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Messages - Island

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Mods / Re: [0.96a-RC10] San-Iris 0.9.8
« on: August 17, 2023, 07:47:05 AM »
Another bug (possibly?)
I see a lot of fleets where Ocean superfreighter is treated as a warship, with it being the first one to deploy, and even being a flagship of medium sized fleets. Other (super)freighters, modded or vanilla, don't do that, so maybe it's something with the mod.

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Mods / Re: [0.96a-RC10] San-Iris 0.9.8
« on: August 01, 2023, 01:50:00 PM »
Nice mod, nice ships!

Just a small bug (?) - in their home system, asteroid belt/rings show up visually, but are not actually an asteroid belt as far as gameplay is concerned , which is pretty frustrating, when you're trying to sneak around through the belt and get jumped by patrols every time.

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delete it from default_ship_roles.json. not sure if it shows up somewhere else.

will fix the dead download link I just don't have access for the rest of the month so it might be a while

I completely removed default_ship_roles.json, now it works fine. (I assume it's neede for doctrine evolution? So I guess if I only use the mod for slow CR and Illiad/Odissay it doesn't matter)

Anyway, thanks for your help!

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Very cool update, I've been using this mod since like 2 updates ago? But yeah, agree w/Draken here, 90% protection pretty much makes the SMod obselete imo. If I might suggest, maybe tune it down (80%?) and raise the energy damage reduction to -15% for the Smod to balance it?
Thanks! And for the feedback too.
I originally made just a half assed mod for myself, but was surprised that quite a few people ended up using it.

I think the idea with Smod bonuses is that the weaker or more niche hullmod is, the bigger buff it gets when built in, to make it so there was some incentive to build in hullmods that you otherwise wouldn't use much.
So vanilla Shielding is moderately useful, so it gets a moderate bonus. And if this mod buffs Shielding, then it doesn't need extra incentive to be built in. Especially with it not being Logistics anymore, so that you don't have to build it in to slap 2 more logistics on.
10% energy resistance is already kinda huge IMO, would be too good if increased further.

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Yeah I think there's an Aurora variant that might have to be deleted but otherwise you should be good.

Will take those points into account, thanks!

Sorry, how do I delete the variant? Just removing Aurora_FS.variant from mod folder doesn't fix the crashing, with the error still saying this variant not found.

Btw the download link in topic is broken.

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I removed them since they weren't really working according to their design goals in my experience. Some elements of them might return after a revamp but I have to think about the concepts some more.
I agree regarding Iliad and Oddissay part, they kinda felt a bit weird. But Slow CR is great, and actually made me plan around it when exploring or defending my system from bunch of raiding fleets, which is more interesting imo.

In the mean time, you can actually enable both versions of Second Wave Options and just disable any overlapping features to get the same effect.
You mean I can just add this 0.95 version with changed version in .json? That's great, thanks!

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Hey, don't mean to sound hurrying or anything, but will you include Slow CR, and Illiad/Odissay options in the updated version? I saw pre-release one in Discord, and new features are cool, but no Slow CR? Or are they separate now?

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Reducing the damage on Solar Shielding to 90% feels kinda odd. It's negating most of the s-mod bonus that gets it to 100% negation, because 90% is already pretty good.

I was thinking if you have a base on a very unfortunate orbit like Sindaria, or travel through hyperspace storms all the time to "fast travel" with a slow fleet, it would be nice to have an option to slap solar shielding on all of your ships, including salvage rigs and tankers. Spending story points on every ship in the fleet seems a bit too expensive.
But if you have enough SP to spend, 100% protection is still an upgrade you will feel, not to mention OP smods save anyway.

Also thanks for reminding, I completely forgot about the Smod stuff. Uploaded new versions, now with proper smods bonus description.

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Updated for 0.96,
also added 2 other hullmods tweaks, for rugged construction and solar shielding.

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Mods / Re: [0.95.1a-RC6] Hiver Swarm - V1.0 - 10/03/22
« on: November 09, 2022, 12:23:08 PM »
and have some questions that clarity would help me address them better:
Sorry for the slow reply, was away from stable internet and starsector.
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Well that was a compromise I made when I increased the D-mods their recovered ships took. You may have a point though in that they may be too high since I looked at them as individual loot and not as a whole as you point out. I'll review them for the upcoming update. As a side note, I have made an alternate weapons file that is optional that players can overwrite the base one that will make the weapons unsalvageable.
D-mods are barely a debuff at this point, and when you grab that skill that reduced DP of Dmodded ships - turns into a straight up buff, so I'm not sure it's the right way of compensating. Maybe a better balance for strong ships would be something like a hullmod in bioships that just makes ship less likely recoverable, like reinforced bulkheads but with negative number. I think other mods have these, like (I think) Second Wave options salvage chance hullmod.
But in general I feel like unsalvagable weapons are a lot less interesting way to approach balancing. Endgame enemy is good, but new toys is also good.
Weapons just should be hard to field in other ways. If it's something like giant damage of Templar guns - have them very flux-inefficient. Or if it's one of bugs' <0.7flux/dmg energy guns - make them obscenely OP-expensive. Now (or at least at 1.0, didn't with play the latest patch just yet) some guns are sane, like that buffed up 700 units ranged green IR laser with 1.3 flux/dmg, if maybe a bit too OP-cheap. But others are ridiculously powerful. Rising their OP cost a lot, like twice or more would be an easy place to start. It wouldn't affect hivers, as their ships already have more OP than they can shake a stick at, but maybe would allow players to find niche use for them, without making literally every vanilla weapon obsolete in comparison.

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Well as a swarming race I felt that carriers should be the backbone of their fleets. It is also a trait shared by the Hivers of SWOTS but also is high armor and tanky ships. Perhaps I went overboard in trying to keep in lore with Kerebos's ship design and it needs a revisit. I am interested in your opinion on how to keep them a relevant threat if their armor and HP were reduced but also manageable to an extent for the player to fight against.
It's gonna be a big poorly structured IMO, but hivers sound like something relying on numerous heavy fighter drones that stay in a fight, hit hard, and are more heavily armored than vanilla fighters. You should have to invest heavily into PD, but at the same time if most of your weapons are dual use PD, and every ship has a integrated PD hullmod, fighters shouldn't be a problem, and you should be killed by bug cannons instead.
The biggest dissonance I'm getting from some hivers fighters right now, is that instead of staying in the fight and hammering at your unshielded sides, they frontload fat alphas of missiles like vanilla bombers, while also bringing destroyer-level armour. Like pick one, bro.
So instead of having bomber-like role, they should fly in, and fly around the target ship while spoon feeding dmg from pulse lasers and light phase lance sort of weapons. Devastating to unshielded and uncovered ass of low tech ships, and punishing high tech ships with no armour, makes you disengage until you get the fighters off you.
Maybe increase replacement time a bit to give some breezing room, especially for something as big and scary as scorpyfly.
If fighters are carrying missiles with limited ammo, have them fire them with few seconds cooldown, to give the player a chance to defend, and have the feeling of being swarmed by scary fighters instead of bombers just unloading and leaving.

Also more of a preference, but I'd prob not give them shields, as you often have to manually clap them with main cannons, and it's a lot more satisfying to see them explode and have a moment of rest while they deploy a replacement, than see one eating a salvo and continue biting your knees 2 seconds later. Not difficulty or balance wise, just the feeling.

Also, and I have no idea if it even can be implemented, it would be cool to give anti-fighter fighters more of a role. Like instead of just needing PD, also have a need for defensive fighters. But it's tricky because hiver fighters are already tanky to stay in fight under heavy PD, and defensive fighters usually have peashooters. Idk, maybe have some fighters with long range guns but less armour, that would be more vulnerable to fighters, but less so to PD? Or some code trickery like increased damage taken from fighters/reduced damage dealt to fighters? Skills modify that for your own fighters, so maybe there's a way.

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No complaint taken, I appreciate constructive criticism. I see many comments on discord that are just trollish in nature and I do sometimes pick up an idea from them but it is comments such as yours that are well reasoned and thought out that are truly helpful.
Yeah, well, hiver balance is sort of a meme there. But you can't expect a wall-of-text criticism in discord, instant chats just don't do that very well, so nobody's even trying.

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Mods / Re: [0.95.1a-RC6] Hiver Swarm - V1.0 - 10/03/22
« on: October 30, 2022, 08:46:42 AM »
Thank you for taking the time to share your thoughts Island. I apologize for not having the update I was working on out yet and I will defiantly look over your notes for it but I have a bad case of Pneumonia and it has been sucking the life out of me the last couple days. I've been to the doctor and I am on sort of a bedrest routine at the moment but I'll hopefully be able to get back to updating mods again in a week or so.

No pressure at all, real life goes first of course, hope you get well soon!

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I recon the new superstructure is something that requires a new sector generation?

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Mods / Re: [0.95.1a-RC6] Hiver Swarm - V1.0 - 10/03/22
« on: October 28, 2022, 02:49:50 PM »
Some more (IMO) thoughts after more encounters with hiver -

selling price of the weapons is too high, even if meant as a miniboss reward. Usual mid-game fight gives me 25ish weapons, 250k each, on average, which would sell for around 3kk. I don't know what's your math behind it, but getting 500k for one hard midgame fight seems like a more appropriate reward, not current 3 millions.

Then missiles visuals does not match gameplay at all. In vanilla and like 99% of the mods, big nuke = big visible missile, crappy anti-fighter firecracker = tiny missile. In your mod I can see a few swarmer-ass looking missiles incoming - aaaand they strip half my armor as if they were harpoons. Very nice feedback, yes.

Then fighters are just mind-boggling. I get they are meant to be strong, but why would you make them also tanky to the point of eating multiple shots of cruiser's main weapons, not PD? Scorpyfly (I think) is not just OP enough to solo a destroyer, or face tank like 5 shots from Interstellar Imperium's Tripple Beam Cannon (large energy main cannon of a capital ship) but also feels stronger than most frigates from your own mod. It's like they're not just OP, but to the point where the mod's own line up feels unbalanced against itself.

Other fighters are more sane, although still IMO too tanky, and heavy hitters are not visually distinct enough. For example torpedo bombers in vanilla are easily distinguishable from fighters, but here, unless I pause the game and read fighter's stats, I can't tell which ones of these is carrying a fat torpedo in addition to regular IR pulse laser on steroids loadout. I think it's the rhombus-shaped ones, but would be a lot more readable if they had like a missile rack sticking out or something.

Not that I'm complaining, mind you, but I just feel the mod has a lot of potential, and it could shine much brighter with less "vanilla thing but number is 10x bigger" cases.

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Mods / Re: [0.95.1a-RC6] Hiver Swarm - V1.0 - 10/03/22
« on: October 20, 2022, 01:39:32 PM »
Hey. No worries, I was just throwing my impressions here, I understand that balancing boss faction is tough.

As to their ship recovery, that has also been an ongoing struggle between the players that do not want them recoverable at all and the players who want trophies for their hard work.
No I agree with people who think ships should be recoverable, just at much lower rate. Because so far I can get quite a few after every fight, which is not much lower than with vanilla ships.

It is hard to judge them comparing their tech to vanilla or most mod faction tech. In earlier versions of the mod I had them toned down but they just got destroyed by an entire NPC sector going after them and the player had little chance to interact with them.
I thought campaign layer encounters between NPC fleets is solved based on fleet points, not on actual weapon stats? I imagined just making them higher FP would solve the campaign layer problems without upsetting battle layer balance? No actual experience here though. Making them cost more deployment points cost sounds good though.

I made them so expensive as a trophy to sell for players who lost so much defeating one of the fleets as a way of compensation and reward.
Makes sense in battle salvage, but right now I find a bunch in just random salvage everywhere, mining stations, ruins and such. Maybe removing bug stuff from normal loot spawns would fix this. It should be a trophy from a tough fight, not just random find.

Oh how I miss The Knights Templar as a mod, fond memories. Dark Revenant is a much more skilled coder than I am and it has not been updated for years but I'll see if I can still d/l it and look over the code for clues.
There was an update for previous (.91?) version, I think it was just not posted in mod index.

Anyway, I'm looking forward to check out the update.

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Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: October 20, 2022, 01:18:16 PM »
From my memory of how DME's themegen script worked (before I deliberately made it run after Remnant spawns), even with the two scripts running at the same time and competing for systems, you almost never got zero Remnants - if you want to check, make a save copy, then do this:

1: turn on devmode (in settings.json or via Console Commands - enter 'devmode'),
2: turn off sensors (ctrl-z on the campaign layer), and
3: enter hyperspace.

Now you can look at the full, revealed campaign map, and you should have intel notifications for all the warning beacons on the map, sorted by faction. If there really are no Remnants on the map, you'll know.

Thanks, tried it and there are 2 high, 2 med and 2 low danger systems. It's still a lot less than it should be in vanilla? I thought it should add more SAD-danger systems, not replace majority of remnants?

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