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Messages - NikolaiLev

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61
Mods / Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
« on: November 26, 2013, 02:50:15 PM »
I like the sprites as well, even though it's kinda weird that an abandoned Tri-tachyon colony managed to develop new ships with such alien design. I'll try it now.

http://tvtropes.org/pmwiki/pmwiki.php/Main/BellisariosMaxim

 ;)

62
Modding / Re: Where is your Mod? - System Map of the known Modiverse
« on: November 26, 2013, 04:50:40 AM »
Patria, home to the Patrian Principate is a yellow sun located at 10000, 2000, which is just east of Askonia.

I haven't heard any complaints about that location and it's close to Oasis; once I get a hold of Vayra I intend on pestering him about including diplomatic relations with the Theocracy and the Insurgency.

63
Mods / Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
« on: November 26, 2013, 04:44:27 AM »
Oooo!  I like these a lot!  They look to have extremely distinct gameplay to them.  I hope they get vanilla balanced, polished and fleshed out soon; I love seeing extremes in Starsector mods as most mods seem to hover around the Tri-Tachyon point of gameplay (high-tech, all around good).  There are few deliberately underpowered factions or just specialized factions.

Not to say they aren't, but I hope they're vanilla balanced.   ;D

64
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: November 18, 2013, 06:41:01 PM »
Goodness!  I knew the SS community was helpful, but you folks have practically done the work for me!   :-[

Unfortunately, I've been very busy as of late.  But if I manage to snag enough spare time to do more than just write a forum post, I'll try to get a compatibility patch up.

65
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: November 15, 2013, 03:36:14 PM »
This mod is awesome! Is there anyway I can use these guys in exerelin? Thanks!

I'm not familiar with Exerelin.  But it requires some compatibility configuration on the modder's part.  I suppose I can attempt it, though you're the only one who's requested it so far.

66
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: November 14, 2013, 03:48:20 PM »
Holy ____ (insert preferred exclamation here) that 400mm Cannonade is ridiculous. Not that I'm complaining, though :P

 ;D

Glad you like it!

67
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: November 13, 2013, 04:28:44 AM »
do the patrians have a base or something? :-\  i don't know where to buy the ships they look AWESOME ;D :D

Patria is located east of Askonia.  They don't have a base in Corvus; you have to go to hyperspace.

OMG
these fighters are fabulous!
Wanna see then in the game!


Ideally, the quality of my fighters will resemble those in the future.  However, I have a lot of improvement to do, as I'm an amateur spriter at best.  Some of them resembles design I've wanted to use, so you might see them in future updates (never too many fighters in the Patrian Navy!).

68
Mods / Re: Vanilla addon - variants mod V2.1 (0.54.1a)
« on: November 11, 2013, 09:00:58 PM »
If I may chime in, if anyone is interested to adding more variants to this, just pm me!

Are you going to release your UsS version as an independent version of this?  Because that would just be swell.

69
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: November 10, 2013, 03:03:15 PM »
Played some more. Mid game is probably the most difficult part with Patrians as the faction don't really have enough firepower to fight.

The Charger can be lackluster for a destroyer if you want some power and other destroyers are support ships. For the cruisers, the Lithuania is nice with its fortress shield, but while it is tanky, it lack the guns to stand against Dominators and other though ships, and it don't have frontal weapons. Pretty much the same thing with the Bastion, even though the large mount help a lot.

So a carrier fleet, even if it is crazy expensive to maintain, is definitely the way to go, since Patrians fighters are some of the best in the game.

That's it, until you can get your hand on the Yamato. That's the first and only powerhouse of the faction. You can throw it into slugfest against Onslaughts and win. I could almost say that the Yamato is overpowered. The Mayflower is a weird one. It has 7 large mounts but that's all, obviously it's a long range fire support ship but i didn't liked that much the Widebore used on it. First it cost 50 op, it produce a insane amount of flux, and the projectiles are very slow and not accurate, so not very good for sniping. The massive range and damage was super-efficient against giant Zorg ships though. But aside for fighting the flying death-boxes, i usually preferred to replace the Widebore with Gauss cannons, even if it waste a bit the ordnance points of the ships.

Overall, i think you should nerf a little bit the Yamato and buff the projectile speed of the Widebore. Also maybe switching at least one of the medium mounts to the front for the Lithuania cruiser. Other than this, everything is good.

And another thing. It is really difficult to attack Patrians fleets. Either you can fight the patrol fleet which is mid-game level, or the system defense one, which is end-game level. Would be cool if we had something in between to toy with, also some small scout fleets for early game.

Thank you for the excellent feedback!

It sounds like I did a pretty bang up job with how the ships work.  The ships were intended to be mildly underpowered, especially in comparison to the fighters.  However, I can make efficiency adjustments to make them a little better.

I'm not going to change the Lithuania much besides some flux capacity.  Instead, I intend to make a more fragile assault cruiser that benefits from the protection of the Lithuania.

The Yamato can get some flux and survivability nerfs; that ought to keep it in line.

The Widebore cannonades were a worrisome bit for me, because they're one of those "high alpha damage" weapons that are potentially really overpowered.  The Mayflower can get off about three shots before it needs to vent, but then it can get the other two off before the first ones are done reloading, putting out a horrifying volley of humongous HE damage at extreme ranges.  It's a support vessel, but I don't know how well the AI handles it, so I can buff the projectile speed a little.  And yes, you're supposed to use nothing else than the cannonades.  I was going to make them built in, but that artificially deflates the OP value and I'm not really happy with that as I'm pretty sure that's important for AI threat calculations and autoresolve results (important for system defense fleets and such).

Oh, and by the way, I've been pretty busy lately, so expect updates to be a little more sparse than most mods.  They'll be pretty extensive though, depending on how much feedback I get.

70
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: November 07, 2013, 03:37:34 PM »
I played a bit the campaign with the Patrians. And in all honesty, it was really fun.

Their ships can use broadside pretty efficiently and have some of the best carriers in the sector. However they are pretty tricky to play, as you said they have huge supply consumption and it can really put you in tough spots. For now they don't have proper freighters (i used a Mule in my game) to gather enough supply for a raiding party.

Not much to say, i still have to try the big ships (progression is very long with them) but everything seems balanced.

However i still had some trouble distinguishing each ships from another in combat. They all roughly have the same shape, some different colors or details would help. Same thing for the fighter wings, it's pretty difficult to differentiate each ASF in a fight.

Also, i love the small missiles in this mod. They feel so satisfying to use! Speaking of weapons, i always run out of ammo (even with expended hull mod) with the rotary assault cannon, so it might need a bit more capacity.

Really good job for a first mod.



 :D

The mod's weapons are a tricky business to sort out, because most of them were exclusively designed for use on fighters.  The Rotary Autocannon was quite literally designed just for the GAC-47.  Its horrible turning rate (same with the other weapons) as well as its low ammo capacity are primarily there to discourage use on large ships.  That said, its DPS used to be better, and it used to be more efficient, but I nerfed all that at some point.  So, I'll probably make them better to use on proper ships.

71
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: November 07, 2013, 01:32:32 PM »
With the super carrier give it 3 triple barreled cannons
You'know
Like yamatos
2 on the front and 1 on the back to give it quite a real look. If you want, make a ship with just a built in weapon and 2 defenses
the super carrier could have at least 5 decks of fighters
Give it detail, add medium dual batteries, radar, 3 lauch runways, one diagonal, I might be going OCD but I want this ship to be the heart of any patrian battle fleet.
My final post, as im leaving

bye, forever.
My last days as a commander.
Probally 2 people wanting me to stay anyway.

I actually already had the "Super carrier" envisioned.  It's quite different from how you say, though there could conceivably be room for two of them.

Also, what's this about you leaving?

72
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: November 06, 2013, 02:55:17 PM »
For one thing the carrier practically has an absolute defence against and fightercraft. It looks really cool; while it costs a good amount of expensive supplies to maintain a carrier fleet, its really fun to manage bomber wings and fighters while in the back of the battle from a command ship. To be honest, you kind of have to prey on independent merchants to stay up and running for long though.

I also just realised the charger was only faster because of my crew level.

At first, I wanted the Carriers to be entirely unarmed.  However, this wouldn't have worked well with Starsector, so I gave them entirely defensive weaponry with a modest support profile.  However, they also have one launch deck more than vanilla-standard classes do, making them extremely specialized carriers.  They're also fairly fragile, so they doubly don't want to ever be in direct combat.

And yes, the huge consumption of supplies goes for any Patrian Naval fleet; that's one of their weaknesses.

73
Mods / Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: November 06, 2013, 02:52:02 PM »
Those production requirements... getting traumatic flashbacks to Warframe's crafting system  :-X

Hope it isn't as grindy as it seems.

74
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: November 05, 2013, 11:43:45 PM »
I just realised the frigates subsystem actually lets you take over missiles. That is so awesome. I must ask though, why is the charger destroyer faster then the frigates? I also have fallen in love with the bastion carrier. That thing is awesome.

It shouldn't be.  I just looked and the Charger's at 80; the Kortenaer and Cloak are at 100 and the Valnad's at 150.  The Charger does, however, have Quantum Leap, but that doesn't add to speed much unlike phase skimmer.

But thank you for the feedback!  The missile targeting script was largely programmed by my mom, Mayflower (as credited in credits and the code itself), though it was my idea.  It also musses with enemy weapon and sensor ranges, ala Vayra's Hauberk Field AI (on which the Radar ECM Package was based).

This might seem like looking a gift horse in the mouth, But I feel it makes as much sense as, if not more than asking about why someone dislikes something.  What, specifically, makes you like the Bastion Carrier?

75
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: November 02, 2013, 09:04:43 PM »
I actually like the look of the fighters but some of them just seem... odd? I don't know there just weird shapes to see in space?

Also, I'm probably superly jumping the gun, but do you ever plan on making this campaign intergraded?

They are weird, in a way.  But they're aerospace fighters, which means they need that shape to operate in atmosphere.

Also, Patria is in there.  It should be campaign integrated, but if you don't see Patria, then something got borked.  I'll have a look.

Here's a quick edit of your sprite





I did not much, just a little detail and got rid of the pillowshading.

Daaaaaaaaamn!   :-[  You sure put me to shame.  I never did claim to be a good spriter (it's my weakness) but sheesh.  Seeing what you did helps me a lot, though!  Thank you.


When it comes to the GAC-47 Attack Craft, ASF-117 Stealth Bomber, SRC-71 Reconnaisance Craft, it's mostly that they feel out of place in the general aesthetic, as with the others I like them, but they do feel a little flat to me. Also with the Capitals, I feel you could blend the hardpoints into the hull a bit better, though if possible it would be nice to see what they look like fully armed.

Admittedly, I used a different approach with the latter two.  I loved how smooth they came out, but they don't look consistent with the mod or Starsector's general aesthetic (they're too smooth).  The GAC-47 might be a little big in general, but I feel that way about all the ships.

I think I'm going to make a fighter sprite overhaul at some point in the future, after I'm finished with the Patrian Astratia.  This will likely involve downsizing the fighters in general, and adding more detail (which will be harder when they're smaller, but I should be up to the challenge after some more study & practice).

Thank you all, again, for your feedback.  I hope I have the motivation and skill to live up to it!   :D

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