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Messages - Agalyon

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61
Mods / Re: [0.9.1a] Kingdom of Terra (v0.7) - Beheading the Serpent
« on: January 10, 2020, 06:10:46 PM »
I haven't played with it yet, but the changes look awesome. Great work.

62
Hey Vayra, I was able to remove all the mining lasers from the Prospector and other Hardwired Mining Laser ships. I'm not quite sure how I did it, but it involved entering and exiting sim, removing one laser, and repeating. I was actually able to just outright remove them all at will at one point. I thought they were gone for good, but I tried autofitting, and after I autofit I stripped some other slots and they all came back at once! I wish I could tell you more about how I did it but It happened by accident and I wasn't paying attention.

63
So the neck would have for example +100% more survivability and the tail 50% less, with a gradient in between. That way it still rewards sniping higher-up segments, without making them big glowing weak points, and more often it will lose segments one-by-one instead of a big chunk of 7.

This sounds really solid, I like it.

- The power of Neoterra's industry, which is a size 9 planet. If the Hedgies are getting overwhelmed with numbers I might have to tone it down a bit, but I don't think it's as big a deal, since industry and numbers were the intent.
- If, however, they are simply winning all evenly-sized fights, it means the fleet point values for the ships are off base.

I'm not confident saying for sure. Probably best to just leave it alone unless more people notice something, its definitely hard to test. And yeah I meant auto-resolved world battles.

Don't worry too much about the head sprite. Your spritework in general is great, they're a wonderful semblance of bestial traits made mechanical. Keep up the good work!

64
...
I want to reiterate how great it is to hear this stuff! Thanks again :)

I'm happy to hear it! I definitely understand testing on small battle sizes, I only recently got a computer that can handle it (and its broken in a way that's essentially impossible to diagnose, so, we'll see if I even get to keep it). I haven't tested the Quetzal enough to say on a large scale, a lot of the testing I did was also on a small scale. I will say in my Nex game, Terra quickly and easily wiped Heg out of Oasis, won every fight I observed, and has never been threatened since. When I PERSONALLY fought the Quetzal, I either lost or sniped the head pretty much every time. In group fights, it does seem to just get attritioned to death by shots slipping through shields. That being said, actually getting close enough to pop segments did a decent enough job as well.

I think the dream scenario would be to have broken segments hang around no-clipped or something so the lower segments don't break when an upper one breaks, if that makes sense. I don't think anything like that has been done before though, so I'm not sure how realistic it is to implement. I think the center of battlestations is similar, in that it sticks around till all the other parts are dead. It would also totally change how fighting the thing works, so its your call. I'm going to buy one and just start using it naturally in my game and see how it goes. Its probably just really really hard to balance well because its so unique; some of these problems are just the nature of being light and speedy, but on the other hand no other ship in the game permanently loses dps as it takes damage.

I really think if missile storm is reigned in, you should make the whole thing much, much tankier and just see how it works out. Wider shields, a pinch more armor, that sort of thing. I think that uniquely the segments could have terrible shields and it would be fine if they were a bit wider, encouraging trying to slip shots through gaps created in the shield wall. As for giant fights, if multiple Quetzals are deployed and use the storm together, pretty much everything without a fortress shield dies. It sort of negates any of its weaknesses.

Is it bad enough to need a stopgap? Possibly yeah. This is kinda the opposite of what you're asking for, but let me mess with it a little more and see how it is with only one Quetzal. I cant escape the thought that the whole faction is pretty close range, and simply running from the missiles works, and thus maybe its punishment for getting too close. On the other hand, it can one shot capitals. I hate the idea that its a one hit wonder though, killing a big ship or too then dying. While I definitely think it needs to change, beyond what I suggested earlier I cant think of an easy replacement so it doesn't feel right asking for one.

The sprite thing is really nitpicky, I just don't like the look of the large mount. It breaks the look of head, and I know theres a way to make the weapon be invisible when mounted so it could be in a thematic "mouth" of sorts, and you only end up seeing the head itself with no weapon mount. At least that was my idea. I really like the look of the tail segment, I think it would be really pretty to use some of the same aspects.

I'm actually glad you went in the direction of overtuning to start so the unique aspects didn't end up getting lost. Really the Quetzal is the ONLY thing that stood out as having serious issues, everything else is pretty solid. In my opinion, its biggest problem is the whole ship is far too brittle in implementation. Successes are devastating, but any mistake usually results in death. I definitely don't want to go in the direction of mod police and only balance against perfectly standard vanilla, so if you WANTED it to function like that and break the mold take everything I say with a grain of salt.

65
Mods / Re: [0.9.1a] ApproLight v0.8.1-RC1 (2020-1-6)
« on: January 06, 2020, 07:33:44 PM »
Hello, I noticed that the Respecter Tri-Beam doesn't seem to work as intended. It almost never releases arcs, and never while hitting a shield despite the description.

66
Just wanted to drop in and say that this is probably the coolest mod that has come out in a long time. I've been playing since the first mods were released, and I really love that you've made ships that are truly unique. Strange and perhaps unrealistic they may be, the ascetic and scripted sections are show stoppers. I've been hoping for something like the Quetzelcoatl a long time, and its great to see it alive and well. I actually think the Basilisk might actually be my favorite though, the tail is simple but perfect.

I haven't extensively tested everything very well, but there's a few things I'd like to bring up. The Snaggletooth and the Queen feel like they could use a bit of help. They're both extremely fragile, and don't really have enough to justify it imo. The queen in particular has devastatingly low hull, which I'm sure is the intention, but I think it probably needs nearly 360 shields that are maybe a bit tougher to do with that. Also I think the nest bomb could do with regenerating some ammo very slowly as a reward for actually keeping the Queen alive that long. I think the Snaggletooth's missiles could do a bit more damage or reload a bit faster as well.

The Basilisk tail impacts just a bit too hard, as lighter ships totally spin out of the control when hit, and only the heaviest of cruisers can typically maintain their position vaguely, if its only a glancing blow. Its easily able to spin an Onslaught several times off one hit. I've thought about this a lot, and I'm not sure how much of it is more about poor thruster control on ships rather than mass of the Basilisk, as it seems like faster cruisers fare better than capitals. That being said, its far too easy to get a ship spinning and keep it spinning forever. I think it should be somewhere in the range of a good hit knocking lighter cruisers 180 or more degrees around, heavier not quite as much, and knocking capitals face away from you. It would still be an amazing defensive tool for front loaded ships, but not comical like it is now. Also, the Basilisk AI tends to be unwilling to close in and USE the tail in most cases, preferring to launch the barbs for harassment and stay at a distance. Maybe if the barbs could be individually made into a strike weapon, so the AI would use the tail but HOLD the barbs until an opportune moment. I know a lot of that is extremely finicky, and I'm sure doing much about it beyond fiddling with numbers would be very difficult, but keep up the good work.

The Quetzalcoatl also tends to go one of two ways. Either the head gets quickly sniped and it dies fruitlessly, or it uses the ship system to devastating effect, mostly ending fights before they start. The ship system is a serious problem I think. Harpoons alone are able to overload the shields of most capitals, and this is not counting the sabots that are also in most loadouts. If the sabots land first, its usually an instakill. What I personally would really like to see is the head being much tougher, and the ship overall doing much less damage, or at least less burst. Typically its very hard to actually level its firepower against a single target because of the rapid movement, but that sort of fits into its role I think. Maybe the system could fire only a single missile from each rack (still for free) but keep a reasonably low cooldown. Part of me worries even that might still be too much, but its really hard to say without more testing. That aside, I think the segments are good. they tend to stay alive with the tightly packed narrow shields taking most of the damage, which I like. I would really like to see maybe an alternate version that relies only on weapons rather than missiles, maybe another custom bounty?

For these reasons, Terra also tends to completely wreck face in AI vs AI fleets. I THINK this is mostly the aforementioned missile storm, but the AI doesn't know what to do with Basilisks very well either. This is a minor complaint, I think its more of a symptom than a problem.

Lastly, this is seriously into the nitpicky area, but I think the front mount on the Quetzalcoatl should be concealed, or maybe back into the head some so it can have a meaner looking nose. Seeing the missile hardpoint is a huge let down any time its not covered by a weapon, especially compared to the tail segment which is great.

That all probably looks more negative than I intend it too, so I want to reiterate that I love this mod, and I wish there were more like it. Maybe one day you could have actual space monsters to beat the crap out of with Monsters and Basilisks. Either way, I eagerly await any updates you make!

67
Just wanted to drop in and say everything looks really cool so far. I really enjoy the feeling and atmosphere of promise, and im happy to see some more scripted and handmade quests that really feel unique, like your description of the second one is shaping it up to be.

68
Mods / Re: [0.9.1a] Better Colonies 1.3
« on: January 03, 2020, 12:03:11 PM »
I'm getting this crash on loading a save. I saw the notice about the faulty download, but redownloading didn't help. Have I missed something?

Code
84948 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD.matchStationAndCommanderToCurrentIndustry(OrbitalStationGD.java:426)
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD.notifyDisrupted(OrbitalStationGD.java:602)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.setDisrupted(BaseIndustry.java:1587)
at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:150)
at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

EDIT 1.4 is crashing as well. Can this not be added to an existing save?

69
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: December 25, 2019, 05:13:44 AM »
For a command suggestion, is there anyway to refresh config files? Some settings like the number of bounties do not update without starting a new save, and updating settings without restarting would be very cool too. Also the above suggestion for a contains argument would be fantastic.

70
Mods / Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
« on: December 24, 2019, 10:10:21 AM »
I definitely think the new dmods need a config option to turn on and off. If theres an easy way to handle that by editing files I'd be happy to do it, but I'm not sure about others. Is there an easy way to disable them?

Also, it appears that custom permanent bounties are eating into my bounty pool and taking a slot, at least in my game. Any idea whats causing that?

71
About that: to my knowledge, no_drop only makes it so blueprints don't spawn in the wild corresponding with that ship - when no_drop is there, the only way to get the BPs is by raiding the market of a faction that knows it from the start. This is intentional for the rarest ships in the mod. It doesn't affect the spawn rate of ships in markets, but I've confirmed they do show up eventually. If you want the BPs to show up on research stations and the like, remove no_drop.

edit: Market spawning, however, is governed partly by default_ship_roles.json which also determines how often ships show up in fleets.

Whoops, well. Sorry for the bad info, that makes sense actually. I'll check my own and try to get it back lined out again.

Edit: Actually, how DO you get the N-0 to show up? If im understanding this file correctly, it already should. Is it just hideously rare? I actually have a Morpheus but I've never seen a zero.

72
Out of curiosity, what tag did you edit to get the 0-Series to show up?
mod/data/hulls/ship_data.csv, and delete "no_drop" from the AS column from what you want to show up.

73
Just had this happen, on version 2.4.1

java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.spawnFleet(VayraUniqueBountyIntel.java:455)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:127)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:318)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:298)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

74
Just wanted to drop in and say I've been playing with blackrock since it was first released and I'm beyond excited to have it back. I know you get harassed a lot for updates, but thank you for all the hard work. Seriously. On behalf of all the lurkers out there, its appreciated.

75
Mods / Re: [0.9a] Foundation Of Borken v0.2.4-RC3 (2019-1-19)
« on: January 18, 2019, 09:21:26 PM »
Thanks for the hard work on the update, I'm happy to have it back!

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