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Author Topic: [0.8a] Interstellar Federation Legacy (V 0.5)  (Read 36369 times)

NITROtbomb

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Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« Reply #15 on: December 12, 2017, 03:27:42 AM »

So excited for this !
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cjuicy

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Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« Reply #16 on: January 01, 2018, 11:56:34 PM »

I've been playing around with the mod for some time and as such I have identified several key balance points to be addressed. While not an exhaustive list by far, I hope this will be a helpful starting point.

-Boost OP of nearly all ships, especially the frigates and carriers.
-Boost hull of most ships smaller than a capital
-Reduce the range of the Titan's teleport system
-Increase the cost of Tracers
-Replace the Hornet's Sabot racks with the single shot versions and the HMG with a Dual LMG
-Give the Echo class Frigate the High Resolution Sensors hullmod.
-Possibly replace the mines on the Montana and/or give it a salvage gantry
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gun&drink

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Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« Reply #17 on: March 17, 2018, 07:40:06 AM »

Hi, just wanted to drop by to say that I really enjoy the ships and weapons of this mod. there isn't nearly enough high payload missiles out there, and this mod fills that role so nicely with the Omega device and the Lancer Torpedo racks, plus the ships have really nice appearance.
Also giving a few balance tips after testing it for a while, both with vanilla and pretty much every big mod out there:
-Auria-class takes way too little points to deploy. if you boost it to 25 or even 35 I think it would make it more fair, right now I can just spam them with some sweet missile-specialized outfitting and destroy pretty much anything
-limited ammo ballistic weapons aren't really worth it at the moment. either boosting them up so the limitation is worth it or removing said limitation would be ideal
-as others have said some of the ships have too little OP points
-as they are not a faction at this moment, only the player can make full use of these weapons at the moment, which can be a little unfair for the AI sometimes

these last two aren't really a balance issue, I'm just not sure if you are aware of them
- Lancer Torpedo racks tend to not ignite when the target they are aiming at isn't lined up, not sure if intentional
-Omega devices tend to just overload everything that has a shield on, while not destroying it. not sure if this is intentional

finally I have a small suggestion: if you added a Auria-class variant with missile forge I would orgasm on the spot. Having so many missile racks makes you really wish for it

in any case thanks for updating this mod to 0.8, there's nothing like hitting something from across the map with several Lancer Torpedo x4 racks
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gun&drink

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Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« Reply #18 on: March 30, 2018, 07:05:04 AM »

another bug I have found: the AI seems completely unable to use the Hardon accelerator. there some kind of hardcap on how much weapons should be loaded, and the loading period for the hardon accelerator seems to double it. any AI equipped with it will simply load it for about 2 seconds only to interrupt the shot , over and over. this has several solutions:
-change the AI behavior with the hardon acceletator in particular (don't know how hard that is, but it's probably the best one)
-change the AI behavior in general (sounds like it *could* *** something up in the grand scheme of things, but it would solve it)
-modify and balance the Hardon accelerator to load in less time (kinda a shame because the weapon itself has a very unique role and I would enjoy it both by using it myself and by encountering enemy fleets using it)
also someone else has commented that the weapons are way too efficient and that if they had limited ammo they would be overpowered. I agree, but the idea of amazing ballistic weapons that have limited usage could be really interesting, and the faction itself could play around that: short engagements would be really favorable for them, while long ones would become their aquilles heel.
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Lopunny Zen

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Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« Reply #19 on: December 14, 2018, 10:49:59 PM »

are there going to be improvements to the ships sprites like the ones that were improved already that was shown in the last forums?
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Takion Kasukedo

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Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« Reply #20 on: December 15, 2018, 04:59:09 PM »

Unsure about that, currently me and stormbringer hold permissions, but we haven't really gotten around to anything just yet. I'll have to contact him, see what ideas he feels like sharing, and i'll see if I could work on the sprites.

Worst-case-scenario for the sprites would be that they have to be kitbashed from Vanilla parts, but vanilla's a beauty anyway.
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Vandermeer

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Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« Reply #21 on: September 08, 2019, 02:43:36 AM »

*cybernetic implant necromancy used*

In the past years I have always been playing Starsector with this (inter)stellar good ship mod, because I just adore these sprites and their clean futuristic design and glows. With 0.9.1a out, I am thinking of starting a new game once again, but will this 0.8a mod still work in the newer version?

If it is just a matter of tweaking some variables, I could do that on my own, as I have heavily modified the game and downloaded mods for my private use before, but if I had to add certain new effects or shenanigans for the economic system, it would probably be too much.
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Morathar

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Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« Reply #22 on: September 08, 2019, 08:16:08 AM »

Unfortunately, getting any faction mod designed for Starsector 0.8a to work in 0.9.1a can be quite a bit of effort. Just to give you a rough idea of how much work's involved, here's a link to the conversion guide on the wiki: https://starsector.fandom.com/wiki/0.9a_Compatibility.
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Vandermeer

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Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« Reply #23 on: September 08, 2019, 09:32:21 AM »

Thank you for the link. I read through it, and despite the thing about weapon energy consumption now being per shot than per salvo (easily edited though), all the rest is either about marketplace stuff, optional(?) blueprints, edited vanilla ships, or changes in the .faction file.
Interstellar Federation seems to use none of those however. I remember the last time I played with them, the mod was already so dated, that I had to spawn the ships in via console and then reduce my money accordingly, because they didn't have an actual faction from which I could have bought them.
...Now I wonder what would happen however, if I would found my own nation in the game from a colony. If they wanted to use the ships, the game had to know somehow how they organize I guess, mhmm.

I guess I will look into how to build a fresh faction file, but am I otherwise missing something about the mod update tips from the link?
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MaysaChan

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Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« Reply #24 on: June 05, 2020, 05:08:29 AM »

Plan to update? or no
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Griffinhart

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Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« Reply #25 on: June 16, 2020, 11:42:00 PM »

Would love to see this mod updated. It's one of my long-time favorites.

-- Griffinhart
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FireBlitz8404

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Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« Reply #26 on: December 12, 2020, 09:39:34 PM »

This mod is one of the first and best experiences I've had with this game. Would love to see it updated!
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Feralcus

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Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« Reply #27 on: February 02, 2021, 11:48:58 AM »

I remember playing this mod way back. Freaking loved it.

In relation to balance; Personally I almost never used ships smaller than the cruisers as HP across the board was kind of terrible. Not complaining, per-se, they had a niche... They had Really good small turret coverage and the super wide angle larger centerline turret mounts were a joy.

I always used this mods ships as glass cannons basically. (Couldn't trust the ai with them hardly at all. Too fragile.) But I just used'em flagship style, loaded them up with range increasing hull mods and used'em as Snipers/Long-range support or smaller ship hunters. They worked great for that. Just send out like one of these ships (Maybe with a tanky escort if you're feeling paranoid) so the AI don't retreat and snipe it out the sky before it reached you. Cause if they did reach you, your ass was grass XD (These guys had basically no answer to swarm attacks lol)

Here's hoping this gets a 0.9.1 update someday...  :/
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