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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Author Topic: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1  (Read 863009 times)

UMA

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1635 on: August 11, 2022, 12:22:19 PM »

understandable. hopefully "minimum viable completeness" includes more ships for the blade breakers and the deserters. again, thanks for making this awesome mod!
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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 #1636 on: August 11, 2022, 12:30:26 PM »

understandable. hopefully "minimum viable completeness" includes more ships for the blade breakers and the deserters.
Well... kinda. My philosophy right now is that if I can redesign something old to get more gameplay out of it, instead of create something new, I should be doing that.

So for example, I've been working on some new Sigma Tech weapons to feed into my planned research system, and I've also taken a couple things I didn't think were working out of the mod to compensate.

I'd say I'm more likely to redesign or replace an existing Breaker ship that's currently non-recoverable, in order to make it work as a recoverable hull, than I am to just add more. Ditto Deserter ships; I've made a pretty aggressive set of changes to the Ifrit, for example, to make it a better ship with more gameplay, rather than just introducing a new ship alongside it.

Not to say I wouldn't still do that; but I'm trying to avoid it. And, of course, I might decide once I have some missions in that I need a new ship here or there...

again, thanks for making this awesome mod!
I'm absolutely doing it for completely selfish reasons (my own enjoyment and learning). I think that's the best way for me, and results in the most enjoyable end product. But you're welcome.
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TigrisJK

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1637 on: August 19, 2022, 09:43:49 AM »

I'd say I'm more likely to redesign or replace an existing Breaker ship that's currently non-recoverable, in order to make it work as a recoverable hull, than I am to just add more. Ditto Deserter ships; I've made a pretty aggressive set of changes to the Ifrit, for example, to make it a better ship with more gameplay, rather than just introducing a new ship alongside it.

That's exciting, I love the aesthetic of the Blade Breaker ships and want to be able to recover more of them, and I also took the Ifrit out of my lineup in its current state cause it made the game a little easy (though I love the ship)... look forward to seeing what aggressive changes you've made in the next version to it and others!

Aside: Are there Brave Blade or Alauda wrecks in universe currently? I know the Brave Blade is meant to be one-of-a-kind so I'd be surprised if there was, but if there is I wanna go hunt for it, and I don't even think I've seen the Alauda yet.
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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 #1638 on: August 19, 2022, 10:05:33 AM »

I'd say I'm more likely to redesign or replace an existing Breaker ship that's currently non-recoverable, in order to make it work as a recoverable hull, than I am to just add more. Ditto Deserter ships; I've made a pretty aggressive set of changes to the Ifrit, for example, to make it a better ship with more gameplay, rather than just introducing a new ship alongside it.
That's exciting, I love the aesthetic of the Blade Breaker ships and want to be able to recover more of them, and I also took the Ifrit out of my lineup in its current state cause it made the game a little easy (though I love the ship)... look forward to seeing what aggressive changes you've made in the next version to it and others!
Yeah, my goal here is mainly just to tighten up the design of the mod and make it more satisfying. I'm also trying to reverse some of the naive 'yeah you just can't do that' design choices I made earlier and offer ways to do the thing, but with thematic consequences.

Aside: Are there Brave Blade or Alauda wrecks in universe currently? I know the Brave Blade is meant to be one-of-a-kind so I'd be surprised if there was, but if there is I wanna go hunt for it, and I don't even think I've seen the Alauda yet.
There are not... but the goal for both ships is for them to be the first mission-reward ships you get, so they're meant to be available in the world via that method. In the dev version I've set up an Alauda option for the Nex start that should help a bit with getting the hull into your hands if you want to play with it.

One of my intermediate goals is to randomize the locations of the unique wrecks and the blueprint packs, also, in preparation for having those be mission/research-system rewards. So I might think about mixing something similar into the world for the Alauda; some recoverable prototype hulk, maybe.
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TigrisJK

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1639 on: August 20, 2022, 10:12:44 AM »

There are not... but the goal for both ships is for them to be the first mission-reward ships you get, so they're meant to be available in the world via that method. In the dev version I've set up an Alauda option for the Nex start that should help a bit with getting the hull into your hands if you want to play with it.

One of my intermediate goals is to randomize the locations of the unique wrecks and the blueprint packs, also, in preparation for having those be mission/research-system rewards. So I might think about mixing something similar into the world for the Alauda; some recoverable prototype hulk, maybe.

Good to know! This way I won't fruitlessly look for them and just add them via console to play with when I want. =) Look forward to seeing what changes you make to the wrecks and packs!
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Phenir

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1640 on: August 22, 2022, 01:17:33 PM »

I get a crash when I pick the mission hells own sun.
Spoiler
317706 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [istl_devilray] variant [mission_istl_hellsownsun_ship_0]: slot id [WS0025] not found for weapon [istl_impulsor]
java.lang.RuntimeException: Ship hull [istl_devilray] variant [mission_istl_hellsownsun_ship_0]: slot id [WS0025] not found for weapon [istl_impulsor]
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.title.Object.P.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.title.Object.D.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.E.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
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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 #1641 on: August 23, 2022, 12:25:21 AM »

just noticed a little bug with the itano 6/8, they both are missing a traversal speed so when placed on missile turrets they cant turn.
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Hrothgar

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1642 on: August 28, 2022, 09:17:11 AM »

Crasher front mounts are not on same level.
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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 #1643 on: August 28, 2022, 10:41:39 AM »

Two not-bugs in a row! I feel special.

The Itano AMM is so maneuverable I don't feel the need to change that at all, but the Crasher has been overdue for a little love in a couple of dimensions, so... watch this space.
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Muggs

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1644 on: September 13, 2022, 03:57:59 AM »

Hey HM, as promised here's my small write up. I've put in close to ~200 hours, 4 full long runs and like 10ish quick restarts to check some random faction stuff and starter ships. I've tried to use at most 2-3 extra faction mods at a time so I've mostly mixed up DME, MP, Tahlan, prv all with Nex and mostly QOL mods (total ~15), but I already feel like I should apologize for calling them just "faction mods" since it's absolutely crazy to me how much content they add. The TL;DR is that my experience was fantastic, BB fights felt amazing, vector graphics spoiled me and I don't think I could play this game without DME anymore. Well done!

For playstyle reference I would consider myself a min/max-y player that has just climbed over the huge knowledge wall and landed in the ball pit that is the modding scene. Most of the runs ended up with Automated Ships for 10ish Glimmers, escorting mostly cruisers and capitals that were piloted by 10 level 5 officers with 3 elite skills. Outside of providing ECM and nav rating, the Glimmers were a fantastic PD "wall" erected to survive the alpha strike of the new modded threats. With that out of the way I can only talk about the things that stood out to me, since even in 200 hours there's no possible way for me to try it all, much as I'd like to.

DME as a faction felt complete, with options for ship roles and weapons alike. They seemed balanced at a point just above TT level when it comes to fleets but did not buckle like them when it comes to Nex. I'm not that much into carriers personally, but if I was then this would be the faction of choice. I also have to mention the vector graphics and design - they have legit spoiled this game for me so... all I can say is bravo! As an enemy DME actually prepares you well for what you're gonna face later when you dare venture to Lenze. Having enough PD to deal with the fighters and comfortably position against the elongated ship hulls and possibly flank their vulnerable backsides with fast frigates or the like is about as tactical as this game has gotten for me. It was only after I ventured to Sigma space that I knew it was all a teaching exercise and my first experience would be best described like this:
Spoiler
[close]

Now when it comes to DME weapons I finally started to see this game's "triangle" of power - range - utility (EMP) and it only came to pass with mods like yours and Tahlan filling the missing gaps. My one caveat here was how hard it was to stock up on the stuff, even if allied with them in some cases. I don't know if that's by design yet or if I just hit a bad rng spree, but for half of the runs I was way past early/mid game when I finally found the needed weapons merchant in some random bar. Here's a short list of my stand-outs:

S: Capacitor Microlaser, Hybrid Pulser, Snub Hybrid Blaster
All of these are amazing when combined with IPDAI and the elite portion of Point Defence skill and Target Analysis for boosting the EMP damage. SHB compared to AMB with the same setup is a trade off between armor cracking and EMP so in the case of your officer not having elite TA the choice is pretty obvious. If he does have it then you have to take into account if the ship has other (better) sources of EMP and weigh them out. This effectively is why these weapons are a stand out to me - not because they're OP but because they give you options and choices and I love that. Just want to throw a special shoutout at the end for the S-mine discharger, which is just so satisfying of a concept and visuals.

M: Hybrid Blaster, Hellrider XRM, Smart Plasmid Mortar
For Hybrid Blaster see above. For Hellrider - absolutely worth the extra 2 OP over the Harpoons, it has become my new favorite missile and I never leave home without it. It is surgical, specialized and again visually satisfying. I would maybe slightly lower the volume of the sound it makes since it's a pretty specific pitch. Finally SPM - it's pretty obvious why it's a stand-out but I feel it's a worthy reward for battling the Breakers. The one busted thing about it is that you can put it on back/side mounds but it still comes with the caveats of being pretty expensive OP wise, adding extra flux and ultimately - the AI being stupid and shooting at its allies with it, which is also the reason why you can't just mass equip it on everything. But I love the concept more than the weapon itself - it's unique and it's a "chase" item.

H: Auto Hybrid Blaster, Twinjack Heavy Slicer
Same reasons as the above paragraphs. To quickly talk about the slicer weapons - aside from the fantastic sound they make, they also fill the chase unique role but they feel far more specialized when it comes to ships that want them. I think the accuracy of the blades is the difference maker which is also why I see much better results with the Heavy Slicer than the mediums - when the carrying ship gets into position to use them it has to make it count and have enough of an impact so launching 12 blades guarantees better odds.

Ships: Ifrit and Sparrowhawk
We talked about Ifrit briefly on Discord, but combined with the Assault spec it becomes basically immortal*. Glad to hear you're fixing it. Sparrowhawk seems like the definition of a chase ship and I only wish it was harder to get, maybe from a BB introductory Lenze bounty or some static one-off patrol fleet. If there was a ship to compare it to it would be the Izanami from Tahlan since they both use S-dash and it's pretty obvious who wins that fight, but between the fighter bays and the BB special mods it just has too many options going for it. That being said it is one of a kind so I don't think it deserves nerfs, just a more flavorful way of acquiring it.

Finally the BB fights - they're simply fantastic. They're hard, fast, punishing and when a certain devil's spawn comes out to play - scary af. The Ifrits' immortality has an * next to it because of your Devil Rays and I sometimes hear the sound their system makes in my nightmares, an absolutely stellar enemy. The one problem I have with it is that it seems like it's scripted when it comes into the fights and it maybe should be somewhat random since it makes so much more space for the other ships around it, coming in and instantly becoming public enemy #1. The other problem with it being static can best be described by an example - I got cocky, started taking 2-3 small/mid BB fleets at a time and didn't bother checking their ships. This obviously led to a fight where 6 of those things popped out at once... I haven't yet found the inspiration to make a meme about that encounter but let's just say it was brutal. There are numerous other experiences around these fights, like trying to peel off a bunch of Lancers focused in on your capital or desperately chasing after a Warlock close to death that are inevitably the reason we're here - I am addicted. I don't think I could play Starsector without these fights anymore and without your mod. I couldn't read over the entire thread since it's massive but I saw you were interested in how much Sigma matter is reasonably farmable by players so I am going to take some screenshots of my inventory later and try to estimate them against the run's playtime. Can't wait to see what mechanic you make out of that and if you're interested I have a few lore-friendly ideas for it:

Spoiler
Just kidding ;) Thank you for your work <3
[close]
« Last Edit: September 13, 2022, 04:06:12 AM by Muggs »
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tigartar

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1645 on: September 20, 2022, 07:18:53 AM »

So i "liberated" some imp class picket drones slapped on no cooldown command and god mode gave them no weapons and set them on a station and boy I think everyone on the station died from how fast that thing was spinning, it gave a whole new meaning to bumper cars or I guess in this case bumper drones. Their Stutterwarp dash is hilarious when it comes to say 10-15 of these imps flying into a target over and over and over granted without those commands they drop like flies but you should try it some time I don't know what is causing them to be so aggressive with it but it is hilarious.

Also i am doing a deserter run with 1 planet(my only one it can evolve to 10 pop count with 10 industry slots) rule and only ai controlled fleets next to kadur logistics supply ships so my only source is my planet for a replacement main ship or blade breaker fleets for anything else and with everyone at war with you it is a really interesting thing.

The captain is a guy who doesn't trust people anymore as no one else can hear the "music" so he insists on only using ai ships(With the exception of kadur) so domain/[REDACTED] and blade breaker faction only with the only contact he does missions for being Midnight Dissonant and honestly plunging the sector into chaos as a deranged lunatic who pays his crew 9 times more than normal yet runs every ship at skeleton compliment(I wish I could make them all ai) and it is the most fun I have had in a long time.

I kinda wish we could start as the blade breakers with their ai ships only as some kind of lunatic who wants to please his ai overlords or something of a small mini story but for now this playthrough is close enough.
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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 #1646 on: September 20, 2022, 09:59:23 AM »

Kadur/Deserter run sounds really great, actually - only mildly cursed, in the good way.

The aggressive behavior is intended; it's part of the whole thematic plan for the faction, that their ships are aggressive to the point of being suicidal. Like any good NPC faction, they're unbalanced, in the direction of giving the player a greater challenge.

There's a very short Breaker mission planned, and I've written little bits of that story already.
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White Hound Black Lotus

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1647 on: September 20, 2022, 02:35:41 PM »

When is the story going to be implemented?
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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 #1648 on: September 20, 2022, 02:42:33 PM »

I don't think some of you really understand this, so I'm going to spell it out; this isn't in any sense a commercial product. It's a hobby project. I work on it when it's fun to work on it. I put pretty much what I want in it.

It's not made for you, it's shared with you.

So the answer to 'when' is 'when I feel like it', and right now, I'm not feeling it. I have a bunch of Magellan stuff that's more fun to work on and closer to being complete.
« Last Edit: September 20, 2022, 02:49:31 PM by Harmful Mechanic »
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Corelious

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Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« Reply #1649 on: September 20, 2022, 04:04:39 PM »

dead lol
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