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Author Topic: [0.95.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Update 12/19/21  (Read 478665 times)

Darrow

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1305 on: July 01, 2021, 04:39:08 PM »

I don't think increasing the speed would significantly increase survivability anyway. It doesn't matter if you fly at speed 50 or at speed 400, if you're going in a straight line that large shot is still going to hit you. You'd have to make strikecraft fly in evasive patterns instead of straight to really help them dodge shots (at which point PD efficiency becomes mostly a factor of projectile velocity more than anything else).

I kinda wish that larger caliber weapons would simply have a % chance to fly right through strikecraft.
This would easily simulate strikecraft dodging/moving too quickly for main batteries to effectively hit them.
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Ranakastrasz

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1306 on: July 01, 2021, 05:22:13 PM »

Instead of a percent, let them pierce like you said, but deal less damage, like how frigates deal more. I don't much like percentage chances, especially when there is already accuracy built into the simulation.
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Morrokain

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1307 on: July 01, 2021, 06:27:01 PM »

It's impossible to do either unfortunately. The API doesn't support it. Changes to damage to fighters are blanket changes not weapon specific.
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6chad.noirlee9

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1308 on: July 01, 2021, 07:59:10 PM »

It's impossible to do either unfortunately. The API doesn't support it. Changes to damage to fighters are blanket changes not weapon specific.

is it possible to program something into the weapon itself on a case by case basis?
copy and paste the code to each weapon you want to have the chance to mis?

isnt that how it works with the fire over friendly ships?
or is that a blanket code that just uses the code from missiles?
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

Morrokain

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1309 on: July 01, 2021, 08:12:38 PM »

It's impossible to do either unfortunately. The API doesn't support it. Changes to damage to fighters are blanket changes not weapon specific.

is it possible to program something into the weapon itself on a case by case basis?
copy and paste the code to each weapon you want to have the chance to mis?

isnt that how it works with the fire over friendly ships?
or is that a blanket code that just uses the code from missiles?

It is a specific collision class that fighters use that prevents friendly fire over allied craft. While I can edit individual weapons, yes, I can't (iirc) edit damage to specific target types - only the damage itself.

Anything that edits specific damage types, for instance beams, is supported by the API in the editable ship stats through uses cases that vanilla already needed and implemented. There are a few exceptions, but not many.
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Darrow

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1310 on: July 02, 2021, 01:07:16 PM »

I actually dont know if any of my initial suggestions are good ideas anymore.

I restarted a campaign and I'm using purely Low-Mid tier strikecraft and they dont dominate most fleets.

Im really thinking that late-game strikecraft are just simply too strong and buffing existing PD/adding more PD Ships would completely annihilate Low/Mid tier strikecraft.

A lot of has to do with the shielding on late-game strikecraft I think.
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BreenBB

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1311 on: July 02, 2021, 03:00:36 PM »

Re: Ship Trophies
Now that there is a much wider variety of "faction-less" ships available, I am going to remove faction ship trophies at some point (probably with an optional setting that defaults to true since I know some people don't like the idea). Then faction ships will only be available on military markets and will require good reputation/commissions to require.

About trophies, I kinda like ability to loot them, thing is what I usually get capitals early game, I don't know maybe I simply get lucky. I have one cool idea, how to make them appear later, factions doesn't know all top tier ships on game start, and then they "research" them time by time getting stronger ships, so you don't get top tier stuff early game. Also maybe cool idea is make "research" building for colony, and research some own ships with research tree or reverse engineer hulls or weapons.

Another idea is balance these lucky trophies, is add big amount of D-Mods, so they are in pretty battled and harsh condition, if they are from NPC with NPC battle, especially if both fighting NPC fleet are neutral to player, come with big amount of D-Mods, so if you want have ship in somewhat good condition you need earn trophy by yourself.

Also another idea about remnants, how about make them act more aggressive, preferably make it as consequence of story events make them act like pirates, build own stations and attack habitated systems.

I noticed what alot of new weapons doesn't have description, also I think is good idea is tutorial with comparison of mod weapons and hints which weapons in which situation is better, but if I recall something like that is planned.
« Last Edit: July 02, 2021, 03:08:48 PM by BreenBB »
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6chad.noirlee9

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1312 on: July 03, 2021, 07:22:18 AM »

Re: Ship Trophies
Now that there is a much wider variety of "faction-less" ships available, I am going to remove faction ship trophies at some point (probably with an optional setting that defaults to true since I know some people don't like the idea). Then faction ships will only be available on military markets and will require good reputation/commissions to require.

About trophies, I kinda like ability to loot them, thing is what I usually get capitals early game, I don't know maybe I simply get lucky. I have one cool idea, how to make them appear later, factions doesn't know all top tier ships on game start, and then they "research" them time by time getting stronger ships, so you don't get top tier stuff early game. Also maybe cool idea is make "research" building for colony, and research some own ships with research tree or reverse engineer hulls or weapons.

Another idea is balance these lucky trophies, is add big amount of D-Mods, so they are in pretty battled and harsh condition, if they are from NPC with NPC battle, especially if both fighting NPC fleet are neutral to player, come with big amount of D-Mods, so if you want have ship in somewhat good condition you need earn trophy by yourself.

Also another idea about remnants, how about make them act more aggressive, preferably make it as consequence of story events make them act like pirates, build own stations and attack habitated systems.

I noticed what alot of new weapons doesn't have description, also I think is good idea is tutorial with comparison of mod weapons and hints which weapons in which situation is better, but if I recall something like that is planned.



i cant remember what its called off had but there is a mod that makes [redacted] spawn in hyperspace perpetually
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

6chad.noirlee9

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1313 on: July 03, 2021, 04:25:13 PM »

not sure if you know or not but escort package and assault package dont seem to work
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

Morrokain

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1314 on: July 03, 2021, 06:24:23 PM »

I actually dont know if any of my initial suggestions are good ideas anymore.

I restarted a campaign and I'm using purely Low-Mid tier strikecraft and they dont dominate most fleets.

Im really thinking that late-game strikecraft are just simply too strong and buffing existing PD/adding more PD Ships would completely annihilate Low/Mid tier strikecraft.

A lot of has to do with the shielding on late-game strikecraft I think.

The shield changes I'm planning should help, as will the low tech wing buffs and midline system. While I want the OP cost of wings to be meaningful, I also want every wing to be useable. The changes I've made to PD are, for the most part, on the medium and large PD weapons to give them some AOE as anti-swarm options. And PD beams needed the help for missiles. The new missile hint/tag that makes missiles attempt to hit across the ship rather than one spot makes this possible without completely negating missile effectiveness.

About trophies, I kinda like ability to loot them, thing is what I usually get capitals early game, I don't know maybe I simply get lucky. I have one cool idea, how to make them appear later, factions doesn't know all top tier ships on game start, and then they "research" them time by time getting stronger ships, so you don't get top tier stuff early game. Also maybe cool idea is make "research" building for colony, and research some own ships with research tree or reverse engineer hulls or weapons.

Another idea is balance these lucky trophies, is add big amount of D-Mods, so they are in pretty battled and harsh condition, if they are from NPC with NPC battle, especially if both fighting NPC fleet are neutral to player, come with big amount of D-Mods, so if you want have ship in somewhat good condition you need earn trophy by yourself.

Also another idea about remnants, how about make them act more aggressive, preferably make it as consequence of story events make them act like pirates, build own stations and attack habitated systems.

I noticed what alot of new weapons doesn't have description, also I think is good idea is tutorial with comparison of mod weapons and hints which weapons in which situation is better, but if I recall something like that is planned.

The tutorial will be looked at when it comes time to begin story stuff. As far as the trophy ideas, that's probably too complex for me to do in the sense that my plate is already pretty full. I'd rather just lock the good stuff behind systems that I know create progression and have it be a setting than design my own system from scratch. Maybe one day if I'm feeling especially ambitious, but as I said I've already got a lot of things to do in the meantime. Sorry!

i cant remember what its called off had but there is a mod that makes [redacted] spawn in hyperspace perpetually

I think its Ruthless Sector.

not sure if you know or not but escort package and assault package dont seem to work

Ah thanks! Why on earth did I think overriding Militarized Subsystems meant I could get away with not overriding the two hulmods that depend on it??  :-[

Will be fixed for the next mico-update. I just want to finish the fighter changes first. It shouldn't take very long. Maybe by tomorrow night idk.
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6chad.noirlee9

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1315 on: July 03, 2021, 09:05:34 PM »

Thanks! Your creation seems like it would really be possible to do a "I'm gonna use mostly civilian ships" run.

can confirm ruthless sector is what spawns the [redacted]
i have been having an issue where it seems to take longer than what ive come to expect to level up, however i just noticed upon looking at the ruthless sector page that it affects experience gain by "giving more experience for winning harder fights" as well as giving a rep gain
it actually does a lot of things that i forgot about


also, what does viceroy ambassador do?
« Last Edit: July 04, 2021, 10:40:58 AM by 6chad.noirlee9 »
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

Morrokain

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1316 on: July 04, 2021, 01:11:25 PM »

Thanks! Your creation seems like it would really be possible to do a "I'm gonna use mostly civilian ships" run.

I'd say civilian ships would be a little tough, but certainly combat freighters and civilian conversions can be a primary fleet component now. Previously they were subpar in combat though still useful for the logistics and in pursuit battles where the player has to flee. With the skills now they can probably be as strong as combat ships. It will also make dedicated civilian ships better at retreating.

Quote
also, what does viceroy ambassador do?

Its a placeholder atm iirc it increases hull by 20%. I want to make it have campaign benefits - preferably for trading and colonies.
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Albreo

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1317 on: July 05, 2021, 09:35:27 AM »

I'm late to the party. Oh crap.

No one noticed how crazy this is?
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6chad.noirlee9

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1318 on: July 05, 2021, 10:25:19 AM »

Spoiler
Thanks! Your creation seems like it would really be possible to do a "I'm gonna use mostly civilian ships" run.

I'd say civilian ships would be a little tough, but certainly combat freighters and civilian conversions can be a primary fleet component now. Previously they were subpar in combat though still useful for the logistics and in pursuit battles where the player has to flee. With the skills now they can probably be as strong as combat ships. It will also make dedicated civilian ships better at retreating.

Quote
also, what does viceroy ambassador do?
[close]

[/quote]

Its a placeholder atm iirc it increases hull by 20%. I want to make it have campaign benefits - preferably for trading and colonies.
[/quote]



oh very cool!  it looks like the run through i do on my youtube channel for archean order will be focusing on tricking out civilian ships (i have always wanted to do that) 
the channel is actually up! just no content yet.  im still making merchandise and really the main issue currently is my portable hard drive is at my moms house, which i need to transfer video files from my laptop (there was a yard sale at my aunts house and i was doing some work on my laptop while there and she took my ssd by mistake).  my laptop can barely handle recording, let alone actually editing videos (i have an external card for recording that has 4k throughput, so it should last me a long time without really needing anything else.  its also portable and has an sd card slot).  anyway stoked for the update!
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

Morrokain

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1319 on: July 05, 2021, 12:31:00 PM »

I'm late to the party. Oh crap.

No one noticed how crazy this is?


Whaaa? When did this become a thing?? There apparently was a casing issue with the system id that caused the starmap values to not be applied properly. I know for a fact that it worked before, so .95 must have changed something that makes case more important. Hopefully that doesn't break anything else in the economy that I haven't found yet. Xanathos had a lowercase id as needed, so hopefully this is the only instance where this kind of thing occurred.

I didn't even notice it after starting a billion campaigns to test other things... so thanks for pointing it out! Fixed for the next beta update.
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