Hey! Since I see you're back, I thought I'd mention a very small detail I've noticed in the faction's star system: while the description of Tolp I describes it as a radioactive inferno due to its very close proximity with its star, it lacks either conditions in practice. Same for Tolp III, which apparently is supposed to be mostly radioactive yet lacks the condition. Might be intended, but just in case it wasn't...
This is indeed wrong and should be fixed in the next release, thank you for pointing it out!
If a high attack power ship or fleet engages the P9 it will rip through the shield and one shot most of the ships in less than a second. Since the AI can't pilot many of these ships it's extremely difficult to play the faction due to their weakness. I already changes all the stats for my game to give them the same stat averages as base ships but retain their class identity.
Look at any base game ship in the same class and you'll see the P9 ships need a 50% increase in some stats to compete.
I have tried tweaking the stats with increasing the hitpoints and/or increasing max flux, but then all ships felt quite OP without also seriously nerfing flux dissipation, making the ships just fly like normal high-tech ships which felt somewhat boring.
If you have a ship_data.csv file with ships with stats you think works for while still having the same characteristics it would be great if you could send it to me via PMs and I could try it out myself.
The turn rate stat on many ships is way too high. You need to set it around 30 instead of +100 or the ships don't have momentum and will act strange when turning, sometimes bobbing left and right in a weird way.
True, this is something that I should probably change in a couple of ships. Especially the Korlo looks a bit dumb with manuvering increasing pilot skills. The silverfish at least looks to have that agility due to the dumb engine design with the enormus lateral engine thrust.
The spright for the silverfish is backwards.
While turning the other way would be fun as some custom pirate bounty I like it the way it is currently. The ship might get some medium energy slots though because now it's most useful for butt-whipping enemy ships.
The T1,T2,T3 are too similar.
They are supposed to look somewhat similar due to being designed around the same base model. I would say the T1 differs quite a lot from the other two both visually and in function, the T2 and T3 are however very similar in roles and in general playstyle.
I personally added the tachyon laser from the capital ship to the ...T3? I think?
The big shield popper on a relatively cheap highly mobile destroyer? How did it work in practice because it sounds a tad bit overpowered.
I added the minestrike back to the capital ship and gave it a cooldown.
You gave minestrike to the Samaa-DSI? Must be an even more annoying ship to fight.
I played 1 vs 1 skirmishes and fleet skirmishes for hours testing everything. They just seemed weak or more difficult to play than every single faction and faction mod released.
It's not bad but I'd suggest realignment closer to the base game ships stats but a large amount.
Thanks a lot for your diligence in testing and feedback
Also, a chinese translation made by SOSmayday can now be found in the OP.