Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Caymon Joestar

Pages: 1 2 [3] 4 5 ... 8
31
Mods / Re: [0.95a] Caymon's Ship Pack v1.2.0
« on: November 12, 2022, 02:45:10 PM »
Hey, I took a look under the hood of your mod and I noticed you seem to be using way more ship bounding coordinates and launch points than is necessary. I did some tweaks to one ship by heavily reducing the number of coordinates (the engines can be cut back even more to be honest) and the gameplay difference is imperceptible for single ships, so I hope going forward you will consider drastically cutting down on the coordinates you use. The current level of detail seems really unnecessary but will start seriously impacting performance on older machines in fleet battles.

Compare:
Spoiler
[close]

Here is a great post that goes into detail about it: Starsector PSA #1: Your Ship's Bounds Polygon Is Too Detailed

Also I noticed the Damper Field ship system causes the same AMD graphics card rendering slowdown bug as Targeting Feed. The bug occurs when a ship system renders the jitter effect on its fighters while their shields are up, and can cause a 30+ framerate drop even when it's just a few fighters. I would recommend following Targeting Feed and using fighter.setWeaponGlow instead as a visual marker, even if it doesn't look quite right for a defensive fighter craft ability.

Fixing it would involve commenting out in data.shipsystems.scripts.csp_DamperFeed

Code
//fighter.setJitterUnder(KEY_JITTER, JITTER_COLOR, effectLevel, 5, 0f, jitterRangeBonus);
//fighter.setJitter(KEY_JITTER, JITTER_UNDER_COLOR, effectLevel, 2, 0f, 0 + jitterRangeBonus * 1f);
importing

Code
import com.fs.starfarer.api.combat.WeaponAPI.WeaponType;
import com.fs.starfarer.api.util.Misc;
and replacing the jitter effect with

Code
fighter.setWeaponGlow(effectLevel, Misc.setAlpha(JITTER_UNDER_COLOR, 255), EnumSet.allOf(WeaponType.class));
as an example, which would give players a visual marker that the system is active without heavily slowing down the framerate.

Interesting, thank you, I’ll have to look into working on my bounds and launch corrds when I get the chance. Would be nice to also not lose frames because I’m using a heron or my carrier lol

Remnants don't to slot in safety overrides. Their OP count is also supposed to be very tight to counteract this exactly. Due to lacking these checks both destroyers come out broken as all hell. to put it into perspective, vritra has as much OP as a brilliant. Beyond that, luster and luminous are severely overtuned for what they are with luster being outright mechanically broken. We both know luster is just an aleste with a remnant coat of paint. Yet it costs less than aleste in terms of dp, has none of its weaknesses, gets a fighter wing and wingcom suite for whatever reason, sports a 0.6 omnishield on top of that, and doesn't even die when you destroy it. It gets to retreat ala phase anchor. That's another big no for remnants: Remnants don't retreat. You never pursue remnants. they will always fight straight up 1 frigate vs an entire fleet. Yet luster retreats. Strikecraft in general aren't even meant to be able to operate without a parent carrier in terms of fleet stacks if we go by arma armatura logic.

Re: Remnant with SO
Generally, Remnant have pretty big op pools, the remnant could use safety overrides if they wanted, Alex just chose not to. Throwing some remnant variants that do take advantage of SO is a interesting idea and challenge to overcome from my experience. But I’ll look into lowering the OP of the vrita. Though how is thornbill and the Lanius broken?

Re: Luster
The Luster is not a aleste with a remnant skin, it is its own mech. While I admit the dp could maybe use work, the reason it gets a wingcom is because I wanted it to have a wing to back it up similar to leynos or VX or Gunhazard. Since Gettag released the ai core equivalents for ai ships, I’m gonna be giving it that next update. 0.6 is around the standard for remnant ships and the thing with it not dying has been fixed in dev.

However can you explain what you mean by retreating through phase anchor? It’s not a phase ship so it shouldn’t be escaping with it. It may be a issue with strikecraft so I’ll have to check in with gettag since it using his strikecraft code. (This is why it doesn’t spawn if you don’t have arma enabled)

Also what’s wrong with luminous?



32
Mods / Re: [0.95a] Caymon's Ship Pack v1.2.0
« on: October 13, 2022, 05:16:59 AM »
Would you mind if I'd make Arma Armatura add-on for the fighters from your mod?

Thanks for the offer but I already have Arma Addons that I added myself. I can make my own pilotable fighters if needed.

33
Prompted by a point raised by Histidine, I propose to you this question:

Have the Astral and the Drover (By extension, Recall and Reserve Deployment Ship Systems) due to their nerfs and the general nerfs to carrier and the buff to non carriers, made them rather underpowered?

The Drover was nerfed to having 15DP from 12, Its ship system had it cooldown increased to 60 from like 30?, and now it draws from the replacement rate.

The Astral was nerfed to 50DP from 45, the system was given a 30 second cooldown from... having no cooldown actually.

At the time, these nerfs were pretty warranted as the astral was pretty good at nuking entire fleets before there were such things as semibreves or Destroyer Sized Bomber Fighters. And Drover Spam was also pretty good. Back in 0.9.1

But then, We lost like, carrier skills, carrier skills for officers, general fighter nerfs, then we got general non carrier/fighter buffs, the only skills that generally buff carriers being limited to the player character only (And it only having a small limit of 8 whole bays before it started getting weaker doesnt help either), needing to spend 2 skill points to get both when you have very stiff competition from skills like:

Wolfpack Tactics, Crew Training, Officer Training/Management, and Coordinated Maneuvers. And This is only within the LEADERSHIP Branch, it's only downhill from there.

The Drover simply isnt worth the 15 whole DP to simply field, for 15DP, you field a condor with a 5dp frigate as back up, A 10 DP Destroyer, a bunch of Frigates, etc. The system kills its replacement rate faster than any PD can. And 60 Seconds for what is basically 1-2 more wing members for 15 Seconds just isnt worth it.

The Astral on the other hand, still is pretty good with bombers, still kills a lot of stuff. But a point was raised during this discussion:

Why not just use 2 Herons instead?

A pretty big issue with Recall is that on a 30 second cooldown, you only get about 1 more wave in before your bombers start flying back or dropping like files and it makes normal fighters pretty unreliable.

Where as you have the heron with its targeting feed that gives benefits to every fighter and not just a specific group of them. Not to mention, the fighters are much more reliable, has a good mix of stats, faster, only cost 20 DP (So 40 for 2 vs 50 for 1 Astral). With the only debateable aspect being Astral having 1-2 Large Missiles vs the Heron's Universal Medium.

So What do you guys think? Do you think the drover and astral needs some of their nerfs lessened or even buffed to be in a better place?

34
Mods / Re: [0.95a] Caymon's Ship Pack v1.2.0
« on: September 12, 2022, 09:58:22 AM »
Return of the King

V1.20 is out

Includes:

10 New Ships, 3 Remnant, 7 For the Diktat/LG, LG Versions based on ships from around the modverse.
5 Ships Redesigned to Look Better
Balance and stuff like that
Vritia has been Nerfed
XIV Remnant converted into a MagicBounty
New Hullmod for Phase Ships
One of the New ships wont spawn without Arma enabled
Not Save Comp most likely


If you have any feedback, let me know here or on discord.

35
Mods / Re: [0.95a] Caymon's Ship Pack v1.1.5
« on: May 06, 2022, 11:32:57 PM »
Nex agents? is that another mod i need to get?

It’s in Nexerelin

36
Mods / Re: [0.95a] Caymon's Ship Pack v1.1.5
« on: May 06, 2022, 06:33:12 AM »
ok i need help, I wanted to get the phasegon ever since i saw 2 popup bubbles saying:
"Phase paragon doesn't exist, It won't hurt you"
"Phase paragon DOES exist and it will hurt you"
Then i see this mod and it has a phasegon NOW the real question is, how on earth do i get this ship?

Beat up Tri tach fleets or use Nex's agents and steal one

37
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: April 30, 2022, 01:25:39 PM »

I’m not sure how to feel about the diktat not wanting carriers, do they get anything in exchange for that? Like maybe some light high tech splash to go with their mainly Midline Line up?

Hmm, I'm not sure I understand this framing - why would they? Carriers aren't "better"; so what they get in exchange is just "more non-carriers". If you mean for purposes of variety, though - I think having a more... homogenous? ... ship lineup actually helps their fleets stand out more when you're fighting them.

Well the thing is that PL also primarily uses Midline also, and unless I missed something in the blog post, that’s not changing. So couldn’t one argue that PL is already homogenous in that aspect for midline? And since the lore drop from the new weapons tells us that TT is helping the diktat behind the scenes, wouldn’t it be more interesting to have HT sprinkled in to differentiate them more? Otherwise it will just feel like PL without the carriers and primarily just falcon and eagle/etc spam. Which I feel would make them boring to fight in the long run.

Maybe it’s just me but I feel it would be more interesting if the diktat/The Lion weren’t so seemingly... unbelievably incompetent as they seem to be heading outside of the weapons department. I can believe being somewhat incompetent but personally, it would be more interesting for them to be lead by a Competent but still flawed leader rather standard evil dictator that doesnt anything right.

To address this and similar comments, there is (and will be) more to the Sindrian Diktat than just a military built on loyalty over competence. I do also think authoritarian dictatorships tend to fare poorly in running a competent high-tech military in particular, and particularly when left to rot for a long time, for logically consistent and historically-supported reasons vs. how media portrayals tend to make them look ultra-competent both in their own propaganda and in opposing narratives. But this line of thought risks getting wildly off-topic...

-- Back to my point: I look forward to exploring why this all happens, what it means for various parties involved, and throwing some scifi fun into the mix then blowing it up in the player's face, if they are so inclined. I don't want to get into spoilers for upcoming stuff so I guess all I can say is that the point of the Sindrian Diktat is not "lol look at how much they suck".

(..... I actually do think the Expanse has a very interesting take on the whole theme and narrative of scifi military dictatorships, though I don't want to spoil the last three books by going into it at all.)

Hopefully that is case. I’ll wait for the update then

38
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: April 30, 2022, 12:31:09 PM »
I had something longer typed but stupid phone app crashed and deleted it because no auto save but tl:dr of what I was gonna say

PL: Neat. Hope new missiles are good.

Diktat: Overall, I’m not really a fan. The lore direction makes the diktat and the lion into the bog standard evil incompetent dictatorship where every other faction has something more than that going for them besides pirates. (I’m also no lore expert so maybe even also the pirates)

If the lion was able to become a High ranking admiral and have so many hegemony officers mutiny and join him into making the diktat and keep it running for 25 years. Him seemingly being so incompetent doesn’t make any sense. Let alone the people working under him for officer choices and etc.

If they have the ability to make cool weapons based on the omega weapons (even with assistance from TT) then why can’t they afford to have solar shielding without reducing their OP? It doesn’t sense to me from a lore perspective/what I know of them currently and gameplay perceptive too when even LP ships get SO built in and doesn’t lose any OP either and only get a dmod that can just be restored to get rid of.

How could the LG not have been in a Major war when the Second AI War occurred during their time? Did everyone just ignore them or something?

I’m not sure how to feel about the diktat not wanting carriers, do they get anything in exchange for that? Like maybe some light high tech splash to go with their mainly Midline Line up?

Maybe it’s just me but I feel it would be more interesting if the diktat/The Lion weren’t so seemingly... unbelievably incompetent as they seem to be heading outside of the weapons department. I can believe being somewhat incompetent but personally, it would be more interesting for them to be lead by a Competent but still flawed leader rather standard evil dictator that doesnt anything right.

Remnant: yay, more of them coming

39
Blog Posts / Re: Uniquifying the Factions, Part 1
« on: March 18, 2022, 07:31:50 PM »
Looking at the battlecruiser, it doesn't really seem like a lowtech battlecruiser to me tbh.

Like Yeah, it clearly has a focus on speed but currently it feels like it's an oddy that trades the fighter bays for some more missiles and front facing larges but otherwise is like really really really similar in stats to the oddy as far as I tell from the screenshots in the post

Obviously, you're still finalizing stats and stuff so it can and prob will change between now and whenever you release it but things to maybe look at:

-800 armor vs oddy's 1000 (Doesnt really make sense at least to me since it's lowtech, it should have matching or even slightly better armor)

-900(?) Flux diss to oddy's 1000 (50% more diss over the onslaught seems like a bit overkill, 750 or 800 I think would be more in line while also allowing you to maybe give it better armor or shield speaking of shield

-Shields: While having a shield for it is nice and all, it feels like it's gonna be more of a liability with its current stats. Maybe it might be more interesting to give it a damper field right click instead? Would feel like a logical conclusion to the vanguard line if we ever get a damper field destroyer/cruiser.

-Speed: It seems to have a similar if not barely higher speed over the oddy? (70 vs 75? 73?) Feels weird to have something be on par with the tech that focuses on speed.

Sorry if it seems like backseating. I like it's design tho

40
Mods / Re: [0.95a] Girls Frontline Portrait Pack v1.3
« on: March 14, 2022, 06:44:08 PM »
Hi it's me again.

0.9.5a is out and you may be wondering if the portrait pack works. I have good news for you, I updated both part 1 and 2 to be compatible with the new update.

Portrait Pack Part 1
Portrait Pack Part 2

Hey man! Was wondering what's the difference between two packs other than the second one being smaller(?)

The primally difference is they have different portraits. Portraits in part 1 aren’t in part 2 and vice vista. And part 2 is where I put the recent additions.

Nowadays I don’t think it’s smaller anymore. It’s about on par or slightly bigger now lol

41
Mods / Re: [0.95a] Caymon's Ship Pack v1.1.5
« on: March 04, 2022, 09:54:38 AM »
1.1.5

Disclaimer of the highest order: This update is 100% Peer reviewed and certified NOT Save comp. Don't blame me for breaking your saves

Huge update, Additions/Reworks/Removal of Ships and fighters and that one weapon that I forgot existed.

Additions: 1 Remnant Cruiser, New Arms for the LG Cetan and Motorhead
Reworked: Nearly everything has been touched and changed, Major reworks include: Dag and Knifeclaw,Lanius,Spectre and Shadow and Mini Trident.
New Sprites: Zagreus (Mostly Touch ups)/Thanatos/Quant/Scattershot
Nerfs to the Cetan, System has been changed to not use charges. Nerfs to the Mark 9 Arm and some changes to Mirv arm burst delay.
Nerfed Lanius mount types to be a bit less god of all trades.
Made Heavy armor and RSC not built into the Motorhead.
A Special thing has been added to the Pilotable Vic Viper.
Visual Change to the Transam Ship system
Etc.

Removed: Zeta/Foreshadow/Mojeanu mk2/Bazaar Falcon (Normal)/Aethon(All of them)/Libera/Thunderbolt/Tridentalter/Etc

Let me know if you have any feedback

42
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
« on: March 01, 2022, 09:34:37 PM »
The source code is in the jar, guys. Open it with an archive program and extract the zip within.

But I dont know how to open the pickle jar by myself

also a (very) minor note - all of your portraits are in 128 * 128 and taking up 4x more vram than they need to be, the game only displays them at 64 * 64 (iirc, might be wrong here?) & the mod's already v vram-hungry, it'd be much nicer on lower-end machines if you cut 'em all down to the proper size.


128x128 is the standard size for ALL portraits including vanilla.

43
Mods / Re: [0.95a] Caymon's Ship Pack v1.1.4
« on: January 13, 2022, 02:36:42 AM »
I have a problem with mechs mainly the Monjeau Mk2. When doing a simulation he can use his shoulder rockets no problem but once I fight for real the rocket launcher never shoots and since they are separate I cannot manually fire them either.
Also I need some more testing on this but I feel the Motörhead sometimes does not use the machine gun arm when operated by an AI in a real fight.

Hm, the shoulder missiles should be firing by themselves, Does it have autofire on?

As for the motorhead, it may be a flux issue. Having used it myself, it uses its LAG arm often and rarely doesn't use it. What was it fighting by chance?

Yes it has autofire on when I click on the extra shoulder parts. Its intended that I cannot select them manually right? So from my experience the shoulders do not fire 100% of the time in a real fight and I toggled autofire on and off.
I also reinstalled magiclib and this mod once again.

I fought small ships and medium ships. I need to check it when I am at home but I think they used the gun arm against the vessel in a simulation but didnt against the same one in a real fight. The rocket arm was working without problems. I do not think its a flux issue as flux was usually at 10% or lower.

Any ideas?

I'll look into both then and see what the problem could be.

44
Mods / Re: [0.95a] Caymon's Ship Pack v1.1.4
« on: January 12, 2022, 11:04:55 PM »
I have a problem with mechs mainly the Monjeau Mk2. When doing a simulation he can use his shoulder rockets no problem but once I fight for real the rocket launcher never shoots and since they are separate I cannot manually fire them either.
Also I need some more testing on this but I feel the Motörhead sometimes does not use the machine gun arm when operated by an AI in a real fight.

Hm, the shoulder missiles should be firing by themselves, Does it have autofire on?

As for the motorhead, it may be a flux issue. Having used it myself, it uses its LAG arm often and rarely doesn't use it. What was it fighting by chance?

45
Mods / Re: [0.95a] Caymon's Ship Pack v1.1.4
« on: January 09, 2022, 12:46:24 AM »
do you have the 95a-rc15 version still? i haven't updated my game yet

https://drive.google.com/file/d/1WRztjrb6kBaFrTOxu2cmUd8cGKaUGr6d/view?usp=sharing

there you go. you dont get any of the changes in 1.1.4 tho

Hi!
How can I download the last version of the mod for the game version 95a-15?

^
EDIT: Also added a download link to the OP for 0.9.5

Pages: 1 2 [3] 4 5 ... 8