This mod is on another level I like it. I would like to give you some feedback on my first playthrough with this mod plus Nexerelin.
- Bar delivery quest generated for extra faction has no NPC to be handover to.
- Onslaught build in beams is kind of rubbish and the AI doesn't like to raise shield even on low flux.
- Friendly ship collision seems to be in full throttle than vanilla.
- Hivemind orb friendly fire. Usually, missiles will pass over ally ship.
- Phase lance flux cost so much AI don't want to use it.
- Performance issues when fighters fire weapons with a lot of projectiles also small missile tend to fire a lot. I cannot play on 500 CR as my CPU max out on single core (4.3 GHz). Would suggest fighters to use a weapon with lower projectiles count.
- [REDACTED] Radiant class teleport ability cooldown is too quick, slow ships have no chance, so hard to kill, I surround it with 4 capitals and still took a few minutes to kill one.
- Helmmanship + Defensive officer for phase ship is OP and I like it, skate half a map in 2 sec.
- Phase battleship wiggles in front of the enemy ship or ontop until it runs out of flux instead of normally phase through the ship and fire at the engines.
- Mod nerfs supply and fuel drop rate(?), maintenance cost also seems to be reduced a lot but forgot the repair cost, it went through the roof, cost me 1300+ supply to fix my small fleet of 5 capitals after heavily damaged.
- Hunting pirate in the overlap bounties sector is too easy money.
- Hegemony fleet is super OP and plenty, it now owns half of the core world without the player intervention. I feel that XIV ships are too abundant.
Thanks a lot for all this feedback! I will respond in more detail a bit later after I go through it better. On the first pass over it what stands out:
- Bar delivery quest generated for extra faction has no NPC to be handover to.
Hmm, that was an older bug that I thought I had resolved. If you could give me the version you are using (I'm assuming the latest version but just wanted to confirm so I'm not chasing something I've already fixed lol) and maybe a screenshot if you run into it again I would really appreciate it! Do you happen to remember what faction/market it was and what you were being asked to deliver?
- Friendly ship collision seems to be in full throttle than vanilla.
As in ships seem to collide with each other more in the mod than vanilla?
- Mod nerfs supply and fuel drop rate(?), maintenance cost also seems to be reduced a lot but forgot the repair cost, it went through the roof, cost me 1300+ supply to fix my small fleet of 5 capitals after heavily damaged.
What capitals were you using? That can make a difference when taking combat damage specifically.
EDIT:
Forgot to answer your question about fuel and supply drop rate: it shouldn't to my knowledge be reduced unless something in the economy would cause that. Stuff like global shortages from invasions/raids and that sort of thing. Also, it's important to mention that alongside reduced maintenance upkeep the CR per deployment of ships has been greatly reduced on a global scale. This means that while you can deploy more often at the same cost, the downside is what you are experiencing. The recovery rate has been similarly changed to match or even get further reduced as is the case for capitals. So mechanics that reduce the total CR cap (such as hull damage) have a greater cost associated with them to get back to max CR.
The design goal there is to make sequential fights easier and cost less overall while simultaneously being less punishing to the player in regards to travel and exploration. On the other side of this- it means a close battle that results in damage has a tremendous cost- balancing out the reduction to prevent supplies from being trivial. This information is pretty unclear though- I could do better about that and I plan to when the tactics manual rewrite comes around.
Ok, back to more details:
- Onslaught build in beams is kind of rubbish and the AI doesn't like to raise shield even on low flux.
Agreed that could use a built-in increase to the range of beams. I made a note about that a while back but haven't gotten to it yet. I think that is why it feels pretty weak compared to putting something like Devastators in those slots. The nice thing is that you don't have to spend the OP on those- so it allows bigger guns and more hullmods considering that hull
also has an ordinance point increase and more armor than the standard hull.
What you are probably noticing as far as shields not being raised is the Combat Capacitors coming online (which prevents shields from being raised but allows for some serious dps and increases movement speed). Since onslaughts have very high armor this usually isn't a big deal- but if the AI uses it right before some heavy armor piercing weapons hit it... yeah that can suck when it happens. Not much I can do about that unfortunately without coding a custom system AI like I did for Fast Missile Racks. For that I had a template to go off of so attempting that blind probably wouldn't be worth it.
- Hivemind orb friendly fire. Usually, missiles will pass over ally ship.
Hmm I wonder if they are timing out and I don't have the flight time set correctly considering the range. I'll take a look.
- Phase lance flux cost so much AI don't want to use it.
What ships are you using those on? If you are using them on midline vessels with energy weapon slots- I wouldn't recommend it unless you have invested a lot of OP into flux stats and made some critical sacrifices in your build to do so.
That weapon line was mostly designed for use by the Tri-Tachyon, Adamantine Consortium or Sci-Corps lines of high tech ships (Archean Order actually can't make as much use of them on some vessels since their flux stats are generally weaker) and because they are very powerful strike weapons with perfect accuracy and missile/fighter penetration they need a big trade-off.
- Performance issues when fighters fire weapons with a lot of projectiles also small missile tend to fire a lot. I cannot play on 500 CR as my CPU max out on single core (4.3 GHz). Would suggest fighters to use a weapon with lower projectiles count.
I'll keep this in mind! Thanks a lot for that kind of feedback. Performance management has been a constant challenge considering the design goals of the mod, so I will look into changes that can help. To be fair in that, though, I don't want to get your hopes up too high. There is only so much I can get away with without eliminating key design goals, breaking the AI, or breaking the aesthetics of the mod (which is a big part of the appeal to me).
- [REDACTED] Radiant class teleport ability cooldown is too quick, slow ships have no chance, so hard to kill, I surround it with 4 capitals and still took a few minutes to kill one.
Fixed for next update. Doubled the cooldown to see how that looks. I want them to be hard- but for the right reasons not annoying ones.
- Phase battleship wiggles in front of the enemy ship or ontop until it runs out of flux instead of normally phase through the ship and fire at the engines.
That is vanilla AI. Not much I can do about it, unfortunately. The slow speed of a capital sometimes causes that to happen under AI control, but it even sometimes happens with frigates if the circumstances are right.
I gave the skimmer to that ship specifically to improve the AI's use of it. It makes it a monster in the player's hands so I will eventually make it very difficult to get- most like a quest line to increase the fun and make it reliable to acquire for players that really like flying it.
- Hunting pirate in the overlap bounties sector is too easy money.
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I'm not 100% sure what you mean by this. Can you elaborate? Places like Duzak and Tia-Taxet where bounty missions sometimes spawn? Penelope's Star likely doesn't get those as I've added markets there.
- Hegemony fleet is super OP and plenty, it now owns half of the core world without the player intervention. I feel that XIV ships are too abundant.
From what I've gathered by feedback, that can happen with almost any of the more powerful factions (maybe any of them just in general). That's probably the way Nex goes sometimes (an assumption) but nevertheless there will be some market changes in the next update to spread things out more as far as industries and resources go for the newer factions.
The Hegemony probably won't have much changed in the update though since their industries weren't over max. They were based upon the vanilla implementation and the only thing I did there was make their stations' thematic. I wouldn't think that would effect Nex.
The abundance of XIV ships is by design because I want "at a glance recognition of faction ships" and more differences between factions' tactics and style. Those hulls are powerful (more powerful than the stock hulls in many cases) but not more so than other factions' ships like Tri-Tachyon, Persean League, etc. It shouldn't, ideally, effect Nex campaigns overall balance.