a inheritence.
Title: Re: [0.97a] Carter's Freetraders - V 1.8 - 02/18/24
Post by: Dazs on February 22, 2024, 02:39:12 AM
I'll be honest, my only thought with Archeon was buffing ship health numbers as a start.
Understood. Archeon is like playing a different game but it is out of date and not really a barometer to learn from to create a mod for the base game.
That said, got a little bit into a run with the new Exploration start before restarting deciding that I ran into too much money to fast and got to a point the start didn't really matter. So, thoughts before I reload and try for one of the random rolls because I really don't like how the fleet composition ended up:
Was it the initial fleet composition that ramped up your credit earning or was it a a good start with lots of salvage and easy to get credits?
I actually restarted [And got a sparser generation to the north unfortunately], and fuel and supply costs are fine for the start even without Makeshift and Containment skills, this could work as a level 1 start (though starting with 2 capitals is a little incongruous). Also, with 4 planets and 11 markets (Common/Military/Black, 4 worlds, -1 for the jump point station lacking a military base), Survey Equipment is easy to find to effectively start with so the ships not having them isn't a issue.
Well the exploration start in most mods are capitals and are meant to be a head start to get to the mid game faster. I would not recommend it if you want to experience the early game.
Ships are more modable than the Knar after comparison in a market, so perhaps the Knar needs to be opened up. One ship is a Battle Carrier, the other is a Carrier, though it's all Tenders offensively.
I locked down the Knarr initially as I saw it as specific type of vessel. That being said I do believe in offering options so your point is taken. I will make a note to address that in the next update.
Far Sight and Sensor Cloak are both hull mods from your mod, are started with, and let you pretend to be super far seeing destroyers, or frigates if Insulated Hull Mods are in the starting line up, which is hilarious.
Well CJHM is another beast entirely. The options that are granted are not really earned if you use the base start of them being unlocked. It was a request from a couple players so I switched it to that mode. The initial option that I released the mod with is still available (instructions on how to enable it on the CJHM forum) to make it so the only way to obtain them is discovery in salvage or purchasing them from a faction market.
I'm not going to talk to much about load out because we all have our favourites and there's a difference between 'this is what the faction would choose vs a loner would choose'. The Bolster is all light weapons, 4 tenders, 2 mining pods, and 2 medium PD slots in the rear. It makes a great consolodated logistics ship and looks like it might make a ok fighter carrier. However while fitting a role similar to having 2 Danubes it costs 50 DP to use, rendering it unusable. My initial thought was to compare it to the Atlas/Prometheus in how it feels to use, though looking at stats it probably falls under better. Not much better though. A Legion however is 40 DP, better armed, and you get to choose your fighters. At a Guess it might be worth knocking down to 30 to put it at a midpoint between the Pirate/Pather capitals and a Legion.
Interesting analysis, I appreciate you "showing your work" it really helps me understand your point. Another note to look into for the next update.
The Arethusa has a built in Large Pule Laser, and if you build it as a broadsider you get 2 medium energy and a large weapon on target. If you use it forward facing you get 6 light weapons and a large on target (Warning, leaves no front PD) and medium PD (Which can also be offensive). Overall in combat it's slightly worse than 2 Clippers in feel, but it's OP Budget lets you fill some space with logistics, it has fighters, and it procs having a capital for Escort Ship hullmods, so I think it's perfect, though it's flux stats leave it a bit fragile feeling. It's great at soloing small derelict fleets though.
I spent some time trying to balance that one with strengths and weaknesses. It is more of a niche ship than a proper front line capital but if outfitted and played correctly is can be a a great damager. Or you could just never deploy it as use it as a mining stat buff and logistics ship. W/e you like the options are there for the player to go create a role for it.
I Tried some midgame worthy combats using both (A bit early for a early fleet, but two capitals). Neither ship quite has the flux for it and they can also get overwhelmed by wolf packs even or even individual cruisers. The Arestia + Support worked much better.
CFT does not have and real tank ships to hold the line while the dps ships eat away at the enemies. I find the Triton can fill that role if you use its deep OP pool and high flux capacity and tank with it using shields (with the proper hull mods) and not as a carrier. I install either 0 or 1 op mining drones in the slots to act as the ships' PD and free up OP for hull mods and more damaging weapons.
Since you use Ruthless Sector I will bring this up as balance, while they make a ok if incongruous start, the huge crew value means you start 10K in the red each month right at the begining. Which feels painful, which made me have to quickly get a move on on making money... Which then meant I felt far too rich and large to do exploring, and was then still bleeding money due to the two capitals needing 880 crew between them plus other ships for more cargo and to cover their combat weaknesses.
Well I cannot really balance the mod by using another mod that some players do not use. I get your point but I made them salvagers with good mining stats and cargo holds to offset the cost of running them. All I do is offer options, up to the player on how to use them.
Also, I've noticed the Dhow (Phase Tanker) turret line up is a little odd, it seems to either have a missing or extra turret in one of the two front lines. I fill them with mining lasers and don't put it in combat anyway so it's not something I particularly care about, but figured I should mention.
Ahh the phase ship quandary again. I'll look it over but balancing that type of ship is not my strong suit, I appreciate the mention.
For my new start having found the custom options, I'm going to try with just a Astoria, to be psuedo big and tiny at the same time. Let's call it a inheritence.
Glad I could help point you in the direction to a custom start. I generally do not use it but in some starts the randomizer lotto does not really fit what I want so I am glad it is there. Personally I never start with a faction commission, I use a custom start or Free start and play as an independent salvager. I find it helps balance things out if I do not have a Galatian stipend and faction commission payouts.

OK you have given me a lot to think about for both CFT and JYD (keep it coming if you have more) and our correspondence is the initial frame work for a changelog to-do list. I just finished up the CJHM update I had planned and I have multiple requests to add Lunalib to Hiver so players can choose their difficulty levels. I have time dedicated to that this weekend and hopefully this will not be yet another failed experiment. That being said, I will start on updates for CFT and JYD afterward so if you or anyone else has an opinion, request or TLDR Rant (my favorite) get it to me by Monday (my personal cut off if I cannot get Lunalib to work for me) and I'll consider it for the next update(s).
Title: Re: [0.97a] Carter's Freetraders - V 1.8 - 02/18/24
Post by: 5ColouredWalker on February 24, 2024, 09:45:22 PM
That said, got a little bit into a run with the new Exploration start before restarting deciding that I ran into too much money to fast and got to a point the start didn't really matter. So, thoughts before I reload and try for one of the random rolls because I really don't like how the fleet composition ended up:
Was it the initial fleet composition that ramped up your credit earning or was it a a good start with lots of salvage and easy to get credits?
Honestly, early salvage plus the initial large storage space which comboed into a pair of 'concerned traders' with large valuable shipments (Both supplies I think). I breached 1 million before leaving the core.

Far Sight and Sensor Cloak are both hull mods from your mod, are started with, and let you pretend to be super far seeing destroyers, or frigates if Insulated Hull Mods are in the starting line up, which is hilarious.
Well CJHM is another beast entirely. The options that are granted are not really earned if you use the base start of them being unlocked. It was a request from a couple players so I switched it to that mode. The initial option that I released the mod with is still available (instructions on how to enable it on the CJHM forum) to make it so the only way to obtain them is discovery in salvage or purchasing them from a faction market.
Good to know, I'll consider enabling that on my end.

The Arethusa has a built in Large Pule Laser, and if you build it as a broadsider you get 2 medium energy and a large weapon on target. If you use it forward facing you get 6 light weapons and a large on target (Warning, leaves no front PD) and medium PD (Which can also be offensive). Overall in combat it's slightly worse than 2 Clippers in feel, but it's OP Budget lets you fill some space with logistics, it has fighters, and it procs having a capital for Escort Ship hullmods, so I think it's perfect, though it's flux stats leave it a bit fragile feeling. It's great at soloing small derelict fleets though.
I spent some time trying to balance that one with strengths and weaknesses. It is more of a niche ship than a proper front line capital but if outfitted and played correctly is can be a a great damager. Or you could just never deploy it as use it as a mining stat buff and logistics ship. W/e you like the options are there for the player to go create a role for it.
In my current run that's going well, I'm effectively running a Arethusa, 2 Cutties, and a tail of Vergulds. The combo can take most small early fights with some difficulty, and due to starting weapons I stumbled into a build with the Arethusa that feels really good, 2 small mining blasters and the large, 2 medium Electromags and 2 small, 2 medium PD beams, and the rest standard PD.
Running all weapons + Shield it doesn't have the flux for, but it can reasonably run Shields + EMs or Mining blasters, or drop shields to run both. Makes for a fun balancing act which honestly has me feeling like the Arethusa is either perfect as is, or in a good fun place.

In fact I'm at a place where the start really doesn't matter any more, and I think my final report will be 'I love the Arethusa, it works as a 'super' ship start and a multiple consolidated ships for fun early game exploration'. I've also tried built in Survey Hullmods only to regret it later, but the Arethusa will make it into future fleets effectively a psuedo-battlecarrier that Clipper's ping off.

Also I've gotten into a couple of fights that confirm Carters struggles with Low Tech, Missiles and Fighter Spam. A couple of Cache's vs JYD and boy am I glad they didn't have any long range medium mounts, had to play those very carefully focusing on outranging with electromags before diving in to kill overextending ships.

I Tried some midgame worthy combats using both (A bit early for a early fleet, but two capitals). Neither ship quite has the flux for it and they can also get overwhelmed by wolf packs even or even individual cruisers. The Arestia + Support worked much better.
CFT does not have and real tank ships to hold the line while the dps ships eat away at the enemies. I find the Triton can fill that role if you use its deep OP pool and high flux capacity and tank with it using shields (with the proper hull mods) and not as a carrier. I install either 0 or 1 op mining drones in the slots to act as the ships' PD and free up OP for hull mods and more damaging weapons.
I'd argue the Odam very much fills that role (It kinda has to, doesn't have the speed or armament to do anything else, fortuneately it does it well, even without heavy hull mod use). But yes, the Fortress Shield capital isn't as tanky as it feels like it should be if we're just talking about capitals. Other ships can be finangled into the roll with the right modifications though.

OK you have given me a lot to think about for both CFT and JYD (keep it coming if you have more) and our correspondence is the initial frame work for a changelog to-do list. I just finished up the CJHM update I had planned and I have multiple requests to add Lunalib to Hiver so players can choose their difficulty levels. I have time dedicated to that this weekend and hopefully this will not be yet another failed experiment. That being said, I will start on updates for CFT and JYD afterward so if you or anyone else has an opinion, request or TLDR Rant (my favorite) get it to me by Monday (my personal cut off if I cannot get Lunalib to work for me) and I'll consider it for the next update(s).

And this is part of the impetious to send this as I was sitting on it to respond later, only to realise the start had stopped being relevent as I stockpile stuff to prepare for being a larger fleet/begining colonisation.
Title: Re: [0.97a] Carter's Freetraders - V 1.8 - 02/18/24
Post by: Dazs on February 25, 2024, 12:46:54 AM
Honestly, early salvage plus the initial large storage space which comboed into a pair of 'concerned traders' with large valuable shipments (Both supplies I think). I breached 1 million before leaving the core.
OK so more of a playstyle effect then. The are a trading(smuggling) and exploration based faction so that tracks using two of their capital explorers.
Good to know, I'll consider enabling that on my end.
It is how I personally play with CJHM. It adds a layer of discovery and frankly joy when I finally find my personal holy grail, cargo pods :) And frankly one of the reasons I do not require a dock to install it is that I want to put it on ASAP.
In my current run that's going well, I'm effectively running a Arethusa, 2 Cutties, and a tail of Vergulds. The combo can take most small early fights with some difficulty, and due to starting weapons I stumbled into a build with the Arethusa that feels really good, 2 small mining blasters and the large, 2 medium Electromags and 2 small, 2 medium PD beams, and the rest standard PD.
Running all weapons + Shield it doesn't have the flux for, but it can reasonably run Shields + EMs or Mining blasters, or drop shields to run both. Makes for a fun balancing act which honestly has me feeling like the Arethusa is either perfect as is, or in a good fun place.
Excellent, thank you for the follow up. I do playtest new ships before I release them but it is so helpful to get a field report from another player.
In fact I'm at a place where the start really doesn't matter any more, and I think my final report will be 'I love the Arethusa, it works as a 'super' ship start and a multiple consolidated ships for fun early game exploration'. I've also tried built in Survey Hullmods only to regret it later, but the Arethusa will make it into future fleets effectively a psuedo-battlecarrier that Clipper's ping off.
Sounds like a good role for it. I try to give my ships a long lasting reason to keep them in your fleet and that would be a great use for it.
Also I've gotten into a couple of fights that confirm Carters struggles with Low Tech, Missiles and Fighter Spam. A couple of Cache's vs JYD and boy am I glad they didn't have any long range medium mounts, had to play those very carefully focusing on outranging with electromags before diving in to kill overextending ships.
Well even though I made both mods, I really tried to give the community something different to play with. JYD is my low tech mod, CFT mid tech and TTSC high tech. JYD being my first mod, it does have some midline ships and beam weapons and I had considered removing them and putting them in CFT but that would make two mods not save game compatible and it would force a player that likes CFT but not JYD to have JYD assets and vice versa. OH and the work involved, that is also a factor :)
I'd argue the Odam very much fills that role (It kinda has to, doesn't have the speed or armament to do anything else, fortuneately it does it well, even without heavy hull mod use). But yes, the Fortress Shield capital isn't as tanky as it feels like it should be if we're just talking about capitals. Other ships can be finangled into the roll with the right modifications though.
I did try and give them all specific roles though some of the larger ones are just scaled up analogs of the smaller ones. I may revisit the Bourbon in the next update by giving it more defense but I think it serves a role as is and would not want to tip the scales too much. Any thoughts on that would be appreciated.
And this is part of the impetious to send this as I was sitting on it to respond later, only to realise the start had stopped being relevent as I stockpile stuff to prepare for being a larger fleet/begining colonisation.
IDK first thoughts, most honest thoughts I think. I do apprecaite the follow ups as I prefer clarity to ensure I get it correct when I do make changes. Speaking of, CFT is now on that list as I have publicly given up on the Hiver/Lunalib integration. I have requests for JYD and CJHM as well but I feel that all your input has given me reason to put CFT to the top of the list. I may start on that later today but tbh after melting my brain yesterday on the Hiver thing, I need to time to decompress and idk maybe actually play the game :)

As always, I appreciate the feedback and welcome any more. It is a treat to get a message to read while I have my morning coffee, it helps get my thoughts in order and primes the day.
Stay tuned, a CFT update is incoming soon (tm)
Title: Re: [0.97a] Carter's Freetraders - V 1.8 - 02/18/24
Post by: 5ColouredWalker on February 25, 2024, 07:15:14 PM
Honestly, early salvage plus the initial large storage space which comboed into a pair of 'concerned traders' with large valuable shipments (Both supplies I think). I breached 1 million before leaving the core.
OK so more of a playstyle effect then. The are a trading(smuggling) and exploration based faction so that tracks using two of their capital explorers.
Definately. Also held off on settling/expanding the fleet too much until I explored most places and ignored money when it got high enough. It's not actually optimising, but gotta remember to not optimise the fun out for myself by trading in the core until I have more money than god and then realising I have nothing to do with said money.

I'd argue the Odam very much fills that role (It kinda has to, doesn't have the speed or armament to do anything else, fortuneately it does it well, even without heavy hull mod use). But yes, the Fortress Shield capital isn't as tanky as it feels like it should be if we're just talking about capitals. Other ships can be finangled into the roll with the right modifications though.
I did try and give them all specific roles though some of the larger ones are just scaled up analogs of the smaller ones. I may revisit the Bourbon in the next update by giving it more defense but I think it serves a role as is and would not want to tip the scales too much. Any thoughts on that would be appreciated.
You asked for ship opinions. Now I'm going to do so. By Size Category. Not just the Bourbon because I've had thoughts, though I will say starting on the Bourbon became a heavily edited rant and gave me the energy to go through them all.

Capitals!
The Arethusa - You have them. Effectively a Cruiser combat wise, with a mixed cruiser logistics mixed in, and triggers abilities like a capital. A good 'light' capital that's I feel is balanced well. I wish the side slots allowed coverage of the front/rear (Say, 200 Degrees at a guess), but they work well enough. The ship could arguably be 30 DP and would definitely need to be if you did so. Also I've been reminded how good Ops centre is these past few runs.
(Speaking of which, final build, 1 Large Mining Pulse (Built in), 4 Electromag Guns (Kinetic Pressure), the PD Beams from JYD in everything else with PD Prep hullmod. If overfluxing turn off everything but PD, and the PD still consists of dangerous long range weaponry that screws with facing and applies EMP so you can't turn your shields off)

The Freebooter - Surprisingly fast capital with a ops center built in. That's all it has going for it though, feels like a 'light' capital, but that can be very useful as the Arestia shows, and the lower weapon load gives more ordanence points for mods allowing it to be whatever you'd like, within the confines of Large Kinetics. That said it's 50 ordinance points to deploy, and it's stats are remarkable close to a Prometheus Mark 2 at 30 Deployment points compared to 50. Much better shields and a better ordinance budget is nice though, not 10 more than a line capital nice except as a player flag ship, which isn't fair because then it's player controlled. The Appolo Wings feel bad though, as they contribute to the problem of Carter's not working well with the Fighter Fleet Bonus skills.
I feel deployment points Should trend back towards 40. Adding ship DP together isn't a perfect measure but I feel 40ish is Ok as I feel Arestia plus a Clipper/Cutter would be a tough fight, while 35 being a Arestia plus Danube or the frigate I like sounds too much like the Frigate being popped and the Arestia being ground down... Maybe not the Danube though. Maybe 45 to represent the Operations Centre and how helpful that can be.

Bourbon - Ok, this turned into a rant, sorry. I rewrote it a couple of times trying to be better, but I had to stop somewhere.
The closest comparison to the Bourbon is the Bastard child of the Onslaught and Paragon. That said, the only thing it inherits from the Pagon is energy large mounts and Fortress shields.
Flux/Armor Wise, it's the Onslaught, but instead of 5 Large mounts and having to juggle flux and taking hits on your armor, you get 2 Large Energy Mounts, and the flux pool is plenty enough that you're unlikely to want to switch to Fortress Shields as a way of safely venting.
Now, you are much faster at 65 base speed. But in a fight with a Onslaught the Burn Drive allows it to control the distance. And like the onslaught your shield is a front 200 degree Shield leaving you vulnerable to flanking and your shield cannot be closed unlike the Moniter.
And then, you keep the Deployment point of 50 from the crossbreed. The Onslaught is 40 and arguably better.
I'm also not a fan of missile mounts, but that's a me thing, but it having 4 medium missiles supporting 2 Large Energy helps contribute to the 'having enough flux to not need the Fortress Shields' problem, since unless you grab modded missiles from say VIC, those slots wont contribute to generating flux. The rest are mixed PD slots which from memory and a glance at the sprite are truly dedicated PD unlike the Arestia where you can mix them into weapons.

I previously didn't look closely enough over the surface problems to see how much this one needs a touch up. But there you go. My Snap judgements would be to drop DP to 40 and swap the 4 missile mounts to Synergy/Hybrid but that's probably my missile hate popping up, but it would help with allowing it to overflux thus use fortress shields. That said, I wouldn't rely on my snap judgements.
Other possible changes to improve include giving it Omni-shields of same coverage (Or even drop to 180 to leave it vulnerable to flanking unless you switch to Forward Shields, in which case Paragon shields are still better for full coverage), Giving it a .6 (Or, lower than .9) Shield Conversion Rate (The Executor as a mid-line somehow manages it, and looking at it actually has fairly similar stats.) There's also the posibility of dropping the Deployment Points.

If I were to wish upon a star I'd say leave it at 50 DP, give it 180 Omnishields, .6 Conversion, and Synergy/Hybrid medium mounts. But you're not making the mod for me  :P

Exetor - Superfreightor. I'm sure I'll use it late game and have thoughts. Otherwise my only one is 'why is this in the combat section'? Like Freebooter, has wings it doesn't need clogging up skills. Worse, it's a logistics mod to get rid of them, and those are capped in number.
Triton - Looks Good. However due to Danubes and using a Potato I haven't been playing much with other fighters. I may try later as my current fleet has been low on fighters, but I'm busy doing colony stuff.
Galleon - Has the problem of me not liking missiles, and that if I use modded missiles how much is your mod vs missile mod? Not sure how to judge it, beyond 'I'm sure it won't last 800 seconds in combat unless you're using reloading missiles', since it lacks any sort of ammo resupply. Also hiding in the carrier section for some reason which is weird since it's wings are support wings like the Freebooter, and likewise can be done withou.
Bolster - Mixed Logistics ship! Technically a carrier. Needs it's DP tanked as previously discussed. I think I said something like 30?
Retourschip - Supertanker! Same comment regarding wings as the Exeter.
[close]

Cruisers
Schooner - Cruiser Sized Mule! Does not want to be in combat but technically can be. Deserves to exist. Kinda weird it doesn't have a medium missile slot to take advantage of medium Salamanders but eh.

Odam - The Premier Tank, also serves as a explorer. Slow in a fight, actually uses it's wings usefully! (PD freeing up weapon slots, and beind slow the AI knows how to donate it's PD). Lightly armed, but that gives it more room for tanking. The Flares coming out the rear means it's ship system is only really useful if it's missiled from the rear while it's shields are down, which occasionally happens in AI hands but less often than being attacked from the front/sides. Perhaps side exiting flares?

Kerberos - I haven't used it in a while so my previous thoughts stand, but I'll repeat 'Random Mizzen ruins fighter fleet skill'. I suppose it can use them the same as the Odam being the same speed, but from memory I only found it useable as a platform for Safety Overrides because it can't handle the flux of 12 Medium Weapons, which is more firepower than the Capitals have. Thinking on it this one could actually use Fortress Shields as a way to manage flux.

Coventry: Feels like it should be a line cruiser. Slow enough to be a light capitals with a cruiser armament, except it has 7 small missile slots! Who does it think it's fooling with Accelerated ammo feeder, it needs the accelerated missile reload ship system and then to be loaded down with missiles! And they're all small which means it can benefit from the base game mod that gives them all a limited reload pool! But ignoring mods it's hillarious watching the AI panic as 7 Salamanders launch to say 'I know I have speed 55, but you don't get to run'. That said being so slow compared to everything kinda gives it the feel it should be supporting capital ships rather than being something you can use before then.

Bombadier: I haven't played with it much. Missile Autoforge from memory is limited use, but it looks like a good missile ship to act as a Griffon Alternative. Also, Random Appollo wing ruins fighter skills.

Vasa: Eagle and Doom had a baby. And I love it! Please don't touch it!

Ironclad: Needs other mods to be usable. I've tried playing around with it, it can die in a fire.

Dhow: For all your phase smuggling needs! Should be either 10 or 12 hybrid slots though, the second row of weapons currently has a issue where a slot is either missing or added extra and the arcs are weird. [Also, I think it's HMI introduces a mod where hybrid (mining) lasers do hard flux, so I suddenly want to try that though I know that'll go poorly and not be your fault. But those lasers are long range and this has so many slots.]

Griffon: Surprisingly fast battlecarrier. You get what you're given carrier wise. Interesting, not for me, the Deployment points look a bit high for what it can do. I feel like I said that before though. Given the Appolo's status as a 'I poke you' drone I feel like 1 should be changed to Brig or Cutter. Honestly I could go them all being Brigs (Fast Harassment needing to be done in bursts) or Cutters (Surprisingly tough drones to help the Griffon stay in the fight when harassing. Also more PD.)

Foudre: Heron upgrade, trading the medium slot for more speed, 1 more fighter slot, and 15 BP. Being closer to the Heron it's points are tighter on mods unless you leave a bay open. Should probably cost more DP than a Heron than the same (A Easy test to do would be 4 Heron vs 3 Foudre as that's the same fighter bays. If they regularly draw, then 80 points of Heron should be roughly equal to 3 Foudre. What Foudre lack in the ability to spread out they gain in speed and concentration of firepower. This suggests 26 DP.)

Dromon: Interseting. Feels like a cross between a Heron and Mora. Feels like it should be a Battlecarrier near the top of the Cruiser line up/bottom of the Capital line up. 2 Fighter slots are locked to Appollo unfortunately for long range 'I poke you I poke you' that feels really eh.

Cog: Surprisingly fast PD platform that Dazs already said exits 'Because I made it and left it there in case anyone wants it'. With the base game ship mod for Detroyers to work better near cruisers/capitals might be worth retesting as it's only 8 DP, but I haven't recently. Given it's speed it really doesn't need the mizzen wing clogging up the fighter count.

Chester: Acceptable battlecarrier.

Knar and Collier:
Addressing together as they form a midpoint/divergence of the Bawley/Danube/(Knar/Collier)/(Arethusa/Bolster) evolution line.
First, these need there weapon restrictions loosened like the rest.
Second , the Knar having Civilian Grade hull is extrememely weird how the other ships in the line up don't have it.
Third, every ship except the Arethusa having EMP burst wave makes the Arethusa not having it look odd. I originally redacted a comment about swapping the Bolster and Arethusa system but perhaps the Arethusa should just have EMP wave. It would help with flux management as weapons aren't generating flux while the EMP wave is active. And the Arethusa has really good all around weapon coverage and omni shields so doesn't really need manuevering jets except as a speed boost.
It's also the Collier and Danube have Surveying Gear. The Bolster doesn't but presumably the rest of the fleet is doing that. The Knar is a expedition leader but has long range sensors which like the Arethusa makes using Surveying Equipment odd. The Collier also stands out in having unusually few fighters (Just two wings) compared to the rest of the evolutionary line.
Also while interseting, it might be worth considering consolidating the Knar/Collier into one ship, and the Arethusa/Bolster into one ship.

And no, this evolution line doesn't get the comment on 'random fighters'. This evolution line either uses them in combat and massed tenders are fun, and if you're massing them so hard the skill doesn't work at least they're good drones. On the other, if used as logistics vessels it's annoying using converted cargo holds taking up a slot, but they can be unconverted quickly if your combat section gets destroyed and you don't savescum out of it.

Carrack: Oddly overarmed freighter, tempting you to use it wrongly. Also random mizzen wings causing the fighter skill problem.

Astera: Oddly overarmed tanker, tempting you to use it wrongly... I keep wanting to make it work but I know it's just too fragile.
[close]

destroyers
Raven: Consider a sidegrade to the Manticore, and you're only source of large weapons that isn't a capital! Interesting and can be fun, but fallen out of favour in my fleets since EM Guns give me plenty of long range firepower already.

Lenox: Utility ship I never use. Could work to assist a fighting/bounty hunting start but I'm not feeling it. Perhaps if the fighter slots were unlocked with OP added to make use of slots? No actual problems from memory.

Cutty: I love it! Sure, it's all small weapons but even in a Freetraders/+Unmodded environment it works, being surprisingly tanky for it's speed, and fast enough to hunt down wolves and medusae. 'Heavy' should not be in it's name, it's just a destroyer. Looking at other ships I considered saying it should be light,but no, just destroyer is good.

Clipper: Too Fast. The Clipper has a speed of 100, this is much bigger and has a speed of 110. Also comparing to Vanilla this is a Hammerhead but different subsystems, a third medium, and better armor/flux stats, which is probably why this has been feeling so good. It does cost 4 more to deploy. I'd suggest dropping it's speed to 80-90ish, that way it's still good, but not fast, feels a little more 'heavy'.

Brigantine: Mule, trading half shield arc for better everything else. I remember that reduced shield arc sucking in battle, but I'm not sure the deployment points/maintenance should be the same. Maybe 8?

Barque: A ship that exists. In line fighting the Cutty/A Medusa trounces it. Looking at base ships and recalling my experience, this is probably the closest to a Shrike which feels right. Shrike is 8DP, the Barque is 11. The Barque has some utility and better stats except shield disipation, but only has 1 medium slot instead. Though it's Light slots are better situated...
All in all I'd suggest dropping to a 9 Deployment point wise.

Shallop: Another 'ship that exists'. Phase ships are awkward in that their either Good, OK or Trash. I'm sure someone can do amazing things with the Shallop and it looks like a interesting sidegrade to the Harbinger, but it's not for me.

Danube: Great. 10/10 ship. Either mod it into a Logistics alternate or use it a a combat/logistics combo.

Berkentine: Great Bomber Carrier. However given they layout of it's small slots it really doesn't need a Mizzen Wing clogging up the fighter count.

Verguld: It has too much OP for a reason, and that's fine. What's not fine is that I've noticed it gets +2 Burn Speed from Bulk Transport. I've not checked the other civilian ships that lack the civilian hull mod, but this and the other ships need a review for that bug. Either they need to be Civilian with Insulated Engines based on Lore so it makes sense, or they need to be tagged as military/have built in militirized so you don't get extra speed you shouldn't have.

Jacht: A... Noticeably Better Valkyrie.... It should probably cost more ordinance points just like the Verguld costs more due to being a boosted Buffalo/Tarsus.
[close]

frigates
Vestale: A boosted Kite with fighter PD! For Carter specific 0 to hero runs I presume. I can't particularly comment on it beyond 'it feels wrong that it exists'.
Scow: Wayfarer Sidegrade and early access to medium weapons. I keep trying and failing to use it as a combat vessel early because the medium mounts call to me. It keeps dying as a Wayfarer because of it. 10/10.
Jackdaw: Recently discussed. The only actual combat Frigate, and a pretty good one. When I said '6-7' I really meant 'I feel 6', but having taken a look at one holding of a Shrike, it think it earns it's 7.
Fusta: A Boosted Mudskipper which costs more appropriately. Which is incorrectly filed as a warship despite being one of the two ships that actually has civilian armor and insulated engines (which more ships feel like they should have).
Pinnacle: I've said before this feels more like a fighter in a Frigate slot. Nothing has changed. Name still feels funny. Nothing needs to change. This is one of those Phase Ships that are good but I actually use them, if just for point capture and harassment expecting to need to recover them.
Naruebet: A better Condor in a Frigate Slot. This one I feel is there for the options, and at least costs 10 like a Condor. Could probably cost more.
Bawley: Currently happy with it but I normally skip to the destroyer part of the game so not super familiar with it, beyond that it's a source of Tenders.
Sloop: Continues to be a better Dram that exists for useful reasons.
Derek: A Ox cross Fusta only costing 6.5? I presume this is you being nice to late game fleets, but I haven't played around much there. Also, random fighters that don't need to be there.

You will notice I comment on the built in fighters a few times. If you're amassing a Tender swarm than I think Carter's is fine. If not then the Fighters being built in instead of options means there's no point picking up the skill to boost fighters in the fleet because it'll be drowned under everything else.
I haven't done a dedicated JYD playthrough, but I imagine if you want to speck into fighters, I imagine that the fact their all drones makes up for that. Carter's doesn't have that luxury.

Now, my morning just disappeared and I'm supposed to do things today, so I'm going to stop here.

Edit: The edits is because I couldn't stop because I noticed typos. Now I'm getting up and stopping, any other typos can remain.
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Title: Re: [0.97a] Carter's Freetraders - V 1.8 - 02/18/24
Post by: Dazs on February 25, 2024, 11:40:22 PM
5ColouredWalker, WOW, JUST WOW.
I have read your comments in full but instead of my usual line by line reply, I will reply in broad strokes. First off, I am glad I held off working on CFT and instead took a break yesterday because, damn!, I could not have asked for a better laid out breakdown for feedback. I generally go through multiple posts from different players and copy/paste comments into a working changelog. No need this time and I am glad that I did not spend the time doing it now :)

OK I hear you on the fighter issue, you make an excellent point about the fighter skill being clogged up with needless drones that make it useless to take. I honestly had not considered that and now I feel silly that I hadn't. I thank you for inserting JYD comments as well since built-in drones are a core concept to that mod and it does feel samey putting them into CFT. I really need to think about how I am going to address that and keep the ships in balance but I will be either removing those locked wing slots or unlocking them.

Speaking of locked slots, I'll be honest here, I had concepts for those ships that are locked down and I guess I was forcing players to play them the way I envisioned. I have stated multiple times that I am all about offering options to players and here I am being a tyrant regarding this. It's tough love but I appreciate you constantly pointing it out and I not only see you, I hear you.

So, you have given me a TON to think about and that is a good thing. I have some free time tomorrow so I will be spending it going into the details of your posts and making a working list of changes to make. I should have time later in the week to start on making those changes and, fingers crossed, a released update by the weekend. A couple more requests came in for my other mods so I feel the need to expedite to get caught up so it may be sooner. Either way, CFT is next in the lineup even though it is the largest planned update. OK that all being said, allow me to thank you yet again for the work you do for my mods. I'd put you on the payroll but um I've spent all the donations I've made over the years on a pot of coffee. ;)
Title: Re: [0.97a] Carter's Freetraders - V 1.8 - 02/18/24
Post by: 5ColouredWalker on February 27, 2024, 06:46:47 AM
And here you have me feeling bad for being too broke to donate  :P  And yes, you totally could have asked for a better layout, I can see where I've gotten tired. But thanks :)


Going to bed after having stayed up way to late retesting some cruiser ships to see if memory/napkin math matched out. (Basically the ones I was unsure of because I hadn't used as much).



Chester: Manages to feel too tight and decently balanced at the same time. Forgoing missiles I managed to put in decent fighters, weapons, Integrated targeting unit, and only be 1 off maxing capaciters/vents, however 2 EMags + Pulse Mining Blaster generate 745 Flux. A Chester Maxes at 590 Discipation before mods, and has fighters and shields to keep up. A Clipper has 620. Chester's shields are 50 flux cheaper, but a Chester is also paying 10 more ordinance points for that disapation, has worse shields (Smaller arc and worse conversion percentage, but they are omni shields) and (Currently) isn't fast enough to get out of trouble as easily as it gets into it. I kinda want to test a Foudre + Clipper Fight vs 2 Chesters to see if Chesters are really worth it, but that might just be Clipper's speed being overtuned per my previous suggestion.
Dromon: With it's speed, works more as a slowly advancing battlecarrier or a bomb carrier that punishes those that approach. With the two built in wings it's ordinance budget feels far too generous (Can easily fully kit it out as if I was using S-mods without them). That said building it as a slowly advancing carrier with more Appollos, Xyphos or Longbow's feels a bit bad given it's ship system rewarding bombers.
Kerberos: As I remember, leaving all the small slots empty and 'sacrificing' two medium slots for PD, using heavy machine guns and medium pulse blasters, this thing easily goes over it's flux budget even with safety overrides. It's very much overarmed.
Griffon: Testing it in AI hands shows that the AI doesn't know what to do with it (with a aggressive officer). Instead of working around the side and bullying frigates/destroyers it tries to back off and hide behind the front line relying on it's fighter swarms. Perhaps a ship based mod to give it's fighter's no engagement range so it tries to get stuck in? OP budget also feels tight but manageable. Feels like a side option to the Vasa given it's same deployment points, where you trade the potential reward of mines/phase for the safety of having a shield.
Coventry: Works better than I expected with a backup of Foudre or Dromon. While I suggested it was too slow I'd only speed it up to 60/65 to bring it into line with the Dromon and Bourbon. As an alternative to the suggestion to change the system to Fast Missile Racks, perhaps it could instead go 4 Physical Slots instead of 2 Kinetic/Energy. Or perhaps those slots can switch to Hybrid so there's still the option of using energy weapons?


As for how I reviewed them, I took them into a colony crises. Not quite running them into multiple remnant ordos as a meat grinder, but grinding through a couple of League Blockade Amada and a Hegemony Inspection Fleet back to back should work since Carter's does better against high tech (Tri-tach) and Pirates/Luddites are themselves. A Church fleet could be a problem with the Invictus, but the system I'm colonising is entirely wrong for that.
Title: Re: [0.97a] Carter's Freetraders - V 1.8 - 02/18/24
Post by: Dazs on February 27, 2024, 07:09:03 AM
And here you have me feeling bad for being too broke to donate  :P  And yes, you totally could have asked for a better layout, I can see where I've gotten tired. But thanks :)
Lol no need for you to donate $, I find your analysis far more valuable.
Going to bed after having stayed up way to late retesting some cruiser ships to see if memory/napkin math matched out. (Basically the ones I was unsure of because I hadn't used as much).
Nighty Night, sleepy tight. I just got some more good feedback on the HIVER thread so I'll be putting aside some additional time today on CFT to try and get ahead of my estimated update time.
Chester: Manages to feel too tight and decently balanced at the same time. Forgoing missiles I managed to put in decent fighters, weapons, Integrated targeting unit, and only be 1 off maxing capaciters/vents, however 2 EMags + Pulse Mining Blaster generate 745 Flux. A Chester Maxes at 590 Discipation before mods, and has fighters and shields to keep up. A Clipper has 620. Chester's shields are 50 flux cheaper, but a Chester is also paying 10 more ordinance points for that disapation, has worse shields (Smaller arc and worse conversion percentage, but they are omni shields) and (Currently) isn't fast enough to get out of trouble as easily as it gets into it. I kinda want to test a Foudre + Clipper Fight vs 2 Chesters to see if Chesters are really worth it, but that might just be Clipper's speed being overtuned per my previous suggestion.

Dromon: With it's speed, works more as a slowly advancing battlecarrier or a bomb carrier that punishes those that approach. With the two built in wings it's ordinance budget feels far too generous (Can easily fully kit it out as if I was using S-mods without them). That said building it as a slowly advancing carrier with more Appollos, Xyphos or Longbow's feels a bit bad given it's ship system rewarding bombers.
Kerberos: As I remember, leaving all the small slots empty and 'sacrificing' two medium slots for PD, using heavy machine guns and medium pulse blasters, this thing easily goes over it's flux budget even with safety overrides. It's very much overarmed.
Griffon: Testing it in AI hands shows that the AI doesn't know what to do with it (with a aggressive officer). Instead of working around the side and bullying frigates/destroyers it tries to back off and hide behind the front line relying on it's fighter swarms. Perhaps a ship based mod to give it's fighter's no engagement range so it tries to get stuck in? OP budget also feels tight but manageable. Feels like a side option to the Vasa given it's same deployment points, where you trade the potential reward of mines/phase for the safety of having a shield.
Coventry: Works better than I expected with a backup of Foudre or Dromon. While I suggested it was too slow I'd only speed it up to 60/65 to bring it into line with the Dromon and Bourbon. As an alternative to the suggestion to change the system to Fast Missile Racks, perhaps it could instead go 4 Physical Slots instead of 2 Kinetic/Energy. Or perhaps those slots can switch to Hybrid so there's still the option of using energy weapons?
Thank you for the further updates. I'll add these notes to my current working changelog.
As for how I reviewed them, I took them into a colony crises. Not quite running them into multiple remnant ordos as a meat grinder, but grinding through a couple of League Blockade Amada and a Hegemony Inspection Fleet back to back should work since Carter's does better against high tech (Tri-tach) and Pirates/Luddites are themselves. A Church fleet could be a problem with the Invictus, but the system I'm colonising is entirely wrong for that.
Well no faction is totally balanced and have their strengths and weaknesses. I am going over your notes and have already started on some changes based on your observations and balanced with my personal opinions on how they relate to that ship's lore. With that in mind, the update won't be a 1:1 changelog based on your reports but it will be heavily influenced by them.

As always, your messages are a welcome notification in my email. :)
Title: Re: [0.97a] Carter's Freetraders - V 1.9 - 02/28/24 Balance Pass Update
Post by: Dazs on February 28, 2024, 12:12:32 PM
v1.9 - released today - Save game compatible but you will need to rearm most of the ships below if you have them in your current fleet

Note: I am putting the changelog under spoiler tags in order to save your eyes because the list is TLDR large, you have been warned :)
Spoiler
   -Increased the range of the Shredder and Saker kinetic weapons from 650 to 700 to better pair with CFT's 700 range HE weapons
   -Adjusted the CFT crest for the floral image to be left justified (was center) like the flag - I remember seeing a discord comment about how that really triggered their OCD and since then I could not unsee it :)
      -The reason CFT is jumping to 1.9 is the following list of ship adjustments based on feedback given from various players but specifically by 5ColouredWalker:
   -Assigned the title "Quality Assurance Specialist" to 5ColouredWalker on the forum OP for all the help he has given      
   -Freebooter: Lowered the DP and supplies/mo from 50 to 45, removed the built in wings and added tender wings to the variant
   -Bourbon: Replaced all the ballistic and energy mounts with hybrid, changed the shield from front to omni, efficiency from .9 to .6 and reduced the shield arc from 200 to 180 - My gift to 5ColouredWalker
   -Exeter: Added a missing civilian-grade hull tag,changed the designation to a Civilian ship, removed the built in wings and added mining drones to the variant
   -Galleon: Removed the two built in wings and added 2 brig wings to the variant
   -Bolster: Lowered the DP and supplies/mo from 50 to 40, unlocked all the wings, reduced the wing count from 6 to 4 and increased the OP from 250 to 265
   -Retourschip: Added a missing civilian-grade hull tag, removed the built in wings and added borer drones to the variant
   -Odam: Removed the built in wings and added them to the open slots on the variant
   -Kerebos: Removed the built in wings, changed the small turrets to all be 360 degrees to better use them as PD mounts and added 5 OP to compensate
   -Conventry- Changed the variant loadout by replacing the volley rockets with a mix of hellfire and point defense missiles
   -Bombadier: Removed the built in wings, added 5 OP, replaced the Volley rockets with Inferno Mirv on the variant, and put mining drones in the open slots
   -Ironclad: Added advanced turret gyros to the variant to fill in the unused OP
   -Dhow: Widened the front side facing mounts from 190 to 225 degrees to better engage targets and added insulated engine assembly to the variant by replacing culverns with mining lasers
   -Griffon: Added built-in Advanced turret gyros and replaced the wings to 2 Brigs and 2 Cutters
   -Foudre: Raised the deployment/supplies per month to 25 and the Fleet points to 18 to better reflect it's power
   -Dromon: Unlocked the built in wings, changed the mounts to a mix of hybrid, composite and synergy and added 2 Borer drones to the open slots on the variant
   -Cog: Unlocked the two built in wings and added 2 Mining drones to the open slots on the variant and filled in the extra op with Advanced Turret Gyros
   -Knarr: Unlocked the large and two medium turrets and set them to energy
   -Collier: Added a missing civilian-grade hull tag, unlocked all the weapon mounts and wings, set them to hybrid, increased the OP to 115 and equipped the variant with a mix of mining lasers, mining drones and electro-magnetic railguns
   -Carrack: Unlocked the wing slots and fitted the variant with mining drones
   -Astera: Converted into a Combat Tanker by replacing the civilian tag with a built in targeting unit, increasing FP to 10, armor to 560, MF to 2800, FD to 280, DP/supply to 10 and refitted the variant with combat weapons
   -Lennox: Unlocked the built-in wings, added 1d0 OP and added two brig wings to the variant
   -Clipper: Raised the armor by 50, lowered the max speed from 110 to 90, added 10 mass, and increased min crew by 10
   -Brigantine: Increased the shield arc to 100 since it so wide of a ship
   -Barque: Lowered the DP/supply per month by 1
   -Barkentine: Unlocked the third wing slot, raised the op by 5 and added a brig to the open slot on the variant
   -Vergulde: Added a missing civilian-grade hull tag, added built in insulated engines, lowered the OP by 10 and removed reinforced bulkheads on the variant
   -Jacht: Added a missing civilian-grade hull tag and raised the DP/supply per month by 2
   -Vestale: Unlocked the built in wings and added 2 Mizzen to the now open slots on the variant
   -Scow: Changed the PD turret on the variant to a mining laser and used the free op to add blast doors for better survivability
   -Jackdaw: I noticed there were 4 unused OP on the variant so I added the Flux Coil Adjunct hull mod
   -Fusta: Added the missing civilian-grade hull tag that I forgot when I made it
   -Bawley: Unlocked the wing slots, added 10 OP, added tenders to the open slots on the variant and advanced turret gyros with the leftover OP
   -Draeck: Unlocked the built in Mizzen wing and added mining drones to the variant
   -Sloop: Added a missing civilian-grade hull tag
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Title: Re: [0.97a] Carter's Freetraders - V 1.9 - 02/28/24 Balance Pass Update
Post by: 5ColouredWalker on February 28, 2024, 06:22:56 PM
Ok, initial thoughts because I was in the process of launching a new game to try out some of the quest line mods from dinkier starts. If there's no comment than I simply approve to varying degrees.


Bawley (And similar): This change is not quite objectively bad, but now the Bawley directly competes with the Naruebet in a bad way. The Naruebet is 10 ODP, 2 hangers, 60OP, and flare launchers as a meh ability. The Bawley is 4DP, 2 hangers, 55 OP, and EMP Burst Wave as a great PD/Combat ability, and half price. It's also slightly faster, though when it comes to hull/shield it does seem flimsier despite the better shield conversion rate due to much lower flux pool and much more fragile physical stats. As I also said the Bawley/Danube/(Knar/Collier)/(Arethusa/Bolster) Line having locked Tender Fighters was Iconic and I didn't think should change.
If you stand behind the decision to unlock them that's fine, but in that case the Danube/Knar/Arethusa need reassessing, and the Bawley needs to have it's DP/costs reassessed straight away. The other's are probably fine, Bolster's more a light capital and can't go ham on the fighters as well as dedicated capitals, not without sacrificing weaponry.
Edit: To be very clear the only real problem is the Bawly and how it competes as a carrier with the Naruebet. The other's I'm lumping in together because it's the best way I could think to discuss them. I don't think the Collier and Bolster having unlocked wings is a problem on any scale other than theming.



Unlocked Wings: I really like the change, lets you choose what sort of fighters you want, and the ones relying on them being PD can now debate using them as such, or sacrificing weapons to PD and being carriers. And if you want mass fighters you can choose to balance fighters with how much benefit you want with the skill, or just mass them and let numbers sort things out. Also with Dromon having 'Command' in the ship type title there's effectively a Lennox/Dromon/Freebooter evolution line, though Dromon doesn't have a built in Ops Centre. It can still be installed with one manually though so it exists in my heart.

Civilian/Insulated: Yay! Also should prevent any confusing 'why +2 speed' moments.

Bourbon: I did a very simple test and threw the prebuilt against a onslaught in autopilot mode. It was no longer quite so one sided, but load out definitely fails it. I then manually controlled it and stomped the Onslaught with Default Load out, so I'll put it as a 'AI doesn't know what it's doing issue' and say it's otherwise fine as is. Especially since it was acting as a Steady Captain and the Wave Motion's outrange the Shredders.
Also, I remembered Wave Motion's being burst firing weapons, and large are just constant beams... I've definitely been overlooking those because those put in solid work.

Dhow: I'll send you a image on discord if I can find you (I think I have, if not I'm 5colouredwalker8401 if you can find me) because I feel like we've been talking past each other, but I was talking about the 3 central mining lasers feeling like there should be 2, or 4 given the budget is exactly 1 OP off and mining lasers are 1 OP.

Coventry: I see what you mean by 'Not everything you want':P

Kerberos: Staying on the overflux. Means it'll exist more as a firing platform, but that can probably work if I find some ammunition based mounts to give it time to vent. Oh, and it continues to be a SO build of course because that does work.
Title: Re: [0.97a] Carter's Freetraders - V 1.9 - 02/28/24 Balance Pass Update
Post by: doll on March 01, 2024, 07:43:59 AM
holy smokes these guns are OP
You know that if you make a weapon do more than five times the damage of it's peers and cost no flux but then make it frag, it's still overpowered, right?
Title: Re: [0.97a] Carter's Freetraders - V 1.9 - 02/28/24 Balance Pass Update
Post by: Darrow on March 01, 2024, 10:09:17 AM
Respectfully...

A lot of these would be great if they could get intermingled into the other existing factions.

This seems much less of a Faction and more of a Vanilla edition. Thats not a bad thing, it's a REALLY good vanilla/independent faction boost.
Title: Re: [0.97a] Carter's Freetraders - V 1.9 - 02/28/24 Balance Pass Update
Post by: Dazs on March 01, 2024, 11:22:57 AM
holy smokes these guns are OP
You know that if you make a weapon do more than five times the damage of it's peers and cost no flux but then make it frag, it's still overpowered, right?
This update was a ship balance pass, I do plan to do a weapon and wing pass after I have addressed some comments about my other mods. I will certainly take your comments in mind when I do so.
Respectfully...
Respect is always appreciated, thank you.
A lot of these would be great if they could get intermingled into the other existing factions.
This seems much less of a Faction and more of a Vanilla edition.
Well there are other aspects of this mod that add to the game that vanilla does not.
Thats not a bad thing, it's a REALLY good vanilla/independent faction boost.
I do appreciate that, I have been working on this faction for quite some time and am still trying to get it correct.

Thank you both for taking the time to leave me some comments to think upon as I build a to-do list for CFT. I have already received a PM on discord about other changes for this mod so I will bundle that(and any others that come in) and yours into a working changelog. Once I am done updating JYD, HIVER, CJHM and a request for Ore Refinery just came in then CFT will be back in the queue. At this stage I could not give an accurate timeline for a update but, um, stay tuned. :)
Title: Re: [0.97a] Carter's Freetraders - V 1.9 - 02/28/24 Balance Pass Update
Post by: last_misadventure on March 01, 2024, 06:41:02 PM
You make really cool stuff. Thanks :)

I'm experiencing some oddities when trying to refit the large energy mount on the Knarr. This is a new game with the latest (1.9) version. I can't seem to mount any weapon but the Large Pulse Mining blaster--if I try, the new weapon just vanishes. The same thing happens with the Knarr's forward medium energy mounts. Also its drones are built-in--not sure if that's intentional as most the other ships seem to have been unlocked.
Title: Re: [0.97a] Carter's Freetraders - V 1.9 - 02/28/24 Balance Pass Update
Post by: 5ColouredWalker on March 01, 2024, 09:03:30 PM
You make really cool stuff. Thanks :)

I'm experiencing some oddities when trying to refit the large energy mount on the Knarr. This is a new game with the latest (1.9) version. I can't seem to mount any weapon but the Large Pulse Mining blaster--if I try, the new weapon just vanishes. The same thing happens with the Knarr's forward medium energy mounts. Also its drones are built-in--not sure if that's intentional as most the other ships seem to have been unlocked.

The turrets will be a bug. The fighters aren't. Multiple ships in the lineup are locked to have Tenders/Mining Drones as being mining/salvage ships.
The Tenders are pretty good. Mining Drones are PD.
Title: Re: [0.97a] Carter's Freetraders - V 1.9 - 02/28/24 Balance Pass Update
Post by: Dazs on March 02, 2024, 12:59:41 AM
holy smokes these guns are OP
You know that if you make a weapon do more than five times the damage of it's peers and cost no flux but then make it frag, it's still overpowered, right?
Your comment spurred me to pause the update I was working on and look over the Electromagnetic line of weapons. When I made them the only damaging frag weapon to base on was the Thumper. All the other frag weapons are PD weapons. So taking the Thumper vs the MED version of the Electro gun, the Rail Cannon, I did a comparison:
(https://i.imgur.com/vZsNerD.png)
The Thumper has a 700 range and does 100dps for 25 energy per shot with a 0.55 chargedown and a burst of 20 with a 0.05 delay proj speed of 800
The Rail Cannon has a 1k range and does 70 dps for for 17 energy per shot with a 0.65 chargedown and a burst of 9 and proj speed of 1100

Now compare the flux/damage, Thumper is 0.25 and the Rail cannon is 0.24 which makes it slightly more efficient. They have roughly the same accuracy and turn rate. The Thumper has an ammo pool and the Rail Cannon does not because my vision was to make it a constant souce of damage like a mining beam, as it is a mining weapon. To balance that I made the burst much lower so when it damages it is more smooth as opposed to the thumper that can unload a massive salvo, especially if you use the Expanded Magazines hull mod. The main difference is that the Rail cannon has a longer range and does some minor emp damage, more to add flavor as I labeled it an electromagnetic weapon than actual use.

Overall I'd say that the Medium is fairly balanced vs it's peer the Thumper. When I release new concept weapons with no direct vanilla analog I do my best but with nothing to compare to I do make mistakes. It is not perfect and upon doing this deep dive I do plan to make it's flux efficiency closer to the Thumper, maybe a little higher. I welcome any other thoughts on the matter as I work on the mod so I can get it right.

You make really cool stuff. Thanks :)
Why thank you, that is so nice to hear. It is honestly what keeps me trying to improve my mods.
I'm experiencing some oddities when trying to refit the large energy mount on the Knarr. This is a new game with the latest (1.9) version. I can't seem to mount any weapon but the Large Pulse Mining blaster--if I try, the new weapon just vanishes. The same thing happens with the Knarr's forward medium energy mounts. Also its drones are built-in--not sure if that's intentional as most the other ships seem to have been unlocked.
When I made these ships it was with a specific vision in mind and upon further reflection I realized that by releasing the mod to the general public that I was not making it just for me. In the latest patch I addressed this by unlocking weapon mounts and wings on multiple ships. Going over my changelog notes I see that the Knarr did get those turret mounts unlocked but not the drones. Also, I looked at the variant and apparently I did not assign weapons to those now open mounts and that is probably what is causing your mount issue. I apologize for the oopsie as that is clearly an oversight on my part which I will address on the next update. I guess CFT just got bumped up in the to-do queue :)
Title: Re: [0.97a] Carter's Freetraders - V 1.9 - 02/28/24 Balance Pass Update
Post by: 5ColouredWalker on March 02, 2024, 03:27:31 AM
Overall I'd say that the Medium is fairly balanced vs it's peer the Thumper.
my opinion
I would (And think I have) said that while damage/flux is fine, the medium has 300 range over the thumper (Meaning it's probably worth a couple more points of ordinance.). Similarly with the light one which while damage wise is fine compared to the autocanon (closest point of comparison), it similarly vastly outranges with no increase in ordinance points, and being beam-like better hit chances than dual autocanons and railguns. That one does have a Kinetic/Frag disparity.
The Large is cheap in slot at 14. Closest comparison is the Storm Needler at 28, which is far better (Not gonna rattle off the numbers) but has notably shorter range. The more comparible in OP is the Mark IX Autocanon, which has worse DPS but a much better conversion rate against anything except exposed hull, much better flux, at the trade off of slightly worse accuracy and 100 less range, which is a much smaller distance.

At a guess, I'd peg 'balanced' ordance points to be 6 for small (Longer range than railgun with marginally better accuracy, but Railgun has useful anti-armor properties), 10 for Medium (Longer effective and accurate range than the Heavy Autocanon, which becomes much better and has slight anti-armor benefits at closer range), and 16 for Large (Accuracy is much closer, range distance is smaller, and much better flux efficiency and conversion means that Large is a more questionable pick when going for the 'longest range' option, where Railgun and Carter's Heavy Railgun dual for dominance.)
[close]

Tldr, I think costs should increase to 6/10/16 for each size. However this isn't a weapon focused balance pass so this should probably be saved till later, as is anything else I'd continue on about in the topic.
Title: Re: [0.97a] Carter's Freetraders - V 1.9 - 02/28/24 Balance Pass Update
Post by: Dazs on March 02, 2024, 06:19:45 AM
Overall I'd say that the Medium is fairly balanced vs it's peer the Thumper.
my opinion
I would (And think I have) said that while damage/flux is fine, the medium has 300 range over the thumper (Meaning it's probably worth a couple more points of ordinance.). Similarly with the light one which while damage wise is fine compared to the autocanon (closest point of comparison), it similarly vastly outranges with no increase in ordinance points, and being beam-like better hit chances than dual autocanons and railguns. That one does have a Kinetic/Frag disparity.
The Large is cheap in slot at 14. Closest comparison is the Storm Needler at 28, which is far better (Not gonna rattle off the numbers) but has notably shorter range. The more comparible in OP is the Mark IX Autocanon, which has worse DPS but a much better conversion rate against anything except exposed hull, much better flux, at the trade off of slightly worse accuracy and 100 less range, which is a much smaller distance.

At a guess, I'd peg 'balanced' ordance points to be 6 for small (Longer range than railgun with marginally better accuracy, but Railgun has useful anti-armor properties), 10 for Medium (Longer effective and accurate range than the Heavy Autocanon, which becomes much better and has slight anti-armor benefits at closer range), and 16 for Large (Accuracy is much closer, range distance is smaller, and much better flux efficiency and conversion means that Large is a more questionable pick when going for the 'longest range' option, where Railgun and Carter's Heavy Railgun dual for dominance.)
[close]

Tldr, I think costs should increase to 6/10/16 for each size. However this isn't a weapon focused balance pass so this should probably be saved till later, as is anything else I'd continue on about in the topic.
I appreciate the breakdown of the other sizes. I had a hard time with those as they had no vanilla counterpart to base them on. I see you did take that into effect and that helps me make a better judgement. I am inclined to keep the OP the same for the QOL reason that increasing it would force players to reequip their ships that have them installed and from personal experience I know that can be quite the balancing act. That being said, I will be adjusting the line with your TLDR notes in mind.

I had set aside a couple hours this afternoon to work on my other mods but the Knarr oopsie makes me feel I should release a hot fix for that ASAP. And since I will be doing a CFT update today, I may as well spend that time I has put aside and incorporate yours and couple other players observations on the last patch and make it an actual patch and not just a Knarr hotfix. I will be starting that in approx. 3 hours and with what I have already, I should have no problem getting a patch out tonight. If anything else comes to mind in that time, I should still have time to add requests to the to-do list.
Title: Re: [0.97a] Carter's Freetraders - V 1.9 - 02/28/24 Balance Pass Update
Post by: Corto on March 02, 2024, 11:30:35 AM
Hello ! Sorry to bother you with that.

I made a mistake updating my mods. I have a 0.96a-RC10 save I want to keep, but I updated your mod, rendering it incompatible.

Would you be ok with giving me the version that worked with 0.96a?
Title: Re: [0.97a] Carter's Freetraders - V 1.9 - 02/28/24 Balance Pass Update
Post by: Dazs on March 02, 2024, 12:43:06 PM
Hello ! Sorry to bother you with that.
No worries, never a bother to get a message from someone about my mods.
I made a mistake updating my mods. I have a 0.96a-RC10 save I want to keep, but I updated your mod, rendering it incompatible.

Would you be ok with giving me the version that worked with 0.96a?
Can do, I keep a repository of back editions of my mods on dropbox. Here is a link to v1.7a which is the version prior to the .97a update
https://www.dropbox.com/scl/fi/pyuqqf8v46n0hbdz9q72c/Carter-s-Freetraders-1.7a.zip?rlkey=9b4axz7tlmulczhm6xqugsayn&dl=0

Enjoy!
Title: Re: [0.97a] Carter's Freetraders - V 1.9.5 - 03/02/24
Post by: Dazs on March 02, 2024, 01:38:33 PM
v1.9.5 released today -Save game compatible - If you have a Knarr in your fleet you will need to re-arm it
   -Narubet: Changed the ability from flare launchers to reserve wing - This change improves the reason to choose it over the newly changed Bawley
   -Dhow: Changed a small turret to a medium, realigned the left fin small turret, added 10 OP and equipped the variant with dual flak - Was under performing and the misaligned image hurt my OCD once I saw it :)
   -Coventry: Changed all energy and ballistic mounts to hybrid, changed the system to fast missile racks and increased the speed to 65 - Helps it better stand out and the speed allows it to keep up with other CFT ships
   -Kerberos: Increased the max flux by 1k and the flux regen by 200 - It was flux starved and upon review I noticed I had the regen lower than my light cruiser
   -Chester: Increased the max speed, acceleration and deceleration by 10 - As a lightly armed medium carrier it needed to be more nimble to be worth using   
   -Note: The above changes were based on suggestions from 5ColouredWalker and I yet again thank him for the work put in
   -Knarr: Increased the OP to 260, unlocked the wings and armed the variant with a mix of pd and damaging weapons - Fixing an oopsie I made last patch I unlocked some mounts but never armed the variant -TY last_misadventure for letting me know
   -Increased the energy per shot of each weapon in the Electromagnetic line of weapons by 10% -Ty doll for pointing out they needed an adjustment and 5ColouredWalker for comparison suggestions
   -Dingy: Increased the refit from 10 to 12 -Puts it inline with similar bomber wings
   -Blackburn: Increased the refit from 8 to 10 and changed it's tag from bomber3 to bomber5 - same as above + correctly places it in the torpedo bomber class when you refit
   -Updated the all ships image on the forum and discord with the new Dhow

I thank the players who have submitted ideas and suggestions to me here and on discord. I truly believe that my mods are a collaborative effort and together we can made them the best they can be.
Title: Re: [0.97a] Carter's Freetraders - V 1.9.5 - 03/02/24
Post by: 5ColouredWalker on March 02, 2024, 05:01:18 PM
Darn me falling asleep. You missed the Bawley, which if staying unlocked needs its deployment points readjusted (currently 4 points for 2 wings and 55 ordinance points). Though reserve wing does make the Naruebet the better carrier, and unlocking the Knarr does indicate you're looking to unlock wings more broadly.
If so unlocking the Danube would be interesting. 4 wings is a ton on a destroyer, but it has a lot less ordinance than other carriers so it'd be much more vulnerable using it as a dedicated carrier. A interesting trade off. I think there's one more locked I noted in my previous post patch post


Coventry changing mounts to hybrid allowing 4 mediums ballistic for autoloader then going to fast missile racks is funny, but probably better.

Electromag being more flux inefficient is a easy way to adjust without having to rebuild ship layouts and is a way to make them less autopicky. I'll need to try it before commenting further. Instead of becoming my default ballistic mount it may become '1 for suppression, 1 other kinetic for damage'.
Title: Re: [0.97a] Carter's Freetraders - V 1.9.5 - 03/02/24
Post by: Dazs on March 03, 2024, 01:10:25 AM
Spoiler
Darn me falling asleep. You missed the Bawley, which if staying unlocked needs its deployment points readjusted (currently 4 points for 2 wings and 55 ordinance points). Though reserve wing does make the Naruebet the better carrier, and unlocking the Knarr does indicate you're looking to unlock wings more broadly.
If so unlocking the Danube would be interesting. 4 wings is a ton on a destroyer, but it has a lot less ordinance than other carriers so it'd be much more vulnerable using it as a dedicated carrier. A interesting trade off. I think there's one more locked I noted in my previous post patch post


Coventry changing mounts to hybrid allowing 4 mediums ballistic for autoloader then going to fast missile racks is funny, but probably better.

Electromag being more flux inefficient is a easy way to adjust without having to rebuild ship layouts and is a way to make them less autopicky. I'll need to try it before commenting further. Instead of becoming my default ballistic mount it may become '1 for suppression, 1 other kinetic for damage'.

All the other frag weapons are PD weapons.
Yes, and? That doesn't mean that you should ignore the weapons that are flagrantly OP, just because they're labeled PD. I guess that's what you got hung up on, rather than that they were frag.
This
(https://files.catbox.moe/rz1zf6.png)
isn't okay. It isn't even vaguely in the same realm as any other gun in the game. It's literally the strongest thing I've seen in the game or a mod worth installing, and not by a narrow margin either.
200 DPS versus shields. 200 damage shots every second versus armor. x4 damage to hull.
Vanilla Competitors
(https://files.catbox.moe/i00sed.png)(https://files.catbox.moe/tlehou.png)
[close]
The paixhan significantly outdamages the pulse laser (again, a good, MEDIUM, 10 OP gun) against armor and hull and does 2/3rds the hard flux, for roughly zero flux usage to fire, in a small slot, for less OP. 200 base versus armor is HUGE. It strips armor better than basically anything in a small slot that's not a single use missile, obliterates ships with stripped armor, and applies huge shield pressure for free (literally, 1/10th the flux/damage of it's competitors, which are designated efficient pressure guns). Keep in mind that a 10 flux a second discount on a weapon that constantly fires (which as a PD gun (for free, without needing the PD AI Smod) it will be) is an 'extra vent' i.e. 1 OP saved. This is a better-than pulse laser that uses a small slot and ~25 less OP.
DPS comparison
Light pulse laser:
shield DPS: 150
shield damage/240 flux: 300
Armor DPS vs. 1000 Armor: 7.14 -> 22.5|15 (85% reduction cap|90% reduction cap)
Armor DPS vs. 500 Armor: 13.63 -> 22.5|15 (85% reduction cap|90% reduction cap)
Hull DPS vs. 1000 base Armor: 75
Flux used: 120
Pulse laser:
shield DPS: 300
shield damage/240 flux: 300
Armor DPS vs. 1000 Armor: 27.27 -> 45|30 (85% reduction cap|90% reduction cap)
Armor DPS vs. 500 Armor: 50
Hull DPS vs. 1000 base Armor: 200
Flux used: 240
Paixhan:
shield DPS: 200
shield damage/240 flux: 3200
Armor DPS vs. 1000 Armor: 33.33
Armor DPS vs. 500 Armor: 57.14
Hull DPS vs. 1000 base Armor: 640
Flux used: 15
[close]
This doesn't need a balance pass. What possible process led you to think that a gun that puts 800 damage shots out every second for free was okay in the first place?
Unironically, halve it's damage, then increase the flux usage.
Culvern also is a vulcan that pays 1 OP (5 vs. 4, same slot) for a more than 50% increase in effectiveness, which is too good but not especially worth writing home about. It's nowhere near the ridiculousness of this warcrime cheatgun, but is overtuned.
Overall I'd say that the Medium is fairly balanced vs it's peer the Thumper. When I release new concept weapons with no direct vanilla analog I do my best but with nothing to compare to I do make mistakes. It is not perfect and upon doing this deep dive I do plan to make it's flux efficiency closer to the Thumper, maybe a little higher. I welcome any other thoughts on the matter as I work on the mod so I can get it right.
I never mentioned the medium EMR, though yes it is a horribly overtuned workhorse gun.
The thumper is a very good gun but they have totally different roles, so it's an odd comparison overall, even if it was the prototype for some of it's stats. In either case, the EMR is significantly superior to the thumper in terms of overall stats because you've given it EMP damage and a staggering, tremendous range increase for free.
The main difference is that the Rail cannon has a longer range and does some minor emp damage, more to add flavor as I labeled it an electromagnetic weapon than actual use.
Longer range on an actual longrange gun is a huge deal - though it's conventionally paid for in OP rather than flux ratio - and you've given the EMR 1000. It outranges everything that isn't designated for that role and it doesn't pay for this range in any way, and should be 10-12 OP for being a 1000 range thumper alone.
some minor emp damage, more to add flavor as I labeled it an electromagnetic weapon than actual use.
Minor EMP damage? It's over a quarter the EMP damage of the ion beam, which does all but nothing besides EMP. It's a little under half the EMP damage of the Mjolnir (and the gun appropriately has about half the DPS of the Mjolnir, but gives up armor stripping for hull shredding). The flux per shot should be bumped up to account for the EMP or the EMP removed (I wrote everything before this sentence without having seen your update).
Increased the energy per shot of each weapon in the Electromagnetic line of weapons by 10% -Ty doll for pointing out they needed an adjustment and 5ColouredWalker for comparison suggestions
This neatly addresses the the flux efficiency of the free EMP, but in no way the range of the gun. The EMR is still by far the OP cheapest longrange pressure gun.
(From what I recall the small and large were somewhat mediocre but I haven't done a comparison)

Edit: added damage comparison, fixed spelling error
[close]
Thank you both for your detailed follow up messages. Rather than spam the channel, I placed both comments under spoilers so they are in one post that I can review later. I will take both observations into account in the next CFT update. I am however backed up on updates on my other mods and have already given CFT 11 hours between the last two updates so It'll be awhile before I can address these issues. Please add any additional future comments as I tinker with the other mods. I do welcome them and will also take them into consideration once CFT comes around back in the update queue.
Title: Re: [0.97a] Carter's Freetraders - V 1.9.5 - 03/02/24
Post by: 5ColouredWalker on March 03, 2024, 04:18:12 AM
Done some testing and I'll put this here publiclly
The paixhan significantly outdamages the pulse laser (again, a good, MEDIUM, 10 OP gun

Having tested it, I have the feeling that Paixhan was actually based off the Flak Canon and then given 800 damage like the other Carter's light PD. Clearly a oversight and on testing a massive one.

As for the Culvern vs Vulcan. Vulcan is 20 flux/second for 500 dps in 25 damage bursts. Culvern is 200 Flux per second for 800 damage per second in 8 damage bursts. In theory you could use it for chewing through hull once you've gotten to it but it'd be a tiny range and flux hungry monster to it, even in comparison to the light dual machine gun which for all it's theoretical 416 dps vs shields costs 25/second. I'm pretty sure as PD the Culvern and Fog of War are closer to unusable. But I'll given them another try later.

Minor EMP damage? It's over a quarter the EMP damage of the ion beam

As for the EMP comparison with the Ion Beam, I'm not sure I've ever seen the Electromag guns ever disable something without far more fire than the Ion Beam would need to put in, at which point more damaging weapony might have disabled it anyway (because raw damage does do that). I've a feeling armor protects against emp in a similar way to small vs little shots. I'm not sure how well a 10% flux cost increase will work compared to increasing ordinance points like I previously suggested, I'll need to try using them in battle later.

But I've a feeling Dazs' a little burned out on CFT, so I'm not in a rush to test. But for abusing CFT, get the Bawley and the Paixhan while they're still broken.
Title: Re: [0.97a] Carter's Freetraders - V 1.9.5 - 03/02/24
Post by: doll on March 03, 2024, 05:56:12 AM
I think it's clear at this point that this is a troll mod designed to waste people's time

I'll avoid appearing in this travesty's patch history again thankyou very much
Title: Re: [0.97a] Carter's Freetraders - V 1.9.5 - 03/02/24
Post by: apogee4lyfe69 on March 03, 2024, 11:30:13 AM
This 1.9 update letting us fully kit out carriers is amazing, great job to everyone involved.

Respectfully...

A lot of these would be great if they could get intermingled into the other existing factions.

This seems much less of a Faction and more of a Vanilla edition. Thats not a bad thing, it's a REALLY good vanilla/independent faction boost.

You can do this yourself by editing Nexerelin's data/world/factions/independent.faction file, just look at the CFT.faction file from this mod and copy over the relevant parts of the knownShips array. Usually you can get most ships by just copying the "cft_bp" tag but in some cases hulls aren't tagged (special ships mostly) and you'll need to copy the contents of the "hulls" array over.
Title: Re: [0.97a] Carter's Freetraders - V 1.9.5 - 03/02/24
Post by: Dazs on March 03, 2024, 12:06:45 PM
I think it's clear at this point that this is a troll mod designed to waste people's time
I am sorry to hear you feel that way, I did my best to address your points.
I'll avoid appearing in this travesty's patch history again thankyou very much
OK I still intend to make some changes to the mod with your observations in mind. I will follow your request and not add my standard thank you in this or JYD's changelogs.
This 1.9 update letting us fully kit out carriers is amazing, great job to everyone involved.
Excellent thank you, I'll pass it along to 5ColouredWalker if he does not notice it as it was his breakdowns that convinced me to do it.
You can do this yourself by editing Nexerelin's data/world/factions/independent.faction file, just look at the CFT.faction file from this mod and copy over the relevant parts of the knownShips array. Usually you can get most ships by just copying the "cft_bp" tag but in some cases hulls aren't tagged (special ships mostly) and you'll need to copy the contents of the "hulls" array over.
I do not have any module ships in this mod so adding the cft.bp tag should add all of them. Thank you for adding to the correspondence.
Title: Re: [0.97a] Carter's Freetraders - V 1.9.5 - 03/02/24
Post by: Maethendias on March 13, 2024, 03:54:36 AM
is it just me or are their fighters QUITE overtuned?
and thats an understatement
Title: Re: [0.97a] Carter's Freetraders - V 1.9.5 - 03/02/24
Post by: Dazs on March 13, 2024, 07:08:41 AM
is it just me or are their fighters QUITE overtuned?
and thats an understatement
Hello there, I have a CFT update in the works and I would like some clarity to your statement so I can address your concerns better.
The more detailed your comment, the better I can look into a potential update to the wings in the next update.

Thank you for taking the time to share your opinion
Title: Re: [0.97a] Carter's Freetraders - V 1.9.5 - 03/02/24
Post by: Aaroooon on March 15, 2024, 06:12:27 PM
Hey there, I quite like the faction and added features.
I have come across one thing in terms of balance, which to be fair may just be me not having figured it out much yet, but after looking at it, I'd say it's worth a comment.

Your mod adds a lot of ships, and I'd say a lot of them are balanced well.
For example the Triton, which is probably the strongest carrier you can get, much better than let's say the Astral, but it still feels nice to use and not too broken for the DP cost, let's be real the Astral could need an upgrade after all.
But the issue I've found is with the Bawley class and the Barkentine class, the Barkentine class even more than the Bawley.
Both have a speed of 90, which isn't insane, but reasoanbly fast to kite around anything large. I'd argue the Bawley should be faster than the Barkentine by the way, but anyway.
The problem I have is this, in a full deployment with 240, if I were to carrier spam, I can grab 5 Tritons, at a speed of 65, so they can get surrounded fairly easily if not protected, and they provide me with a total of 30 fighter wings.
That's not bad, but with the Bawley at 4 DP per pop, I can get 60 Bawleys,  or 120 fighter wings.
Yes the ships themselves are less heavily armed, no doubt. And the Bawley doesn't have that many OP available, but with only 2 wings on each, it's still ridiculous.
I don't know why you would do this to your PC by the way.

The Barkentine is even worse, technically it's less DP efficient with it's fighters, since you only get 3 for 10 DP. But it has much better stats overall, still the same speed as the Bawley,  and frankly an incredibly good OP set up. It has few weapons, sure, but that also means less OP needed to spend on weapons. Considering you could stud it out with 3 fighter wings each costing 20 OP and have room to spare, you could have 3 Longbows or Daggers on it without any problem. .

And then you add the ability. Temporarily doubling the fighters. Absolutely a cool ability. But with the OP cost for it, that means I can get 24 of them. 72 wings STANDARD already, so more than double the Tritons would provide, and they can DOUBLE this number temporarily in battle.

On top of it, I mentioned speed briefly. The reason I did this is because yes, they aren't "super" fast and get outsped by a lot of Frigates. But no frigate can fight something with 2 - 3 fighter wings. Have 2 broadswords on a Bawley, and no Frigate can ever actually chase it.
So the ships which would be fast enough to go after them, surround them and kill them, can't do it, because they can't tie them down, but all the large ships that could pop their shields quickly really cannot keep up with them.

Of course there are some exceptions, if you're in a Hyperion and teleport behind them with some rockets you could nuke a Barkentine, but the AI doesn't do that very well, and considering how ridiculously strong and maneuverable Hyperions are, while costing way more DP and maintainence than a Barkentine or Bawley, it gets a bit ridiculous.
As for capitals and cruisers, you could try killing a Barkentine by charging it with an onslaught, or other ships with strong forward thrust abilities, but that's again 10 DP/4 DP worth a ship, while youre extending forward being flanked from all sides by the fighters spammed by the other 4 Barkentines or 11 Bawleys you can get for an Onslaught or whatever other capital, with cruisers not faring better since they usually just have less PD.

I like the faction being carrier heavy, but maybe those two need a slight rework.
You could either increase the OP cost, reduce the fighter wings. You could give the Bawley built in wings. Reducing the speed of the Barkentine where it can't kite as easily might be a good option as well. Let it be powerful but if a capital or cruiser decides to chase it down it dies if it doesn't get help.
I think there's some slight tweaks that would let them be really really good ships without being THIS good.

Also, some of the fighters do seem REALLY strong, although I haven't tried them enough to give completely fair feedback.
One that comes to mind would be the Cutter. Comparing it to a Broadsword, it costs slightly less, has slightly more hull, FAR more armour, and while it's by no means as good for kinectic pressure, it has double the range with better accuracy on it's lasers with good damage and EMP plus some PD, and any armour hits hurt far more than a broadsword ever could. So unless the enemy has an omni shield all around it can absolutely delete you. And I say this as a firm believer that Broadswords from the vanilla wings are absolute top tier, so take that as a reference for my train of thought.

Sorry for the Ted Talk. :D
Title: Re: [0.97a] Carter's Freetraders - V 1.9.5 - 03/02/24
Post by: Dazs on March 16, 2024, 01:42:59 AM
Hey there, I quite like the faction and added features.
Thank you, it is always nice to hear that.
I have come across one thing in terms of balance, which to be fair may just be me not having figured it out much yet, but after looking at it, I'd say it's worth a comment.
I appreciate you taking the time to share it. I have put time aside this weekend to work on CFT so your timing is perfect.
Your mod adds a lot of ships, and I'd say a lot of them are balanced well.
For example the Triton, which is probably the strongest carrier you can get, much better than let's say the Astral, but it still feels nice to use and not too broken for the DP cost, let's be real the Astral could need an upgrade after all.
Well the Triton was a tricky one for me because my vision for it was a cross between a carrier and a battleship. It is just good enough to act as either with the right support ships but not as good as a standard battleship.
But the issue I've found is with the Bawley class and the Barkentine class, the Barkentine class even more than the Bawley.
Both have a speed of 90, which isn't insane, but reasoanbly fast to kite around anything large. I'd argue the Bawley should be faster than the Barkentine by the way, but anyway.
Makes sense due to their respective classes, I'd lean to making the Barkentine slower since it does have more armor and almost twice the mass of the Bawley.
The problem I have is this, in a full deployment with 240, if I were to carrier spam, I can grab 5 Tritons, at a speed of 65, so they can get surrounded fairly easily if not protected, and they provide me with a total of 30 fighter wings.
That's not bad, but with the Bawley at 4 DP per pop, I can get 60 Bawleys,  or 120 fighter wings.
Yes the ships themselves are less heavily armed, no doubt. And the Bawley doesn't have that many OP available, but with only 2 wings on each, it's still ridiculous.
I don't know why you would do this to your PC by the way.
Interesting scenario I had not considered. I am always fascinated by the ways players theory craft setups. When I plan out ships I think of them in terms of what role they would play as part of a balanced fleet. In your scenario yes the Bawley fleet has more wings but FAR less offensive weapons. As I stated earlier, the Triton is a beefy carrier hybrid and the game is set to handle it as a combat carrier if it is not controlled by the player. If you take advantage of it's deep flux pool and fit it with the right hull mods and weapons you can make it a non standard tank.

Since it is a midline I theorized that rather than the standard low-tech tank using high armor/HP, it has the ability to use a VERY strong shield. If you outfit it with shield related hull mods, low OP wings like mining drones you have enough flux leftover to fit in a good amount of high OP weapons. Or you could use the OP to make yourself a strong carrier with excellent PD support when kitted with lower OP PD weapons instead of damaging ones. I like giving players options rather than the standard cookie cutter approach. I do not always get it right so I appreciate the comments.
The Barkentine is even worse, technically it's less DP efficient with it's fighters, since you only get 3 for 10 DP. But it has much better stats overall, still the same speed as the Bawley,  and frankly an incredibly good OP set up. It has few weapons, sure, but that also means less OP needed to spend on weapons. Considering you could stud it out with 3 fighter wings each costing 20 OP and have room to spare, you could have 3 Longbows or Daggers on it without any problem. .
When I set up those respective ships the Barkentine was a light carrier and the Bawley was a logistics ships with locked drones. In the last patch I decided to unlock the wing slots on the Bawley as well as several others and I probably need to revisit that and make sure I balanced the all correctly.
And then you add the ability. Temporarily doubling the fighters. Absolutely a cool ability. But with the OP cost for it, that means I can get 24 of them. 72 wings STANDARD already, so more than double the Tritons would provide, and they can DOUBLE this number temporarily in battle.
Well yes that is it's strength that sets it apart but it far more fragile that the Triton and is set to be a standard carrier so it will stay back and use it's wings as it's weapons whereas the Triton will move in and use it's weapons. I think of that ability as a first wave shot but once those initial wings are shot down that is it.
On top of it, I mentioned speed briefly. The reason I did this is because yes, they aren't "super" fast and get outsped by a lot of Frigates. But no frigate can fight something with 2 - 3 fighter wings. Have 2 broadswords on a Bawley, and no Frigate can ever actually chase it.
So the ships which would be fast enough to go after them, surround them and kill them, can't do it, because they can't tie them down, but all the large ships that could pop their shields quickly really cannot keep up with them.
Well again, I do not think in terms of fielding an entire fleet of one class of ship. Nothing wrong with that, it is just not how I play I guess.
Of course there are some exceptions, if you're in a Hyperion and teleport behind them with some rockets you could nuke a Barkentine, but the AI doesn't do that very well, and considering how ridiculously strong and maneuverable Hyperions are, while costing way more DP and maintainence than a Barkentine or Bawley, it gets a bit ridiculous.
There are other ships that do that, heck I have a couple in my mods. Of course I cannot plan for all scenarios that a player can come up with but do try to provide the tools.
As for capitals and cruisers, you could try killing a Barkentine by charging it with an onslaught, or other ships with strong forward thrust abilities, but that's again 10 DP/4 DP worth a ship, while youre extending forward being flanked from all sides by the fighters spammed by the other 4 Barkentines or 11 Bawleys you can get for an Onslaught or whatever other capital, with cruisers not faring better since they usually just have less PD.
My goal with my mods is to offer opportunities to players to set up non-standard fleets. The ships in CFT have all hybrid mounts for that exact reason.
I like the faction being carrier heavy, but maybe those two need a slight rework.
You could either increase the OP cost, reduce the fighter wings. You could give the Bawley built in wings. Reducing the speed of the Barkentine where it can't kite as easily might be a good option as well. Let it be powerful but if a capital or cruiser decides to chase it down it dies if it doesn't get help.
I think there's some slight tweaks that would let them be really really good ships without being THIS good.
When I set up CFT it was not with the intention of making them so fighter heavy as that is JYD's focus. I guess I just really like the fighter concept which is deeply rooted in my growing up watching space anime :) Those are some good suggestion and one I will add them to my working changelog.
Also, some of the fighters do seem REALLY strong, although I haven't tried them enough to give completely fair feedback.
One that comes to mind would be the Cutter. Comparing it to a Broadsword, it costs slightly less, has slightly more hull, FAR more armour, and while it's by no means as good for kinectic pressure, it has double the range with better accuracy on it's lasers with good damage and EMP plus some PD, and any armour hits hurt far more than a broadsword ever could. So unless the enemy has an omni shield all around it can absolutely delete you. And I say this as a firm believer that Broadswords from the vanilla wings are absolute top tier, so take that as a reference for my train of thought.
IF you scroll up you will see a post by Maethendias stating that the fighters are too OP with my reply asking for specifics. I did that since I am a solo act and I sort of live in a bubble. One of the main drawbacks on not working as part of a team is I miss things so I truly rely on player feedback to fill in those holes. I appreciate the comparison you make as it gives me a poin of refrence that I can use when I make changes this weekend.
Sorry for the Ted Talk. :D
Oh my don't sweat it. I prefer clarity when a player gives me feedback so I can make the correct changes. The only way to do that is giving enough details without it being a word salad which you have done. Whereas me, well, look at any of my replies in this or heck any of my mods and I out TLDR Ted talk you :)
Title: Re: [0.97a] Carter's Freetraders - V 1.9.5 - 03/02/24
Post by: Aaroooon on March 16, 2024, 07:32:03 PM
Hey, thank you for the quick response, I appreciate it. And completely understand the intention with the faction and some of the design decisions.

The one thing I want to clear up though is that I understand the Barkentine is supposed to be more of a standard carrier compared to the Triton, but I didn't really mean to say they are direct competition. I personally really like using the Triton, and I think it's actually in a pretty good, strong spot.
But the Barkentine excels too much in it's niche, it's a carrier, which is already always terrifying for smaller ships.
Frigates and Destroyers not only can't threaten it if it has any decent wings on it, but honestly they'll probably just get fluxed and die, since they can't ignore the fighter wings to go foward at full speed. And they need to go full speed to have a chance of catching the barkentine, which can just disable it's shields and try to maintain distance against any smaller ship.
Normally things like Frigates and destroyers force the ship to shoot back, put up it's shields, until other ships get into range to support. But a carrier is a bit unique since it can let it's wings fight without breaking it's 0-flux speed bonus, and it's wings often have a much larger engagement range than the weapons of smaller ships. Well, often a larger range than most weapons period, but you get what I mean.

So the problem is that the ships which could theoretically hunt it, or at least get close to it to slow it down, can't really contest it to actually make it slow down. It's actually kinda funny how quickly smaller ships evaporate if they try to chase a carrier with decent wings.
And I think in itself it is fine for the Barkentine to be this powerful, the solution is simple, have heavier ships with good PD or really good range to flux the Barkentine quickly as you hunt it. But with how speedy the Barkentine is, it can stay out of most capitals' and cruisers' range without problem. 

That's when you'd have your smaller ships tie it up in a battle to slow it down, so you can get in range, but as I described, with the current speed of it, plus the fact that smaller ships are incredibly vulnearable to fighters, this is pretty much impossible to do.

I think, and this is just my personal opinion, leave the firepower of it as is, maybe reduce it's OP slightly, but that doesn't have to be either, I like strong carriers. Maybe increase the OP slightly from 10 to 12, and then lower it's speed so it can't kite quite as much as it can now. Because you frankly need a cruiser to kill it, and even a cruiser can die to it  pretty quickly when it uses it's ability.

That would leave it being a really fooking strong carrier for little DP, but at least you have some more counterplay options beyond getting specific ships to try and hard focus it.

I'll try out more of the fighters from the faction to see if I can find some things. Which ones are good and so on.

With the Cutter I'd honestly say just raise it's DP slightly, yeah it's really good, but there are lots of really good fighters, and there's no harm having things that make you not want to just spam Broadswords when it comes to kinetics.
I think 8 - 9 OP instead of 7 is probably the sweet spot for them.

Cheers. :D
Title: Re: [0.97a] Carter's Freetraders - V 1.9.5 - 03/02/24
Post by: Dazs on March 17, 2024, 01:55:15 AM
Hey, thank you for the quick response, I appreciate it. And completely understand the intention with the faction and some of the design decisions.
Samesies :)
The one thing I want to clear up though is that I understand the Barkentine is supposed to be more of a standard carrier compared to the Triton, but I didn't really mean to say they are direct competition. I personally really like using the Triton, and I think it's actually in a pretty good, strong spot.
But the Barkentine excels too much in it's niche, it's a carrier, which is already always terrifying for smaller ships.
Frigates and Destroyers not only can't threaten it if it has any decent wings on it, but honestly they'll probably just get fluxed and die, since they can't ignore the fighter wings to go foward at full speed. And they need to go full speed to have a chance of catching the barkentine, which can just disable it's shields and try to maintain distance against any smaller ship.
Fair point, I honestly wasn't sure of your intent in comparing them so clarity helps.
Normally things like Frigates and destroyers force the ship to shoot back, put up it's shields, until other ships get into range to support. But a carrier is a bit unique since it can let it's wings fight without breaking it's 0-flux speed bonus, and it's wings often have a much larger engagement range than the weapons of smaller ships. Well, often a larger range than most weapons period, but you get what I mean.

So the problem is that the ships which could theoretically hunt it, or at least get close to it to slow it down, can't really contest it to actually make it slow down. It's actually kinda funny how quickly smaller ships evaporate if they try to chase a carrier with decent wings.
And I think in itself it is fine for the Barkentine to be this powerful, the solution is simple, have heavier ships with good PD or really good range to flux the Barkentine quickly as you hunt it. But with how speedy the Barkentine is, it can stay out of most capitals' and cruisers' range without problem. 

That's when you'd have your smaller ships tie it up in a battle to slow it down, so you can get in range, but as I described, with the current speed of it, plus the fact that smaller ships are incredibly vulnearable to fighters, this is pretty much impossible to do.

I think, and this is just my personal opinion, leave the firepower of it as is, maybe reduce it's OP slightly, but that doesn't have to be either, I like strong carriers. Maybe increase the OP slightly from 10 to 12, and then lower it's speed so it can't kite quite as much as it can now. Because you frankly need a cruiser to kill it, and even a cruiser can die to it  pretty quickly when it uses it's ability.

That would leave it being a really fooking strong carrier for little DP, but at least you have some more counterplay options beyond getting specific ships to try and hard focus it.
I have already adjusted the Barkentine by lowering it's speed from 90 to 70. I felt since it has heavier armor than normal and I set it to have more mass because of it that it did not make sense for it to be so fast. Raising the OP is a minor change and I think it is warranted so I will include that. Most likely it will be 11 since I just nerfed it a little.
I'll try out more of the fighters from the faction to see if I can find some things. Which ones are good and so on.

With the Cutter I'd honestly say just raise it's DP slightly, yeah it's really good, but there are lots of really good fighters, and there's no harm having things that make you not want to just spam Broadswords when it comes to kinetics.
I think 8 - 9 OP instead of 7 is probably the sweet spot for them.
I looked over the Broadsword as you had suggested and decided to adjust the Cutter by lowering the armor from 250 to 200 and raising the acceleration from 125 to 150. I try not to change op costs on weapons and wings as a way of balance as it really messes up a players loadouts. So in the case of raising the Cutter it would be a hassle for a player who likes carriers and equips them to have to go and reconfigure their fleets.

I am roughly about half completed my planned CFT update so I will take these notes into consideration before release. I should have it out by this afternoon so approx. 6 hours from now. If you have any more observations before then I will take them into consideration as well.
Cheers. :D
Salute! 
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Dazs on March 17, 2024, 10:05:39 AM
v2.0 released today -Save game compatible - 1 change is more impactful with a new game, see notes below
   -Paixhan: Changed the damage from 800 to 200 and increased the flux per shot from 15 to 40 - With the other differences between the two it makes it an analog for a small version of the flak cannon as was intended
   -Bawley: Raised the fleet points, deployment points and supply per month from 4 to 7 - Meant to do that when I unlocked the wings in 1.9 - TY 5ColouredWalker for this and the above suggestions
   -Barkentine: Changed the speed from 90 to 70 and raised the DP from 10 to 11 - With it's heavier than normal armor and mass it did not make sense that it was so fast - TY Aaroooon for pointing that out
   -Cutter: Lowered the armor from 250 to 200 and raised the acceleration from 125 to 150
   -Fixed an error with the Skiff, Centurion and Dinghy not having a max crew by matching the max with the min - oversight on my part that I just caught
   -Corrected several minor grammar mistakes in the descriptions of ships and weapons
   -Changed CFT fleet doctrine to prioritize warships over carriers - I had them set to equal but I never intended CFT to be so carrier heavy - will not effect existing NPC fleets, more noticeable in new game
   -Changed the description of the Paixhan to reflect it's new role - Essentially it is now a small more flux efficient but shorter range version of the vanilla medium Flak Cannon
   -Adjusted the faction image on the blueprint package and commissioned crews hull mod to be left justified - I changed the flag and Seal in 1.9 but neglected those two - TY Cenbes for pointing it out

The fleet doctrine change should address the player concerns I have received regarding their fighter strength since they will field less carriers in their NPC fleets. As I state in the notes, this is far more noticeable in a new game with 2.0 installed as a saved game will have already formed NPC fleets. As always, I appreciate all the help I get from players and this update is no exception.

Enjoy!
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Shogouki on March 17, 2024, 01:20:44 PM
As I state in the notes, this is far more noticeable in a new game with 2.0 installed as a saved game will have already formed NPC fleets.


Very awesome, thanks!  Based on this line I take it this update should be save compatible?
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Dazs on March 17, 2024, 01:43:41 PM
As I state in the notes, this is far more noticeable in a new game with 2.0 installed as a saved game will have already formed NPC fleets.


Very awesome, thanks!  Based on this line I take it this update should be save compatible?
Thank you for the nice words :) Yes the 2.0 update is fully compatible with a saved game. I made the note you reference because it deals with the faction file that Nexerelin reads when it starts a new game. It will also be read when you load a saved game and use whatever changes were made to it.

The reason I state that it will be more noticeable in a new game is that any NPC fleets that were formed in the save game before the 2.0 update will be comprised by the old fleet doctrine which called for an equal amount of warships and carriers so only NPC fleet formed after that save was loaded will use the new doctrine. Whereas in a new 2.0 version game, CFT will start off using the new doctrine which calls for more warships and less carriers from the start so you will see less carriers immediately with no legacy fleets flying around like in a saved game.

I do hope that clears things up :)
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: 5ColouredWalker on March 25, 2024, 05:59:35 AM
I haven't been playing recently but I've had a thought I need to share to get out of my head.

For (some) carriers, what about stealing an Idea from VIC/imperium and adding a hull mod that unlocks dronebfighter carriers wings, either generally or to just other drones, effecting the miner ship line and/or Griffon.

Deals with the issue of Bawley/Danube being super carriers by leaving them limited without a mod. Wouldn't suggest it for all ships (I.e. the ones previously without PD), but something I had to get out of my head. Something that both allows you to say 'I have a specific vision for these ships' and 'You have the freedom to build them differently'.

Also something that randomly popped into my head while I'm tired energy posting. It's amusing Danube's only have synergy mounts but mining weapons are normally Hybrid (mining laser/hammer+other mod added)

But then again being able to add EM guns to Danube's would be ludicrously strong, able to act as PD if nodded, and  otherwise being anti shield pressure supported by anti armor fighters.
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Shogouki on March 25, 2024, 05:08:07 PM
I like the hullmod idea for those ships, kind of gives you the best of both worlds. 
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Dazs on March 26, 2024, 02:56:43 AM
I haven't been playing recently but I've had a thought I need to share to get out of my head.
And I am here for it. :)
For (some) carriers, what about stealing an Idea from VIC/imperium and adding a hull mod that unlocks dronebfighter carriers wings, either generally or to just other drones, effecting the miner ship line and/or Griffon.
I can certainly look it over as I use both mods but I certainly do not want to copy anyone else's work.
Deals with the issue of Bawley/Danube being super carriers by leaving them limited without a mod. Wouldn't suggest it for all ships (I.e. the ones previously without PD), but something I had to get out of my head. Something that both allows you to say 'I have a specific vision for these ships' and 'You have the freedom to build them differently'.
Well I already do have a custom ship system made for the Arkyd Combat Engineer Drone Deployer that deploys 4 mining drones as it's special. It is only on that one drone but I am pretty sure I can either convert into a hull mod or just swap out the current ship systems on those ships. It would take some careful implementation though as I just cut back on the carrier aspect of CFT as is was never intended to be as fighter heavy as it was.
Also something that randomly popped into my head while I'm tired energy posting. It's amusing Danube's only have synergy mounts but mining weapons are normally Hybrid (mining laser/hammer+other mod added)
I believe I have it equipped with mining lasers on the variant but I am unsure what you mean since Synergy is Energy/Missile which would satisfy your mining laser/hammer comment and Hybrid is Ballistic/Energy.
But then again being able to add EM guns to Danube's would be ludicrously strong, able to act as PD if nodded, and  otherwise being anti shield pressure supported by anti armor fighters.
Well I went with energy/missile since it uses carrier logic and tries to stay away from direct battle. Synergy made more sense to me so a player can either mount pd weapons to help it stay protected or missile weapons to give it some long range support damage.

I like the hullmod idea for those ships, kind of gives you the best of both worlds. 
As I state earlier I can try to convert my ship system into a hull mod but are you suggesting is be an open hull mod that can be installed on any ship or one that is built in on certain ships?

Thank you both for the idea, seems CFT still has some work to be put into it. I am working on a HIVER update but am sort of stalled atm so maybe I can fit in some time to add this idea while I wait. I would appreciate a little clarity from either of you on which you would prefer, a ship system, an open hull mod or an embedded hull mod? Also, if you have an opinion on the matter, which ships you think would most benefit from this w/out overpowering them.
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Shogouki on March 26, 2024, 03:05:10 AM
While I could be wrong I was assuming that 5ColouredWalker meant that the ships would by default have built-in fighters that can't normally be swapped out for other fighters unless the ship/ships are fitted with a hullmod specifically for those ships that would unlock the built-in fighters and allow them to be replaced by fighters of your choice.

I thought that I had played another mod awhile ago that did pretty much this but I don't remember what that might have been assuming I'm not remembering incorrectly...
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Dazs on March 26, 2024, 03:59:26 AM
While I could be wrong I was assuming that 5ColouredWalker meant that the ships would by default have built-in fighters that can't normally be swapped out for other fighters unless the ship/ships are fitted with a hullmod specifically for those ships that would unlock the built-in fighters and allow them to be replaced by fighters of your choice.
So if I have a ship with built in wings, this theoretical hull mod would unlock them and allow them to be open wing slots? I guess I'll wait until 5ColouredWalker sheds some light on that but I certainly appreciate the quick response.
I thought that I had played another mod awhile ago that did pretty much this but I don't remember what that might have been assuming I'm not remembering incorrectly...
Well rack that brain of yours! ;D  I could use an example of how it was done because at this stage it would take some deep diving to see if it is possible.
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Shogouki on March 26, 2024, 02:06:41 PM
I will try but unfortunately I won't have access to my PC until the weekend.   :(
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Dazs on March 26, 2024, 04:35:10 PM
I will try but unfortunately I won't have access to my PC until the weekend.   :(
That is OK, it is just a kind request no rush needed. I appreciate you making the effort.
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: 5ColouredWalker on March 27, 2024, 03:22:01 AM
While I could be wrong I was assuming that 5ColouredWalker meant that the ships would by default have built-in fighters that can't normally be swapped out for other fighters unless the ship/ships are fitted with a hullmod specifically for those ships that would unlock the built-in fighters and allow them to be replaced by fighters of your choice.
So if I have a ship with built in wings, this theoretical hull mod would unlock them and allow them to be open wing slots? I guess I'll wait until 5ColouredWalker sheds some light on that but I certainly appreciate the quick response.

Shogouki has the right of it.
As for taking code,.I don't think either mod has something that does that so no help there.


And Synergy mounts can't take Hybrid weapons, so the Danube can't take Mining lasers. I think. I'll check come morning.

That said, Mellenia and Mechabellum have been eating my time. Not done much Starsector lately.
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Dazs on March 27, 2024, 05:26:38 AM
While I could be wrong I was assuming that 5ColouredWalker meant that the ships would by default have built-in fighters that can't normally be swapped out for other fighters unless the ship/ships are fitted with a hullmod specifically for those ships that would unlock the built-in fighters and allow them to be replaced by fighters of your choice.
So if I have a ship with built in wings, this theoretical hull mod would unlock them and allow them to be open wing slots? I guess I'll wait until 5ColouredWalker sheds some light on that but I certainly appreciate the quick response.

Shogouki has the right of it.
As for taking code,.I don't think either mod has something that does that so no help there.
Thank you for checking in. I am unsure if I can do that level of code but I can certainly try.
And Synergy mounts can't take Hybrid weapons, so the Danube can't take Mining lasers. I think. I'll check come morning.
I just checked, the Danube variant is armed with two mining lasers.
That said, Mellenia and Mechabellum have been eating my time. Not done much Starsector lately.
I remember looking into Mellenia but saw a lot of negative reviews so never got into it. I had not heard of Mechabellum though so I looked it over and it looks like something I would like so thank you for that. With all the updating work I have been doing on my mods over the last couple weeks, I haven't really been playing Starsector myself. I do plan to get caught up and eventually do so but I get the burnout and wanting to play a different genre to refresh yourself.
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Aaroooon on March 28, 2024, 04:08:01 PM
Hey there, I've been looking into the fighters a bit more, and the Barkentine post nerf.

My findings so far are this, MOST of the fighters from CFT are fine in terms of balancing. Skiffs, Dinghys, also the more powerful ones.
The two biggest problems I have found so far are the Skjold and the Cutter. The Skjold is slightly weaker than the cutter just because it is missing a fighter per wing, it does incredible kinetic pressure, 195 per dart gun so roughly 800 damage against shields, and still 200 against armour, plus an additional 300 to both shields and armour from it's wavemotion pulse lasers, so each fighter puts out around 500 against armour plus some EMP, and 1100 against shields.
For reference, Broadswords as the best kinetic fighters in the base game do around 600 damage against shields and 150 against armour.
The Skjold has one less fighter per wing and it does cost 50% more OP, it is definitely a lot better than the Broadswords, especially since it has 400 armour compared to the Broadswords' 100.
I think a pretty good nerf would be something like taking it's Flare launcher away, since even without that it has such a ridiculous amount of armour, it doesn't even need it to be a top tier fighter.

Then there is the cutter, cutters are really really really really strong.
800 frag damage from the culverin, so 200 against shields and armour, plus another 300 from the wavemotion pulses. So it does 500 damage per fighter against shields, falling behind the Skjold a bit since 2 skjolds would do 2200 shield damage per second, while 3 Cutters only do 1500, but it has much better armour damage, also 1500, while Skjolds only do 1000.
They do have only half the armour of the skjolds, but one more fighter per wing means an extra fighter thats launching flares, and an extra fighter shooting down other figher wings for PD purposes.

I'd suggest just taking away one of the pulses, same for the skjolds honestly, the damage they do even without is still really really good. Or, let them have their really high damage but make some of it beam based, so they can't flux shields to the extend they can now, forcing you to somehow pressure the shields more to get the value from the fighters.

And this brings me to the synergistic effect of Cutters plus Barkentine, larger wings do better on the Barkentine because it's ability means more new wings get spawned.
So with a single Barkentine you can normally have 9 Cutters, during the ability 18. This means you're putting out 9000 damage per second against shields and armour.
I've found that 2 Barkentines usually murder a Paragon relatively quickly without issue if they have nothing but Cutters.
I also attempted an Onslaught against 2 Barkentines and the result was pretty laughable, it kinda just gets murdered between them.

I've done my testing with Officers but no skills on them enhancing the fighters or speed of the Barkentine, or it's ability, and no fleet wide abilities to make fighters better either.

Right now I will admit, using Barkentines is a looooot of fun and so are the two fighters I mentioned, but I think they are a bit too strong at this moment, especially once you buffs from skills and other ships into the mix.

I think to make it a bit more reasonable you need to tweak a few things, first, make the extra wings spawned from the ability use fighter capacity if they are destroyed as well, as far as I can tell right now they do not.
Then, the cooldown for the ability needs to be longer, it is incredibly strong right now, with it the Barkentine can actually nuke weaker capitals on it's own by using Cutters.
Maybe make it so that you get a Cooldown reduction for each wing that returns without dying, with the shortest if all wings return being something slightler longer than right now or around the same, because right now you simply spam the ability whenever, since there is no cost to the fighters dying, you simply get to spam free wings to do an incredible amount of damage over and over.
Honestly, even with 2 fighter wings rather than 3 the ship would probably be one of the best carriers in the game, but right now it is honestly broken for it's cost, especially in conjunction with one of the two fighter types I talked about.
Maybe another way to deal with the ability would be to only spawn an extra wing for each of the wings currently active, because right now even if the ship is caught without any fighters, it can fully deploy its entire set of fighters.
Now that I am thinking about it, I might like that better, make the extra fighters use fighter capacity, dont reduce the cooldown tooooo much, but only spawn an extra fighter for each fighter not currently being replaced. That way it cant spam wave after wave over and over even when its main fighters are regenerating or dying to just suicide in, instead you have to slow down, get your fighters and then send them together, or just spawn fewer. That might be a good trade off.

I've also taken out any consideration from other mods I use, like Exo-Tech stuff allowing to add an extra fighter wing on ships, which obviously breaks the Barkentine beyond belief, since I understand you can't balance for what other mods may or may not add.
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Morrow on March 28, 2024, 06:10:59 PM
Heya!

This mod looks awesome and I'd love to give it a try. Is there any chance of a non-Nex required version?
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Dazs on March 29, 2024, 01:38:52 AM
Hey there, I've been looking into the fighters a bit more, and the Barkentine post nerf.
Hello, good to hear from you again Aaroooon. I got a big ole mug of coffee and I'm ready to dig into this meaty reply :)
My findings so far are this, MOST of the fighters from CFT are fine in terms of balancing. Skiffs, Dinghys, also the more powerful ones.
I am unsure regarding the parsing of this sentence. Do you mean that the Skiff and Dinghy are the exception and too OP or they are the better balanced ones?
The two biggest problems I have found so far are the Skjold and the Cutter. The Skjold is slightly weaker than the cutter just because it is missing a fighter per wing, it does incredible kinetic pressure, 195 per dart gun so roughly 800 damage against shields, and still 200 against armour, plus an additional 300 to both shields and armour from it's wavemotion pulse lasers, so each fighter puts out around 500 against armour plus some EMP, and 1100 against shields.
The Skjold is 12 OP with a crew of 3, 200 max flux, dissipation of 85 and refit of 10.
The Cutter is 7 OP, a drone with no crew, 400 flux, dissipation of 150 and a refit of 8.
When I made them I did not consider them rivals but I did balance the larger Skjold by giving it less flux whereas the Cutter is far more able to keep the pressure on. On paper it may seem the Skjold has incredible pressure but in my tests it unleashes a good first salvo but then runs out of flux fast and has a lot more downtime vs the Cutter.
For reference, Broadswords as the best kinetic fighters in the base game do around 600 damage against shields and 150 against armour.
The Skjold has one less fighter per wing and it does cost 50% more OP, it is definitely a lot better than the Broadswords, especially since it has 400 armour compared to the Broadswords' 100.
I think a pretty good nerf would be something like taking it's Flare launcher away, since even without that it has such a ridiculous amount of armour, it doesn't even need it to be a top tier fighter.
Well as I state earlier, I balanced that armor by giving it such a small flux capacity and regen. The flare launcher was to tie in with the theme of the Skjold being a big chunky fighter that can hang in there to soak up some PD while the more flux efficient ones can deal the damage.
Then there is the cutter, cutters are really really really really strong.
800 frag damage from the culverin, so 200 against shields and armour, plus another 300 from the wavemotion pulses. So it does 500 damage per fighter against shields, falling behind the Skjold a bit since 2 skjolds would do 2200 shield damage per second, while 3 Cutters only do 1500, but it has much better armour damage, also 1500, while Skjolds only do 1000.
They do have only half the armour of the skjolds, but one more fighter per wing means an extra fighter thats launching flares, and an extra fighter shooting down other figher wings for PD purposes.
I'd suggest just taking away one of the pulses, same for the skjolds honestly, the damage they do even without is still really really good. Or, let them have their really high damage but make some of it beam based, so they can't flux shields to the extend they can now, forcing you to somehow pressure the shields more to get the value from the fighters.
Rather than taking away one of it's pulse weapons, what if I change the firing arc on the Culverin from 360 to say 45 degrees? It is already rear facing but with this proposed change it will focus on being a pd mount as intended and that will remove that 800 fragmentation from the calculation vs the main target and work as intended as a defensive weapon vs interceptors and/or missiles.   
And this brings me to the synergistic effect of Cutters plus Barkentine, larger wings do better on the Barkentine because it's ability means more new wings get spawned.
So with a single Barkentine you can normally have 9 Cutters, during the ability 18. This means you're putting out 9000 damage per second against shields and armour.
I've found that 2 Barkentines usually murder a Paragon relatively quickly without issue if they have nothing but Cutters.
I also attempted an Onslaught against 2 Barkentines and the result was pretty laughable, it kinda just gets murdered between them.
Interesting OK I'll do some tests on my end.
I've done my testing with Officers but no skills on them enhancing the fighters or speed of the Barkentine, or it's ability, and no fleet wide abilities to make fighters better either.

Right now I will admit, using Barkentines is a looooot of fun and so are the two fighters I mentioned, but I think they are a bit too strong at this moment, especially once you buffs from skills and other ships into the mix.
Well fun is intended, two destroyers taking out a capital, not so much :)
I think to make it a bit more reasonable you need to tweak a few things, first, make the extra wings spawned from the ability use fighter capacity if they are destroyed as well, as far as I can tell right now they do not.
Then, the cooldown for the ability needs to be longer, it is incredibly strong right now, with it the Barkentine can actually nuke weaker capitals on it's own by using Cutters.
Maybe make it so that you get a Cooldown reduction for each wing that returns without dying, with the shortest if all wings return being something slightler longer than right now or around the same, because right now you simply spam the ability whenever, since there is no cost to the fighters dying, you simply get to spam free wings to do an incredible amount of damage over and over.
Honestly, even with 2 fighter wings rather than 3 the ship would probably be one of the best carriers in the game, but right now it is honestly broken for it's cost, especially in conjunction with one of the two fighter types I talked about.
Maybe another way to deal with the ability would be to only spawn an extra wing for each of the wings currently active, because right now even if the ship is caught without any fighters, it can fully deploy its entire set of fighters.
Now that I am thinking about it, I might like that better, make the extra fighters use fighter capacity, dont reduce the cooldown tooooo much, but only spawn an extra fighter for each fighter not currently being replaced. That way it cant spam wave after wave over and over even when its main fighters are regenerating or dying to just suicide in, instead you have to slow down, get your fighters and then send them together, or just spawn fewer. That might be a good trade off.
Ok that is some good reasoning and I'll break it down better when I get to CFT again.
I've also taken out any consideration from other mods I use, like Exo-Tech stuff allowing to add an extra fighter wing on ships, which obviously breaks the Barkentine beyond belief, since I understand you can't balance for what other mods may or may not add.
I really appreciate that. I see people on discord make claims about my ships being able to do things but it is generally with the mention of putting a max level officer or some hullmod from another mod. Keeping it variant vs variant is a much better method of comparison and how I try to balance ships when I make them. I certainty do not always get it right so I appreciate when feedback is comparable to how I balance. You've given me some interesting things to think on and I will break your comments down to bullet points for a to-do working changelog for when I get back to CFT. I just finished a substantial time chunk of work on Hiver and TTSC is next on the list but CFT will make it after that.

Heya!
Hello there, I recognized your name but couldn't place it so I went back and saw you were the author of Smugglers' Tricks back in the day. Welcome back to the forums.
This mod looks awesome and I'd love to give it a try. Is there any chance of a non-Nex required version?
Well for a fellow smuggler I can certainly try. I do have an option on one of my other mods but it's not a 1:1 comparison since it generates it's assets differently but I can take my notes from that as a starting point and add that to the next CFT update. As I state earlier, I have some work to do on one of my other mods so I cannot give an accurate ETA as I generally have more free time on the weekends but with Easter this week that free time will be spent with family.

Thank you both for the nice words and ideas for CFT adjustments. My mods would be so much worse if it were not for comments from players that give me good ideas and frankly keep me grounded. :)
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Aaroooon on March 29, 2024, 05:45:50 AM
Quote
I am unsure regarding the parsing of this sentence. Do you mean that the Skiff and Dinghy are the exception and too OP or they are the better balanced ones?

No no, I meant most fighters in CFT's lineup feel pretty balanced, some examples for the ones that feels balanced are the Skiff and Dinghy.

Quote
When I made them I did not consider them rivals but I did balance the larger Skjold by giving it less flux whereas the Cutter is far more able to keep the pressure on. On paper it may seem the Skjold has incredible pressure but in my tests it unleashes a good first salvo but then runs out of flux fast and has a lot more downtime vs the Cutter.

Honestly, the only reason I am bringing them up together is because they are both very very strong. I agree the Cutter is actually better than the Skjold. I think the Cutters would be a trade off for the same OP, killing a bit better, overloading shields slower but providing slightly more screens for bombers.

I think one of the reasons that might be supercharging them a bit right now is the fact that they sidestep some of the low flux with the barkentine.
Because you spawn new wings that can unload every time you pop the ability and they are quite sturdy so they can usually get to their target, unload a few volleys and by the time they die the ability is usually almost back up again even against capitals.

I tried sendnig a Barkentine against a standard loadout Conquest, I did give it Safety Overrides so Im not sure if it might get caught without, but with it the conquest died by the time the ability comes out for the 3rd - 4th time usually, although I only ran it a few times.
Keep in mind, Im doing most of these tests just with Cutters, since I think Skjolds generally do almost the same but slightly worse, better at killing shields but not as scary when your shields are down.

Quote
Rather than taking away one of it's pulse weapons, what if I change the firing arc on the Culverin from 360 to say 45 degrees? It is already rear facing but with this proposed change it will focus on being a pd mount as intended and that will remove that 800 fragmentation from the calculation vs the main target and work as intended as a defensive weapon vs interceptors and/or missiles.   

Honestly try it, I think its a good start cause it would lower the Kinetic pressure against shields quite a bit, and it would also mean that once your armour is down you just dont instantly die to 800 frag dps from each fighter hitting your hull.

I'll keep checking on them and see how they perform compared to some other vanilla fighters and against capitals.

A large chunk of their power does come from the Barkentine as well, although I do want to clarify, I did try a control group with 3 Broadswords on the Barkentine as well, and usually they performed a lot worse than both the Skjolds and the Cutters, because a lot of Capitals, especially Low Tech ones can shrug off a lot of that damage while lowering shields, against Cutters they often just take too much damage quickly, Skjolds still do okay, but not nearly as well as Cutters. Both the Skjolds and Cutters are a lot scarier against things that aren't shields, compared to the Broadswords, although the Skjolds honestly felt fine, I think the reason I call them a bit too strong is because of the way they annhilate shields. This is why Cutters feel stronger because they don't really need another ship to shoot the enemy or another type of bomber to do damage when the shields are being pressured, just by using more Cutters you overload the shields and once they are down they start doing a pretty good amount of damage and stripping the armour off the target all by themselves. So the Skjold just feels like Broadsword on steroids, the Cutter feels like a Broadsword that actually murders you the second your shields are down. And on top of that they're also pretty strong at shooting down other fighters of course, not insane, but you know, it just gives another reason to not use anything else. Why grab an interceptor if you can just spam an extra wing of cutters, do way more damage to ships and still get a pretty decent interceptor.

Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Morrow on March 29, 2024, 08:58:03 AM
Hello there, I recognized your name but couldn't place it so I went back and saw you were the author of Smugglers' Tricks back in the day. Welcome back to the forums.

I can't believe people still remember that! I think there's a similar in the base game now funny enough ;D

No pressure on anything friend just was curious if it would be a simple change or not. Love the ships. Vanilla+ runs are sometimes hard to find content for haha.
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Dazs on March 29, 2024, 09:23:18 AM
Quote
I am unsure regarding the parsing of this sentence. Do you mean that the Skiff and Dinghy are the exception and too OP or they are the better balanced ones?

No no, I meant most fighters in CFT's lineup feel pretty balanced, some examples for the ones that feels balanced are the Skiff and Dinghy.
Ah, OK. The more I read your post the more I thought that was the case but I just wanted to make sure I was not missing anything.
Quote
When I made them I did not consider them rivals but I did balance the larger Skjold by giving it less flux whereas the Cutter is far more able to keep the pressure on. On paper it may seem the Skjold has incredible pressure but in my tests it unleashes a good first salvo but then runs out of flux fast and has a lot more downtime vs the Cutter.

Honestly, the only reason I am bringing them up together is because they are both very very strong. I agree the Cutter is actually better than the Skjold. I think the Cutters would be a trade off for the same OP, killing a bit better, overloading shields slower but providing slightly more screens for bombers.

I think one of the reasons that might be supercharging them a bit right now is the fact that they sidestep some of the low flux with the barkentine.
Because you spawn new wings that can unload every time you pop the ability and they are quite sturdy so they can usually get to their target, unload a few volleys and by the time they die the ability is usually almost back up again even against capitals.
Well I cannot really judge a wing strength when it is using a special from a carrier. If that is the case when you use a carrier with no special abilities or hull mods then I can take a look at adjusting the wing's refit, which I believe is 10 for the Skjold, as a way of balancing.
I tried sendnig a Barkentine against a standard loadout Conquest, I did give it Safety Overrides so Im not sure if it might get caught without, but with it the conquest died by the time the ability comes out for the 3rd - 4th time usually, although I only ran it a few times.
Keep in mind, Im doing most of these tests just with Cutters, since I think Skjolds generally do almost the same but slightly worse, better at killing shields but not as scary when your shields are down.
Well try that same setup but with Broadswords and see what happens. I did make them better than the Broadsword in some ways but also with some weaknesses. I did not see the need to add wings that were direct analogs to vanilla.
Quote
Rather than taking away one of it's pulse weapons, what if I change the firing arc on the Culverin from 360 to say 45 degrees? It is already rear facing but with this proposed change it will focus on being a pd mount as intended and that will remove that 800 fragmentation from the calculation vs the main target and work as intended as a defensive weapon vs interceptors and/or missiles.   

Honestly try it, I think its a good start cause it would lower the Kinetic pressure against shields quite a bit, and it would also mean that once your armour is down you just dont instantly die to 800 frag dps from each fighter hitting your hull.
Yea that is what I was thinking. Also it would put that rear mount in the position it was meant for. In retrospect I honestly am unsure why I gave it a 360 arc in the first place.
I'll keep checking on them and see how they perform compared to some other vanilla fighters and against capitals.
The issue may be a mix of the Barkentine's ability combined with the wing's strength. If you plan to do more testing keep that in mind. Maybe use another carrier with Cutters and this way we can better determine what is the true cause. If the Broadsword vs Cutter scenario performs differently on another carrier then it may be more a Barkentine issue.
A large chunk of their power does come from the Barkentine as well, although I do want to clarify, I did try a control group with 3 Broadswords on the Barkentine as well, and usually they performed a lot worse than both the Skjolds and the Cutters, because a lot of Capitals, especially Low Tech ones can shrug off a lot of that damage while lowering shields, against Cutters they often just take too much damage quickly, Skjolds still do okay, but not nearly as well as Cutters. Both the Skjolds and Cutters are a lot scarier against things that aren't shields, compared to the Broadswords, although the Skjolds honestly felt fine, I think the reason I call them a bit too strong is because of the way they annhilate shields. This is why Cutters feel stronger because they don't really need another ship to shoot the enemy or another type of bomber to do damage when the shields are being pressured, just by using more Cutters you overload the shields and once they are down they start doing a pretty good amount of damage and stripping the armour off the target all by themselves. So the Skjold just feels like Broadsword on steroids, the Cutter feels like a Broadsword that actually murders you the second your shields are down. And on top of that they're also pretty strong at shooting down other fighters of course, not insane, but you know, it just gives another reason to not use anything else. Why grab an interceptor if you can just spam an extra wing of cutters, do way more damage to ships and still get a pretty decent interceptor.
I made the wings in this mod to to work with each other when I planned them out prior to release. In theory the fighters, interceptors and bombers synergize with each other. The fighters were more to harass while the interceptors well frankly intercepted other wings so the Bombers could do the heavy lifting. I reason I stated earlier that I did not consider the Skjold and the Cutter as rivals is that one is a drone and one is manned so when I balanced them it was with the other drones/manned in the lineup. If a fighter is taking the role of a bomber then that is certainly something I need to address.

Thank you for the follow up, I am looking forward to your conclusions after you do your proposed testing. The more clarity I have the better I can address your concerns.
Hello there, I recognized your name but couldn't place it so I went back and saw you were the author of Smugglers' Tricks back in the day. Welcome back to the forums.

I can't believe people still remember that! I think there's a similar in the base game now funny enough ;D
Heh yea I am an old fart and been playing since the game was called Starfarer :)
No pressure on anything friend just was curious if it would be a simple change or not. Love the ships. Vanilla+ runs are sometimes hard to find content for haha.
That was brought to my attention quite clearly with Hiver Swarm. I spent a good chuck of time making a vanilla+ version of it recently as I incorrectly assumed other players use many mods when they play using one of my mods. As to Nexerelin, I have been playing with that enabled for so long I sort of just think of it as part of the base game when I make mods. It's wrong of course so thank you for brining me back to reality. :)
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Shogouki on March 29, 2024, 02:56:16 PM
I definitely don't think that the Cutters and Skjolds are taking the role of bombers, they do tear through lightly armored targets but anything with moderate to heavy armor stalls them a lot.  And even though they're tanky any ship with good PD isn't going to be threatened unless we're talking like 1 on 1 in a sim.  In fleet battles they've been very effective at chewing up light targets but aside from shield pummeling they don't stand much of a chance at heavy targets in fleet warfare.
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Dazs on March 29, 2024, 03:28:56 PM
I definitely don't think that the Cutters and Skjolds are taking the role of bombers, they do tear through lightly armored targets but anything with moderate to heavy armor stalls them a lot.  And even though they're tanky any ship with good PD isn't going to be threatened unless we're talking like 1 on 1 in a sim.  In fleet battles they've been very effective at chewing up light targets but aside from shield pummeling they don't stand much of a chance at heavy targets in fleet warfare.
Thank you for your analysis, I will keep it in mind when I get to CFT. I *should* have some free time tomorrow to knock out a TTSC update and if that hold true then CFT will be next in the queue. Figure some time next week, next weekend at the latest I'll have a CFT update out so any more observations before then will be considered as well.
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Aaroooon on March 30, 2024, 08:15:25 AM
Alright so I've started doing some other testing, I am still convinced Cutters are a bit overtuned.

First my set up, I grabbed some vanilla carriers, in this case Herons and Condors.
They weren't equipped with much weaponry, the Herons had PD and Pilums, so nothing significant, the Condors had Hellfire Mirvs from CFT.

The first round of testing was a against a Paragon, from testing before Paragons usually take the most time even if youre able to beat them just because Fortress shield stalls a lot.
At 30 DP, so 3 Condors or a Heron and a Condor, they are able to beat the Paragon eventually, but it takes minutes and a lot of kiting.
At 40 DP so 2 Herons, 1 Heron and 2 Condors, or 4 Condors they pretty much dominate the Paragon with Cutters, ususally the time to kill is around a minute to a minute and a half.

Condors have the benefit of more wings per DP, while the Herons ability seems to make up for it quite a bit, keeping the time relatively even wether you use one or the other.

When deploying full DP of the Paragon, so 60, it dies. It delays a little with Fortress Shield, but that's about the only thing keeping it alive for any time, it looks like around 20 seconds, maybe 30 if it's lucky.

But it does seem like the more you spam, the stronger it becomes. In this instance, the Herons dominated the Paragon and it died after trying to get rid of the first wave of flux, with the Condor's it died before even getting to that point. I assume this is just because as you stack more and more it gets difficult for the Herons to keep up, since they pop their ability even into the Fortress shield, while the Condor pressure is consistent, so they end up performing better against the Paragon.

Next is the Onslaught, this one does really well actually, he beats the Condors at full deployment points, 40 to 40 and with the Herons it's a toss up. They sometimes kite, but somtimes the AI just gets stuck on the corner of the map lettign the Onslaught catch it, but, I would take this with a biiiiig grain of salt. The simulation Onslaught, for some reason, has 4 Flak Cannons, 2 Devestators and a Dual Flak Cannon on top, I don't know why it is specifically built to be this PD heavy with relatively little forward facing power, but needless to say, that Paragon won't be any real danger to most ships in your fleet with that loadout.

Next the Conquest, full DP so 40 just kills it no question, against 30 DP it's a bit of a toss up, 3 Condors beat it sometimes, and sometimes they don't, it depends if the Conquest gets to rush into one of them before it takes significant damage.
A Heron and Condor kill the Conquest 5/5 times, sometimes quicker sometimes slower, 2/5 the Condor died before the Conquest did but then the Heron kills it anyway, usually the fight takes under a minute depending on how much kiting happens.

So far, to me, it looks like if you have a capital ship with lots of mounts and use almost all of them exclusively for PD, then you can deal with the Cutters. Otherwise you get overwhelmed.
Speed is also a big thing, speedier capitals get gimped a lot less by the fighters in these simulations, since they can try to engage the Cruiser.
Of course, in an actual fleet battle this drawback might not be there, I might do some testing with more elaborate fleet set ups, but I am pretty convinced with the ability to project force to different areas of the battle with the fighters, they probably wouldn't do worse than in the simulation.

I attempted to fight the Astral as well, but it has 4 Bomber wings as standard, so it's not really a tough fight, even 2 Herons just with Cutters kill it quickly, so it's not worth testing much more.


Now I am going to say, of course mixing some bombers, maybe some Daggers, will increase the efficiency of killing certain things, the Onslaught for example doesn't really die to it if you do 4 Cutters 2 Daggers instead of 6 Cutters, but it can't chase you since it needs to keep it's shields up way more.

But so far, Cutters, even without the Barkentine, are very strong and can do a lot of things without needing anything else to support. As Shogouki said before, they aren't bombers, and they annihilate lightly armoured targets, but I have to disagree somewhat because they perform very well against capitals too, not just in terms of pressuring their shields while your other ships kill them, but to the point of actually being able to kill them in a lot of cases.
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Dazs on March 30, 2024, 12:31:27 PM
Wow Aaroooon, I am floored with all the work you put into that. I am always humbled when players care so much about my mods that they put the effort into helping me balance them. Thank you for the detailed analysis and I will certainly refer back to it when I get around to the next CFT update.
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: CV514 on March 30, 2024, 03:14:38 PM
CFT_danube.ship still have "tow_cable" in builtInMods, despite being deprecated hullmod.
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Dazs on March 30, 2024, 03:19:50 PM
CFT_danube.ship still have "tow_cable" in builtInMods, despite being deprecated hullmod.
Hello again. The same reason that it does not show up correctly in CFT is the same in JYD. The hull mod effect does work as intended, it is just the text that is formatted incorrectly. As it is based on game code, I cannot change it on me end w/out re-writing it entirely. I had tried once but it did not work but I did not put too much effort into it at the time since the mod effect itself does work. I do have a CFT update in the queue and I will try again for that patch.
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Shogouki on April 02, 2024, 09:54:10 PM
I just realized I accidentally posted my questions about the Hellfire MIRV launchers in the Carter's Hullmods thread instead of here...   :-[

Anyway, I just wanted to say that I wasn't really commenting on what the correct range for the missiles should be, just that their performance in regards to effective range seemed much farther than the range on the tooltip.

I also just remembered that one thing I found kind of odd was that the medium version fires in bursts of 3 shots yet it has only half as many missiles as the small version.  Even doubling the ammo capacity either via the skill Missile Specialization or Expanded Missile Racks the medium version of the Hellfire MIRV exhausts its ammo super fast.
Title: Re: [0.97a] Carter's Freetraders - V 2.0 - 03/17/24
Post by: Dazs on April 02, 2024, 11:43:33 PM
I just realized I accidentally posted my questions about the Hellfire MIRV launchers in the Carter's Hullmods thread instead of here...   :-[
Heh, that's OK I got the notification either way. I was just having some fun poking at you :)
Anyway, I just wanted to say that I wasn't really commenting on what the correct range for the missiles should be, just that their performance in regards to effective range seemed much farther than the range on the tooltip.
When I read your follow up on CJHM, I had a clearer view of what you were getting at and figured this is what you meant.
I also just remembered that one thing I found kind of odd was that the medium version fires in bursts of 3 shots yet it has only half as many missiles as the small version.  Even doubling the ammo capacity either via the skill Missile Specialization or Expanded Missile Racks the medium version of the Hellfire MIRV exhausts its ammo super fast.
I designed that line so long ago I do not remember how I calculated them TBH. I'll give them a once over and see what I can do to address that while keeping them viably balanced.

I am trying yet again to hide Hiver markets but have not been successful but I have one other idea that I'll try and implement today. Either way, success or fail, I'll move on to a CFT update this week and I will include your insight to it. As always, I appreciate the comments and follow up.
Title: Re: [0.97a] Carter's Freetraders - V 2.1 - 04/04/24
Post by: Dazs on April 04, 2024, 09:36:36 AM
v2.1 -Save game compatible - Note: The new "NoNex" optional does require a new game if enabled
   -Cutter: Changed the Culverin firing arc from 360 degrees to 45 degrees rear facing - Repositions it in it's proper role as a PD mount and not contribute to overall DPS - Ty Aaroooon for your insights
   -Skjold: Increased armor from 400 to 500. lowered wing count from 2 to 1, cost from 9k to 6k, OP from 12 to 10 and refit from 10 to 9 - Puts it in it's role as a heavy fighter - TY Aaroooon & Shogouki for your comments
   -Triton: Raised the fleet points to 30, supplies per month to 50 and deployment cost to 50 - Better reflects it's big-boy status
   -Hellfire MIRV Launcher: Increased the ammo count from 30 to 60 giving it 10 more shots to keep it relevant throughout a fight - TY Shogouki for pointing it out
   -Katyusha Missile: Increased the projectile speed from 225 to 300 and launch speed from 125 to 150- Helps it's performance as a point defense distractor
   -Culverin: Fixed a long standing typo by changing the chargedown from 0.01 to the correct 0.1 and adjusting the damage to compensate - TY BirdWanderer for pointing out that it was below the hard cap
   -Fog of war: Reimagined it to be a 2 OP PD weapon by adjusting it's stats - I try to offer options that are not already offered and 3 OP PD weapons are common whereas 2 OP is lacking
   -Saker: Added a burst delay of 0.1 - Fixing an oopsie on my part where it was blank - TY Maritusa for pointing it out
   -Increased the range of all CFT unguided rockets to 1200 with the exception of the Chet - Puts them in line with Vanilla rocket ranges - I exempted the Chet for theme reasons - TY Shogouki for your commentary
   -Added optional files to enable CFT to work w/out Nexerelin - Instructions on the Forum OP - TY Morrow for giving me the idea

As always, I am so thankful to all the players who make suggestions and comments that I can use to make the mods the best it can be for all of us. I look forward to any additional commentary so if you have a suggestion or issue please keep them coming -Enjoy!
Title: Re: [0.97a] Carter's Freetraders - V 2.1 - 04/04/24
Post by: Haineko on April 07, 2024, 12:18:54 AM
For some reason when I updated it caused all of the CFT ships which usually have hard-coded drone fighters to not have those hard coded. Which is hilarious, but also how do I fix this? xD
Title: Re: [0.97a] Carter's Freetraders - V 2.1 - 04/04/24
Post by: Dazs on April 07, 2024, 04:20:02 AM
For some reason when I updated it caused all of the CFT ships which usually have hard-coded drone fighters to not have those hard coded. Which is hilarious, but also how do I fix this? xD
Hello there, I assume it has been a couple versions since you updated. I state that because back in version 1.9 I unlocked all the ships that had built-in wings as a balance change. You would need a 1.8 version of the mod to have them all hard-coded. If you would like I could host and post a link to that version.
Title: Re: [0.97a] Carter's Freetraders - V 2.1 - 04/04/24
Post by: Haineko on April 07, 2024, 11:57:36 AM
Whoops, I guess I didn't read back far enough in the changelog. I thought I had made a mistake somewhere, but if it's intended then all good. Thanks though!  ;D
Title: Re: [0.97a] Carter's Freetraders - V 2.1 - 04/04/24
Post by: Dazs on April 07, 2024, 12:31:25 PM
Whoops, I guess I didn't read back far enough in the changelog. I thought I had made a mistake somewhere, but if it's intended then all good. Thanks though!  ;D
Oh do not worry about it, lord knows I've made plenty of mistakes :) I hope you enjoy the current version but either way I hope you have fun with the game.
Title: Re: [0.97a] Carter's Freetraders - V 2.1 - 04/04/24
Post by: Shogouki on April 07, 2024, 04:36:14 PM
v2.1 -Save game compatible - Note: The new "NoNex" optional does require a new game if enabled
   -Cutter: Changed the Culverin firing arc from 360 degrees to 45 degrees rear facing - Repositions it in it's proper role as a PD mount and not contribute to overall DPS - Ty Aaroooon for your insights
   -Skjold: Increased armor from 400 to 500. lowered wing count from 2 to 1, cost from 9k to 6k, OP from 12 to 10 and refit from 10 to 9 - Puts it in it's role as a heavy fighter - TY Aaroooon & Shogouki for your comments
   -Triton: Raised the fleet points to 30, supplies per month to 50 and deployment cost to 50 - Better reflects it's big-boy status
   -Hellfire MIRV Launcher: Increased the ammo count from 30 to 60 giving it 10 more shots to keep it relevant throughout a fight - TY Shogouki for pointing it out
   -Katyusha Missile: Increased the projectile speed from 225 to 300 and launch speed from 125 to 150- Helps it's performance as a point defense distractor
   -Culverin: Fixed a long standing typo by changing the chargedown from 0.01 to the correct 0.1 and adjusting the damage to compensate - TY BirdWanderer for pointing out that it was below the hard cap
   -Fog of war: Reimagined it to be a 2 OP PD weapon by adjusting it's stats - I try to offer options that are not already offered and 3 OP PD weapons are common whereas 2 OP is lacking
   -Saker: Added a burst delay of 0.1 - Fixing an oopsie on my part where it was blank - TY Maritusa for pointing it out
   -Increased the range of all CFT unguided rockets to 1200 with the exception of the Chet - Puts them in line with Vanilla rocket ranges - I exempted the Chet for theme reasons - TY Shogouki for your commentary
   -Added optional files to enable CFT to work w/out Nexerelin - Instructions on the Forum OP - TY Morrow for giving me the idea

As always, I am so thankful to all the players who make suggestions and comments that I can use to make the mods the best it can be for all of us. I look forward to any additional commentary so if you have a suggestion or issue please keep them coming -Enjoy!

My only concern about the Cutter change is that more often than not mine run into hostile missiles and fighters in the front.  I wonder if there's a way to make the PD weapon only fire at missiles and fighters so that it could remain 360 degrees but still not contribute to attacking larger ships?
Title: Re: [0.97a] Carter's Freetraders - V 2.1 - 04/04/24
Post by: Dazs on April 07, 2024, 05:16:46 PM
v2.1 -Save game compatible - Note: The new "NoNex" optional does require a new game if enabled
   -Cutter: Changed the Culverin firing arc from 360 degrees to 45 degrees rear facing - Repositions it in it's proper role as a PD mount and not contribute to overall DPS - Ty Aaroooon for your insights
   -Skjold: Increased armor from 400 to 500. lowered wing count from 2 to 1, cost from 9k to 6k, OP from 12 to 10 and refit from 10 to 9 - Puts it in it's role as a heavy fighter - TY Aaroooon & Shogouki for your comments
   -Triton: Raised the fleet points to 30, supplies per month to 50 and deployment cost to 50 - Better reflects it's big-boy status
   -Hellfire MIRV Launcher: Increased the ammo count from 30 to 60 giving it 10 more shots to keep it relevant throughout a fight - TY Shogouki for pointing it out
   -Katyusha Missile: Increased the projectile speed from 225 to 300 and launch speed from 125 to 150- Helps it's performance as a point defense distractor
   -Culverin: Fixed a long standing typo by changing the chargedown from 0.01 to the correct 0.1 and adjusting the damage to compensate - TY BirdWanderer for pointing out that it was below the hard cap
   -Fog of war: Reimagined it to be a 2 OP PD weapon by adjusting it's stats - I try to offer options that are not already offered and 3 OP PD weapons are common whereas 2 OP is lacking
   -Saker: Added a burst delay of 0.1 - Fixing an oopsie on my part where it was blank - TY Maritusa for pointing it out
   -Increased the range of all CFT unguided rockets to 1200 with the exception of the Chet - Puts them in line with Vanilla rocket ranges - I exempted the Chet for theme reasons - TY Shogouki for your commentary
   -Added optional files to enable CFT to work w/out Nexerelin - Instructions on the Forum OP - TY Morrow for giving me the idea

As always, I am so thankful to all the players who make suggestions and comments that I can use to make the mods the best it can be for all of us. I look forward to any additional commentary so if you have a suggestion or issue please keep them coming -Enjoy!

My only concern about the Cutter change is that more often than not mine run into hostile missiles and fighters in the front.  I wonder if there's a way to make the PD weapon only fire at missiles and fighters so that it could remain 360 degrees but still not contribute to attacking larger ships?
Hello Shogouki, always a pleasure to get a message from you as I know it will be well written and not a rant. :) I am unsure if that is a thing I can do with fighters. I had it 360 for that very reason but I did not want to remove one of it's primary weapons to balance it so this seemed a good way to not only lower it's DPS but also it's survivability which both went into balancing it. I just finished a marathon updating spree on all my mods an plan to take a couple days off from modding unless it's a crash report but I will look into it and get back to you then.
Title: Re: [0.97a] Carter's Freetraders - V 2.1 - 04/04/24
Post by: Weyland - Yutani on April 08, 2024, 12:21:24 AM
The ships are BEAUTIFUL! They all looks... so industrial! They are just genuinely awesome to look at.

Lore - "The excise men knew immediately who had broken in as he was known to be an upright man." Imagine the evidence that catches you is the fact that you're too good of a dude lol
Title: Re: [0.97a] Carter's Freetraders - V 2.1 - 04/04/24
Post by: Dazs on April 08, 2024, 12:39:22 AM
The ships are BEAUTIFUL! They all looks... so industrial! They are just genuinely awesome to look at.
Coming from Weyland Yutani that is quite the compliment, thank you! :)
Lore - "The excise men knew immediately who had broken in as he was known to be an upright man." Imagine the evidence that catches you is the fact that you're too good of a dude lol
! Someone has read the lore, squeeee!

For real though, welcome to the forums and I must say what a nice treat to wake up to your comments.
Title: Re: [0.97a] Carter's Freetraders - V 2.1 - 04/04/24
Post by: Weyland - Yutani on April 08, 2024, 03:00:40 AM
The ships are BEAUTIFUL! They all looks... so industrial! They are just genuinely awesome to look at.
Coming from Weyland Yutani that is quite the compliment, thank you! :)
Lore - "The excise men knew immediately who had broken in as he was known to be an upright man." Imagine the evidence that catches you is the fact that you're too good of a dude lol
! Someone has read the lore, squeeee!

For real though, welcome to the forums and I must say what a nice treat to wake up to your comments.

Lol See! We know good ships when we see them!
They're honestly fantastic, exactly what I was looking for.

The lore is a good chunk of the fun!
I like the lore in this case specifically. It kinda shows that in this universe you can be an "Honourable Bad Guy", the whole honourable rogue and all that, commit crimes without automatically being a pirate. It adds a whole new element, and it's just fun.

Thank you for the warm welcome!
I've been playing the game for a few weeks, and thought I'd try out some new mods, but I'm super picky. But this is absolutely one that'll be on my list from now on.
So, thank you for the treat!
Title: Re: [0.97a] Carter's Freetraders - V 2.1 - 04/04/24
Post by: Dazs on April 08, 2024, 04:21:13 AM
Lol See! We know good ships when we see them!
They're honestly fantastic, exactly what I was looking for.
That is so nice to hear, I hope you enjoy your time in game.
The lore is a good chunk of the fun!
I like the lore in this case specifically. It kinda shows that in this universe you can be an "Honourable Bad Guy", the whole honourable rogue and all that, commit crimes without automatically being a pirate. It adds a whole new element, and it's just fun.
Yep that is the point of this mod. I sometimes like to smuggle but the assets to do so are almost all pirate related.
Thank you for the warm welcome!
I've been playing the game for a few weeks, and thought I'd try out some new mods, but I'm super picky. But this is absolutely one that'll be on my list from now on.
So, thank you for the treat!
What a nice thing to read, I appreciate that. Oh and you're welcome, I guess? :)