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Messages - bombasticmori

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31
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.2
« on: September 21, 2019, 02:17:33 PM »
got another bug for you

Those scripts were removed from the release version so i'm not quite sure how they got there. I'd recommend try deleting and reinstalling the mod and see if that helps

@peanut man: yay moths! they are tiny and fuzzy and cute :D

Car stuff is done so i'll try to work on some balancing today.

32
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.2
« on: September 20, 2019, 07:01:46 PM »
I was planning on studying the values for similar weapons for vanilla and a few other mods and see how they do it, then kind of fenangle things from there until something works.  Rebalancing stuff that I haven't personally coded is not my strong suit, but i'll do my best!  I have to do some car maintenance this weekend that may eat up my time but hopefully i'll have a build ready by Sunday

33
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.1
« on: September 20, 2019, 02:04:10 PM »
I first want to say how much I really appreciate you taking up the task of getting this mod up to standard.

I've been play testing it, and I hope this information is useful to you. I've played nearly every mod extensively and have been at it for two years or so. Note that I have no idea how to do these things, nor how much work it would take, but I felt compelled to provide it regardless.

To do to get up to 9.1a standard
- Ship deployment costs need to be increased across the board
- Ship costs need to be increased across the board, especially the capital ships
- Core turn-in values need to be lowered (you already mentioned this)

My recommendations to get closer to vanilla balance
- The weapons are too powerful. Look at the efficiency values of flux/damage. Generally, a weapon loses efficiency to gain range. Armor penetration, accuracy, and rate of fire are other factors.
- The heavy laser does way too much damage. It should be toned down and its flux costs adjusted.
- Hiigaran ships seem to fit within the high-tech profile. Their prices, shield efficiency, armor, operating costs, and crew requirements should reflect that.
- Hiigaran missiles are too powerful
- A balance pass on some ships may be warranted. For example, the heavy missile cruiser has six heavy missile slots, 2 heavy kinetic mounts, and 6 medium kinetic mounts. This is quite excessive even without the missile mounts. If possible, the mounts should be shrunk to mediums. Even then, this ship would outgun literally every other vessel except for the dreadnought.
- The Dreadnought is far more powerful than any other ship I've seen. It flattens pandemoniums, paragons, karkinos, and orbital stations all by itself. This is fine... but it should cost a hell of a lot to field.

This is all super useful information, i'll try making a pass at it this weekend and get something uploaded.  In the meantime, I fixed the AI core issue, you can get the new version here

34
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.1
« on: September 20, 2019, 06:28:56 AM »
In reply to some of the questions/issues:
1) the ships blueprint pacage is enabled and working, you also receive it on a nexerelin start. The weapons one is apparantly glitched, I'll try and fix it in the next version
2) about the tarii wing error, I'd recommend deleting and reinstalling the mod, just to be safe. That seems similar to an error I encountered when updating it, but it should be fixed by now
3) for ai cores...whoops, sounds like a misplaced decimal. Ill try to get a patch out for that soon

35
Mods / Re: [0.7.1a] Hiigaran Descendants v1.1.0
« on: September 19, 2019, 07:21:41 PM »
Alright, I should have got most of the outstanding issues fixed as of this build.  Weapons and ships still need to be rebalanced and a rules file needs to be made but as it stands it works as intended, both with and without Nexerelin.  I still haven't found a way to make it spawn the original custom planets that were designed for the mod originally, but it works fine with the placeholder ones and the custom graphics for stations and other entities still show up regardless

The new file is here.  Please notify me of any errors or serious balancing issues and I'll try to fix them.  Gotcha, assuming no one finds any serious errors in this one I feel this one could go on the front page, unless you'd like me to start a new thread for it.

36
Mods / Re: [0.7.1a] Hiigaran Descendants v1.1.0
« on: September 19, 2019, 12:27:57 PM »
I got intelliJ up and running so I'm gonna try compiling it as a jar and see if that fixes some of the issues ive been having as well as the nexerelin issue.

37
Mods / Re: [0.7.1a] Hiigaran Descendants v1.1.0
« on: September 19, 2019, 08:45:25 AM »
OK that's an issue. I'll have to try and get that fixed before release. And I definitely know that feel about having to relearn stuff, I used to mod fallout 4 and going back to it now, it's like I have to learn it all over again. Thanks for the offer to update the front page though, I'll let you know as soon as I get it working.

Also, when does it give you any error messages specifically? It'd help in being able to track down any problems. Thanks!

38
Mods / Re: [0.7.1a] Hiigaran Descendants v1.1.0
« on: September 19, 2019, 12:17:32 AM »
Success! I finally got it working. The faction now spawns, the ships and weapons are working and everything.  It should theoretically be possible to do a complete run through of the game with the faction now, including a nexerelin run through, however I'm sure it still needs some work in the balancing department.  I'll link the file below, if any of y'all can test it for me to make sure it works correctly it'd be much appreciated.  I'm going to spend a little more time polishing it and if all goes well with testing, I'll make a new thread for it soon.

Link is here.  Again, please let me know if you find any glaring issues.  Thanks again to Gotcha for letting me do this in the first place and also to Cycerin whose source code from Blackrock helped me understand the underlying game more.

39
Mods / Re: [0.7.1a] Hiigaran Descendants v1.1.0
« on: September 18, 2019, 04:35:23 PM »
I'll be working on it again tonight, just had to finish some homework first (gotta love college and all that).  The game currently loads, but dies when it starts a new game, so i'm trying to figure out why exactly.  Hopefully i'll figure something out and have it uploaded tonight.

40
Mods / Re: [0.7.1a] Hiigaran Descendants v1.1.0
« on: September 17, 2019, 06:32:48 PM »
Good luck! ;)

I wish I could do it myself, but there are too many reasons why I can't and won't right now. But it makes me very happy when people think it's worth a resurrection.
Someone else posted somewhere that (s)he's having a jab at it as well, and someone else PM'd me a while ago, asking me permission (which wasn't needed to ask, due to my statement in the main post). I'm hoping there won't be multiple people trying to do the same thing, but then again, I get the feeling most people will give up halfway through anyway. It is a lot of work.

If you can see it through to the end though, then I'm sure you'll be making some people very happy. So again, I wish you good luck. ;)

Thanks. I don't make any promises since I have a past history of not finishing these things, but I do really like the mod and would like to see it working again.  I'll try to at least release anything I make.  Currently trying to track down a compilation error related to ShaderLib, for some reason even though I import ShaderLib in the ModPlugin file the game's compiler doesn't read it as a valid library.  I'll release what I have as soon as i can get it in a state where the game can load.

Edit: Now running into an issue where nothing seems to be importing correctly. I feel I'm on the home stretch though!

41
Mods / Re: [0.7.1a] Hiigaran Descendants v1.1.0
« on: September 17, 2019, 09:31:53 AM »
So after seeing this mod for the first time I decided to take a stab at updating it.  It still has some work to go, and I make absolutely no promises on if something will actually get released, but since the author gave permission  for people to work on it in the main post, I'll try to get something out.  I'm very new to Starsector modding, so if someone who is more experienced could help me with balancing it'd be appreciated.

Currently I've finished making the system generation and ship, weapon and wing data compliant with 0.9 standards.  So far the only thing I've attempted to balance is weapon pricing (reduced by a factor of 10).  Weapon data still needs some TLC to make it compliant with the new tag system, but I have added new blueprints for the ship and weapon systems.  I've also included a basic faction file to make it bare-bones Nexerelin compliant.  To-do is to look into the ship variants data, as that's currently preventing the game from loading, polish up the weapon_data.csv file, create a new rules.csv file to handle faction dialogue, and flesh out the Nexerelin file to add custom starts, in addition to lots of balancing.

I'll try to get a temp file uploaded as soon as I get back from class later on today with my current progress.

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