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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 - NeoLemon

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1
Mods / Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Hotfix Out)
« on: September 13, 2024, 11:19:45 AM »

2
Mods / Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Hotfix Out)
« on: September 12, 2024, 04:53:36 PM »
Just wanted to report partial incompatibility between this mod and Progressive S-mods.

Trying to install s-mod on stored frigate crashes the game.

really? can you give me the crashlog? i would like to try to fix incompatibilty before i update my mod, thanks for reporting

3
Mods / Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Hotfix Out)
« on: September 09, 2024, 12:30:04 AM »
The wanderer logistic overhaul either doesn't properly or the tooltip is wrong. It says that fuel capacity is increased by 500% but it is only increased by 500 flat... kinda bad deal for the destroyer to have bigger fuel cap than the cruiser exploration ship.

Edit: Can you buff the Thanvere to have 700 or 800 max crew? exploring gas giants takes 650 and it cant be reduced...

yeah, thanks for reminding me, there still some desc i havent fix, ill try increase max crew so it have enough ppl to exploring gas giant and stuff, on unrelated note, i just realize vast bulk prevent damage to main module until all other module died :skull:

4
Mods / Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Hotfix Out)
« on: September 05, 2024, 02:12:09 AM »
The Mark X seems pretty overpowered. Even if it has recoil and flux issues, 700dps and 1000 range is a bit much. Maybe lower the range, to make it a kinetic plasma cannon?

Yes Mark X, Exterminator Autocannon, (and to some extent Lascannon), are currently not that balanced, weapons and things will be fixed/balanced next update or deprecated if im too lazy to balance that when i have time to do so

5
Mods / Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Hotfix Out)
« on: September 03, 2024, 01:02:46 AM »
Thanks for very good mod!
A little feedback.

The Exploratores class is too cheap both in money and DP (1 Point). During the battle, I can place this ship in the amount of 20-80 with the Droneship Automation Overhaul module and the control ship. I am guaranteed to restore all destroyed small ships after the battle for a low price, without any loss of crew.

Sumpter class - Free ship with Salvage Gantry, can be released on the battlefield in unlimited quantities (0 DP).

Federation Class is a balanced ship for a good price.

The Ripenses class is an extremely cheap universal destroyer, which in most cases will destroy an average cruiser one on one. Too cheap (6 DP). The best ship in modification, but it upsets the balance.

Comitatenses class - fairly balanced, no Salvage Gantry, very narrow firing angles. It is better to take two unbalanced Ripenses for this price, it will be 4 times more effective.

The Droneship Automation Overhaul module does not give any penalties to the ship itself, despite the absence of a crew. Automated ships in the original game had a combat readiness threshold of 65%. There is no penalty here, unfortunately.

Thanks for the feedback!

first of all, yes sumpter 0dp and maintanance is intended, it suppose to be an joke cheaper alternative to vanilla shuttle, as player last ditch option to save their ass from doomed battle, that doesnt require stuff to maintanaince since im thinking if a useless ship that only merit was suppose to be to escape ship and wont be used at all in battle, might as well make it cost pretty much nothing!, ofc i attempt to make also even shittier of the shittier ship, but eh i never expect someone to use it en massess

As for Explorantores? well that ship quite literally mean to be a dram but an actual exploration and survey ship, as many player on early game often use dram as go-to ship to complete survey jobs from faction, im might as well make dedicated version of it instead repurposed frigate tanker into explo ship

Ill balance ripenses again i think, next update will come with few content update and more things to be deprecated to before major save incompat update, as i currently not in mood to thoroughly balance and test it each time i made change, my mod was suppose to mean to play with other bunch of mod that pretty much destroy player sense of balance but i guess ill change that fact later. also im thinking of reduce major common ship spawnrates again later for pirates with exception ofcs scav faction.

The Droneship Automation Overhaul require the dependent ship to be exist and deployed in battle, otherwise it will render ship with that hullmod unusable in battle, it also mean that if the dependent ship somehow destroyed mid battle other ship that depend on its also went unusable, i thought its enough of balance maybe im wrong...

EDIT: yeah i think ill put some restriction to DAO hullmod, as to not make it broken in hand of small fast command ship whose jobs quite literally just sit tight far away from active combat zone

6
Mods / Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Hotfix Out)
« on: September 03, 2024, 12:50:35 AM »
Just a question about the stored frigate converted hanger stuff. I added the frigate hanger to a capital with 2 hanger bays. Put stored frigate on the super vic viper. But the capital never deploys with the viper? Is this meant to be the case? Just a way to reduce the frigates cost to zero while in your fleet? I kinda thought it was supposed to be like the Infinity from halo where it can deploy frigates into battle.

Thanks anyways though, great mod

yep, it just a way to reduce frig dp and maintainance cost to zero, i currently undecided whether or not allow frig with that hullmod to dock and rearm in carrier ship as there already quite few mod that do the same thing, and if you looking for things that spawn frigate or ship from carrier you might want to look into one of ymfah mod, it do exactly that

7
Hello. There is a quite nasty issue with the frontier command center. If you HOVER over it in the construction menu and the tooltip appears, it will apply the closed immigration condition to the market (credits to Angry_pacifist1 on Reddit for the find). I don't know if it is because of a conflict or what really is the reason. Should I send a log?

send me the log, it shouldnt not happen normaly|


EDIT:
It should fix both bug in FCC and previously reported one on Scav Bar

tell me if it still have any issue

Small Hotfix is out, replace the jar file in the mod folder with this one:

https://www.dropbox.com/scl/fi/pfdre172kxnbnjkrxwzy3/acs_lemonshipandstuff.jar?rlkey=zzbtdhhpnuzapfm9u5d4zkyud&st=4ow9x00k&dl=0

8
@NeoLemon: The Scavenger Den instantly kills any Nexerelin "Special Task Group" that gets too near to the planet; see this Github issue for details. The workaround for anyone experiencing despawning STGs is to simply deconstruct the scavenger den in any markets that have one.

:skull: thanks for reporting, ill look into it, for now ill put it in current issue list

EDIT: for now try not using Scavenger Den first in any of your current colony if the issue persist, ill working for the fix alongside fix for FCC too, hopefully in next update

9
Okay, double checked.

The reductions to DP, supply usage, and repair costs only apply if there isn't already a similar existing effect from another source like a different hullmod or skill. This is probably mod conflict on my end.

The burn boost and ability to store two frigates doesn't work at all.

But hot dang, even without it, this thing is an absolute unit.

Edit: So uh... The Djoeng is invincible. As in infinite hull points. The two side hulls can be destroyed, but the main ship has the Vast Bulk hullmod; so it can only die if all attached parts are destroyed. Problem is the shield module can't be reached with most weapons since it's INSIDE the main part of the ship.

The right barge module has 6 additional fighter bays, but the left module has none.

yea, its need more balance, hopefully in next update as always, some balance hammer here and there

10
The fleet gantry on the Djoeng doesn't seem to work, which is a shame since I managed to salvage it in the fringe worlds.

?

it is working though? make sure it isnt mothballed or in low CR, check other ship DP, maintainance, and CR rec after battle value to see if its working or not

11
YEAH LET'S GO LEGIONSLAUGHT

First thing to update once I get back.

Glad you enjoy!  ;D

12
NEW UPDATE


Updated Ship Preview, Warning Big Images
Spoiler
[close]





Changelog Will be Updated soon if im not forget

Update Log:
Spoiler

- Added Optio Class Heavy Defense Frigate

- Added Expedition Class War Hauler

- Added Sumpter Class Flying Trasheap (0dp/maintainance "frigate")

- Added Palatine Class Battlecruiser and its (P) Variation

- Added Djoeng Class Voidfaring Hubship (huge dreadnought size hubship with plenthora of fleetwide logistic and expedition buff)

- Added Light Rotary Autocannon

- Added Light Autothumper

- Added Manjanik LRM along with its (M) and (S) variant

- Added Katjuscha Rocket Pod along with its (M) and (S) variant

- Added Pesticle SRM

- Rename Izrael Reaper launcher > Azrael Reaper Launcher

- Various balancing, change, nerf, buff, and tweak i forgot i made

- Added another Bounty

- Update and Fix to many hullmod (mostly its desc and mechanism)

- Add Squall like behaviour to Toyhammer at cost of severely limit its burst firing delay (Unguided after initial aiming)

- Various projectile tweak and Things



[close]

13
Mods / Re: [0.97 / 0.96] Indies Expansion Pack v1.93 (Updated)
« on: July 10, 2024, 04:57:13 AM »
Currently im planning to add feature to it so your stored frigates can land and re-arms on designated converted frigates hangar ship, though i havent decide to whether put it on already existing hullmod, or make another one that doesnt need "stored frigates" hullmod to let frigates land on frigates hangar ship

Arma Armatura allows their "frigates" to land on any ship with a fighter bay; which is pretty powerful. And there's that other mod which allows you to turn any frigate into a fighter LPC.

Personally, I feel that "frigate fighters" might be a bit much for the scope of this mod; but by all means you do you.

Also, exploit. Once you add the stored frigate hullmod, you no longer need the converted hangar hullmod. You can remove the hullmod, store the "carrier", store the frigate and add the stored frigate hullmod to another ship, etc.

yep, thats one point it still need to improve, it still kind janky mess after all, and about the new feature i working outthough it less "frigate fighters" and more of frigate went to designated carrier to re-arms when retreat, they pretty much still designated as frigate until the moment they land.

Ill probably ask arma dev or ymfah for help with that

14
Mods / Re: [0.97 / 0.96] Indies Expansion Pack v1.93 (Updated)
« on: July 09, 2024, 11:59:36 PM »
Trying out the stored frigate hullmod, shouldn't it also reduce the stored ships sensor signature?

It's a niche, but neat concept. The number of ships that can mount it across the entire modding scene is still probably single digits; but it's a neat way of giving more utility to support vessels.

Im planning to rework the capital size converted frigates hangar so it can be placed on ship without salvage gantry, albeit with some other less rare restriction to balance it out, and yeah it kinda should have reduce it sensor signature, i kinda always forgot it exist  :D

Currently im planning to add feature to it so your stored frigates can land and re-arms on designated converted frigates hangar ship, though i havent decide to whether put it on already existing hullmod, or make another one that doesnt need "stored frigates" hullmod to let frigates land on frigates hangar ship

15
Mods / Re: [0.97 / 0.96] Indies Expansion Pack v1.93 (Updated)
« on: June 23, 2024, 11:24:02 PM »
I've been playing quite a lot with your mod and honestly, the Exteminator is overpowered but also doesn't work as an anti-frigate weapon (or a deterrent) :

1) It's very accurate and it deals a crazy amount of AOE damages to fighters and missiles, making carriers (not battlecarriers) almost invincible against missiles and fighters (they stay in the backline, meaning they only have missiles and fighters to worry about) ;
2) Nonetheless, 350 fragmentation damages with proximity fuse is quite bad against frigates (projectiles deal reduced damages) even if its insane projectile speed (1900 ???) make every shot hits its target ;
3) On the other hand, it's utterly overpowered against cruisers and capitals :
    -    Cruisers and capitals have lots of hullpoints that you need to get through after stripping them of their armor ;
    -    However, a 700 DPS fragmentation weapon anihilates hullpoints and cruisers and capitals are not agile/fast enough to avoid the Exteminator shots (nothing is agile/fast enough against a 1900 projectile speed weapon tbh) ;
    -    Cruisers and capitals are supposed to have some degree of protection against such high DPS weapons thanks to the residual armor mechanic ... But with 350 damages/shot, residual armor almost doesn't count ;
    -    It also has crazy flux efficiency.

It's just too strong on top of not really working as advertised. I don't use it as a deterrent against frigates : I use it as an assault weapon against cruisers and capitals and it's unmatched in this category (I mount a pair of Exteminators on all my capital ships and heavy cruiser because it's just that good against capitals and cruisers). I tinkered a bit with it to make it better against its intended targets and reduce its power against cruisers/capitals :

- Projectile speed reduced to 900 same as a Heavy Mauler (down from 1900) ;
- Damages reduced to 200/shot (down from 350) ;
- Energy/shot increased to 110 (up from 50) ;
- I removed the proximity fuse from the projectile (it outshined the Flak way too much) ;
- I added a very small amount of scripted high explosive damages to the projectile (something like 50).

It's now far better against frigates (it still needs quite a few shots to get through the armor of something like a Vanguard or Hound but now it's a credible threat against most frigates) and while it's still good against cruisers/capitals hullpoints, it's no longer crazy powerful against them.

yea, i havent rebalance that one, and probably other weapon thooo, its originally base and "balanced" around kadur chems gun stats, but with AOE explosive, the things is, i currently in progress to make custom version of AOE flak script, one that doesnt explode  when it detect fighter near its projectile, since apparently fighter too, count as "ship" in the game file, so things that suppose to be just an AOE that explode near ship end up becoming silly potent anti air weapon, it suppose to be just explode near or behind frigates when it doesnt hit, but it also end up exploding near fighter...

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