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Author Topic: [0.95.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - *hotfix* 4/14/22  (Read 722353 times)

ratpizza

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1320 on: July 06, 2021, 09:16:08 AM »

This mod is just awesome, I simply can't play Starsector without it. However, a few small suggestions. Would it be possible to make it so that you can choose a custom starting-fleet rather than being assigned a predetermined one? The starting fleet (mercenary) is mostly fine but I really don't like the Vigilance-frigates, at least not with their starting loadout. Also, do you have plans for making a luddic variant of the Anchorage carrier as well? I Usually pick the Ospreys as additionall ships on NG but unfortunately they I find them to be to fragile especially with the nerf to 0-flux speed they got in this update. 

once again, cheers for this awesome mod! 
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Morrokain

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1321 on: July 06, 2021, 02:48:16 PM »

This mod is just awesome, I simply can't play Starsector without it. However, a few small suggestions. Would it be possible to make it so that you can choose a custom starting-fleet rather than being assigned a predetermined one? The starting fleet (mercenary) is mostly fine but I really don't like the Vigilance-frigates, at least not with their starting loadout. Also, do you have plans for making a luddic variant of the Anchorage carrier as well? I Usually pick the Ospreys as additionall ships on NG but unfortunately they I find them to be to fragile especially with the nerf to 0-flux speed they got in this update. 

once again, cheers for this awesome mod!

Thank I'm glad you are enjoying it!

Expanding starting options wouldn't be too hard if I'm remembering how they work. And yes I will make an Anchorage (L) variant or 4. Probably not this micro-update since it is 99% finished and I'm just testing a bit more at this point before release, but I can add that the next micro-update.

The Osprey is kind of meant to be a bargain light carrier though it will benefit from the Militarized Subsystems and related packages skill. That should make it far less squishy. It does require a story point however.

I'll increase its armor a bit too since it is shieldless.
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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 #1322 on: July 06, 2021, 04:06:00 PM »

This mod is just awesome, I simply can't play Starsector without it. However, a few small suggestions. Would it be possible to make it so that you can choose a custom starting-fleet rather than being assigned a predetermined one? The starting fleet (mercenary) is mostly fine but I really don't like the Vigilance-frigates, at least not with their starting loadout. Also, do you have plans for making a luddic variant of the Anchorage carrier as well? I Usually pick the Ospreys as additionall ships on NG but unfortunately they I find them to be to fragile especially with the nerf to 0-flux speed they got in this update. 

once again, cheers for this awesome mod!

nexerelin allows custom(ish) [randomized] starts and you can start as a faction
it does a lot more than just that though
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Albreo

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1323 on: July 07, 2021, 01:05:26 AM »

Gilead orbital station is empty.

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Whismirk

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1324 on: July 07, 2021, 02:25:06 AM »

Hello there ! Just discovered your mod and the amount of work you seem to have put into it is just amazing.
I was wondering though, is there any lore reason for Ilyss to only be size 5 while the station orbiting it is size 7 ? Shouldn't it be the other way around ?





Also, ground defense looks a bit low for a world described as 'impregnable' ?

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Marco

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1325 on: July 07, 2021, 05:49:02 AM »

Gilead orbital station is empty.



It seems only to have the military market and you don't have access to it. I've seen that a couple times with stations orbiting something that's not the same faction.
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Morrokain

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1326 on: July 07, 2021, 08:13:09 AM »

Gilead orbital station is empty.

Some high level military stations are limited to military markets. Lore-wise, while you can dock with the station and undergo repairs and visit special designated areas (Bar for now but will eventually be a shrine or chapel or something), the market is off limits unless reputation with the faction is high enough. There should be a description somewhere that explains this but in some places it still uses the generic docking text I think. That will be something I change later on. Ideally I'd like custom text/flavor for every individual market that changes based upon a number of factors. Some already have a bit of that kind of thing in place.

Hello there ! Just discovered your mod and the amount of work you seem to have put into it is just amazing.
I was wondering though, is there any lore reason for Ilyss to only be size 5 while the station orbiting it is size 7 ? Shouldn't it be the other way around ?

Also, ground defense looks a bit low for a world described as 'impregnable' ?

Hi welcome to the forums!

The station guards the world from raids and should be fairly difficult to destroy. That is part of where that comes from, but I will also make a custom structure that the player likely won't have access to that will increase the defense by a flat amount at some point to better sell the description.

The size difference is due to the sector economy. At one point it was 9 I think? But that causes oversaturation of commodities like supplies to nearby colonies and makes it a lot more difficult for the player to sabotage market economy like vanilla intends. Lore-wise the population is limited to avoid pollution and over-exploitation of the planets resources. Industries that would cause this are contained in the massive orbital military installation/city.

Gilead is similar iirc.
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Damienov

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1327 on: July 08, 2021, 12:47:54 AM »

does anyone have a list of working-ish Faction mods for Archean?

and since a lot of the weapons range with the usual faction mods weapon is quite different, is it a good idea at all to use faction mods with Archean order?
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BreenBB

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1328 on: July 08, 2021, 03:03:53 AM »

and since a lot of the weapons range with the usual faction mods weapon is quite different, is it a good idea at all to use faction mods with Archean order?

If I recall faction mods technically might be compatible, but balance wise they will be way off. They need be completely rebalanced, but nobody did any adaptations for any factions for AO, i'm pretty sure what faction ships and weapons will be seriously underpowered in AO, since having less of OPs, AO ships have much more weapon slots and big ships always have fighterbays, so you also need to edit sprites too, add fighterbays and bigger amount of weapon slots to ships. Same with weapons, alot of AO weapons are being more powerful and/or have bigger range, so I don't think what guns from factions will have some use without rebalance so they will fit in AO.
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Morrokain

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1329 on: July 08, 2021, 11:58:19 AM »

BreenBB is correct yeah that balance will be off for faction mods.

Content mods generally work ok and there is a (far from comprehensive) list on the main page with some that have been reported to be compatible.
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Aeios

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1330 on: July 08, 2021, 01:29:23 PM »

does anyone have a list of working-ish Faction mods for Archean?

and since a lot of the weapons range with the usual faction mods weapon is quite different, is it a good idea at all to use faction mods with Archean order?

I found that ArmA works surprisingly well with AO. Didn't even need to tweak stuff. The Aleste mech is MVP.

Additionally, Super Weapons Arsenal also fits, their stats are a bit too much for vanilla, but feel right at home.
« Last Edit: July 08, 2021, 01:32:04 PM by Aeios »
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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 #1331 on: July 08, 2021, 01:34:15 PM »

you could theoretically change flux/armor stats to compensate;  if you dont add a bunch of guns to make it even, youwould probably have to add more flux capacity/venting to make up for having fewer actual weapon slots

you would also have to increase the armor, and it wouldnt be necessary but adding the appropriate AO hull mods (carrir bays, limited thruster, warship bays, etc) and reducing added fighter range as well as perhaps meddling with replacement/armor stats etc

so to do it completely would be a fairly massive undertaking for someone inexperienced, as i found out first hand LOL

i wanted to do a musashi manufactorum conversion, even got permission to do so, but it just is really a big task for someone as inexperienced with me when my life is so busy right now

i can attest to armaa working well enough, however it can get pretty difficult to use the aleste effectively late game in my opinion
the einhander on the other hand is easily god tier
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Morrokain

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1332 on: July 08, 2021, 01:38:19 PM »

Version 1.4.0.2 is out on Nexus Mods! (Link on the main mod page.)

This update contains a major balance overhaul for fighter wings in general, some balance changes to a few ships and weapons which I will detail the major ones below, a new bomber wing for the Sci-Corps, and a number of bugfixes.

The reported issue with Elite Command Experience should be fixed, and assuming the settings to remove overridden vanilla elements are in place, I have added code to have your character unlearn the vanilla versions of Assault Package and Escort Package and replace them with the mod versions so that they can actually be equipped.

The issue with Mordreath being placed incorrectly on the star map should also be fixed - though unfortunately that one isn't save compatible and will require a new start.

The story player ship should be balanced for the mod now.

Brief summary of weapon changes:
Spoiler
-- Anti-Fighter missiles such as the Widow and Locust have been greatly improved through the addition of an aoe explosion element. For this reason, the Widow and Heavy Widow launchers have been toned down a great deal and all of these missiles deal fragmentation damage so they cannot be used with Corrosive Warheads.

 -- Improved the aoe component of flak-like ballistics and reduced Flak and Dual Flak Cannon's rate of fire.

 -- Many small projectile PD weapons have autofire accuracy boosts. Increased the Machine Gun's damage for both the ship version and fighter version.

 -- Increased damage of all PD beams and medium and large versions deal 300 aoe frag damage when they hit. They also have larger charge capacity and can fire at their full rate for a longer duration.

 -- Missiles have increased hitpoints to compensate for the increased PD damage. MIRV missiles' first stage version is a lot faster.

 -- Greatly improved the Salamander missile's hitpoints to make it more reliable at knocking out engines. Damage dealt is now frag instead of HE.

 -- Fixed a bug that caused missiles to have a larger chance than intended to cause emp arcs and shield piercing when Ionized Warheads was equipped. Cleaned up the Ionized Warheads tooltip to be more accurate to what the hullmod does.

 -- Improved a few medium energy weapons' dps.

 -- Proximity Mine weapons deal larger damage per explosion with a larger explosion radius, and in the case of the Trapdoor, release a substantially larger amount of mines.

 -- Medium and Large rapid-fire projectile PD weapons now cause a small aoe explosion each impact. Their damage has been increased.
[close]

Fighter/Carrier Balance Overhaul number 2:
Spoiler
-- Carrier Bays now increases wing attack range by a flat 4000 instead of a percentage increase. Standard interceptor and fighter ranges for warships has been reduced to 1000 to keep them closer and primarily defending the warship. Standard bomber and gunship ranges for warships has been reduced to 2000. Notably, the Legion currently operates more like a warship and does not have Carrier Bays. It is the premier brawler battlecarrier.

 -- Greatly improved the defensive capabilities of the Mora, Anchorage, and Osprey carriers. They have more staying power on the battlefield while the Heron, Epiphany and Drover focus on wing damage.

 -- High Tech wings no longer regenerate shields (or at least regenerate them extremely slowly) and no longer overload when their shields are maxed. Some wings have increased shield capacity to compensate.

 -- High Tech wings generally deal the highest damage per attack run and many of them have emp components to their attacks and accurate and devastating anti-fighter weaponry. They replace the slowest of all the tech lines with a couple of notable exceptions.

 -- Many Midline and Hegemony wings have a special ship system: Deflection Shell - which negates the majority of damage for a couple of seconds with a brief cooldown. They are now likely the most durable of tech lines with medium attack run effectiveness.

 -- Some Midline wings do not have the system, and instead focus on dealing a large amount of damage per strike run. They are squishy however and replace fairly quickly compared to other Midlines wings.

 -- Low Tech wings have had their armor increased substantially. Though they are generally less durable and deal less damage per attack run than other tech lines, they replace almost twice as quickly in the majority of cases. Luddic tech sacrifices a bit of replacement time and has higher OP costs per wing, but deals a greater amount of damage over standard Low Tech wings.

 -- The Perdition, Paradigm and a new bomber wing, the Catalyst, have built-in Corrosive Warheads. The Catalyst and Renegade have built-in Ionized Warheads.

 -- The Claw has a built-in Localized Amplifier, a Deflection Shell system, and replaces very quickly.

 -- The Wasp had a bug that prevented it from using its Proximity Mine. That has been corrected and the mine is a lot more noticeable. It now deals a small amount of aoe energy damage.

 -- The Fang and Spectre interceptors now replace almost instantly - though they are extremely squishy.

 -- Increased wing size for the Banshee, Spark, and Talon (Tri-Tachyon) interceptor wings. They replace very slowly compared to other interceptors.

 -- The majority of turreted gunships will now attack like circling tanks. Their interior weapons such as rockets have been adjusted to swivel to the side. This makes them noticeably different from bombers and combining the two types can prevent too much concentrated swarming that is vulnerable to larger PD weapons.
[close]

These lists aren't comprehensive and I may have forgotten other changes I've made, but it gives a good idea of what to expect in the update. Hopefully this will finally put carrier balance vs warship balance in a very good spot, and address swarming tactics from being too overwhelming to NPC fleets. I will still see about increasing the number of dedicated PD variants in faction fleets as another safeguard, but that didn't make it into this update.

I also hope that this will at least help make wings of all tech types have their niches. Low tech and midline equipped carriers will certainly have more staying power - though in different ways between the two types, and High Tech retains the role of dealing large amounts of damage per attack run.

I'm going to keep an eye on Deflection Shell. It seems very, very powerful from my tests and it may need a nerf in the future. What I am trying to decide between, however, is whether to nerf how much damage is negated, or increase the cooldown between uses if it comes to it. I'd love to hear thoughts after everyone has some time to play around with wings that use it.

Anyway, enjoy and have fun and as always please report any bugs!
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Marco

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Has the empty AO markets thing been fixed?
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Morrokain

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Has the empty AO markets thing been fixed?

What empty markets thing? The ships in military markets? Or the Gilead station, etc markets?

The first is a vanilla bug the second is intended. And the ships that would be in the military markets are instead in the open and black markets so they actually are more accessible for now.

Or is this something new I'm not aware of?
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