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Messages - King Alfonzo

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31
Mods / Re: [0.96a] Holy Covenant of Kemet 0.0.4a (Tweaking Ed.)
« on: May 27, 2023, 10:28:25 PM »
Ooh, neat! I shall give this a try and provide feedback once I have.

(Worst case, re: s-modded Expanded Magazines, you ban its use on Covenant ships, incorporate its bonuses into the covenant built-in, and then balance the weapons around that, making them weaker-than-intended when used on non-Covenant vessels without s-modded Expanded Magazines. But that's also a rather drastic step, and may not be needed.)

Honestly I'm not sure whether I should just have Bolt Coherer (or an improved version of it) as a built-in on Covenant hulls, and balance everything relative to vanilla, and cut out the jank of the rest of the system so Kemet ships have more utility out of non-Kemet weaponry, and non-Kemet ships get more utility out of Kemet weaponry, but still getting a decent bonus out of them. Something to consider.

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THE UPDATES.

Many thanks to Network Pesci for spell checking my terrible, terrible grammar!

Grytpype and Moriarty Defence Authority 0.9.9ef
-Updated for 0.96a
-HOTFIX: Fixed the broken GMHS and GMFS hullmods

DOWNLOAD HERE.

Please give me a yell if anything explodes.

33
Mods / Re: [0.96a] Holy Covenant of Kemet 0.0.4a (Tweaking Ed.)
« on: May 26, 2023, 10:37:58 PM »
Stylistic note:  I would remove or change the mention of Swiss cheese in the Safflower's description, I know what it is, but nobody else in the Sector would.

Balance notes:  Upon having played through a campaign and a half of vanilla .96, I retract my comments that the Covenant has a long way to go to be vanilla balanced.  With every new version of vanilla, "vanilla-balanced" means less and less.  The only weapons I still have concerns about are the Heavy Urn Pulser and the energy mount Furnace needlers.  The needlers, even with the damage type nerf, still obliterate armor like the Disintegrator used to back in .95.  Since their initial damage type is High Explosive, they're pretty much always going to crack armor and so the Frag-type secondary explosion might well do MORE damage than before the nerf.

I pointed out in my praise for the Ionos, that it's worth it to me to put Expanded Magazines on it just for a few extra shots on my single Hungering Furnace Cannon.  Now in .96, S-Modded Expanded Magazines are going to make the Covenant weapons absolutely disgusting.  I can't wait, but if I like them so much, they MUST be a little imbalanced.  I'm not the "spreadsheets" kind of guy, I did my proofreading in NotePad (PLEASE make sure I didn't screw anything up formatting-wise), somebody like Wyvern can probably come up with a mathematically sound nerf for the Furnace weapons.  Personally (and keep in mind I haven't even played Covenant in .96 yet, this is purely hypothetical), I would maybe make the initial impact of the needles Fragmentation and the secondary explosion High Explosive, this might make them still great at cracking armor but less likely to completely destroy an unshielded ship in a single burst.

The Heavy Urn Pulser is troublesome purely because of its accuracy and effectiveness at extreme long ranges.  Something with the homing, range, and tendency to stack on itself of the vanilla Pilum, but fired four or more at a time from the plentiful energy mounts on Covenant ships, and breaking shields like HVD bullets, is just too strong.  Nothing in vanilla, and very little in the Alfonzo modsuite, can deal with 2500 effective ranged homing kinetic damage.  For a truly brutal nerf, I would suggest making the projectile have its actual listed range and disappear once it reaches that range.  If that's too harsh, maybe just have the projectiles stop homing after their listed range, if that's possible (I don't know enough scripting to know for sure).

For the others, I'd have to actually play the mod in the new version.  In .95, it was only a few beams and Omega tech weapons that let Energy mounts have other types of damage, now Energy's only weakness against Ballistic is range.  So the Covenant giving Energy mounts other damage types is irrelevant to balance.

Thanks for the feedback Network, and much appreciation for the spell checking you legend!

I fear I haven't done a lot of balance checking with Kemet yet, being mostly focused on luddic Enhancement and HMI, so I'm not sure about the whole s-mod of expanded mags thing. I'll need to see how it pans out moving forwards. One thing I will say however is that if the Furnace is made Fragmentation, then the AI won't know to shield against it. I'll make the damage lower tho, so it's less diabolical.


Holy Covenant of Kemet 0.0.4a
Changes:
-Updated for 0.96a.

-The Stella now fires three Lily grenades instead of a MIRV, which was causing odd graphical weirdness.
-A lot of fighter weapons have been tweaked, so that fighters are less cancerous.
-Furnace damage been slightly reduced.
-Heavy Urn Pulser now burns out quicker.
-Tweaked a couple of other weapons and hull stats.

DOWNLOAD HERE.
Please give me a yell if anything explodes.

34
Mods / Re: [0.96a] Luddic Enhancement Mod 1.2.6b
« on: May 26, 2023, 10:28:35 PM »
The Update that Everyone Has Been Waiting For: THE IED SPLIT.

Many thanks to Network Pesci for spell-checking everything!

Luddic Enhancement 1.2.6b
-Moved IED ships into their own mod (see below).
-Completely removed Eradicator (LC), vanguard (LC) and Manticore (LC), because the base versions of these ships now ARE Luddic Church specific.
-Removed (from main faction) the Enforcer (LC), the Dominator (LC), the Onslaught (LC) and the Legion (LC). These may pop up as bounties in the future.
-Removed Venture (LP), as vanilla already has one.
-Removed Starliner (LP), as it was more bloat than having actual utility. Starliner (LP-X) is now the Starliner (LP).
-Sebastian and Jude have a slight sprite touch up.

-As a consequence of respriting the Fasces and Christopher, four new ships have been added:

Luddic Church:
-Jude: A large missile slot on a slow and fragile destroyer chassis.
-Christopher: A thickly armoured, shieldless cruiser with a strong focus on missile weaponry.

Hegemony
-Fasces: Like an Enforcer, but with a large ballistic slot.
-Revolt: A heavily armoured cruiser with dispersed medium ballistic slots and a flight deck.

DOWNLOAD LUDDIC ENHANCEMENT HERE

Luddic Enhancement IED 1.2.6
-Contains the Dram (IED), Phaeton (IED) and Prometheus (IED) on their own.
-Does not require Luddic Enhancement to use.

DOWNLOAD LUDDIC ENHANCEMENT IED HERE

35
THE UPDATES. START.

Much appreciation to Network Pesci for spell checking everything!

Hazard Mining Incorporated 0.3.5i
Changes:

General
-Updated for 0.96a
-Faction Doctrine has been tweaked so that HMI weapons and ships are almost strictly going to spawn in HMI fleets, outside of a select few situations (Techmined ships in scavenger fleets, the Brasher and Locomotive in pirate fleets, Khorkoi showing up in Luddic Church fleets, etc.)
-Obsidian has been reworked; now spawn hostile fleets based on vanilla ships from vanilla factions, giving a place for a player to fight and salvage ships that would otherwise be difficult to secure.

Ships:
-All super rare 'prototype' ships and Ring Cloak ships have been moved to Supervillians

-Khorkoi loses the built-in mining blaster, but gains a built-in Jackhammer
-Cockroach and Zebu have been resprited
-Ascendante loses the hidden large energy (which causes crashes all the time) and instead gets a built-in Rotary Hammer Launcher
-Dominator (P) and Fury (P) are now unique, one-off bounty ships
-Mora (P) has been reworked to be simpler, losing the fighter deck hullmod, losing a flight deck, and becoming a touch cheaper
-Mulligan now gets a time-acceleration when emerging from phase, but now also comes with ill-advised modifications

Fighters
-Trapdoor no longer uses bombs, instead now fires three swarmer missiles
-[REDACTED] drones will suicide into ships and slowly eat the armour

Weapons
-Xi Liu (small) no longer PD, is now a cheap long range HE option (gives opportunities to turn forward pd mounts on junkers into long range HE)
-Mbeke (small and medium) are now slow reloading, composite LRM weapons (gives opportunities to turn rear-facing pd ballistic mounts into long range suppression mounts)
-Medium Mbeke is now the Campbelltown launcher
-Voracious now no longer has negative recoil (The AI couldn't use it properly). It now works like a long range, HE Thumper.
-Remnant weapons have been examined to be more balanced

DOWNLOAD HERE.



Brighton Federation 0.0.2d
-Updated for 0.96a.

DOWNLOAD HERE


HMI Supervillians 0.0.4b

-Updated for 0.96a.

-HMI Prototypes moved to this mod, are more likely to spawn in Mercenary fleets and have a low chance of showing up in Tri Tachyon and Scavenger fleets
-Ring Cloak ships have been FANG-ified, gain a forward facing cannister flak ship system and gain time dilation on emerging from phase.

DOWNLOAD HERE

Please give me a yell if anything explodes.

36
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: May 18, 2023, 04:21:17 AM »
Hello dear mod dev, im wondering if you planing to update this mod to 0.96, or is this mod for now on hiatus/abandoned?

It will be updated, possibly soon, I just need to rebalance some of the newer content, and look back at the variants.

37
The main thing standing in the way of an HMI update is a bug in current starsector. This essentially makes all custom encounters outside of a select few give the 'Safeguard' defense fleet. Which means a lot of HMI's exploration content is broken. Once the fix is out, HMI will surely follow.

38
General Discussion / Re: MesoTroniK Donation Drive
« on: May 08, 2023, 03:04:26 AM »
Due to living overseas (and a busted attempt to make a paypal account that I can't fix) I'm unable to send in money for the donation drive, despite wanting to. I've spoken to Meso multiple times in the past, and have been unable to help shoulder his burdens. I've been pretty frustrated about it for a while. However, due to the kind generosity of Network Pesci (and his better geographical position) I was able to organise some assistance for the drive.

Even if you can't help directly, I strongly encourage others to encourage others to help - you're not alone in this, there will always be people that are willing to help, you just need to find them.

39
This may or may not be of interest to you.
Code
450324 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/hmi_obj_108_rem6.variant]
450326 [Thread-3] INFO  data.scripts.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/hmi_obj_108_rem6.variant
450326 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Missing fleet_preset_ships variant 'hmi_obj_108_rem6' from bounty hmi_spiders. Bounty is INVALID!

Looks like in the HMI/data/variants/hmi_obj_108_rem6.variant file it's calling itself rem5 in the file.

Change the variantId to this in the above file and it should fix that error I'd assume. Though I have no idea about modding Starsector as yet this is what I'd expect.
Code
"variantId": "hmi_obj_108_rem6",

Thanks for these catches, have been fixed.

Bug report;

The Messenger Rocket Pods' missiles have tracking, despite being marked as having Tracking: None
Whoops, missed that - thanks for the catch!

I'm trying to play with a mod that limits the availability of Military Grade stuff for most people, is there a way to disable the Gredo Market?

I'm afraid not.

Any chance of a Change Log on the front page being implemented? So I can quick reference when the mod's been updated, see what's changed and make a decision if I should update or wait for another cycle? Etc?

I tend to do this by recent update rather than making a changelog, largely because that front post is already way too long.

Edit: I've always found things like Flux Overdrive to be a tad odd. While the damage increases up to 25%, you don't realistically get that since you can't fire a weapon at 100 flux. Any chance it could be changed where the max damage from the hull mod is reached at 70~80 flux instead? Naturally, if that's too strong, lowering the damage to 15~20% comparatively would make sense. I just always found it odd to have increases listed like this when you can't ever actually get the damage listed on them.

I think you have the wrong mod?

Anyway, Post All-Fonzo Update for Hazard Mining Incorporated - not a very number of big changes to be honest.

Changes with 0.3.5h

Calico
-Less flux capacity, slightly more armour and hull, more OP, ballistics turned into hybrids, given HEF ship system

Baffler
-Longer time between bursts, maybe a slightly bigger burst, lower projectile health

-Fixed the broken Spider MagicBounty
-Fixed Messengers being labelled non-tracking, when they do track.
-Some slight tweaks in the back.

-HMI will now send out Scavenger fleets; now there's a small chance that you'll run into (and be attacked by) a HMI fleet instead of a scavenger fleet in the periphery.
-Obsidian has been reworked; now there are pirate micro-factions that ply the system in small fleets. These factions have ships from vanilla, and each faction is locked to different techs, giving the early to middle-game player an opportunity to find and capture ships.

Download HERE. NOT Savegame compatible.

40
In the wake of the All-Fonzo Discord Tournament, and the overuse of Bludnocks (along with revealing some other issues), comes an UPDATE.

Changes in 0.9.9d

Venture (GM), Rushcutter (GM)
-Slight reduction in armour

Mule (GM), Jutter (GM)
-Unswapped armour values

Crun Guns
-Lose EMP on the smalls, less flux efficient, slower transverse speed
-Medium projectile speed increased
-Scripted damage fixed

Bluebottlers
-Now properly interferes with enemy movement
-Small Bluebottlers have been slightly nerfed.

Bludknocks
-Missiles slightly slower, lower damage

Poor Missile Integration
-Now only blocks expanded missile racks

Pomsom Blaster, Phlognisticator, Milton Welder
-Fixed sounds and visual effects

-Fixed some descriptions

Download HERE.

41
(For reference, vanilla projectile-based energy weapon ranges are typically 500 for small weapons, 600 for medium weapons, and 700 for large weapons. A few specialized guns have shorter ranges, but nothing that deals hard flux has a longer range.)

HA HA I'm an idiot. In addition to thinking that energy ranges were 600, not 500, it turns out the range boost that should be happening - wasn't! Not to mention the flux reduction wasn't working properly until a recent beta, along with fixing the weapon crash.

Anyway, in the wake of the Discord All-Fonzo Tournament: AN UPDATE.

Changes with 0.0.4


Kemet Weapons
-Seshat Hullmod now actually works. Before there actually wasn't a range boost nor a flux bonus. Now there is.
-Projectile speeds have been increased to compensate
-Ranges have been reduced by 100 across the board, and Seshat now boosts by 200 units (Thanks to Wyvern for the suggestion!)

Cups
-Projectiles no longer explode, now deal extra damage to fighters.

Vases
-Projectiles now deal extra damage to missiles.

Urns
-Deal less direct damage.

Jars
-No longer fires in bursts, now mag limited

Furnace
-On-Ht Explosions are now fragmentation instead of HE

Kilns
-Sounds made less obnoxious

Kemet Missiles
-All low-grade Ba missiles passively reload, increased range

Kemet Ships

Lapis Ships
-Lots of flux stats and speeds reduced due to Seshat Systems being fixed
-Nahkt ship shield system effiency is now halved when active
-All Nahkts have their reload rates reduced, and while active lose pd functionality

Ammit
-Graced with a Nerf Bat

Safflower ships
-Flux capacities slightly reduced due to Seshat Systems being fixed

Itn
-Whacked with a nerf bat due to Seshat Systems being fixed.

Khonsur
-Made cheaper to maintain and deploy

Hetepes
-Whacked with a nerf bat

Kemet Phase
-Ships are now more fragile, lower ppt, and have delicate machinery

Kemet Fighters
-One less number per wing, longer refits

[REDACTED]
-???
-Will need a new campaign to observe.

Download HERE.

NOT SAVEGAME COMPATIBLE, sorry - due to some fixes with Sema-Tawy the update is not compatible.

42
I'll look into it, see if I can make them friendly.

In the meantime:

HOTFIX 0.9.9c
-Broadsword (GM) now have their proper armament.

DOWNLOAD HERE

43
One thing that makes it hard to balance Kemet against vanilla is energy weapon ranges: the Kemet weapons tend to have longer ranges, and their hulls are balanced around that... but that makes those same guns somewhat exceptional when mounted on vanilla ships.

I'd suggest riffing off the Ballistic Rangefinder hullmod, and moving some of the Kemet weaponry range from being inherent to the weapons, and instead being a hullmod on Kemet ships that boosts the range of explicitly just Kemet weaponry.* (I'd be happy to contribute the code you'd need for this, too - I look at this and think it's relatively simple to implement, but, uh, I do programming as my job, so my definition of 'simple' may not match anyone else's.)

For example, the Jar Lightning Cannon is a large energy weapon with a range of 900. For it to be balanced against its competing vanilla options, it'd need to have that range reduced to at least 700... or maybe even less, given its specialized nature gives it some advantages over energy-damage-typed weaponry.
Even standard Kemet small weaponry tend to have ranges of 600 to 700, compared to vanilla weaponry that's generally 500.

As such, I'd suggest an all-around reduction of Kemet weapon ranges by 300 for all sizes of energy weaponry, to be balanced out by a hullmod that grants Kemet weaponry +300 base range when installed on Kemet hulls.
(Edit: Or maybe less than 300 for some of the more mobile, high-tech-styled Kemet hulls? The yellow fast-strike style hulls might be easier to balance without the full range boost...)

(If you're feeling particularly clever, you could even consider making that a modular hullmod with a high OP cost and, say, a 25% reduction in ship speed, allowing a player to essentially convert a high-tech ship into something that plays more low-tech style... Though, hm. That might just introduce its own balance issues. Eh, it's an idea. Edit2: ...Yeah, the Paragon exists, this probably isn't a good idea.)

*Edit3: Why just Kemet weaponry? Because the Heavy Blaster exists and distorts all mount options around itself. In general, a specialized option for a weapon slot (i.e., a Kemet weapon dealing kinetic or HE damage) is going to be a better choice than a generalist option (vanilla weapon dealing energy damage)... And then you get to the Heavy Blaster, that beats out specialist options by just putting out that much more DPS. If it also got a Kemet range boost on top of the existing Kemet flux-efficiency boost, it'd be a no-brainer choice to install at least one on every ship, likely in place of Kemet's specialized HE weaponry because you don't need that much armor-cracking. So it needs to not get the range boost.

One thing you might've missed, is that Kemet weapons (specifically Ma'at and Ka ranges) already get a range bonus to range on Kemet hulls (specifically with hulls that have Seshat Systems, it's the first yellow line in the Seshat Systems hullmod). A lot of the Kemet weapons are balanced around being 600 units on a vanilla ship, and 700 units on a kemet ship. This is because right up until I checked five seconds ago, I was under the impression that all energy weapons were 600 units in range. I'm honestly not quite sure when the range change actually occured, I distinctly remember pulse lasers and IR pulse lasers being 600 units in 0.8.1a, but that might be me misremembering things.

I'll give a lot of weapons a range nerf, and make up for it with a bonus to range in the hullmod. Thanks for the catch!

44
Apologies for the bump and the unsolicited link in a moment.

I had stumbled across this mod and it's fantastically visually striking and unique, so I tried it out and found some, uh... balance issues - some mentioned already, some not.  I did compose an AAR/write-up about the short run using it and me poking around with the ships (hopefully the link goes to the right place) which talks about it.  It was written with a hypothetical general audience in mind, and as the creator you absolutely know about the mod, so it's hopefully it's of some use and not condescending or rude.  Or rude because it's unsolicited or assuming too much.

The write-up would have been put in the post but it's a little wordy and it didn't seem prudent to bury someone in a block of text right off the bat.

This is fantastic! Many thanks!

Despite it appearing not so, I am trying to keep Kemet balanced. it's just I've found it fairly difficult to actually do that; trying to balance a projectile energy weapon faction while keeping it interesting is a pain in the neck.

Regarding your feedback:
-I have been fiddling with the balance in the background, but haven't released because of Content I plan on adding (it's proving difficult to sprite a Battlecruiser).

-I'll look back into the flux code to make sure Seshat is working - it's one of the key methods of balancing Kemet against itself. Typically kemet weapons should be more flux intensive to use, with Kemet getting the discount. I think I may have already fixed this in dev at some point?
-I'll fiddle with the Urn and try and balance it - In dev it's closer to an EMP weapon than a kinetic weapon.
-I'll also look back through the weapons and downtune a few in damage.
-A lot of the really BAD missiles now in replenish ammo.
-I'll change the Amun Placement system to have one less charge.
-I've made the Khonsur lower in DP to make it more attractive.
-I'll apply the nerf bat to the Hetepes (making it more sluggish perhaps?).
-The Lapis Line is getting a nerf; the shield efficiency now tanks on using the system, making using it far more risky to use in combat situations. It also makes the Lapis more defensive in nature, being the anvil to the Safflower and Ua-Uat lines.
-I completely forgot that delicate machinery is supposed to be built-in on vanilla phase ships. I will similarly include it here.
-I'll experiment with increasing the cooldown on the Phase Cloak; you're right in that they're supposed to be ambush brawlers, and so I'm going to make it that they can get more easily 'caught out' like the Ring Cloak ships.

Once again - many thanks for writing down your thoughts, it really helps!

45
Modding / [0.97a] Utility Mod: Obvious Neutron
« on: January 21, 2023, 11:44:44 PM »
This mod changes the Neutron Star icon to be more Obvious on the Starmap. See image.



That's all this mod does.
Link HERE

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