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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Egren

Pages: [1] 2
1
Mods / Re: [0.97a] Stardust Ventures ship pack v0.8.3
« on: March 16, 2024, 05:50:52 AM »
Tried this one, but had to cut it due to balance issues.

One example is Fel PDS. A small energy turret with 400 energy dps for almost zero flux is insane. You can't just take a vanilla vulcan cannon and convert its damage type to energy. Frag damage weapons are balanced around the 25% damage effectiveness vs armor and shield. Now, granted, you did "lower" its dps from 500 frag to 400 energy, but you also added 100 EMP dps and 50 range.

To put it into perspective, Light Dual Machine Gun, which is terrible at everything except flux efficient shield dps at close range, deals the following dps vs different layers:
416 dps vs shields.
104 dps vs armor.
208 dps vs hull.
Poor PD performance. (turret rotation, accuracy, projectile speed, etc)

Vulcan cannon:
125 dps vs shields.
125 dps vs armor.
500 dps vs hull.
Great PD performance.

Now, compare that to Fel PDS:
400 dps vs shields.
400 dps vs armor.
400 dps vs hull.
100 EM dps.
Great PD performance.

Ergo, Fel PDS takes the most powerful aspects of two (three*) highly specialized weapons, Vulcan Cannons and Light Machine Guns. Vulcans and LMGs are allowed to be as powerful as they are in those specific scenarios because of their equally terrible performance in other scenarios. Fel PDS has none of those downsides.

Here's my suggestion:
Reduce energy DPS to 200 AND remove EM dps. Alternatively reduce energy dps to 150 and keep the EM dps.
Reduce range to 250.
increase OP cost to 6.

This post is long enough already, but the medium version is similarly problematic at 880 energy dps for 80 flux/s.

Don't take this criticism the wrong way, I want your mod to succeed, and good balance is much harder to achieve alone without rounds of feedback from the community, so here's my feedback! Cheers.

2
Balance. Balance. Balance.

The balance is more than "slightly" unbalanced as claimed int he #1 post. The very first weapon from this mod that I came across I had to immediately "personally ban".
Mini Minotaur Cannon
Small Ballistic
10 OP mount cost
850 range
350 energy dps + 700 EMP dps -
    175 Ene dmg/hit
    350 EMP dmg/hit
    2 shots/sec
400 flux/sec
    200 flux/shot
    1.14 flux / non-EMP dmg
5° max spread
2000u/s proj speed

This would hit above it's weight class even if it was upsized to medium with no other change. Even the 10 OP cost to mount is probably on the low end. It just feels "high" because it's on a small weapon, but I should reasonably be spending more than 10 OP on this even as a medium sized gun with no other changes.

Then just a little later, another insta-ban appeared.
Cygnus Autocannona
Small Ballistic PD
10 OP mount cost
750 range
400 energy dps + 200 EMP dps
    50 dmg/hit
   25 EMP dmg/hit
    8 shots/sec
400 flux/sec
    50 flux/shot
    1.0 flux / non-EMP dmg
5° max spread
1750u/s proj speed

Now, if these were some uber rare item I would only expect to find 1-2 of out in the far corners of lategame content, fine. But these were found within an hour or so on a fresh new run where I'm fielding mostly scavenged frigates, 3 destroyers, and a single cruiser. The largest fights I've taken on are a couple of 40k-50k bounties. I've even found multiple mini minotaur cannons for sale on multiple planets.

I see multiple mentions of rebalancing akin to "Ship stats rebalance against base game weapons and other ships" from several years ago. I don't what methodology you have used to assess balance, but whatever it is, it is way waaay off.

I get that balance can be hard to get right, especially without feedback, so I'm adding my own 2c with this post, as I believe poor balance can ruin a faction mod and all the cool stuff it tries to bring to the table. Yours is a prime example.

For a start on the two above examples, maybe cut the dps and flux cost in half, cut the proj speed in half, double the spread, lower range by something like 150-250, and then try to come up with a good argument for thesse weapons dealing energy damage, and if you can't come up with one, change them to kin or exp. They're ballistic, after all. If you do ALL of that, then yeah maybe you can lower the OP costs by one or a few points as well.

That would be a start. Don't let a couple wacky numbers ruin all your hard work and cool designs.

I'll be disabling this mod going forward, but maybe come back to it later if the glaring balance issues are taken care of.

3
Mods / Re: [0.96a] Holy Covenant of Kemet 0.0.4d (Fixing2 Ed.)
« on: July 30, 2023, 05:33:35 PM »
I would strongly suggest you keep a complete changelog (inside spoiler tags! think of the poor mousewheels!) in the in the first post instead of piecemeal throughout the thread like you've done so far.

The art is absolutely gorgeous btw. I love it.

4
I can't reach the discord page in order to download the bootleg version, I end up in an empty page.
Is there another link available?

https://discord.gg/a8AWVcPCPr

Try that, then use the link with the really long name to download the file

I'm already on the discord server, so I guess that's why this link does nothing for me? 
I tried searching for various combinations of Industrial/Industry and/or  Evolution in the channel #Mod_Updates but I can't find anything.

Can someone just tell me what string to search for, in which channel, or give me another link (don't even know exactly what this link is supposedto point to since it never opens discord for me)

5
Modding Resources / Re: [0.96a] LunaLib
« on: May 30, 2023, 09:13:34 AM »
Hi. Minor thing, but, I think you should make it easier for end-users like me to tell if I have the latest version of LunaLib. At the time of writing, I can only find the latest version in your signature (1.7.5).

I suggest changing the forum post title from "[0.96a] LunaLib" to "[0.96a] LunaLib 1.7.5" or something similar and then changing the title with every release. Adding the version to the title comes with the added benefit of being included in every future post in the thread. This helps visitors determine which version WAS the latest when the post they're reading was submitted.

I appreciate the work you put into LunaLib so far and am excited for more mods to implement support for / make use of it!

6
Mods / Re: [0.95.1a] More HullMods 1.11.1
« on: May 25, 2023, 09:29:21 AM »
I thiiink the error is coming from MHM, but not sure, so I figured I'd mention it in both threads.

Timid, the creator of Too Much Information, has replied in the other thread and confirmed the issue was a display error with TMI, not an issue with MHM.

7
Mods / Re: [0.96a] Tri-Tac Special Circumstances - V0.3.6 05/21
« on: May 25, 2023, 09:18:52 AM »
Great job doing what I think you were out to accomplish with this mod: Adding a subfaction to a vanilla faction that retains the vanilla feel. "Feeling vanilla" can be positive or negative depending on the faction in question, and it fits here.

I do however feel quite strongly against just taking vanilla energy weapons and shifting their damage type to kin or exp and nothing else. This by itself can be a massive power creep.

If the only reason you added these weapons is for the explicit purpose of making TTSC feel different from TriTach, that's understandable but imo misguided. TTSC flying different ships should be enough, and it's not a sin to make a subfaction use the main faction's regular weapons (the more faction mods i run in any playthrough, the more I experience analysis paralysis from having too many options with too little difference). Also, energy weapons are balanced around dealing energy damage. Kin+exp is simply stronger than energy, all else being equal. Consider a ship with 2 normal Pulse Lasers. It dishes out 600 DPS to both shield and armor(300+300 energy dps). Now take the same weapon setup but shift one of the lasers to explosive and the other to kinetic damage. That setuop now deals 750 DPS to both shield and armor (shields take 600 dps from the kin Pulse and 150 from the exp Pulse Laser. vice versa for armor). What I'm getting at is, becaouse of that fact, energy weapons tend to get better stats in other areas (Pulse laser gets 300 dps for a medium slot. The kin and exp weapons that fill the most similar role only deal around 200 dps (Heavy Autocannon & Heavy Mortar).

Doing this damage type swap in a few well-argued places might be OK, but this seemingly across-the-board approach that you have going right now better only be temporary.

That's about it for now. Keep it up. This mod feels like it is headed in a great direction, but hasn't quite gotten there yet! Vanilla-feeling ships might not be the flashiest, but it makes the world feel more alive and organic, just by virtue of the increased variation, even if the new additions are similar to vanilla content. This has great potential.

EDIT: For some reason, the same ship I mentioned earlier

8
Mods / Re: [0.96a-RC8] Larger Zoom Out
« on: May 12, 2023, 03:06:22 PM »
Far too many times have I been bummed about not being able to zoom out more.

You delivered. Cheers!

9
I'm having issues with displaying imgur images on this forum at the moment, and it seems the only link is tied to an image, which for me doesn't load. Do you mind adding a link in text format as well?

10
Mods / Re: [0.95.1a] More HullMods 1.11.1
« on: May 11, 2023, 01:25:00 PM »
A lot of fun hullmods in here!

I noticed a discrepancy with, well, either this mod or Too Much Information (lets you view way more of a ship's stats than in vanilla), so I'm posting in both threads.

I noticed that hullmod Particle Accelerator (+30% projectile speed) seems to apply twice (a default proj speed of 1000 becomes 1690, in the TMI info window which is equal to 1000*1.3*1.3). There aren't a lot of ways to modify proj speed, so I've yet to determine if it's just TMI displaying the wrong number or if it's really applied twice to actual ship performance, in which case the issue is coming from MHM. I thiiink the error is coming from MHM, but not sure, so I figured I'd mention it in both threads.

versions used:

Starsector: 0.95.1a
TMI: 0.96
MHM: 1.11.1

aka current version of both mods, both meant for Starsector 0.95.1a.

11
Mods / Re: [0.95.1a] Too Much Information 0.96 BETA
« on: May 11, 2023, 01:18:51 PM »
Wow! I recently learned of this mod and it is such a huge boon to be able to get the actual stats rather than messing around with spreadsheets. I've also been unsure exactly how various modifiers apply, like "do these two +20% bonuses stack additively (x*1.4) or multiplicatively (x*1.2*1.2). Tons of things like that, which often saw me spending way too long on the wiki (where a lot of pages are out of date) or in the simulator.   

This is a godsend.

One thing. One issue I noticed recently, and I don't know if TMI is the culprit or if it's the other mod: I noticed that hullmod Particle Accelerator from More HullMods (+30% projectile speed) seems to apply twice (a default proj speed of 1000 becomes 1690, which is equal to 1000*1.3*1.3). There aren't a lot of ways to modify proj speed, so I've yet to determine if it's just TMI displaying the wrong number or if it's really applied twice to actual ship performance. I thiiink the error is coming from MHM, but not sure, so I figured I'd mention it in both threads.

versions used:

Starsector: 0.95.1a
TMI: 0.96
MHM: 1.11.1

aka current version of both mods, both meant for Starsector 0.95.1a.

12
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
« on: September 06, 2022, 10:12:54 AM »
Is 8.3.8 RC2 save compatible with 8.3.7? A short clarification regarding save compatibility in the OP would probably be appreciated by many.

Thanks for all the work you've put into this mod so far!

13
Mods / Re: [0.95.1a] Commissioned Crews 1.999999ggg
« on: July 30, 2022, 07:27:23 AM »
First off, thank you for this mod, an auto-include in my book.

I do have a tiny suggestion:

-> How about removing the docking requirement for Commissioned Crew Ban?  It's only purpose is to prevent the automatic addition of my faction/alliance's CC bonus, which only ever happens when you dock (or use Alliance Sensor Array which already requires you to be docked).  It would be nice to be able to apply CC Ban immediately when recovering a ship that warrants it.

14
Mods / Re: [0.95.1a]Epta Consortium - 1.4.6
« on: July 29, 2022, 01:16:03 AM »
First off, this post was written in the context of updating this mod from 1.3.0 to 1.4.6.

Uh oh! Something happened to the inbuilt mod on most Takeshido ships; Takeshido Overhauling (TO). It used to grant +30% speed but after updating my mod collection for a new playthrough I noticed that it now gives +130% speed --- As an example, a naked, 70% CR Wayfarer BHD now has 322 speed with zero other modifications. Another odd change this version is that Drover BHD now has a base speed of 45 instead of 75 (before the 2.3x speed multiplier).

Before I start my rant on how how broken nonbugged (+30% speed, not +130%) Takeshido ships are, know that I'm a huge fan of this mod overall. It offers lots of new refreshing playstyles. It's the balance I'm concerned with.

I felt pretty dirty using Takeshido ships my previous playthroug due to their insane ability to just stay out of range of everything and keep spamming Cinis missiles (or fighters) permanently. One Wayfarer (BHD) for just 6 pts can carry 4x Cinis launchers for 352 dps at 3500 range, while outrunning almost anything, in turn giving it the zero flux speed bonus*, which ALSO gets increased by the % speed bonuses from TO and CC. This is also true for the flat speed bonuses from Unstable Infusion (UI) and Safety Overrides.
*Takeshido ships seem to never gain 0-flux speed in the latest version, but I don't see it being mentioned in the description of TO or the ship descriptions. I don't know if this is intentional or not, but would make a decent big drawback to counteract the other sources of speed they get. (replacing normal 0-flux speed bonus with the takeshido permanent speed bonus starts to sound kinda sorta reasonable, actually)


Speed examples below (using old values from before this patch, i.e. +30% speed, not +130%):
Regular Wayfarer: 140
Wayfarer BHD: 182
Wayfarer BHD + ET (Engine Tuning, Takeshido's Commisioned Crews bonus: +10% speed): 200
Wayfarer BHD + UI: 214
Wayfarer BHD + CC + UI: 234

(The above numbers assume Takeshido Overhauling and Engine Tuning

Some smaller suggestion:
> I would like to see some more restrictions when it comes to hull mods.
> The +1 and +3 burn mods should probably require docking like other logistics mods.
> Unless this has been changed since 1.3.0, you can combine Systems Override and Systems Overflow - Safeties, and their flux dissipation multipliers stack multiplicatively, resulting in 3x flux dissipation. This costs a ton of points and is rarely worth it, but it may be wise to err on the side of caution and disallow the use of both SO and SOS at the same time.

Spoiler
This post is getting long, but before I go I just wanna mention another probably unintended/undesired combo that I had lots of fun with: you can put Flightdeck Overhauling (+1 fighter slot) on Tempest (or another ship with a "Kamikaze drone" system) lets you add any fighter you want, and the system works on them just like the inbuilt drones. The fighters use their weapons like normal after being kamikaze'd . So you can either run a strike wing, and instead of setting them to Engage, you can send them individually with the kamikaze system, delivering both their original payload and  the Terminator Sequence(TS)'s Energy+EM damage.
Alternatiovely, pick a fighter with low replacement time and high wing size to maximize the number of TS activations..
Another layer of craziness was reached with the help of hullmods from Modern Carriers. Fighter Command Overclock lets you build replacement fighters "in advance" onboard the ship, ready to be launched quickly after a fighter has been destroyed. This lets you send a wicked barrage of kamikaze pilots, usually limited by your flux stats rather than available fighters.

Weird things like this have huge potential for being ridiculously imbalanced, but given how niche (and fun!) the interaction is, I say leave it in for us Johnnys. On the flip side, there could be tons of unintended and broken interactions stemming from putting Flightdeck Overhauling on a ship with built-in fighters, so I would understand changing it.
[close]

I hope I wasn't too mean with this rather negative post. I really do appreciate your work and have had a lot of fun with it already, with more to come. Keep it up!

15
First off: I love this tool for many reasons. It saves so much time and effort figuring out which mods need updating.

I got a few bits of minor feedback however.

#1 - vmparams settings don't always save correctly.
I noticed that when changing vmparams allocation values, if you hit "Close" without 'unselecting' the last edited value (for example, "Maximum RAM"), the new value isn't saved. Since I now know this, as well as anyone else reading this, it's easily fuxabke by just keeping this in mind. But definitely a bug that you want to take a look at.

#2 - Make it easier to tell which version of MOSS i have.
While it is easy to tell if i have the latest verison of a mod or not, it is significantly harder to tell if i have the latest version of MOSS. Maybe I just didn't look in the right place, but if that's the case, maybe make it more obvious for us dumdums.
I checked the places I could think of; The name of the window (currently "MOSS | Mod Organizer for StarSector"); File Properties (RMB > Properties > Details > File Version); Settings.
Best I could do is comparing the "Date Modified" entry in File Properties to release dates on GitHub.
Consider displaying the app's version somewhere obvious like the bottom right/left corner, or in the top ribbon (the bar contianing Minimize, Maximize, Close, etc)
Also adding it to the OP in  this thread wouldn't hurt.

#3 - Open Unofficial Mod Repo does nothing
This issue might not be on your end, idunno. But either way, for me, pressing this button doesn't seem to do anything.

#4 - Feature request: saving/loading different modlists
This can be done manually by copying and renaming enabled_mods.json, but I would very much prefer a better method implemented into MOSS.

Thanks for this is an amazing QoL tool. Keep it up!

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