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Messages - Lynx

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Mods / Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
« on: September 12, 2019, 09:30:43 AM »
While some fibrous half of my being desperately wants to write some fancy pants defence system, yah shields'll do for now. There's some funky ideas to take from the shields introduced in the Complex mod, though replacing the shield AI code Alex's been rubbing on for years with a fancy looking knockoff would be some act of hubris. Nevermind all that.
IMO if you can create a good alternate bit of defence tech that fits into the game, I don't think that's hubris (and Alex has IIRC incorporated some select few fixes and additions introduced by mods, into the main game). There's some mods which add interesting new stuff without supplanting shields, like the Blackrock mod which has a ship that interdicts missiles for the ability's duration.

Nah's from the (carrier) HW2 ship file, here's the function reference.
Ain't a discernible separate bar for a shield in HW2 that've seen, perhaps it only manifests as a partially regenerating health bar. Or's just a hidden HP bar for EMP attacks before the ship is "stunned".
Can't find much information 'bout it besides the link.
Ah, yeah, I think it is indeed a HP bar for EMP damage, in particular the special ability for scouts. Good vs fighters and corvettes, frigates and above not so much.

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Mods / Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
« on: September 12, 2019, 07:29:52 AM »
Mechanically, it's very hard, verging on impossible, to balance large shieldless Starsector ships for the player; they tend to be very binary (you either have enough armor and hull to tank long enough to kill your target or you don't) and either boring (nothing to do) or overpowered (nothing competing with weapons for flux) or both.

=omitted to reduce length=
I see your point about the difficulty in balancing shieldless ships, and I agree a 1:1 translation of mechanics isn't a good idea, maybe a compromise would be like you and the 2 suggestions by @ChaseBears and @Gotcha!, which is to have a shield module hullmod since as they pointed out, the Hiigarans are quick to research and adapt new tech (maybe an omni version of the "Makeshift Shield Generator" hullmod, but reduces ship speed only when active).

Nice looking mod btw, hope to see a release soon!

Thanks darling! Might take yet another hand to the scout, as for the scales in general, there ain't a winning option.
=snipped to reduce length=
No need to sweat exact accuracy haha, just ballpark and visually relative-ish as far as feasible.
I think your fighter scale in general compared to vanilla is pretty good, HW fighters are enormous. Just the scout looks a tad too large, the others aren't really that noticeable.

The carrier looks about right (about the size of a Conquest), and as you mentioned fighters are smaller as implied by the exit animation.

Not sure how's factored into HW2's health bars, but there's a "shield" defined for any ship larger than a Scout.
May be only against EMP damage but'm drawing a blank on any concrete info.
Code
addShield(NewShipType, "EMP", 10000, 20)
You mean in SS? I know there's a couple of ships in SS that don't have built-in shields, like the salvage rig, not sure how that's handled code-wise though.
On the topic of EMP, HW ships are likely hardened to normal EMP attacks, as they did not have ubiquitous shield tech.

Planning some kinda armour repair system for the Shipyard, preferably where the ships came in to dock. Could extend that to the resource collectors and carrier subsystems as a shield replacement mechanic, with some CoH2 style internal crew-repair that disables the ship as a last alternative. But heck even as'm writing this it feels taken too far and doesn't really introduce a new engagement mechanic, just an infuriating back off n' heal one. Particularly if hyperspace systems get introduced, can just hop away from any danger and come back fresh as a brass flannigan.
Guess the only way to know is to test it, but shields can still be a module option, since its not really clear how some production modules can be translated into SS, if you even want to do so that is.
Anyway just tossing out some thoughts and ideas, I agree with prioritizing the sprites done and ingame above balance. ;D

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Mods / Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
« on: September 11, 2019, 05:56:49 PM »
First off, great work, thank you for reviving Homeworld for SS!

If you don't mind though, a critique about the scale. The scout looked too large compared to the interceptor, so I pulled a scale reference to check if my eyes weren't messed up.
So here's the results of a quick and dirty comparison:


I scaled it to the interceptor's size as the main reference, and there's a bunch of scaling differences. The most obvious is the scout though, so maybe scale the sprite down a bit?
The scale reference is compiled by someone on Deviantart btw, they also did scale for corvettes, frigates and capital ships.

Some other thoughts about how HW ships would balance in SS.
Since most of the ships don't have shields (save for that one lone Field Frigate maybe), they should have a higher armor and hull integrity rating than vanilla ships (built in Heavy Armor, Armored Weapon Mounts and Hull Integrity mods perhaps).
Kinetic weapons generate less flux compared to vanilla , but have a hard time damaging shields, because most of the kinetic weapons are designed for armor penetration (200% vs armor & hull, 25% vs shields), while beam/energy weapons are comparable to big energy weapons in vanilla.

Anyway glad to see HW getting some love again, keep up the good work!

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Think it is a great idea, especially for making hyperspace travel more interesting.  :)

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Hi, just wanted to say that I love your mod(s), and thanks for the update to fix the crashing when opening markets (pirate ones in particular).

Keep up the great work!

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