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Author Topic: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs  (Read 781223 times)

Szasz

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #840 on: February 16, 2022, 01:33:13 PM »

The combat rating system never worked well, in spite of my best efforts. People complained about it constantly. Anyone who wants to create and maintain a version of starship legends that includes a rating system is welcome to do so. I still like the idea of it, and I think it would be great if someone pulled it off better than I could.
People tend to complain about things that are not the exact problem of theirs.
Yes, I still remember my flagship getting a negative trait for legendary rank at 100% rating.
Was the existence of the combat rating system to blame? No, only some aspects of it.
I'll give this new version a chance, it could be good.
Thanks for your hard work that you put into perfecting the mod.
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Sundog

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #841 on: February 16, 2022, 08:34:10 PM »

Any concerns about the mentioned fragility of frigates? Besides regularly shuffling officers.
Yeah, the loyalty system is overly punishing to frigates and scrap fleets, and I would like to address that if I can find a good way to do it. Generally, my feeling is that these are problems caused by the base game moreso than the mod, but starship legends does exacerbate both issues. I've started a list of ideas to consider for addressing each problem, so I'm very open to suggestions on the topic.

Also, how does it choose what bonuses a ship will get? Armament slots?
The pool of traits that a ship may earn are still determined in much the same way as previous versions. Armament slots are one of the considerations for some traits, particularly weapon related ones. Generally, I try to prevent traits that have little to no effect on the ship (e.g. shield traits on phase ships), but which traits are better for which ships isn't a consideration.

Haven't played with the new version yet, but just from reading the description, this sounds to me like a net positive change; I won't be tempted to save-scum battles (or just use console commands to delete traits I don't want), and without the battle rating component, I don't have to be quite as careful about making sure that every ship 'contributes' - something that can just survive and keep some of the enemy busy for a while is doing an important and useful job even if it never manages to do much hull damage to anything.
Thanks for pointing out some of the positives! I think a lot of the disappointment is understandable, and I can't say I wasn't expecting objections, but it's still a bit disheartening...

Thanks for your hard work that you put into perfecting the mod.
;D Ah, if only there were such a thing as perfect...

IGdood

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #842 on: February 16, 2022, 10:32:00 PM »

Perhaps make a separate system for frigates that is more lenient? 

I don't expect a legendary Blitzer patrol craft to solo a battleship or even a cruiser but perhaps frigates can get traits that just make them harder and harder to kill (ECCM, dodging, very very accelerated shields)

Most of my frigate casualties occur during first contact when they're not on escort duty.  They overextend, get caught, then die as they try to retreat to the main battle line.  Especially Wolves. 
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captinjoehenry

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #843 on: February 16, 2022, 11:20:05 PM »

I’ve been enjoying the new version myself :).  One thing you might consider is change the penalty based off of ship size?  Or maybe deployment points?  Maybe a mix of both?

As DP cheap frigates sort of live to die and tend to be used that way.  While super frigates you largely expect to make it through a whole fight alive.  Same applies to a lesser extend with destroyers.  Cruisers and capitals though are probably more or less ok with the current system as I think generally if one of your capitals dies it’s a big deal especially super caps.  And cruisers you’d usually expect to survive an entire fight so if one dies I think in the majority of situations taking a rep hit on the cruiser makes sense.

Another potential addition is adding more in space events or post battle events for ships that have been doing really well?  Or just something along those lines where you can improve your ships traits outside of being in a bar
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Zalpha

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #844 on: February 17, 2022, 02:20:05 AM »

Thank you for the effort you put into this mod and keeping it updated. I like the old system but willing to give the new one a try. I used to play mod only giving me only positive effects. So I am a noob like that. I will be trying this out as it is and see how it goes, because before it was pretty much cheating but it was fun like that for me. I have been thinking of playing the game on a more harder setting and not using this mod with only positive effects like I used too is one way of doing that.

Anyway, haters are going to hate. Although I am with them in that I loved the old system, it did have it's problems, but then so does this new way of doing things. I don't know, you are doing what you can we all appreciate that, honestly, you didn't have to create this mod or even share it with us or even more so keep it up to date. Despite the complaints, we love you for what you have given us, thank you! 
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IGdood

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #845 on: February 17, 2022, 02:53:19 PM »

Ran into an error out of nowhere where the game goes "Starship Legends has run into an error, please let mod author know"

Tried to click out of it, kept repeating.  Had to Alt+ F4 out of game.

Null error.

Spoiler

18127109 [Thread-3] ERROR starship_legends.ModPlugin  - null
    starship_legends.Trait.isRelevantFor(Trait.java:230)
    starship_legends.RepRecord.getDestinedTraitsForShip(RepRecord.java:411)
    starship_legends.RepRecord.progress(RepRecord.java:553)
    starship_legends.CampaignScript.growRepForPeacefulXp(CampaignScript.java:106)
    starship_legends.CampaignScript.advance(CampaignScript.java:460)
    com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.lang.Thread.run(Thread.java:748)

18127277 [Thread-3] ERROR starship_legends.ModPlugin  - null
    starship_legends.Trait.isRelevantFor(Trait.java:230)
    starship_legends.RepRecord.getDestinedTraitsForShip(RepRecord.java:411)
    starship_legends.RepRecord.progress(RepRecord.java:553)
    starship_legends.CampaignScript.growRepForPeacefulXp(CampaignScript.java:106)
    starship_legends.CampaignScript.advance(CampaignScript.java:460)
    com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.lang.Thread.run(Thread.java:748)

[close]
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Sundog

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Re: [0.9.1a] Starship Legends 1.5.3 - Extra flavor for ships, crew, and NPCs
« Reply #846 on: February 17, 2022, 10:04:00 PM »

Starship Legends 2.0.1
Not save compatible with versions older than 2.0.0

Fixed an error that could occur when ships without ship systems earn new traits
Fixed an incompatibility issue with versions of Ruthless Sector prior to 1.3.0
Reduced default frequency of famous flagship story events somewhat ("famousFlagshipIntel" setting from 1.5 to 1.0)


Ran into an error out of nowhere where the game goes "Starship Legends has run into an error, please let mod author know"
Thanks for reporting this! The patch fixes it

Sundog

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #847 on: February 17, 2022, 10:43:14 PM »

Thanks for the ideas and feedback, guys! Added a few things to my list of things to consider and experiment with once I get the chance.

Thank you for the effort you put into this mod and keeping it updated. I like the old system but willing to give the new one a try.
Thanks!  ;D
I did try too keep an element of rewarding well-designed and well-commanded ships with the loyalty system, so I'm hoping some people who liked the combat rating system will find it to be an adequate substitute in spite of its simplicity.

Anyway, haters are going to hate. Although I am with them in that I loved the old system, it did have it's problems, but then so does this new way of doing things. I don't know, you are doing what you can we all appreciate that, honestly, you didn't have to create this mod or even share it with us or even more so keep it up to date. Despite the complaints, we love you for what you have given us, thank you! 
Whoa, now, don't get too much sap on me  ;D
I don't think there are any haters doing any hating around here... some of the people I disappointed just let me know why I disappointed them. That's useful feedback, even if I'm too thin-skinned not to be entirely unbothered by it.

dgchessman2

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Re: [0.95.1a] Starship Legends 2.0.1 - Overhauled and Streamlined
« Reply #848 on: February 18, 2022, 08:56:51 AM »

I like what I'm seeing so far!  But I'm scratching my head and wondering if I've got a mod incompatibility... I'm suddenly getting massive lag on the Navigation map, and oddly in the Refitting screen, especially the vents.  Shift-clicking slows down to a crawl while adding or subtracting vents.

Any chance there's friction going on?

Got updates from this, from Concord, and a few others and then suddenly... wowza!  First slowdown I've seen so far  ^_^;;
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Szasz

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Re: [0.95.1a] Starship Legends 2.0.1 - Overhauled and Streamlined
« Reply #849 on: February 18, 2022, 09:49:07 AM »

Hireable officers WITH a ship is a nice change of pace (especially since the skill set seems fitting), however this allows the player to go over officer limit (since the hired officer is automatically assigned to their ship).
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starman13

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Re: [0.95.1a] Starship Legends 2.0.1 - Overhauled and Streamlined
« Reply #850 on: February 18, 2022, 03:37:36 PM »

Hireable officers WITH a ship is a nice change of pace (especially since the skill set seems fitting), however this allows the player to go over officer limit (since the hired officer is automatically assigned to their ship).

Same thing happens in vanilla game when you get a sleeper pod officer.

Justinx931

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Re: [0.95.1a] Starship Legends 2.0.1 - Overhauled and Streamlined
« Reply #851 on: February 18, 2022, 03:53:50 PM »

Hireable officers WITH a ship is a nice change of pace (especially since the skill set seems fitting), however this allows the player to go over officer limit (since the hired officer is automatically assigned to their ship).

Same thing happens in vanilla game when you get a sleeper pod officer.

i think if i'm reading this right you can have more pilots to use, due to the pilot being auto assigned to the ship.

  • you have 7/8 officers already
  • you hire the officer with a ship
  • get a officer in a pod event and now have 9/8 officer
  • you put the ship with the auto-assigned officer to storage
  • get another ship from storage to assign to officer found in the pod THEN get the ship with the auto assign officer
  • now you have 9 officers able to pilot.
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Szasz

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Re: [0.95.1a] Starship Legends 2.0.1 - Overhauled and Streamlined
« Reply #852 on: February 18, 2022, 10:48:53 PM »

Hireable officers WITH a ship is a nice change of pace (especially since the skill set seems fitting), however this allows the player to go over officer limit (since the hired officer is automatically assigned to their ship).

Same thing happens in vanilla game when you get a sleeper pod officer.
No.

i think if i'm reading this right you can have more pilots to use, due to the pilot being auto assigned to the ship.
Yes, however it's as simple as hiring an officered ship at 8/8 capacity.
Note, that storing a ship clears its officer unless it is an integrated AI core.
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Serenitis

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #853 on: February 19, 2022, 05:00:48 AM »

Yeah, the loyalty system is overly punishing to frigates and scrap fleets, and I would like to address that if I can find a good way to do it.

One possibility is to use any 'damage done' the disabled ship has to 'cancel out' a portion of the loyalty loss.
So if the ship does enough damage to enemies before getting disabled, it could see no loss at all.
Deciding where that breakpoint goes though could potentially be hard. Might be worth having this as a configurable element so players can tweak it themselves.

Another possibility is to keep the current system as it is, and add in another on top of it to:
  • Reduce dis-loyalty over time
  • Reduce dis-loyalty after surviving deployment in x battles
This is probably the simpler of the two approaches, and perhaps the least convoluted mechanic-wise.
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captinjoehenry

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Re: [0.95.1a] Starship Legends 2.0.1 - Overhauled and Streamlined
« Reply #854 on: February 19, 2022, 02:54:58 PM »

Also another newer feature I’ve been enjoying is listening to the bar story tellers and hear them telling a story about my ships :)  that’s a really nice touch I’ve noticed recently and it’s been really nice!
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