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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 348430 times)

MajorTheRed

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #210 on: August 05, 2021, 11:51:18 AM »

@Kiddin Me: good points for Lepia. I did notice it on my last run but didn't had the time to fix it. I think I will just remove one of them, and fix the Toxic world problem.

@Coaxy: interesting problem. I think it doesn't spawn enough but there should still be some of them. I will look at it.

I'm a bit busy at work for the next month but I would like to release a new version early Fall.
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hydremajor

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #211 on: August 05, 2021, 01:09:02 PM »

here's an idea for a ship

a bunch of Sheperds slapped together to form one big plank with nothing but small ballistic turrets and missile hardpoints
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MajorTheRed

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #212 on: August 05, 2021, 01:15:07 PM »

here's an idea for a ship

a bunch of Sheperds slapped together to form one big plank with nothing but small ballistic turrets and missile hardpoints

Isn't that called a Venture? More seriously, I would love to do a space mining ship (it's already on paper), but the problem is Vayra. Vayra makes the amazing Vayra's Ship Pack mod which is already loaded with superb mining and industrial ships, and I don't want to duplicate ships similar to him. However I strongly suggest you give a try to his mod :
https://fractalsoftworks.com/forum/index.php?topic=16059
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Speeda325

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #213 on: September 21, 2021, 05:24:51 AM »

I have noticed the independents and others -PL maybe SD
have a fair amount of high tech ships especially the minas
I find it a bit weird that they have these high tech ships so often
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#Negi

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Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« Reply #214 on: October 11, 2021, 05:08:15 PM »


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.

By any chance is this 0.9.1a version (v1.2) of the mod still available somewhere?  The link sends me to the 0.9.5a version (v1.2.1).  Thank you.
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MajorTheRed

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Re: [0.9.5a] Stop Gap Measure - Ships for Vanilla (downgrade edition)
« Reply #215 on: January 24, 2022, 05:43:37 PM »


Here is the 0.95.1a version of SGM!
A few new ships:
Spoiler

Maringuin kinetic support bomber


Charon (P) pirate carrier


Rosatom Combat auxiliary frigate

   
Formica Assault drone carrier and its suspicious-looking wings
[close]

And modernized sprites:
Spoiler

Traverse Civilian freighter

   
Foundation Salvage cruiser and its helping hands


Huntsman Luddic Church and Hegemony Support gunship (upgraded sprite)
[close]

And a bunch of usual balance changes in weapons and ships making use of new systems and hull mods. The Merx and Salvage corvette has been retired.

Thank you to Kiddin Me and PreConceptor for helping to fix spelling issues.
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Kiddin Me

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Re: [0.95.1a] Stop Gap Measure - Ships for Vanilla - More ships!
« Reply #216 on: January 24, 2022, 06:27:16 PM »

Excellent work as always, MajorTheRed! Well done.
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Zr0Potential

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Re: [0.95.1a] Stop Gap Measure - Ships for Vanilla - More ships!
« Reply #217 on: January 25, 2022, 07:43:48 AM »

Thanks for the hard work! Really love this mod to add variety to the ships I can use and face off against in enemy fleets.

The new Foundation looks very nice but personally I also like the Old Converted Mora Foundation, if I might suggest maybe you could make separate ships with the Old Foundation being Low Tech Demilitarized Salvage Ship and the New Foundation being High Tech Salvage/Exploration Ship (it looks like it'd be a very good fit in a Long Range Explorator/Salvage fleet) just and idea.

Also there are some typos in the description of Filum Drones as "This drone has been used to limited extent to help construct remote stations in deep space. A bit more elegant than the ordinary mining drones, the Filum use it's its Wielding Beam to help manipulate material in space. It helps its parent ship not only to build, but also salvage all kinds of space-born objects. The beam itself is an adequate PD weapon, while the graviton flux may occasionnaly disable incoming ennemy craft."

Also also, personally not a fan of the Pirate Charon since I think it's kind of far too "high quality?" for the Pirates imo.  :D
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Piranhabunny

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Re: [0.95.1a] Stop Gap Measure - Ships for Vanilla - More ships!
« Reply #218 on: January 27, 2022, 12:38:25 PM »

Will it be possible to actually make the Era be able to produce ships in space?
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ArkaneKannon

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Re: [0.95.1a] Stop Gap Measure - Ships for Vanilla - More ships!
« Reply #219 on: February 02, 2022, 01:21:34 PM »

Is it possible to add a toggle for the systems added by the Mod? Utic and Byzos still spawn when using nex random sector and it plays hell with the random colonies. More often than not they'll be colonized by two factions at the same time. Otherwise, excited for the update and thanks for the mod. It's a must have. I even went so far as to manually update a while back just so I could use it before you released an official one.
« Last Edit: February 02, 2022, 01:24:52 PM by ArkaneKannon »
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MajorTheRed

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Re: [0.95.1a] Stop Gap Measure - Ships for Vanilla - More ships!
« Reply #220 on: February 04, 2022, 11:47:19 AM »

Thanks for the hard work! Really love this mod to add variety to the ships I can use and face off against in enemy fleets.
[...]
Also also, personally not a fan of the Pirate Charon since I think it's kind of far too "high quality?" for the Pirates imo.  :D
Thanks, that's the intent. Actually I realized in my current run that know fleets from various factions looks very dissimilar and I'm very pleased by that.
I agree with the Charon, it's a bit of a miss for both Vanilla and Pirate version. I'm planning to replace the Charon (P) by the makeshift battlecarrier of some sort.

Quote
The new Foundation looks very nice but personally I also like the Old Converted Mora Foundation, if I might suggest maybe you could make separate ships with the Old Foundation being Low Tech Demilitarized Salvage Ship and the New Foundation being High Tech Salvage/Exploration Ship (it looks like it'd be a very good fit in a Long Range Explorator/Salvage fleet) just and idea.
and
Will it be possible to actually make the Era be able to produce ships in space?

Kind of the same answer to both: problem is that right now ships in Starsector are very "combat-oriented" and lack interesting abilities for industrial ship. Adding drones to the Era for example would make sense "lore wise" because of its construction capability but would make it too similar to the High Tech Foundation. Same reason for removing the original salvage Mora, it was too similar gameplay-wise. But if new hull mods or systems are added they might come back and/or be changed to suit that perspective.

Is it possible to add a toggle for the systems added by the Mod? Utic and Byzos still spawn when using nex random sector and it plays hell with the random colonies. More often than not they'll be colonized by two factions at the same time. Otherwise, excited for the update and thanks for the mod. It's a must have. I even went so far as to manually update a while back just so I could use it before you released an official one.

I asked the question on Nexelerin about that. The final answer will depend of the complexity of implementing it vs my modding skills.
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Szasz

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Re: [0.95.1a] Stop Gap Measure - Ships for Vanilla - More ships!
« Reply #221 on: February 11, 2022, 11:44:57 PM »

•   To Sarissofoi, for refusing to play anything without a description
I understand you tried to remove this frigate in a previous version.
Regardless, the lack of descriptions are annoying here, at fighter weapons and maybe elsewhere (my playtime with your mode is about 5 minutes).

[attachment deleted by admin]
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123nick

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Re: [0.95.1a] Stop Gap Measure - Ships for Vanilla - More ships!
« Reply #222 on: May 26, 2022, 11:06:29 AM »

why did Apex lose its TPC for large energy mount? i kinda liked how it filled a niche in the modiverse of a TPC on something that isnt strictly lowtech.
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MajorTheRed

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Re: [0.95.1a] Stop Gap Measure - Ships for Vanilla - More ships!
« Reply #223 on: May 28, 2022, 07:44:22 AM »

•   To Sarissofoi, for refusing to play anything without a description
I understand you tried to remove this frigate in a previous version.
Regardless, the lack of descriptions are annoying here, at fighter weapons and maybe elsewhere (my playtime with your mode is about 5 minutes).

Thanks for the notice. I will take a look at that for the next version. It has been a while since I last checked the whole stuff for descriptions.

why did Apex lose its TPC for large energy mount? i kinda liked how it filled a niche in the modiverse of a TPC on something that isnt strictly lowtech.

Tbh, I do love the idea too. However I think it would make more sense that it's integrated in a more "salvaged-looking" ship than the Apex (which would require strong manufacturing and technological capability).

Just as a side note, I have around 4 new ships coming in out of the scratchbuilding workshop. I've been a bit unsettled by the last blog from Alex, as the game seems to be taking a direction away from the "crumbling industrial/technological" setting inspired from Battletech. I might want to reconsider the way I develop the mod to insist on this ramshackle aspect of the game I enjoyed in older versions.
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Zr0Potential

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Re: [0.95.1a] Stop Gap Measure - Ships for Vanilla - More ships!
« Reply #224 on: May 28, 2022, 11:15:56 PM »

why did Apex lose its TPC for large energy mount? i kinda liked how it filled a niche in the modiverse of a TPC on something that isnt strictly lowtech.

Tbh, I do love the idea too. However I think it would make more sense that it's integrated in a more "salvaged-looking" ship than the Apex (which would require strong manufacturing and technological capability).

Just as a side note, I have around 4 new ships coming in out of the scratchbuilding workshop. I've been a bit unsettled by the last blog from Alex, as the game seems to be taking a direction away from the "crumbling industrial/technological" setting inspired from Battletech. I might want to reconsider the way I develop the mod to insist on this ramshackle aspect of the game I enjoyed in older versions.

Nice to see this mod still being supported, more of a fan of the previous Apex too

A little heads up you might want to look for a replacement name for the Apex since it'll be used for a new [REDACTED] ship according to the last blog post
« Last Edit: May 28, 2022, 11:29:45 PM by Zr0Potential »
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