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Messages - Morrokain

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16
the reason why I asked is because vanilla combat endurance has an elite passive that makes your ship regenerate hull when your hull is below 50%. I noticed that a fulgent droneship was repairing it's hull up to 4000 (Vanilla fulgent has 5000 hull but I know archeon order changes hulls a lot), and I was thinking what you were thinking, that AI cores still have vanilla skills attached to them. I am playing with other mods but the only one that affects skills is a new level of confidence, and that only increases the max skill limit.

Ah ok thanks for explaining. Since this is REDACTED ship-only its *probably* ok unless one of the skills really breaks things. If that is the case let me know though. I haven't looked into details as to whether its possible to override AI core skills in general but its probably possible I'd imagine. I mostly looked at player skills with a rough implementation for officers and admirals when I did the skill rework based upon what was obvious. There could definitely be details I'm missing.

17
I was recently playing against remnants and noticed that their hulls were regenerating, is this something unique to remnant ships? Or is it a bug to do with remnants still using skills from the base game, because I looked through the skill tree and saw nothing to do with hull regeneration.

Hmm I'm not sure. Do they regenerate in vanilla?? I've not seen that in the simulator. Im not really sure what perks AI cores give though so that certainly could be one of them. It could also be another mod potentially.

18
Hmm ok I'll take a look when I get home this afternoon.

As it turns out, its impossible to scale by hullsize using a skill because hullsize comes up as null. Huh. Well... I guess I'll just make it a flat 50 increase? I tested it out with the Doom and the speed increase is notable - so it should be more noticeable on the Tyrant as well since that has a lower max speed than the Doom and will benefit more from the flat bonus.

I wasn't getting any crashes when testing in the sim after starting a new game.

Once again, you just have to replace the jar with this one and it should hopefully fix everything.

I'm also hotfixing the main experimental download now.

19
Hmm ok I'll take a look when I get home this afternoon.

20
Crashed on save loading. Is it because I have the phase mastery skill?

Ah darn it I think I did the int conversion incorrectly when setting up the scaling. Try replacing the jar in the mod with this one and see if you can load the save. If so, I'll correct the main experimental release with a hotfix.

21
A new experimental balance build is out on Nexus Mods under optional files!

It should be save compatible with the first experimental build. I've finally found a really good ship system for the Tyrant! I have kept the heavy mine system in the mod, but it is currently unused. I do have plans for it though. The new system is something I'm excited about and I'll explain why further down in this post.

However, before I detail the new system, there are some other changes I want to highlight that indirectly came as a result of looking at the Tyrant and the phase ship lineup. As I think Albreo suggested a bit back on the thread, I mixed up the systems for the larger phase ships. The Doom now has Entropy Amplifier instead of the Harbinger. The Harbinger has the Doom's mine system instead. I flipped the two because the Harbinger needed the mines more against fighters and its a neat concept that the phase destroyer can support larger phase ships against their natural weakness with its system. That, and the Entropy Amplifier is a bit of wasted potential when doubling or tripling its presence in a fight. The Doom seemed like the perfect ship for it because the relatively limited number of cruisers means its not being too saturated in any given battle. And it fits the name!

Because the Doom needs to be a unique ship, I removed Entropy Amplifier from the Wolverine so not only the Doom has access to it! The Wolverine now has... Active Flare Launcher. Before you all throw rotten fruit at me, there actually is a good reason for this change. One of the Wolverine's weaknesses is missiles since it doesn't have many forward facing small weapons that aren't missiles. So a missile interdiction system makes sense here especially considering the general missile buff.

Alongside that reason, it was long since time to take a second look at the flare systems themselves. They were in my mind without a doubt the weakest system available for a ship. There are simply too many missiles at any given time in a large battle for a couple of flares to make much of a difference. Even small scale the flares often ejected from the engine of the ship only. It was only moderately useful at preventing interdiction missiles from knocking out engines. So, flares are much higher in number and surround the ship on ships that have them:

Spoiler


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 - and in this case the flares are actively seeking out missiles or fighters and so can in turn be used for supporting nearby allied ships as well. Now there is some nuance when piloting a flare system ship and that's a lot better than before imo. Flares have 5 charges and regenerate fairly quickly. The 5 charges can mitigate the majority of incoming missiles for about 10 seconds or so. That can be a world of a difference in close fight. And since the charges regenerate fast enough to maintain some utility in prolonged engagements, this is one of the few defensive systems that are a little spammable. We'll see how it goes.

Ok let's get back to the Tyrant's new system. I designed this after spending a bit of time fleshing out what I think the role of a phase battleship is compared to a standard high tech battleship like the Paragon. The Paragon has good shields and a lot of large weapons. It deals damage and can take damage very well. It is fairly slow, however, and its system is there to give it extra bursts of damage to ensure the time before its shields fail is well spent if outmatched. This because once the shields fail the Paragon falls a lot faster than a low tech battleship like the Onslaught. So the Paragon must either vent and renew its primary defense resource or kill its target before its shields fail.

The Tyrant on the other hand doesn't have a very good defense resource. Phasing may protect from damage, but it also prevents damage from being dealt in return. Phasing hurts the Tyrants overall chance at preserving its armor if it cant use its flux to fire powerful weapons to either quickly destroy its target or flux its shields so it goes on the defensive (and ideally take some damage too) and the Tyrant can vent and strike again. The key to the Tyrant is damage and damage quickly. It is essentially an assassin ship. Its armor protects it for a time but once its gone the Tyrant cannot do much unless its using phase to strike an unprepared target that can't strike back.

With this in mind, I designed a system that works with these concepts to make the Tyrant fun to fly and scary to face while playing into the theme of phase and phase ships mechanics.

Anyway, here is the description and visual for the new system:

Spoiler


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(It kind of gives off a necromancer-ish vibe which I think is cool and fits perfectly into the lore.)

And here is it in action: (well somewhat but it doesn't really capture what its capable of or the nuance of its use)
Spoiler





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Why am I excited by the system? Because I think it is a real sweet spot of system design. First let's take a look at the details as to what it does. It combines elements of several existing systems. It accelerates the player's frame of reference which slows down enemies and projectiles (or speeds up AI ships visually to the player fighting one) just like Temporal Shell but not quite as much. However, this means that while phased the frame of reference is actually quite a bit greater - almost double! When combined with the movement speed increase and the higher threshold for phase slowdown, the Tyrant can move very quickly while phased as if the new phase limitations didn't exist (sort of like prior versions without the slowdown mechanic). On top of the mobility, the altered time flow is supplemented with a 50% increase in weapon rate of fire (including missiles) which means that while unphased the Tyrant can unleash an immense amount of damage must faster than the average battleship.

I want to emphasize why I think this is interesting. You have two states while the system is active - phased and unphased. In one state, the ship can move very fast and can't take or deal damage. The other state leaves the ship vulnerable but able to deal immense damage. On the surface, it seems OP. The hit and run capabilities seem too much. However, one can't deny that it sounds fun right? Active system, move fast, hit hard. Retreat behind a defensive screen. Recharge. Repeat.

The thing is, its balanced because its actually pretty hard to do both adequately. The system only lasts 12-ish seconds and with the accelerated time part of the effects that timer goes really fast. It won't seem like it, but every second spent while phased is a lot of wasted damage in return for movement. So this makes for difficult choices based upon the context of the battle. Do I use a charge to retreat or gain a positional advantage? Or do I use a charge to fire my strike weapons so fast that few ships can withstand the damage for long? You only get 4 charges and they take a LONG time to regenerate. This means that the system is a limited resource that does powerful things and has tactical nuance and hard decision making. That's really what you want out of a single button press and it makes the ship feel very unique! And that's before you get into the deeper nuances like the fact that now there is more of a reason to use weapons that deal less damage per second than weapons with charges but more than the sustained damage once the charges run out. The charges will run out a lot faster with the system active. Similarly, since being phased accelerates time for the ship, it can recharge both the system and its weapons by remaining phased to max flux and then quickly venting (as long as the ship is positioned in a safe place of course).

What about the AI? Will it be annoying and run while the system lasts? No, it shouldn't. The AI is set to use the system offensively in most cases. It might still get nervous around large swarms of fighters or missiles, but it won't retreat and vent with the system as much. From tests it mostly uses it to get a flanking position. So it keeps the intended general mechanical design behind phase ships while under AI control. Its just more interesting for the player.

Maybe this is the design nerd in me, but I think the system really hits the nail on the head. I hope you all have fun with testing it out!

Finally, the update contains more small weapon fine-tuning mostly focused on PD weaponry. The big changes are that the Scythe Cannon mostly targets fighters and has been redesigned as an anti-fighter weapon specifically. This way, it doesn't compete with the PD Cannon as much and has a separate role. Less useful PD weapons like the Machine Gun now should have a niche in the PD of a ship due to range layering and other aspects of the fine-tuning (I already have a wall of test here and so will spare you all the details) that add to what the weapon can do for a build.

22
running the experimental.  no problems so far
even with a laptop workstation, this jams well in smaller battles, especially frigate skirmishes.

Ah good to hear! I have some exciting stuff to post later today regarding the next update to the experimental - which might also be today at some point. I'm still debating if I want to spend a little more time with small PD.

Generally speaking I've spent a lot of time over the last couple weeks further refining small PD and missiles and further uniqueifying them, but that's not the exciting thing per se.  ;D

23
Woah wait what? My friend and I just got back into this game after years - Did we accidentally install an old version of the game!?

Edit: Yes. Yes we did. Holy crap - My bad.

No worries have fun!

24
My bad if I'm dumb - But I can't seem to get this total conversion to work, even standalone? Game won't even launch, the Mod Loader says the required game version is 0.95. 1a-RC6, while mine is apparently 0.95aRC15.

I downloaded the latest version of Starsector, so I'm kind of confused. I installed the mod correctly by placing it in my mod folder?

I'll try and fiddle around a bit more.

The latest version of Starsector is 0.95.1a-RC6. You have an outdated version of the game from a prior update: 0.95a. You should be able to find the version of this mod for that under "Old Files" on the NexusMods site.

25
Edit: Did a little bit looking around, and I believe the offending line for the insanely high credits given to the player is: "credits = (int) (credits * (relativeStrength + 0.25));" which means that with a big fleet you can get to absolutely insane values from a tiny patrol fleet, unsure how to get the mod to read the changes in src to test this hypothesis tho. (Additional de-incentives for flying around begging for cash still needs be implemented even with this glaring bug fixed, like a negative rep on success like suggested before)

So, I followed up on this for the next experimental release, and in my current dev version the credit request script has changed to: (I'm not actually sure where your line of code came from - that wasn't part of the code I was looking at anyway - though it was similar. If you have a line number and file name, I'll gladly take another look in case I missed something!)

Spoiler
Code
            if (fleetStrength > playerStrength) {
                relativeStrength = (((playerStrength * 100) / fleetStrength)) * 0.01;
                credits -= (int) (credits * (relativeStrength * 0.25));
            }
            if (fleetStrength <= playerStrength) {
                relativeStrength = (((fleetStrength * 100) / playerStrength)) * 0.01;
                credits += (int) (credits * (relativeStrength * 0.25));
            }

 - which if my math is correct should increase or decrease the initial credit pool by a small fraction of the original credit pool depending upon the enemy/ally fleet strength comparison with the player fleet. If the enemy or allied fleet strength is higher, it will decrease the initial credit pool granted. If it is lower, it will increase it but only by a small amount. Importantly, this change theoretically impacts the scenario where you are requesting credits from a welcoming captain with a low fleet strength.

I also added a hard cap on the initial credits awarded in the first stage of the calculation as well as a sanity check for cases where the reduction portion would bring the credits below zero:

Code
        if (credits > 25000) {
             credits = 25000; // maximum starting amount.
        }
Code
            if (credits <= 0) {
                credits = 50; // sanity check for calculation.
            }

 - and I also greatly reduced the scaling on the "awarded" side of the calculation for rep, etc, while maintaining mostly the same scaling in the "reduction" side of the rep calculation with a de-emphasis on extremely vast differences between captain personalities. That said, the reduction for "reckless" is still sizable in comparison and even more so because its at the bottom of the scaling portion, but its a bit less extreme.
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All in all it should make things a little more consistent while retaining the dynamic feel of the feature. However, this is mostly a stop-gap for exploiting the feature rather than the fine-tuning and customization I intend to implement later on. I may also add a small amount of RNG to the final amount to really keep the feel of each encounter being a unique experience.

26
Suggestions / Re: Salvaging needs an expansion.
« on: April 08, 2022, 04:08:22 PM »
Another possible solution would be to greatly increase the quality or perhaps less ideally the size of the rewards and also greatly increase the risk - like even ship damage or instant pirate or salvager ambush or something.

This avoids the slowdown that a progress bar would add but makes salvaging a more difficult decision and less of a chore.

27
Can you also take a look at the Phase Mastery skill? I don't think 50% Flux Threshold before speed reduction is being applied properly. The top speed is still reduced immediately at the start of the phasing or did I misunderstand something?

Sure I'll take a look when I'm off this afternoon. I could have implemented it wro g or something.

Hmm, well its implemented in the same way that vanilla does so it *should* be working correctly. However, looking at 0.95.1a patch notes to see exact values:

Quote
Phase cloak reduces top speed as hard flux goes up, down to 33% speed at 50% hard flux while phased

 - it could very well be that this negates the actual benefit quickly enough that it isn't very noticeable. One easy way to test this would be to severely reduce the flux per second while phased to make the effect last longer to confirm. I'll do that and from there, I can decide what a better approach for the skill should be, or whether or not phase mechanics need some adjustments. (I've noticed that the AI Tyrant phase/unphases rapidly in an unfun and ugly way to try and get a brief speed boost.)

This is probably also a good time to try tackle the system situation with that ship too.

*EDIT*

Hmm, I guess that weird phase movement is only during the title screen. It seems fine in the simulator. So, the current implementation gets the Tyrant to half its max speed in only a few seconds. So even assuming 60 max speed from the bonus - it will be 30 and therefore under normal max speed in that timeframe and at 33% of a 50% bonus max I think its only about a 7 net speed bonus overall after the threshold is met. Yeah that wouldn't be all that noticeable.

I might just do what I normally do for speed boosts and scale it by hullsize. Only in this case it would scale up instead of down as you increased it. Something like 50%/75%/100%/100%. That way the bonus is noticeable even at the flux threshold.

28
Meant to post this last night but the server went down:

Let me know if you need any assistance converting the dialogue by the way, if its a relatively straightforward conversion of format I should be able to whip up a script for it, to save a little bit of time.
Working on displaying what I'm doing a bit and you can be the judge of whether a script could accomplish this/is worth it, etc.

So this is a sample of the "text" column of the rules.csv file:

Spoiler
The $personRank looks like $heOrShe is about to say something menacing, then $heOrShe sees the number of credits and stops the threat mid sentence. "Ok, ok, you win I will take that and, um... just let you go." $HeOrShe says excitedly.

Your bribe was successful, and since pirates value such incentives, your reputation has increased as a result. The $personRank has agreed to end hostilities between you for a time. During that time, you are free to request things like you would a friendly fleet. Be careful not to over-request or attempt to make demands, however, or you may renew hostilities once more.
OR
"That... is a lot of credits" $HeOrShe says breathlessly. "Have a nice day then. I will remember this."

Your bribe was successful, and since pirates value such incentives, your reputation has increased as a result. The $personRank has agreed to end hostilities between you for a time. During that time, you are free to request things like you would a friendly fleet. Be careful not to over-request or attempt to make demands, however, or you may renew hostilities once more.
OR
"I.. I... I'm so happy I'm a pirate right now." $HeOrShe immediately powers down weapons and forgets all about your $shipOrFleet in $hisOrHer mad rush for your stash of credits.

Your bribe was successful, and since pirates value such incentives, your reputation has increased as a result. The $personRank has agreed to end hostilities between you for a time. During that time, you are free to request things like you would a friendly fleet. Be careful not to over-request or attempt to make demands, however, or you may renew hostilities once more.
OR
"Wow, just wow! I can't believe I've hit the jackpot!" $HeOrShe has, for the moment, all but forgotten about your $shipOrFleet.

Your bribe was successful, and since pirates value such incentives, your reputation has increased as a result. The $personRank has agreed to end hostilities between you for a time. During that time, you are free to request things like you would a friendly fleet. Be careful not to over-request or attempt to make demands, however, or you may renew hostilities once more.
OR
"You just gave me enough to provision for 30 days. I don't need your blood on my hands to begin with." $HeOrShe will let your $shipOrFleet escape unharmed.

Your bribe was successful, and since pirates value such incentives, your reputation has increased as a result. The $personRank has agreed to end hostilities between you for a time. During that time, you are free to request things like you would a friendly fleet. Be careful not to over-request or attempt to make demands, however, or you may renew hostilities once more.
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Afaik it's just a string and not a complex object or anything.

It corresponds to a ruleId: PiratesCFSuccessWithLargeBribeRep - which is found in the first column of the rules.csv under "id".

I need to convert it to a spreadsheet entry in the FleetDialogue_factionText.csv in fleet dialogue. (And there are other changes such as changing "OR" to "-OR-" but I won't go into detail yet.)

The real wrinkle here is that the "Pirates" portion of the rule id means it needs to go under the pirate faction id of the FleetDialogue_factionText.csv spreadsheet where the faction id is an entry in the "id" column of that spreadsheet. Each faction gets its own row. The ruleId is the column name.

If there isn't a faction indicator in the ruleId, then it goes under "default" for the id.

Here is what the entry could end up looking like (not the same line its a test example but you get the idea):

default,"After exchanging a few $STARTHLpleasantries$HLCOLORCUSTOM255,192,203$ENDCOLOR$ENDHL, you inform the $personRank that you could use some assistance. The weight of your $STARTHLinfluence$HLCOLORPINK$ENDCOLOR$ENDHL, if any, with $hisOrHer faction is behind the request, as is the military strength of each of your respective forces...-OR-You chat $STARTHLidly$HLCOLORBLUE$ENDCOLOR$ENDHL for a few minutes with $PersonRank $personName as you work your way up to the point of this $STARTHLconversation$HLCOLORFACTION$ENDCOLOR$ENDHL. You indicate that your fleet could use some resupplying and request that the $personRank spare what $heOrShe can.$NEWLINEAny $STARTHLinfluence$ENDHL you have with $hisOrHer superiors will most likely $STARTHLfactor$HLCOLORNEGATIVE$ENDCOLOR$ENDHL in $hisOrHer decision- as will any advantages or disadvantages in relative fleet strength...-OR-After some initial small talk, you ask $PersonRank $personName for a few $STARTHLcommodities$HLCOLORGREEN$ENDCOLOR$ENDHL to help safeguard your journey. $HeOrShe considers your $STARTHLreputation$HLCOLORSTORY$ENDCOLOR$ENDHL and the size of your $shipOrFleet..."

29
Can you also take a look at the Phase Mastery skill? I don't think 50% Flux Threshold before speed reduction is being applied properly. The top speed is still reduced immediately at the start of the phasing or did I misunderstand something?

Sure I'll take a look when I'm off this afternoon. I could have implemented it wro g or something.

30
That seems like a smart solution, I'm not sure how far along you are, but if you do release another beta before finishing said changes, do change "relativeStrength + 0.25" into a fixed number like "1.25" or so for credits, fuel, and, supplies respectively, to mitigate said linear increase bug though, since fixing said bug shouldn't need any other change to the code.

...

Edit: figured out how to compile the mod, supplanting the bonus reward calculations from supplies does mitigate the issue, but we still get a a linear increase that gives you values in the 100s of thousands when you have high fleet points, I think the way to go about this would be to have the reward exponentially level off towards some reasonable value, since that would give a decent amount of cash to lower level players and some sane value to high level players as well.
I agree that some sort of cap is needed based upon those values and the general idea is sound to me. (The scale seemed ok-ish when I tested a long time ago, but not only have lots of things changed since then but I didn't implement it with scale in mind to be frank. It was more concept than fine tuned with balance in mind.)

Let me know if you need any assistance converting the dialogue by the way, if its a relatively straightforward conversion of format I should be able to whip up a script for it, to save a little bit of time.
Working on displaying what I'm doing a bit and you can be the judge of whether a script could accomplish this/is worth it, etc.

I'm having lots of fun with this mod/tc.  Looking forward to trying out the experimental install for my next run. 

I have found a couple of bugs, and I'm not sure if this is the right place for them, but I'll post them anyhow.

I started a Archean Order run and picked the Cruiser "Justicar" as the starting ship, but now that I have a fleet and over 3mil credits I can NOT find another Justicar to add to my fleet.  They don't appear to be anywhere.  I have a the stelnet mod to let you search markets and it never finds them either.  I have all the other Archean ships in my armada, but more Justicar cruisers are no where to be found.

Also, the HEAVY Apocalypse Cannon says that it "can fire through allied ships" but it CANNOT.  The AI never does, and if you manually try it you blow up your buddies. 

There is something funny going on with the Tachyon Beam, Stabilized Drive Conduit, and perhaps Advanced Optics.  If you fire the Tachyon Beam and hit an enemy you'll never get your zero flux speed bonus working right again.  You can try it in the "run simulation" area.  I ran into it with the Adamantium Consortium Dreadcarrier and it made piloting that painful with the carrier speed penalty.  So now I never use the Tachyon Beam, even though I love its sound effect.

Anyhow, I really love your mod.  Thanks for the fun times.
Always glad to hear that people are having fun so thank you!

Fixed the issues with the Apocalypse Cannon and Justicar for the next experimental update which might be tonight or tomorrow at some point - oof I must have added the tooltip without checking the projectile itself - assuming I had already done that or otherwise planned to do it. Sorry let me know if you find more cases of this sort of thing! For the Justicar, another great catch thanks. I think it was originally part of the tier 3 blueprint package which is included in the "known ships" portion of the faction file. I removed it from that to tune down those packs' power and didn't realize I didn't include the hull id in the known portion.

The Tachyon Lance issue is a bit of an odd case. To explain: It could definitely be that something is off with my code as it is exceptionally fancy probably not a good idea but seemed like it should functionally work most of the time and did in a few tests lol. I'll have to take a look in some detail to provide more insight on that. Iiirc, it was supposed to permanently lower the max speed of the ship the first time it fired the weapon by half for the duration of the battle. This is because kiting with the weapon was too powerful (lore-wise its an experimental super weapon that does catastrophic things to systems when fired that take detailed maintenance to repair post-combat) and it needed some kind of downside even beyond lower sustained dps. It does make piloting slow capitals extra painful, but ideally the weapon should make up for that by its ability to damage things at extreme range with perfect accuracy. What this means is that using the weapon kind of means you have to build your build around it if that makes sense. That doesn't mean its fun per se from a piloting perspective, but that's the general idea. When I look at large weapons in more detail, I'll see if I can think of a better or more fun solution. Iirc, it just had obnoxiously high flux costs once upon a time, but that isn't necessarily fun either and also messes with the AI a bit more.

Basically the speed reduction was just a balancing mechanism that probably isn't perfect. That, or there is a bug somewhere I haven't found yet.

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