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Mods / Re: [0.9a] Blue (0.5.1a) Mod - January 20, 2019
« on: June 30, 2019, 07:14:02 AM »
just stopping by to say that the station is absolutely amazing. pure, unadultered firepower, just how I like it
Starsector 0.95.1a is out! (12/10/21); In-development patch notes for Starsector 0.96a (02/01/23)
Full disclosure here for starters, I'm really not a fan of restrictive faction specific hullmods. As in those that can only be used for a slew of ships from a faction. Just like the mod weapons can completely change the way a vanilla ship does combat, I wish I could do all sort of experiments in combining hullmods from different factions and what-not. It's something I wish more mods would allow but well, I understand the desire of making a couple of ships more unique and balancing the hullmod only for them, so I'll chalk this up as personal beef.I fully agree with you on the part about restrictive faction specific hullmods honestly. hullmods give such a crazy amount of possibilities to begin with, so having them restricted is, for me, just as painful as if faction specific weapons restrictions actually existed. I do understand why people do it: it's extremely hard to balance out, as these combinations can give the player the chance of making crazy combinations while the AI is a sitting duck. I was trying to make a hullmod pack myself just to give me more possibilities, and I think that the only way to balance it out is to include with such a mod a good amount of variants using said hullmods and vanilla content, just so the campaign is changed as a whole. Of course the moment there is more than one mod in the user's starsector the ships in that mod could be at a disadvantage, and of course creating variants from every mod out there would be crazy
Hey! If it's something you would put out as a mod for others to download, then you absolutely have to have permission from the person that made the assets. If you couldn't reach them, that'd be unfortunate, but would not make it ok to use someone's stuff.Thanks for the quick reply Alex
First of all, thanks for your feedback, I see you took the time to write all this down and I appreciate it, like I have already said countless times, I do enjoy listening to other people's feedback since that is what really helps me put all this together to amke something you (the players) will enjoy.
The sprite work is not mine, all credits should go to MrDavidoff. I am using his sprites with his permission as placeholders to replace the old (in)famous 2k long pixel ships and I do plan on reworking all the current sprites, even if only a simple polish.
Regarding ship balancing, All ships have been through loads of stat changes, you can look at the changelogs for yourself, and before I even released the first version of this mod further work has been done to put most ship stats to a "decent" level with further tweaking after release thanks to the feedback of some Discord users
I have considered making an IBB ship several times, I even have a couple of sprites reserved for that/those ship(s), although that is not quite a priority at the moment and I will have to discuss further details with someone, possibly SWP's creator, to know exactly what are the needs and work that needs to be done.
Again, most of the sound files are also from MrDavidoff, although I have pulled some from other Star Wars based mods like the one mentioned in the credits section. And no, sound is not "unappreciated", at least not for Starsector. Just ask literally anyone what is their opinion on Blackrock's sound quality and you'll see what I mean.
I have tried balancing the Gravity Well with a value of flux generated per second to limit the time the system can effectively stay active, but the ship is already quite vulnerable as 20% of the ship's flux capacity is automatically filled with hard flux, the ship can't vent while the system is active and it takes 30 seconds both to reach full power and to finish the cooldown, not to mention decreased shield efficiency while the system is active (unless I switched something and it actually buffs the shields, need to test it carefully). Other than that I have tried to make the ship more of a support ship with stats comparable in some levels to cargo ships or combat freighters, and code restrictions to prevent multiple ships to deploy their system simultaneously when there should only be one active at a time, both to prevent a null-area over a given region and to prevent performance issues.to be fair, I didn't have the chance to experience the gravity well in detail as the ship didn't show up in the market in my regular run and I had to use console command to test it a little, so my opinion isn't as fleshed out as some of the other weapons and ships in the mod. still, it should be treated with extreme care for future changes IMO
The ugly sprites when damaged are not really an issue that only affects the Loyalty, and that may be due to a number of reasons, one of them possibly the excessive amount of greebles in all ships making the damage sprites even more noisier. I will see what I can do about that...
The Terror had 7 bays in the past, so you have seen nothing
But yeah, the lack of a carrier is damaging the faction as a whole because some ships have 1-2 wings but nothing over that. This problem only exists because I am using sprites that are not mine and I have failed to find a proper carrier sprite from the collection that was given to me. This is definitely an issue to be fixed in the future because I really would like this faction to have more fighter power.
Ohh and fighters will be balanced someday, its another item in my TODO bucket.
The doctrine for the ships is still being considered and drafted. A valid choice would be heavy slow battleships and cruisers and fast frigates, destroyers and fighters, as it would fit the current lore, but this is also an item in my TODO bucket, which is starting to turn into a barrel.
The hullmods should be only two, one of them built-in in the Rancour, which I consider to be quite powerful as it is. It allows the ship to move with the 0-flux boost at up to 20% flux, 4 times what vanilla gives you through a skill iirc. The other is a mod that decreases repair time by 50% and the time the ship remains disabled by 10%, which should quite powerful as well.
More hullmods would certainly spice things up, and maybe even add a faction-wide hullmod similar to Neutrino's to give the ships some special effect, but that has to be analysed first.
The descriptions are a work in progress, as all the mod is in fact. At first the Submission was supposed to be a large combat freighter with a dedicated combat sibling, the Remorse, which has been removed in the previous update. They both are cruiser sized, it might have been a lapse when naming/labeling the ships, thanks for pointing that out.
The ships should be easier to distinguish right now. As of v0.4.0 there should only be two battleships, one of them with fighter wings, and two dreadnaughts, one of which is currently only available in a custom mission. Before this update that problem was severe, and still is, but now it should only really be a problem for fighters and frigates, which still have some "duplicates". Were you referring to the Hatred/Suffering or to some other ship(s)?
Ahh, weapons.... One update almost entirely dedicated to weapon balancing, but mostly targeting damage and flux values. The actual market price and OP cost still needs tweaking, obviously, and like with the ships many weapons were also removed in v0.4.0 as they weren't really adding anything different to the game. Needless to say, there will still be changes to most weapons.it's really difficult to find the balance on those kind of things, just keep working on it and slowly but surely it will take shape
Once again, thanks for all the feedback! I really want to make a mod that people will enjoy, and leaving a "Star Wars" mod left to oblivion again like many other did is not in my plans, progress may be slow but I want to see this mod stand in the Mod Index some day, once it has reached a proper level of balance and content.cheers mate, good luck
I do suggest that you update the mod, a closer look at the screenshot and I quickly see that you must still be using v0.3, that may fix the similar ships a bitOkay, now I feel dumb now
Do note that OP cost changes are not correctly applied when hullmods are added in the refit screen, so they are only supported for built-in hullmods.of course, that makes sense. between this and the active system modification it's going to be messy, but I have to study how to implement it. I wonder if you can make a dynamic creation of new ship variants, so that once the hullmod is installed the ship becomes a new ship with new stats and with a preinstalled hullmod. I know that sounds like an absolute mess to implement, but at the same time it would certainly answer the limitations I have right now.
First off, welcome to modding!thanks for the warm welcome
Now onto the hullmod itself, the idea is good, although for the bonuses it gives I'd probably rethink its name, the hullmod itself seems to be giving a buff to ship systems and flux dissipation, so if it was me making this hullmod I'd probably call it "Electronics Augmentation Device" or something like that.
Looking at it, balance wise, it is powerful, but I also see that in the long run it can become costy, so I'm not sure... I'd probably use it on my flagship to further enhance it in combat but not much else.
Give it a try, all stats you posted there can be changed iirc.
EDIT: You should also join Starsector's Discord channel, you can get a lot of help and feedback in there
I think all of that can be implemented, and it sounds like a great thing for stuff like the Hyperion and a few other High Tech toys, which desperately needs better CR and other bonuses to be competitive right now, as well as providing meaningful efficiency bonuses for certain player flagships, like the Aurora.
@gundrik That's a very interesting idea for a hullmod, though I can see it definitely being abusable. Most ships are already more powerful in the player's hands than the AI's (with some exceptions), and giving such a blatant buff to such ships at the expense of logistical stats isn't the best way to balance the pros and cons, because at the sort of stage a player would use this mod to buff their flagship, logistics (supplies and such) are rarely an issue.
I wouldn't recommend Peak Performance Time as a stat to buff here either, and certainly not by such a huge amount. Most capitals for instance already have 10-12 minutes of PPT. If you want to solo in a 20+ minute battle before you start to suffer CR losses, then go for it, but PPT and CR exist to prevent such scenarios, and encourage the player to retreat/deploy ships over time during long battles. If you're going to buff PPT or CR in any way, then I'd reduce the rate at which CR decays once PPT runs out (such as what the Hardened Subsystems hullmod already does).
As for stuff that affects a ship system, I don't believe you can achieve such a thing without heavy scripting (if at all) and you might need to do an awful lot of edge-case scripting. System cooldown time and number of charges (for those that have them) aren't "mutableStats", which means you can't simply change a ship's value in a hullmod. Whether they can be changed at all I do not know, but if they can it's a pretty safe bet it will be far more trouble than it's worth. On the flipside, all the other stat changes are easily edited in a hullmod file.this is what I feared the most after fooling around a .java from a hullmod: I couldn't find any references to the active system. If this is the case then I may have to postpone this hullmod for a while until I get the hang of it, as making active systems was honestly what I was most excited about with this mod. in any case I have some other ideas about hullmods that should be fairly easy, as they only touch mutable stats
I'm not rightly sure how you can make such a hullmod interesting I'm afraid, because at the moment while potent, it's also kinda boring sorry to say. And at the same time, the penalties should also be more interesting, and have bigger impact on a late-game fleet where the player would be most likely to use it (and where it would be at its most powerful). There are a number of nerfs you could give the ship - more expensive weapons so you have to specialize the loadout; chances of engine and weapon malfunctions; overall improved flux stats but worse active venting rate - and some are more interesting than others. But balancing such a mod would be quite a challenge. I'd have to give it more thought.
TLDR: The concept sounds fun, but the current execution is a bit dull and potentially extremely abusable. Needs some work, but definitely deserves the time.