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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: [0.96a] Stop Gap Measure - Ships for Vanilla - v1.2.4 Balancing  (Read 348457 times)

Arcagnello

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Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« Reply #195 on: May 07, 2021, 06:32:59 AM »

Hey guys,
Thanks for your interest in this mod.
I've not played enough the new version yet to start migrating SGM to 0.95. I will need some time to do it. To be honest, I made the mistake of working on this mod the way people wanted me to do it, and not the way I wanted to. So some parts of the mod will probably be downgraded now, because I don't really care about it and don't want to spend hours on it to make it work.
I hope to deliver the mod in the few next weeks or months.

However, if you encounter any major problem with the mod right now, please report themm to me as it will speed up the process

I was indeed looking for vanilla-friendly ship-weapon pack mods yesterday and I could not find the mod introducing that glorious Midline capital that T-poses the enemy to death, but I finally found it today :)

Looking forward to seeing what the future of this mod hold, Ludd-speed to you!
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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

MajorTheRed

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Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« Reply #196 on: May 28, 2021, 09:19:57 AM »


Finally, here is the updated version for SGM. Thanks for your patience. Include in this new version:

-Removal of several features (version checker and java compilation removed)
-Fixed many typos thanks to forum members Plantissue and BladedQueen
-Balance changes for the Herder, Trajan, Charon, Foundation.
-Many ships have changed names to be compliant with names used by other mods.
-Merx and salvage corvette removed
-Added/changed a few variants for the civilian ships.

As you may notice, this version is nearly more a downgrade than an upgrade. I want this mod to be fun to build, and I lost this view by getting anxious learning coding stuff until it was not fun anymore. That's why it is no more compliant with Version Checker (anyway I don't publish that many version of the mod...) and java compiling has been removed (too bothersome for the use I had for it).
Still, I have plan to add content, mostly new ships and basic starting options which help introduce the player to new ships and weapons. The recent addition of assault and escort package is something really good for SGM as many ships were build with this "ramshackle" aspect in mind.
« Last Edit: May 29, 2021, 08:11:41 AM by MajorTheRed »
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Arcagnello

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #197 on: May 28, 2021, 10:20:53 AM »

https://www.youtube.com/watch?v=P3ALwKeSEYs

Slapping this bad boy in once again, you can't believe how much I missed the Scorpius Kinetic LRM  :'(

I assume the fac tit adds new systems makes it unfit to be slapped on an ongoing campaign, correct?
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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

Lorkhan4E201

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #198 on: May 28, 2021, 12:54:13 PM »

Crashes on startup, version log says its 1.0, does it have any dependencies?
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dEVoRaTriX_LuX

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #199 on: May 28, 2021, 08:14:10 PM »

Can vouch it crashes on start-up for me too when activating this mod.
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Jaghaimo

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #200 on: May 28, 2021, 11:48:59 PM »

Had a quick look at files, my guess is the leftover version checker integration - MajorTheRed deleted the version file but not the version checker integration. You need to delete "data/config/version" folder.
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MajorTheRed

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #201 on: May 29, 2021, 08:09:50 AM »

I assume the fac tit adds new systems makes it unfit to be slapped on an ongoing campaign, correct?

IIRC, you can add it to your campaign. Ships and weapons will start to spawn in market, but the star systems will not be integrated.
Crashes on startup, version log says its 1.0, does it have any dependencies?
Can vouch it crashes on start-up for me too when activating this mod.
Had a quick look at files, my guess is the leftover version checker integration - MajorTheRed deleted the version file but not the version checker integration. You need to delete "data/config/version" folder.


I think Jaghaimo is correct. I tested the mod without others mods, and it only had dependency to Version Checker.

Here is a new link. It should work.
https://www.dropbox.com/s/oh9l0qeretzjsoh/Stop%20Gap%20Measure%201_2_1.zip?dl=0

I updated the other links.
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Satirical

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #202 on: May 29, 2021, 06:51:53 PM »

I assume the fac tit adds new systems makes it unfit to be slapped on an ongoing campaign, correct?

IIRC, you can add it to your campaign. Ships and weapons will start to spawn in market, but the star systems will not be integrated.
Crashes on startup, version log says its 1.0, does it have any dependencies?
Can vouch it crashes on start-up for me too when activating this mod.
Had a quick look at files, my guess is the leftover version checker integration - MajorTheRed deleted the version file but not the version checker integration. You need to delete "data/config/version" folder.


I think Jaghaimo is correct. I tested the mod without others mods, and it only had dependency to Version Checker.

Here is a new link. It should work.
https://www.dropbox.com/s/oh9l0qeretzjsoh/Stop%20Gap%20Measure%201_2_1.zip?dl=0

I updated the other links.

thanks for ur update

big hug
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PreConceptor

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #203 on: June 18, 2021, 09:28:20 AM »

Have some balance suggestions

Hive Launcher: since its a medium Swarmer, it should have 100 dmg/shot to match up with vanilla's buffed Swarmers. It could probably do with much more ammo too, since 2 small Swarmers have a higher combined fire rate and the same ammo for much less OP.

David missiles: I like the concept, but they seem quite underpowered, especially compared to the budget missile options in other mods. Even if they are just meant to be a substitute for people who can't get Harpoons, their tiny range and bad tracking means they are unlikely to do anything meaningful. An ammo buff could be good to make them a somewhat viable choice. Perhaps 5-6 for the small and 18-24 for the medium? Most rockets have longer range, far more potential damage, and higher hit probability than the Davids. Also I think the medium should get its OP reduced to 9, since its meant to be a cheap alternative to the Harpoon Pod which is 10. Small thing but that's what I think.

Mag Accelerator: seems to be a very strong choice, even with it being somewhat inaccurate. Since its essentially a HighEx Railgun with EMP, it probably needs an OP increase to 7 or 8, and a reduction to the EMP damage maybe to ~200.

Mosychlos BAG: a very strong choice currently. Even with the low hit strength and accuracy, the range and flux efficiency is incredible. It could do with a hit strength decrease (to about 35) or a big flux cost increase.

Aton Burst Laser: this weapon seems quite useless at the moment. Bad range for a large beam, terrible flux efficiency, low damage for a large. Needs quite the buff.

In addition, some very minor capitalization issues: Heavy mining beam, Ice bomb, and MB-3 PDS array should probably be completely capitalized like Heavy Mining Beam, Ice Bomb, and MB-3 PDS Array in order to maintain consistency.


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MajorTheRed

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #204 on: June 19, 2021, 06:42:36 AM »

Many thanks for the feedback. I didn't noticed the Swarmer were buffed. I made a balancing check on the Mag Accelerator, but maybe too quick, before last update, as I thought it was previously too weak.

The David missile is in a tight spot right now. I like the concept (cheap anti-armor missile because not every one can produce an Exocet/Harpoon everyday) but the apparition of the Breach has changed thing a bit. At 2 OP, it still need to be underwhelming. Looking back at the description, I think I can increase its range to 1000, and slightly increase its tracking (which is supposed to be better than the Harpoon). I don't want to go down the ammo road yet. The Medium mount is presently at 8 OP, but maybe it's not in the actual release.

And finally, we are on the same page for the Aton. Can't find how to give it an interesting stat line. It need to go on the drawing board again.
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PreConceptor

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #205 on: June 19, 2021, 01:00:40 PM »

In version 1.2.1 at least, the David Pod is 10 OP. If its meant to be 8 that makes a lot more sense. More range and tracking sounds like a good buff, if the small goes down to 2 OP that might make it a serious low cost competitor while still having to consider some significant drawbacks.

In regards to the Aton, it's in an interesting spot imo. There aren't too many large, slower firing, lower range, high damage/shot but low dps burst beams, especially in the realm of 'antiquated' tech that can be more widely available. It might be a good weapon to make available to pirates and independents with just a buff to damage or flux.
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MajorTheRed

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #206 on: June 19, 2021, 04:47:18 PM »

In version 1.2.1 at least, the David Pod is 10 OP. If its meant to be 8 that makes a lot more sense. More range and tracking sounds like a good buff, if the small goes down to 2 OP that might make it a serious low cost competitor while still having to consider some significant drawbacks.

OK so there is one small release since. David Medium is down to 8 and David small to 2 OP. So far I think it's still fit well it "cheap" and "better than nothing" design, but I should still give it a bit more range
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Speeda325

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #207 on: June 24, 2021, 08:51:08 AM »

2 things.
1. this mod makes a duplicate of the enforcer with a slight change in 1 of the stats and no description.
2 the velite-PL frigate has Hoplite in the description even though there is no hoplite ship.
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Kiddin Me

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #208 on: July 23, 2021, 08:31:30 PM »

You've done some really good work here, MajorTheRed. I'm quite impressed at the stuff you've added.

Minor quibble: Lepia's description says "breath" instead of "breathe."

A breath is a single inhalation of air. "To breathe" is the verb form.

I also found that its overlap of Commerce and Free port meant that it was very frequently 1 or 0 stability, leading to a comically small market that I never really cared about (and, though I didn't see it happen, likely had a very high risk of becoming decivilized due to being at 0 stability).

Maybe Light Industry or Mining, instead?

You could, of course, keep it as-is. I'm just floating other ideas!

Edit: also, from a thematic perspective, it might be appropriate to have Lepia be Hot + Thin Atmosphere or some other signifier of it being very unpleasant but sort of survivable, rather than Toxic Atmosphere. An actively toxic atmosphere more brings to mind e.g. Venus, not something that had begun to undergo terraforming but still wasn't quite habitable.
« Last Edit: July 23, 2021, 08:44:47 PM by Kiddin Me »
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Coaxy

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #209 on: August 05, 2021, 10:36:52 AM »

Love the mod!

Just wanted to say that, while I see some of the ships in normal play (a lot of the pirate ones, at least), I practically never see the Luddic Church additions - either in their fleets or in their markets. However, if I start affiliated with the LC w/ nexerlin and use their blueprint, it does add the new ships.
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