Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: Dark.Revenant on February 11, 2015, 01:33:32 PM

Title: Modding Guidelines
Post by: Dark.Revenant on February 11, 2015, 01:33:32 PM
This post is meant to explain numerous observations, most of which are undocumented and discovered through analysis, trial-and-error, or word of mouth.  Feel free to discuss my findings and suggest more things to add.

Terminology
Should – A recommendation.  Not a huge deal if you deviate, but make sure there's a purpose for it.
Shall – A requirement.  You may deviate only if there is a compelling reason for it.



Ship Design

Ship Stats

Hull Files

Weapons

DynaSector Compatibility
Title: Re: Modding Guidelines
Post by: Thaago on February 11, 2015, 01:41:01 PM
+1. A good set of guidelines. I especially like the emphasis on universal weapon slots: they are very powerful, especially when multiple mods are combined and the player has access to a huge diversity of weapons.
Title: Re: Modding Guidelines
Post by: Alex on February 11, 2015, 01:51:31 PM
Very nice! Lots of useful information in a very concise form.

Quick comment:
Quote
The shield circle shall encapsulate the entire collision circle.

It's the other way around - any part of the shield that's outside the collision circle will not actually be hit.
Title: Re: Modding Guidelines
Post by: Dark.Revenant on February 11, 2015, 01:56:58 PM
Whoops, I always put the shields as slightly higher than collision radius.  The difference was small enough that it was effectively imperceptible.
Title: Re: Modding Guidelines
Post by: Alex on February 11, 2015, 02:05:03 PM
Yeah, it'd probably just look like shots hitting a little further inside the shields, but that already happens a bit anyway due to how far a shot can move within a single frame.
Title: Re: Modding Guidelines
Post by: Wyvern on February 11, 2015, 02:06:38 PM
One thing I'd like to add:

Shield efficiency and flux capacity are complimentary values; if you need to give a ship a huge flux reserve in order to use its weapons (vanilla example: the Conquest battlecruiser), you should probably also increase the shield efficiency number.  A ship with 10,000 flux capacity and .8 efficiency shields can take exactly as much incoming damage as one with 20,000 flux capacity and 1.6 efficiency shields.  The differences are obvious - the second one can fire twice as much before maxing out on soft flux - and subtle - the first one gains twice as much benefit from ordnance points spent on increasing flux capacity, while the second has a harder time recovering from damage it has taken (assuming the same flux dissipation rate).

Title: Re: Modding Guidelines
Post by: Midnight Kitsune on February 11, 2015, 03:09:31 PM
Sticky Request for this awesome thread!
Title: Re: Modding Guidelines
Post by: Protonus on February 11, 2015, 04:17:22 PM
Well, I'm moving away from the Universal slots anyway. They are quite tedious to begin especially when you have to insert ever-confusing set of weapons to it.

I might also be the blame for the existence of the post but I am actually quite happy to see it exist in some way, since new modders can actually have a reference for once.

Thanks for the guidelines, very much.


Question though: What if the Hull points are already in halve in comparison with armor, since Onslaught is bustling with a ton of hull health already, cutting it in half while double armor still remains similarly effective, yes? Of course, the resistance of armor and hull are taken to consideration.
Title: Re: Modding Guidelines
Post by: Dark.Revenant on February 11, 2015, 04:35:35 PM
Question though: What if the Hull points are already in halve in comparison with armor, since Onslaught is bustling with a ton of hull health already, cutting it in half while double armor still remains similarly effective, yes? Of course, the resistance of armor and hull are taken to consideration.

Not really.  Some weapons are designed to kill armor no matter what (torpedoes, mostly) and beyond that it seems weird for an entire ship to explode just from shooting a small weak point a few times.  Hull really needs to reflect ship size.
Title: Re: Modding Guidelines
Post by: Wyvern on February 11, 2015, 04:51:19 PM
Yeah; the relationship between hull and armor is rather odd and non-linear, unlike the relationship between flux pool and shield efficiency.

Of course, there are always interesting exceptions, like the Rock Fly from Ironclads; there it makes sense for a ship to have absurd armor and very little hull.  But it has absurd amounts of armor, not just double anything else.
Title: Re: Modding Guidelines
Post by: Tartiflette on February 11, 2015, 05:00:21 PM
Reading that it seems that I bended a lot of rules.... But most of the most important ones are weaker on my ships (weapon mounts, hull, armor, flux dissipation, shield strength) witch compensate for the few stronger ones (speed, flux capacity, fuel consumption).

I only regret there is not much about the weapons themselves, since they are often a bad offender to balance too.
Title: Re: Modding Guidelines
Post by: Protonus on February 11, 2015, 06:09:04 PM
I could trim some of the armor just a little bit, other than that, I guess I am at the right track.
Title: Re: Modding Guidelines
Post by: Dark.Revenant on February 11, 2015, 06:09:49 PM
Added weapon rules.  Might add more later.
Title: Re: Modding Guidelines
Post by: Protonus on February 11, 2015, 06:29:42 PM
Small missile weapons should not be LRMs.  Exercise extreme caution with small LRMs, because they are far easily massed than other types of missiles.

I've seen how this plays out. Just have a few set of small LRMs (while still bearing the same damage) can bring a nasty nightmare for anything that is not a fighter/frigate/destroyer out of said fighter/frigate/destroyer.

Should small LRMs exist, they should go damages below SRMs or simply used for distraction purposes.
Title: Re: Modding Guidelines
Post by: etherealblade on February 11, 2015, 07:49:41 PM
This is very helpful to those who are starting anew as well as veterans.  ;D A common core will help everyone's unique mods mesh well with each other and overall enhance our starsector experience.
Title: Re: Modding Guidelines
Post by: Midnight Kitsune on February 11, 2015, 08:25:16 PM
One thing you might add to this is something about drones
Title: Re: Modding Guidelines
Post by: Protonus on February 11, 2015, 08:36:43 PM
One thing you might add to this is something about drones

I was hoping this category would exist.

As what I can see with the current Oculian Berserks being significantly weak on their own, their drones are simply so intimidating for the AI that they'd actually bother these flies first instead of the hosts that have more bite than the drones' bark (which are simply micro-sized PD weapons that only does damages about killing missiles).

EI and I could use some advice... While she recovers from stress.
Title: Re: Modding Guidelines
Post by: Nicke535 on February 12, 2015, 09:00:59 AM
Armor shall not be excessively high.  Fights with ships that have more than twice the armor of an Onslaught are uninteresting at best, badly broken at worst.
Mass will represent the ship's size and perceived weight.  Excessively high or low values can cause strangeness and erroneous collision damage calculations.
Hull points should represent the visual size of the sprite.  Durable or fragile ships ought to have hull adjusted up or down, respectively, but the baseline for hull is essentially how meaty the ship looks.

Well...oops.

Would 9000 armor be considered excessive?Even with 2000 hull?I hope not, reworking the Crystanite would be irritating...

On another note; good list of guidelines! It should help new and experienced modders alike.


*Cough* Even though i will go ahead and break most of the rules *Cough* *Cough*
Title: Re: Modding Guidelines
Post by: Tartiflette on February 12, 2015, 09:37:01 AM
The only things missing are,
Prices and rarity are NOT a meaningful balancing factor for strong ships and weapons, they only encourage grinding.
Extreme weaknesses do NOT compensate extreme strengths because they can always be exploited by a player and not the AI.
This is especially true when said strengths are one of the most important balancing factors: speed, range, shield efficiency, alpha strike damage. Extreme strengths also tend to become ridiculous with skills and hullmods, and reciprocally weaknesses can be compensated.
Title: Re: Modding Guidelines
Post by: HELMUT on February 12, 2015, 10:36:52 AM
Extreme weaknesses do NOT compensate extreme strengths because they can always be exploited by a player and not the AI.
This is especially true when said strengths are one of the most important balancing factors: speed, range, shield efficiency, alpha strike damage. Extreme strengths also tend to become ridiculous with skills and hullmods, and reciprocally weaknesses can be compensated.

+1

People should be extra-careful about going into extremes stats, it's either not balanced or not fun. You can't just crank stat A up to 11 and lower stat B for the balance, it won't work. I played a bunch of mods that tried this and it was... Frustratingly un-fun.

As DR said, you have to get on the same level as the base game. The further from vanilla you are, the trickier it'll get to make it balanced/fun.
Title: Re: Modding Guidelines
Post by: Protonus on February 12, 2015, 09:40:24 PM
Ship Design
  • The ship sprite will not be excessively large.  It is difficult to play the game with ships that are too large, the AI can choke, balance becomes an issue, effects can become problematic, etc.

"Oh my. The Galactic Empire may not approve of this outfit when they launch their star-fighters in front of those monstrosities."


Well, anyway, there are a lot of huge ships already in the community, also me. Mostly.


"What's the fun in that without those oversized buckets of metal raining upon the battlefield?"
Title: Re: Modding Guidelines
Post by: Lcu on February 12, 2015, 10:37:43 PM
Ship Design
  • Sprite:
    • Empty (full-alpha) borders on the sprite will be avoided.  The extra pixels potentially use more video memory and can cause the AI to have trouble hitting the ship.  You do not have to edit existing sprites, however (unless it's way off), because you will potentially have to re-do the hull file.

I don't quite understand this rule, can someone provide a deeper explanation? Especially, what is the "full-alpha borders" that was talked about?
Title: Re: Modding Guidelines
Post by: Protonus on February 12, 2015, 10:49:46 PM
He is referring to the png sprites you are using, as you notice them when you start making a size as canvas for your ship.

Those excess spaces should be avoided not only because it can eat up some memory, but it can also be slightly confusing when you have them dealt with on the Ship Editor.

Like this ship for example.
(http://i62.tinypic.com/zoe4pv.jpg)
Notice how close the text are with the ship, this is the good example.

Edit: Minus the excessive weapon mounts, my "friend" wants them that way for some reason.
Title: Re: Modding Guidelines
Post by: celestis on February 19, 2015, 11:26:03 PM
Quote
All ships that can be piloted by the player will have a ship system.
Hmm... Why? WHat's wrong in piloting low-end cheap ship with no system?
Title: Re: Modding Guidelines
Post by: Dark.Revenant on February 19, 2015, 11:26:41 PM
Even the Hound has flares.
Title: Re: Modding Guidelines
Post by: LB on February 25, 2015, 11:13:11 PM
SS+ compatibility: include null checks as necessary to avoid NPE crashes for code interacting with shields, to account for ships that don't have shields or ships using Shield Bypass. I suspect Sundog is not the only person to have stepped on this particular issue; it might just have gone unnoticed elsewhere because Shield Bypass is such a niche option. This might also apply to things other than shields in the API, I didn't look closely.

A guideline on logistics to flight deck ratio would also be useful. It seems to be around 4 logistics per deck, +/- the ship's individual combat utility and survivability.
Title: Re: Modding Guidelines
Post by: Dayshine on March 17, 2015, 11:41:11 AM
Ships should not use TwigLib.  Use it only when there is a good reason to do so, because using it is a lot of extra work, can cause problems, and is hard to support.

So, I'm looking at using TwigLib for "Ships" that only exist inside a custom BattleCreation/Encounter setup. I haven't quite got a grip on how TwigLib interfaces with other mods yet, could you clarify in what situations you've seen it cause issues?
Title: Re: Modding Guidelines
Post by: Tartiflette on March 17, 2015, 01:00:55 PM
It's a sound advice rather than a rule set in stone. Twig ships are a lot of extra work, and scripted weapons can react weirdly to it if they don't check for Twig before applying their effect: For example a weapon that move a ship won't work unless it directly hit the parent ship, a weapon that hit all ships in an area might hit all the subships in addition to the parent ship... So don't use it for the sake of it.
Title: Re: Modding Guidelines
Post by: MesoTroniK on March 17, 2015, 03:16:35 PM
I would also like to add to Tartiflette's point by mentioning that Twig Ships will mess with autofire AI especially PD weapons.
Title: Re: Modding Guidelines
Post by: whatdoesthisbuttondo on April 16, 2015, 06:23:33 AM
Thank you, nice resource that probably should be a sticky. One small question though:

  • Hidden weapons should be avoided, except on drones and fighters.  These slots tend to have more issues than other types of slots, especially if missiles are mounted on them.

Can you elaborate a bit on this one?

I have a ship design that kinda depends on having two hidden, built-in weapon slots (hull-mounted phase lances that are supposed to always come with the ship and cannot be removed).

Having them as standard (non-hidden) slots looks really awkward and out of place on the sprite, so I integrated parts of the phase lance sprite directly into the hull sprite.

So far everything seems to work as intended when using hidden slots, although getting the position right was a bit iffy.

What problems should I be looking out for, specifically with beam weapons?
Title: Re: Modding Guidelines
Post by: Tartiflette on April 16, 2015, 07:42:10 AM
Hidden mount weapons can't be disabled by EMP or battle damage, that makes them stronger than other types of mounts. Also most missiles weapons don't have:
"renderHints":[RENDER_LOADED_MISSILES_UNLESS_HIDDEN],
and loaded missile appear on top of the ship.

It's less a problem for buit-in weapons as you can balance your ship accordingly, but the best would probably be to make a different phase lance for your ship with no sprite assigned, even if it has the same stats, and flag it as "SYSTEM" to prevent it from spawning in markets and cluttering the codex.
Title: Re: Modding Guidelines
Post by: Dark.Revenant on April 16, 2015, 07:54:40 AM
Hidden is fine for built in weapons, but remember they can't be damaged/disabled while using the hidden type.
Title: Re: Modding Guidelines
Post by: whatdoesthisbuttondo on April 16, 2015, 03:38:45 PM
Ah thank you. I'll have to walk the extra mile then I guess, invulnerable weapons would be too much of an advantage.
Title: Re: Modding Guidelines
Post by: Harmful Mechanic on April 16, 2015, 03:52:44 PM
Also, I'm not sure if this is still an issue, but installing a weapon with a scripted animation in a hidden slot can sometimes crash the game.
Title: Re: Modding Guidelines
Post by: MesoTroniK on April 16, 2015, 04:20:43 PM
Also, I'm not sure if this is still an issue, but installing a weapon with a scripted animation in a hidden slot can sometimes crash the game.

Is easy to fix, unless the sound is also scripted in which case it is slightly more complicated.
Title: Re: Modding Guidelines
Post by: Alex on April 17, 2015, 02:28:48 PM
Curious, what's the crash? Might be able to fix it up on my end.
Title: Re: Modding Guidelines
Post by: Tartiflette on July 29, 2015, 01:08:01 AM
A new one: Fighters must have all their weapons buit-in or those might appear in the battle loot, even if they have the "SYSTEM" flag.

Also, I think this should be stickied in the modding resources.
Title: Re: Modding Guidelines
Post by: Midnight Kitsune on August 30, 2015, 10:56:38 PM
A new one: Fighters must have all their weapons buit-in or those might appear in the battle loot, even if they have the "SYSTEM" flag.

Also, I think this should be stickied in the modding resources.
An add on to this: Even system weapons can be recovered from fighters if they are scuttled. Or at least the Templar fighter clarents
Title: Re: Modding Guidelines
Post by: Zaphide on February 11, 2016, 07:12:51 PM
There is definitely some good stuff in here, but the section on burn speeds is a little out of date I think.

Also, it would be great to have a bit of consensus on the 'value' of flight decks. I have seen 4 - 6 small mounts equivalents per flight deck but I'm not sure really.

Quote
Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

I think this could do with a reply rather than starting a new topic... :)
Title: Re: Modding Guidelines
Post by: HELMUT on February 12, 2016, 01:41:47 AM
Also, it would be great to have a bit of consensus on the 'value' of flight decks. I have seen 4 - 6 small mounts equivalents per flight deck but I'm not sure really.

I always considered two small mounts as equivalent to one medium, and two medium equivalent to one large, which is equivalent to a single launch bay. Of course, it's not purely mathematical, it depends on the ship, the weapon layout, the stats and other things... But it's roughly that.

By the way, this thread should be sticked on the top. It's too handy to be let disappear in the depth of the modding sub-forum
Title: Re: Modding Guidelines
Post by: Tartiflette on February 12, 2016, 02:09:43 AM
By the way, this thread should be sticked on the top. It's too handy to be let disappear in the depth of the modding sub-forum
I second that!
Title: Re: Modding Guidelines
Post by: Zenobious on May 17, 2017, 07:33:48 PM
Now that fighter bays are a weapon mount that takes up OP, is there a recommendation for what amount of OP each should receive, as there is for the other weapon mount sizes? Scrolling through the list of fighter options suggests to me an average value somewhere around 10-12 but I would love to hear other people's opinions.
Title: Re: Modding Guidelines
Post by: Dark.Revenant on May 17, 2017, 07:39:30 PM
0 OP.  I'm serious.
Title: Re: Modding Guidelines
Post by: Alex on May 17, 2017, 07:52:40 PM
In vanilla, carrier OP are balanced around 10 OP per fighter bay.
Title: Re: Modding Guidelines
Post by: Dark.Revenant on May 17, 2017, 07:55:13 PM
Maybe *now*, they are, but in a pre-talon-nerf world...
Title: Re: Modding Guidelines
Post by: Alex on May 17, 2017, 07:56:44 PM
Well, yeah :)

By "balanced", I mean more "carrier OP are calculated using that", not necessarily actually balanced.

I do think that a few fighters are skewing the perception of fighters overall rather heavily, though.
Title: Re: Modding Guidelines
Post by: ambalika on November 30, 2017, 03:07:51 PM
Is there a list, anywhere, of size guidelines for ships? Like appropriate pixels?
Title: Re: Modding Guidelines
Post by: Dark.Revenant on November 30, 2017, 09:31:18 PM
Code
[Ca] Paragon - 73,625
[Ca] Astral - 73,404
[Ca] Onslaught - 65,470
[Ca] Legion - 59,475
[Ca] Prometheus - 57,120
[Ca] Conquest - 53,392
[Ca] Atlas - 49,740
[Ca] Odyssey - 40,722
[Cr] Colossus - 32,322
[Cr] Rampart - 30,446
[Cr] Doom - 29,640
[Cr] Colossus Mk.II - 28,240
[Cr] Colossus Mk.III - 28,224
[Cr] Dominator - 27,122
[Cr] Mora - 26,971
[Cr] Starliner - 25,178
[Cr] Apogee - 24,448
[Cr] Aurora - 23,845
[Cr] Venture - 23,518
[Cr] Heron - 22,940
[Cr] Eagle - 22,541
[Cr] Brilliant - 22,141
[Cr] Gryphon - 20,872
[De] Phaeton - 18,999
[Cr] Falcon - 18,464
[De] Valkyrie - 16,474
[De] Berserker - 16,610
[De] Scintilla - 15,633
[De] Fulgent - 15,438
[De] Gemini - 15,206
[De] Tarsus - 14,288
[De] Nebula - 14,062
[De] Condor - 13,953
[De] Mule - 13,598
[De] Harbinger - 13,454
[De] Medusa - 12,622
[De] Enforcer - 12,342
[De] Bastillon - 12,233
[De] Buffalo - 11,919
[De] Drover - 11,784
[De] Hammerhead - 11,702
[De] Sunder - 10,675
[De] Salvage Rig - 10,174
[De] Buffalo Mk.II - 9,304
[Fr] Dram - 7,676
[Fr] Wayfarer - 7,089
[Fr] Scarab - 6,514
[Fr] Centurion - 6,087
[Fr] Cerberus - 5,946
[Fr] Afflictor - 5,707
[Fr] Lumen - 5,368
[Fr] Monitor - 5,113
[Fr] Shade - 4,790
[Fr] Shepherd - 4,410
[Fr] Brawler - 4,402
[Fr] Mudskipper - 4,118
[Fr] Mudskipper Mk.II - 4,006
[Fr] Lasher - 3,956
[Fr] Vigilance - 3,954
[Fr] Ox - 3,934
[Fr] Glimmer - 3,862
[Fr] Tempest - 3,380
[Fr] Mercury - 3,258
[Fr] Defender - 3,148
[Fr] Hermes - 3,138
[Fr] Wolf - 3,110
[Fr] Kite - 3,052
[Fr] Omen - 3,037
[Fr] Kite (S) - 3,046
[Fr] Hyperion - 2,952
[Fr] Hound - 2,951
[Fr] Warden - 2,861
[Fr] Picket - 2,076
[Fr] Sentry - 1,954
[Fi] Trident - 839
[Fi] Zyphos - 838
[Fi] Khopesh - 828
[Fi] Gladius - 760
[Fi] Longbow - 667
[Fi] Flash - 654
[Fi] Mining Pod - 583
[Fi] Piranha - 579
[Fi] Lux - 566
[Fi] Thunder - 554
[Fi] Warthog - 547
[Fi] Claw - 543
[Fi] Broadsword - 536
[Fi] Dagger - 451
[Fi] Spark - 389
[Fi] Talon - 340
[Dr] Terminator - 234
[Dr] Borer - 188
[Fi] Wasp - 173
[Dr] PD Drone - 92
Title: Re: Modding Guidelines
Post by: Harmful Mechanic on February 16, 2018, 07:50:29 PM
Here's a new one for the list: be careful about built-in weapons on carriers. The competition between weapons and fighter bays for OP is a big part of carrier balance, and the less of it you have to do, the easier it is to produce inherently overpowered or underpowered carriers.
Title: Re: Modding Guidelines
Post by: Jackundor on October 07, 2021, 06:14:55 AM
I have read this Tutorial and Shall follow it in all Starsector modding endeavors i undertake to the best of my abilities

i have however, a question

Quote
Price and rarity shall not be considered important balancing stats.  If the weapon is simply better than other options in anything but a very minor or superficial way, it out to be changed -- rare or not.  Ordnance Points are a better last-ditch balancing tool.

Shall this also apply to modded [REDACTED] weaponry of which only a limited quantity is available? Can you even add [REDACTED] weaponry with mods?
Title: Re: Modding Guidelines
Post by: SafariJohn on October 07, 2021, 07:28:41 AM
"Rare" and "expensive" weapons (Mjolnir, for example) are not in the same category as "limited quantity" weapons like [REDACTED]. Since you can produce the former, at some point their rarity and cost becomes irrelevant.