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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95.1a] Green Knight Security (v3.0)  (Read 152578 times)

SCC

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Re: [0.8a] Green Knight Security (v0.6)
« Reply #30 on: May 08, 2017, 12:46:02 PM »

Name it Echidna because why not.
It would be nice (for me) if you could say where balance-wise you see your ships - I mean, I called Vir overpowered for being able to destroy 2 cruisers with 2 destroyer escort, but I also did it with Aurora...
Also, Ghent seems a little to... Uncatchable to me, but then again, it's wayfarer's level of efficiency. It'd be more interesting if it had only its medium mount, so it could either be invulnerable to missiles or able to kite bigger ships, but not both.

Maelstrom

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Re: [0.8a] Green Knight Security (v0.6)
« Reply #31 on: May 08, 2017, 02:17:51 PM »

So why does this faction have no home system? Or any station?
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MinusUdn

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Re: [0.8a] Green Knight Security (v0.6)
« Reply #32 on: May 08, 2017, 03:10:34 PM »

Name it Echidna because why not.
It would be nice (for me) if you could say where balance-wise you see your ships - I mean, I called Vir overpowered for being able to destroy 2 cruisers with 2 destroyer escort, but I also did it with Aurora...
Also, Ghent seems a little to... Uncatchable to me, but then again, it's wayfarer's level of efficiency. It'd be more interesting if it had only its medium mount, so it could either be invulnerable to missiles or able to kite bigger ships, but not both.

I think SRA is already using the "Greek mythological creatures" theme in their names (right now I'm using germanic and roman names but I really need to find a solid naming theme, something green or knightly).

Balance-wise, well, they should be balanced with the AI piloting them, I don't mind if someone can take an Onslaughts with a frigate, as long as the AI can't take one that is balanced in my book (since a vanilla kite can solo an Onslaught), right now the Vir dies to an Aurora but can take an Eagle, that isn't bad but I might bring back the weapons AI hullmod and reduce the ordnance points, I'd like the ships to be fast and with good range.

The Ghent is a blockade runner so being uncatchable is a requisite (the ship is meant to be a solo/early game trade ship not a late game bulk trader), right now it doesn't have enough flux/OP to take bigger ships head-on; the medium mount is there mainly to deal with hounds or similar fast ships, and only a madman would pilot a ship without PDs or at least that is what our engineers say :p

So why does this faction have no home system? Or any station?


Two reasons mostly, first this faction is meant to be a mercenary faction that the independent planets, that are not part of the Persean League, can contract to protect their trade fleets/planets so if you install this mod you will see GK Security ships flying with the independent fleets and in their markets and second because creating a home system takes time and I'd rather finish adding the ships I have planned.

But don't worry I plan to add some size 2ish military markets orbiting most of the neutral planets and a big one in the Arcadia system (instead of the Hegemony's citadel station), lore wise GK Security is being employed by the Ko Combine so I might even add them as a faction (big maybe), later on I also plan to add a system south of Arcadia and turn it into the home system.
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MinusUdn

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Re: [0.8a] Green Knight Security (v0.7)
« Reply #33 on: May 09, 2017, 05:31:09 PM »

v0.7 is out, balanced the supply cost of some ships and added a new electronic warfare frigate
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Warhunterpro

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Re: [0.8a] Green Knight Security (v0.7)
« Reply #34 on: May 09, 2017, 07:32:37 PM »

just curious. is the strauss C supposed to cost more than some battleship class ships? just saw one in the market that costs 300k a bit more than the legion in the same market

(just looking through the files and see
Spoiler
Strauss C,claudius,Carrier,reservewing,8,4000,300,3000,,200,70,2,85,50,40,30,25,750,OMNI,,90,0.5,1,,,50,80,90,80,2,,9,250000,6,16,360,0.1,10,10,,,,,7995
[close]
i assume the 250000 has 1 too many 0s
of course i have no clue how all the coding is worked so i could be looking at the wrong area to change it)
« Last Edit: May 09, 2017, 07:52:14 PM by Warhunterpro »
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AxleMC131

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Re: [0.8a] Green Knight Security (v0.7)
« Reply #35 on: May 09, 2017, 09:19:06 PM »

just curious. is the strauss C supposed to cost more than some battleship class ships? just saw one in the market that costs 300k a bit more than the legion in the same market

(just looking through the files and see
Spoiler
Strauss C,claudius,Carrier,reservewing,8,4000,300,3000,,200,70,2,85,50,40,30,25,750,OMNI,,90,0.5,1,,,50,80,90,80,2,,9,250000,6,16,360,0.1,10,10,,,,,7995
[close]
i assume the 250000 has 1 too many 0s
of course i have no clue how all the coding is worked so i could be looking at the wrong area to change it)

Haven't used the mod myself, but @Warhunterpro if you have something like Excel or LibreOfficeCalc you can open a ".csv" file as a spreadsheet. It's much easier to understand that way.

However, matching those values up with any "ship_data.csv" shows that 250,000 is indeed set as the base price. Unless it has some absurd powers I'm unaware of, that is mental for a destroyer! :o

Also odd is that there aren't any values for "breakProb/minPieces/maxPieces", so this ship (I presume) doesn't ever break up if disabled. And it's CR degrades at 0.1 unit per second. Waaaaaaay slower than stock ships.

Unless there are specific balance reasons for these, I suggest @MinusUdn take a closer look at some of these values. They're a little odd, to say the least.
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dk1332

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Re: [0.8a] Green Knight Security (v0.7)
« Reply #36 on: May 11, 2017, 04:58:26 AM »

found an odd bug on one of the GSK wolves I got, this one has 0 weapon flux/sec . No matter how I replace its weapons its still has 0 flux/sec. Didn't happen to the other one though.

Probably just a graphical bug though since it still gets some flux when shooting a weapon.


P.S. not sure if its just me or is the left PD mount looks a bit lower than the right one?
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Takion Kasukedo

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Re: [0.8a] Green Knight Security (v0.7)
« Reply #37 on: May 11, 2017, 06:29:53 AM »

Is the radome on the Varo supposed to be that big? @_@
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

DinoZavarski

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Re: [0.8a] Green Knight Security (v0.7)
« Reply #38 on: May 12, 2017, 08:39:30 AM »

Two file name case typos in .ship files last release: Vir image is "vir.png" and Dual Kiro's one is "dualKiro.png"
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Me no know, me no understand, me just root...

dk1332

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Re: [0.8a] Green Knight Security (v0.7)
« Reply #39 on: May 13, 2017, 01:09:48 AM »

Not sure if a bug or not, but the Strauss Carrier cost 300,000 credits even in the black market. Thats like the same price tag as a capital ship.
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MinusUdn

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Re: [0.8a] Green Knight Security (v0.7)
« Reply #40 on: May 13, 2017, 09:01:22 AM »

Not sure if a bug or not, but the Strauss Carrier cost 300,000 credits even in the black market. Thats like the same price tag as a capital ship.

Yeah that was a typo, but don't worry v0.8 should fix it

also fixed the linnormr system, now it doesn't auto giv missiles but instead there is a small chance over time that they will fail, good against slow missiles like javelins not so much against fast ones like sabots
« Last Edit: May 13, 2017, 02:03:41 PM by MinusUdn »
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MinusUdn

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Re: [0.8a] Green Knight Security (v0.9)
« Reply #41 on: May 13, 2017, 02:25:44 PM »

-v0.9 re-balances the weapons to make them more vanilla friendly, the ballistic weapons should fill the niche between high OP cost, long range and high damage needlers and low cost medium range average damage auto canons, and the energy weapons should fit between short range high damage repeating lasers and long range low damage tac lasers
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Metadane

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Re: [0.8a] Green Knight Security (v0.9b)
« Reply #42 on: May 15, 2017, 11:50:19 AM »

Me like this mod.
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Metadane

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Re: [0.8a] Green Knight Security (v0.9b)
« Reply #43 on: May 15, 2017, 01:29:14 PM »

Love this mod, thanks for your work and any future work you may do  :)
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felixsimon

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Re: [0.8a] Green Knight Security (v0.9b)
« Reply #44 on: May 15, 2017, 02:37:40 PM »

Awesome looking mod, although im forcing myself to wait: need at least one capital ship to feel competitive without zerging enemies with cruisers =_=
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