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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Author Topic: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1  (Read 906900 times)

SpaceDrake

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Re: [0.9.5a] Dassault-Mikoyan Engineering v.1.54a - The fix is in.
« Reply #1470 on: December 24, 2021, 03:37:40 AM »

Thanks. Part of the reason it feels so good now is, legitimately, Alex building better systems for doing what I wanted into the base game. The new tools for making things like HYBRID and SYNERGY/COMPOSITE type weapons took a huge amount of work off my shoulders, the behavior of drop groups and the 'restricted' tag... I really was blessed by vanilla Starsector.

But, and I think it's fair to say this, I also made an educated guess about the direction the base game was going.

I definitely noticed how the initial .95 update made heavy use of the nonstandard weapon types to make things fit in multiple slots. It definitely feels right, and it feels rewarding to fight these guys and get these flexible ships and weapons. Fitting them in OP and flux cost can be a challenge, but that's part of the fun.

But yeah, even before this update (and we'll get into that in a sec), they felt great and complete, and their design direction is clear and complements the design of the core game in a way I dig.

Hilariously, it was originally just one ship, a totally spur-of-the-moment thing I saw a way to do in Nex... and then I broke my ankle and suddenly I had a bunch of time, so I thought 'we have this new blueprint system, I wonder what an entire blueprint faction would be like; only for the player, so I can balance them like an RTS faction, not like a normal Starsector faction...'

Things got out of hand.

I feel like "things got out of hand" is a running theme for this entire mod. I'm sure glad they did, though. There's nothing else quite like it in the modiverse at this point, imo.

Ideally I'm hoping to get things to a point with the next update where I can leave the mod alone for a while and concentrate on reworking a bunch of the base DME sprites, and learning to write story missions in reasonable amounts of time.

I also have a bunch of stuff that I want to rework mechanically in line with art updates, so I'm probably not done there, either. But it's at the point where I don't feel like I'm stomping out balance fires left and right, either.

Well, as far as story stuff goes, I hope you like living inside rules.csv for a long time. Honestly, if Alex and David are doing a second part of the main story, I wonder if they're going to continue cramming it all into rules.csv or will try to split it out into something a little more, well, parseable. Just for their own sake, if not for the modders.

But yes, the wider balance of the mod outside of all the Breaker feedback we've been up to feels pretty good now (no more murder Mysteres! The Zelen doesn't just rip things apart! The Warlock can't teleport across a quarter of the map! Et cetera!) and I'm really looking forward to what a revised DME is going to look like. Your Magellan stuff and the newer Deserter/Breaker stuff all looks really clean, so I'd love to see what the Baikal or Jeanne look like with that treatment.

EDIT: And from earlier:

Little question: Do Blade Breakers deserters appear randomly in random systems with their bases or are they just blueprints for ships and weapons? I just haven't seen them yet.
By default, only a single constellation of hand-made systems spawn; if you want random spawning, it needs to be turned on in DME OPTIONS.ini

I think Algoul means whether any specifically BB Deserter non-player entities spawn? For my part, Algoul, I've only ever seen the blueprints, so I don't think they're currently rigged up to spawn as anything other than player-built entities (much like was discussed just upthread with the initial intent behind them).

But anyway: new update! woo! I'll go ahead and put everything about that under spoilers, especially since some of this isn't quite in the notes:

Spoiler
So the Alauda got an update? I'm actually curious, is that ship actually available somehow? I was under the impression it was still just lurking in the files. Or is this just a pre-emptive update in line with the Brave Blade?

I'm a little surprised the rando-gen Preceptors were in error; I figured the whole idea was that the Breakers were picking a system and deciding to move in hard. I can see the lore supporting the idea that there's only a few of them and they're all kept in the BB home volume, though.

I like the update to the Flatmouse; I was a little surprised it has advanced ground support, but I dig the Deserter start getting a little more support for a piratical lifestyle if that's the direction the player chooses to go (given how much everyone hates your guts at the start, especially now). The Flatmouse was another "kinda just there" ship, so it's nice to see it gain a more unique purpose.

And on that note, oh man, I like this update to the Curse! That really helps give it a further identity separate from the other light carriers in the game. It also helps the carrier Deserter start, because that means you can double up on Curses and really get your raid on. Each one of those starts is now a really valid option.

Meanwhile, oh man. I'd heard on the grapevine that the plan was to give the Imp the Rugged Construction hullmod to support its "unshielded disposable swarmer" gameplay (and thus it'd keep the hidden "don't back off" hullmod), but I hadn't heard that the Spearhead and Lancer were going to get the same treatment, complete with retaining "don't back off". That's incredible. I cackled with glee when I saw that, that really gives the BB automated ships a totally different character than the TriTach Remnants. The new version of the Domain drones are a little similar (tho they generally lack "don't back off"), but the Spearhead and Lancer have a different character than even those aside from behavior. This is fantastic and I can't wait to dig in to them (as intended!) with this playthrough. I really really want to run with like six Imps all zipping around being properly disposable jerks. Meanwhile, the Warlock now feels like a proper contrast and the stately Ur-Quan Dreadnought fleet carrier it was always meant to be in comparison to the other ships. It's just a great move all around.

In fact, I may like these changes so much that I... kind of wrote updated descriptions for the BB/Deserter stuff on my end to reflect the changes and how the BBs will play now. It's just what I do sometimes. If folks/Harmful would like me to share, I can.

I was also interested to see the Imp added to the Deserter BP pack. I'm guessing that's to further encourage a playstyle of having a swarm of hellish murder-hornets at your command, with a relatively easy way to replace them that doesn't involve farming? (It does make the proto-Imp description a little odd in context, tho.)

I like the new Imp sprite, but I was slightly bummed about the weapon change (I was looking forward to dual-rocket Rugged Imps), but I can understand it. I also agree with the bump to 3 DP.

I also noticed that folks like Xhan got added to the hostile list on the Deserter start, and now even the Hege & friends and DME start out as hostile to you (tho Diable is still happy to let you swing on by and encourage you to sell all your stuff and blueprints to them). Definitely a lot more consistent in making a hostile galaxy, though I do still have Opinions™ about one or two of them; I'll probably fling that your way on Discord if you're amenable, Harmful.
[close]

All in all, it looks like a really great update again! I'm looking forward to digging into it over the holidays. Thanks again for your hard work with all this!
« Last Edit: December 24, 2021, 04:50:41 AM by SpaceDrake »
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Smartass

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Re: [0.9.5a] Dassault-Mikoyan Engineering v.1.54a - The fix is in.
« Reply #1471 on: December 26, 2021, 03:27:57 AM »

they never really hit the desired balance points

I agree they weren't good, on par with the other weapons, which is why they were removed. I prefer fun over balance (both ways—under and over powered) so they suited me just fine. Watching the enemy hull drain with every ammo dump is a dopamine booster.
The CIWS was great however. Slapped it on just about every ship I had.
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Oni

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1472 on: December 27, 2021, 12:04:31 AM »

I think I may have the BBs system spawns turned a bit too high, they seem to almost outnumber the other machine guys at times.
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Aurora Raven

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1473 on: December 29, 2021, 03:33:25 PM »

Anyone got any tips on how to use Tereshkova and the other Defence Field ships?

The options seem to be:
1. Use the defence field and die slowly whilst the enemy can act with impunity
2. Lower the field and die quickly albeit whilst fighting.

I quite like the Tereshkova's and the Totally-Not-A-Falcon-De-Lacy-Cobra-MkIII's design, so usage advise is appreciated.
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Wyvern

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1474 on: December 29, 2021, 05:11:00 PM »

I've used a Tereshkova set up with long-range support weapons as an escort ship on rare occasions - something where its job is mostly to exist and be a threat that helps prevent more important ships from being flanked, rather than to actually directly fight anything. Still, when I have a Tereshkova in my fleet, it's more of a logistics vessel than a combat vessel, and it only gets deployed to battle in an emergency.
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Wyvern is 100% correct about the math.

Killsode

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1475 on: December 29, 2021, 09:32:12 PM »

Is there a rebalance coming for some of DME's weapons themselves? as after looking through a bunch of them there's a few direct downgrades to current vanilla weapons such as the ER pulsed laser and pulsed PD laser, which are both just worse and more expensive versions of the tac-laser and pd laser respectively
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Wyvern

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1476 on: December 29, 2021, 10:51:31 PM »

Except that they're... not?

The ER Pulsed Laser has significantly better armor penetration than a regular tactical laser.

The Pulsed PD Laser, compared to the regular PD laser, has both better armor penetration and better range. It's also got different targeting priorities, which can be a plus or it can be a minus, depending.

That said, I'll admit I don't use those particular guns much myself - but they're definitely not 'direct downgrades'. (And, to be fair, I don't use vanilla tactical lasers or pd lasers much either.)
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Killsode

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1477 on: December 30, 2021, 10:20:14 PM »

The ER Pulsed Laser has significantly better armor penetration than a regular tactical laser.

ah, i guess i've completely missed that aspect of how damage is applied... although i still dont think thats worth worse flux, range, and OP. i still think that quite a few DME weapons could do with a balance pass, as the balance of quite a few ballistic weapons has changed recently, especially the small mounts.
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Harmful Mechanic

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1478 on: December 31, 2021, 09:17:18 AM »

I did rebalance them for 0.95.1a. Several things got a little extra range, or flux cost tweaks. You may not agree with my decisions on some of them, but you should probably be specific about what you think needs work, or I can only respond that I already did that.
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Fatman_D

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1479 on: December 31, 2021, 05:13:25 PM »

I think sigma overcharge ability for ifrit is a bit broken atm? It seems like it can be turn off and on without any time limit despite what the description say.
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Smartass

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Re: [0.9.5a] Dassault-Mikoyan Engineering v.1.54a - The fix is in.
« Reply #1480 on: January 02, 2022, 04:45:09 AM »

Does anybody have the 0.9.1a version lying around, namely v.1.18a? I can't find it for the life of me, it's like it's been erased from existence.
Ah before anybody says anything: I did backtrack the thread, the provided link pointing to bitbucket is broken.
I actually do. I still have my old 0.9.1 install with all the mods. Do you still need it?
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AsianGamer

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1481 on: January 10, 2022, 03:41:12 PM »

Hey Harmful Mechanic!
I was wondering if you were going to expand on the United Securities ships and maybe sub-faction a little? It would be pretty cool if they would act as a sort of neutral faction, online hostile to pirates and pathers, and offer a pitiful stipend (5,000 per month?) but have a larger reward for hunting ships (8,000?). Anyways, I really like your mods, and keep it up!
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Harmful Mechanic

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1482 on: January 10, 2022, 03:44:30 PM »

Almost certainly not - the existing ships have been reassigned to Vayra's Revolutionary Council, and that whole subfaction concept is scrapped. If there are vestiges left in the files, I just haven't removed them yet.
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GooseDove

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1483 on: January 11, 2022, 08:07:19 PM »

Sorry for the inconvenience, but does anyone have a 0.9.1a version of this?
Edit: Was sifting through the forum to find a link, found HM's answer on the topic of downgrading. If anyone else has it, feel free to send it to me, but otherwise this question has been answered.
« Last Edit: January 11, 2022, 09:54:34 PM by GooseDove »
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Orange Juice Goose

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1484 on: January 13, 2022, 11:33:16 AM »

I've been playing deserters again for a bit, one thing I've always wondered is where the deserter star sylph refit could be found (if at all). Considering it is also on the new mod header page without a "cut" tag I assume it is in the game somewhere right?
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