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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - SparraNova

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1
So, after running a simulation of a Heron loaded with three Warden LPCs after looting them off of a Derelict Empire (the Nexerelin scenario) market, I can say that it seems Pretty Good and can kill an Eagle in about ten seconds. An unintended feature but Fun.

Not sure what the "Nomad" is though. Some of it's fighters also populated the loot pool.
Well, I investigated what was causing that, and I found the source of the issue immediately! That will be fixed for the next version, hopefully along with some other lingering bugs that have been causing trouble.

2
A small update has been released that fixes a number of minor issues and balance concerns. Full changelog is as follows:


Version 0.0.17.1- Fairer and Balanceder
-Changed the ship-system of the Homestead from Reserve Deployment to Active Flares. No ship this cheap should be able to pull that many fighters from its' ass.
-Reworked the Siegetower, with a new updated sprite, better weapon mounts, and with a DP more befitting of a cruiser of its' status.
-Fixed an issue with certain high-end ships having free-spawning BPs. As these ships were never intended to have BPs at all, this has been fixed. No more [CLASSIFIED] in patrol fleets.
-Added a dummy weapon slot (hidden builtin) to the Barracks with the ID 'WS 006' as a crash-prevention measure, as the original weapon slot with this ID prior to the ship's rework was mistakenly deleted. This should fix issues with the barracks causing crashes, please report if it doesn't.

3
This post marks the release of a new update. Version 0.0.17 once again adds a new ship (sometimes I can't help myself), but is mostly focused on trying to balance out existing content in the mod. This does, yes, primarily mean addressing ships that were too strong, according to feedback both here and elsewhere, but effort has also gone into bringing some of the weaker ships in the mod more into line with where they should be.

Ideally, as much of this mod as possible is intended to sit in that 'sweet spot' of content that is challenging- and ships that are worth using on the player side- without being frustrating to fight or overpowered to use. A full changelog has been placed in the OP with a detailed list of every change (note: there may be undocumented changes I forgot to write down, if you spot one please notify me).

As always, I am glad for any feedback you want to give, positive or negative, and hope that you will continue to tell me your thoughts on the mod going forwards.

4
The balance on these ships is wild. The Castle and Arsenal are a little too complicated for me to analyze, but the Evergreen, Viaduct, Galaxia and Barracks are not.

Let's start with the worst one - the Galaxia. For 20 DP, you get 6 hangars. But that's only half of it. 4 of those hangars are on secondary segments with Reserve Deployment. Reserve Deployment is worth more than +50% hangars - it's somewhere around 9 or 10 hangars effectively. The Astral, at 50 DP,  has 6 hangars and Recall Device. Recall Device is great, but it's not as good as RD, which is one, if not the best of systems in the game. And it doesn't end there - it also has 6 medium missile slots and the DP to fill them. It may be slow as molasses with no shields or armor, but even if it ended there it would be worth a lot more DP. But it has 30k base hull, so it'll last a while too, especially with Combat Endurance. It's also not an AI ship for some reason.
Barracks is crazy for primarily the same reason. 3 hangars + RD for 12 DP makes it much more dangerous than pre-nerf Drover, and Drover was nerfed for very good reason. Drones-only slows it down a bit, but not enough.

Viaduct and Evergreen have the same DP, speed, size (huge), hull, armor and shield (or lack thereof) as Galaxia, but are AI. Where Galaxia carries crew, Viaduct is fuel. It has 6 medium and 8 small missiles. Even if you just fill them all with Harpoons (linked-fire) you'll kill anything of the same DP without breaking a sweat. And then again and again until you run out of ammo. With mods that add good reloading 2000+ range missiles (like Seadragon DEMs from Random Assortment of Things) it gets even more dangerous. It also has a couple large ballistics, though OP is a bit tight for those.
Evergreen is the cargo and ballistics one. Two larges and a bunch of mediums that all face forward, plus a couple built-in locust SRM launchers. Base 550 flux dissipation (same as the other two) doesn't support these well, but even then, as the runt of this litter, it'll punch above it's weight.

All but the strongest of these compete with Radiants for spots on the fleet, since they're AI. But they out-compete it handily - not ship-for-ship - not quite - but definitely for DP.

I think this mod has a lot of interesting designs, but some of them are much too strong.
Hm, I will admit, I was kind of expecting the "Logistics Superships" to be problem children, as they are both supercapitals *and* the newest additions to the mod. I will see about setting them to a fairer DP for their combat capability.

Barracks is crazy for primarily the same reason. 3 hangars + RD for 12 DP makes it much more dangerous than pre-nerf Drover, and Drover was nerfed for very good reason. Drones-only slows it down a bit, but not enough.

I'll withhold making an assessment on balance, but I'd also chime in that the Barracks is a beast.  It's as tanky as a Rampart (slightly less hull, slightly more armor, about equivalent in total), but costs 3 DP less.  Mounts and OP are anemic to make use of them for DPS, but are serviceable if you use the mounts for PD & missile support with machine guns & swarmers.  This frees up the most amount of OP to put powerful wings on it; flash bombers or other heavy bombers / frigate-like heavy ships from other mods.  Integrate a gamma core with missile specialization to double your missile reserves, systems expertise to effectively double how often you can deploy the reserve wings, combat endurance to repair damage and get an extra minute of fight, and point defense to really extract the most amount of value from the ballistic mounts for use as a fallback anti-shield if large threats get too close.  You can basically go the full PPT of a fight spamming missiles, machine guns always firing, and 3 full reserve wings always deployed on top of whatever is left of your actual wings.  Put a makeshift shield on it if you are really worried about it being caught by quick frigates.

5 of these for 60 DP, 45 DP if you've got Derelict Operations.  You basically have 30 wings of strike craft.  A couple kitted with heavy bombers, a couple kitted with escorts, and maybe one with long-range missile support, and you've got a great backbone of a support fleet.  You could even do one with wasps & defensive targeting array, set it to escort the flock, and effectively have 36 PD lasers providing continuous missile & strike craft cover if you are really worried about the machine guns not being enough.

That said, this is the first time I've seen the Barracks be the one considered too strong out of everything. I will admit, it has managed to avoid balance passes more than once on grounds of just being an uninspired Mora reskin from the earliest days of the mod... the update I am working on currently significantly overhauls it (a Mutant sprite I was messing around with ended up looking better to my eyes than the original Barracks sprite so I decided to switch it out and see how it felt), so I will take this on board and see about making the Barracks' Great Value fighter spam a bit less great for its' value... as the current rework gives it a forward-facing large missile, this may have to be a significant change to its' capabilities... I may also need to work with the Garrison a bit to ensure the two ships stay distinct.

5
Well, I wasn't expecting there to be a full-on update to the game today! I've had a hell of a morning, but since I was already working on an update, I was able to retool things to work with the new version quickly.


Version 0.0.16- Gaze Into The Abyss
-These change notes are reconstructed as the originals were lost, keep that in mind if you find undocumented features.
-Compatability with version 0.97 of Starsector
-Updated the sprite of the Fort
-Updated the sprite of most Mutant drones, less kitbash, more trash.
-Added the Evergreen, a massive megafreighter found in similar circumstances to other super-supply ships.
-Added Heavy Ballistic Integration to the Battlement, a small band-aid to help it with its' OP problems
-Reworked the Berserker 2, now with added support missiles.
-Reworked the Bersillion, now with heavy ballistic capability.
-Added the Penitent, a Pather-modified Redstone with a taste for triple hammer barrages.

6
Turns out the emergency hotfix had another severe error in it... So that's also been fixed, but if you downloaded it and it is giving you an error about duplicate keys, you'll need to redownload now. Sorry about that

7
After some checking, it appears the main variant for the Blockade was placed into a completely different mod folder for... reasons I can't fathom. I'm putting up a hotfix for it right now, sorry for the mess.

8
Just in time for christmas, I've put together a brand-new update featuring a variety of bugfixes, improved sprites, several reworked and reintroduced ships, and several brand-new ships for you to find.


Verison 0.0.15- Christmas Update
-Added the Viaduct drone, a massive capital-scale fuel tanker meant to keep massive superships flying over extreme distances. Found extremely rarely in derelict fleets, and infrequently stolen by independents and scavengers.
-Reimplemented the Marche drone, a frigate with big dreams of being a heavy destroyer. Packs a major punch and can show up even in light derelict fleets, look out!
-Added the new Blockade drone, a tough destroyer that is effectively an upscaling of the same 'flying armor plate' concept seen in the Barrier
-Fixed several mounts on the Arsenal being considered hardpoints despite... not being hardpoints.
-Fixed missing hullmods on the Bore (I swear I did this one before)
-Buffed the Decimator, it now has enough flux capacity and dissapation to fire most weapons it can be fitted with almost continuously, making it far more formidable
-Added the Galaxia, a massive transport ship that was used to carry tens of thousands of colonists to the Sector before the collapse, but was all but erased from history due to the unpleasant political implications it created for Domain successors. Found in similar circumstances as the Viaduct.
-Added the Antephaylax, an exotic experimental drone designed to counter early phase ships. It's dangerous to more than just phase ships, be careful!

Full changelog can be found in the OP.

This update is a little rushed since I decided last-minute that a christmas release would be neat, so some of this stuff is a bit rough still, and there may be some undocumented changes I forgot to remove. Keep an eye out for anything that doesn't seem right, and please report anything you can spot for post-holiday bugfixes.

And merry christmas to all of you.


9
A new update has been released.

Version 0.0.14e features a few minor bugfixes, but is mostly focused around trying to once again bring the Pirate Derelicts more in line with where they should be as non-AI, pirate-modified ships with actual shields. This mainly means nerfs to the cost, DP, monthly maintenance, and cargo space of some pirate derelicts, particularly the Stockpile(P). The intent is to ensure these ships are balanced and not excessively OP for their cost and availability. As these nerfs may have gone too far, I will be listening for any concerns posted here or elsewhere about these changes to the balance of these ships.

10
updated now, will let you know if it happens again, honestly didn't even notice the last update was still on .13
No worries! I stuck it in the thread title for a reason, trying to get everyone to actually update to the new version is like half the reason I dragged my feet on putting out .14d in the first place, even though there were glaring issues with the previous release.

11
Hi just got this error from when i should've gotten a redstone droneship from the industrial evolution gatcha machine
whenever i just spawn the ship in or build it from a blueprint it works just fine

61676 [Thread-3] INFO  indevo.exploration.gacha.GachaStationDialoguePlugin  - Player receives: DEX_redstone
162633 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod reinforcedbulkheads not found!
java.lang.RuntimeException: Hullmod reinforcedbulkheads not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.prepareShip(Unknown Source)
   at com.fs.starfarer.coreui.h.Ô00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.showFleetMemberInfo(Unknown Source)
   at indevo.exploration.gacha.GachaStationDialoguePlugin.cycleMember(GachaStationDialoguePlugin.java:318)
   at indevo.exploration.gacha.GachaStationDialoguePlugin.optionSelected(GachaStationDialoguePlugin.java:186)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

thanks in advance
Hmm, that appears to be one of the errors that was fixed in the most recent pair of updates. Have you updated to 0.0.14d? If so, then I will take a look and see if there was something else I missed.

12
Annd a small emergency patch has been enacted to fix the weapon slot issue on the Tartar. Sorry for the inconvenience!

13
After far too much time sat sitting on my thumbs trying to collect more signifcant changes in the hopes of avoiding splitting people between versions, I have released a small bugfix update that should have been put out two months ago.

Fixes include:
-correcting the improper hullmod id in the variant file for the Redstone's bow module, thus preventing the 'crash when mousing over a redstone' CTD. Hopefully this will give the poor thing more time in the sun.
-fixing several longstanding case-errors in the names and calls of certain files, thus fixing some longtime issues for linux users. If you use Linux and you see more of these errors, please report them to me, as since I use a windows machine, I can't spot them easily.
-Going over most of the sprites with a fine-toothed comb to catch 99% transparent floaters. *Most* of them should be gone now, but if you still spot any, please, again, report them.

14
Mods / Re: [0.96] Domain Explorarium Expansion: A Derelict Droneship Pack
« on: September 03, 2023, 11:18:40 PM »
The new update, 0.0.14, has finally been released after much fanfare. The promo image has been revised to fit the new visuals.

Please post any feedback you may have!

15
Hello there, I believe the bore class and brigadier class are missing their hullmods, they dont have any hullmods at all. I also believe the siege tower class doesnt have automated ship in its hullmods.



Thank you for your time and work on the mod.
Odd, the Bore is fine on my version... perhaps this is a lingering issue I already caught and fixed. Either way, it'll be fixed in the next patch along with a host of other things.

The Brigadier is actually meant to be soft-removed from the current version as I felt it wasn't distinct enough from other ships, odd that it is even still obtainable.

As for the Siege Tower, it lacking the hullmod is intentional (for the moment), as automated ships cannot carry troops. This will likely be reworked with a custom hullmod in later versions, but for now it's an interim thing.

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