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Author Topic: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)  (Read 599470 times)

Jazzrish

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #345 on: September 17, 2013, 05:37:48 PM »

nice work dude~
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sorry for my english..

Gotcha!

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #346 on: September 19, 2013, 02:27:38 PM »

Backfeed! Some minor things/polish'r'uppers:

- Breh'inni IV has two jump points due to one being the gas giant jump point. Maybe you can remove the gasgiant = true line from the planets config file? Then you're left with one two-direction jump point for this planet.

- Junk Pirates listening post is 'on' its neighbouring planet. Might be on purpose. To me it looks a bit weird. At least non-vanilla. :)

- Descriptions for all your beautiful planets pretty please? *puppy eyes*

Nice job. :D
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Darloth

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #347 on: September 21, 2013, 08:30:50 AM »

Quick balance note:

The Shard is supposedly the preferred escort craft, but it has a PROHIBITIVE cost at 4.5 supplies per day (that's like a destroyer) and a slow repair rate so deploying these in combat costs loads.

they're reasonably tough but not exactly bulletproof, have no shield, and aren't too badly armed but aren't all that great there either.  I can't really see any reason for these to be a preferred escort craft for anybody - I'd make them cheaper in supplies per day and make them quicker to replace after combat - maybe as much as 10% if they're that preferred (and assuming you don't want to reduce the CR per fighter deployed), as there'll be lots of spare parts on hand?

While I'm at it, there's only a 10 supplies-to-repair difference between the boxer and the boxenstein - perhaps add 0.5 supplies per day as well?
« Last Edit: September 21, 2013, 08:43:36 AM by Darloth »
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etherealblade

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #348 on: September 21, 2013, 09:40:29 AM »

Thanks for that epic but balanced starter ship. Man...I actually can take on the lowbie ships and win. This is really a refresher because most starter pirate fleets have at least one frigate and 2 fighters against our one.
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Spoiler

[close]

mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #349 on: September 22, 2013, 01:25:15 PM »

Thanks for the lovely feedback chaps.

On fighters, I am in no position to make a judgement as I haven't played with a fighter fleet at all yet. Tried to balance them against Vanilla, sounds like I misjudged that a bit. Will have a play about with the Shard - but yeah, Darloth, your suggestions sound sensible.

Been getting some Hegemony fleets in to interact with the JP System and Corvus, I'm a little short of time due to a house move, but I'll try and incorporate some changes in the next couple of weeks.
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HELMUT

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #350 on: September 23, 2013, 07:02:50 AM »

Same as Darloth, i tried to use some JP wings for a carrier based fleet but when i saw the supply cost i was like "NOPE". But in some way, even vanilla wings are pretty much imbalanced with their gigantic supply cost.

Only the Cleat bomber with 2 supplies per day seems reasonable to me.

Btw, will the reaper class will get some kind of special capacity like the construction rig? For now it's only a big flying target, giving it some logistic abilities would make it interesting to field.

Also, will you update your sprites like you did for the Goat and the Orca? They look much nicer.
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Taverius

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #351 on: September 23, 2013, 07:58:49 AM »

Same as Darloth, i tried to use some JP wings for a carrier based fleet but when i saw the supply cost i was like "NOPE". But in some way, even vanilla wings are pretty much imbalanced with their gigantic supply cost.
Yeah Alex is fixing that in 0.6.1 ... for example the Wasp costs 6x as much supplies as it should. CR per deploy x fighters in wing x (total CR hit / repair-per-day) can quickly balloon to huge numbers when you're not used to the CR mechanics.
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #352 on: September 24, 2013, 01:15:15 AM »

Btw, will the reaper class will get some kind of special capacity like the construction rig? For now it's only a big flying target, giving it some logistic abilities would make it interesting to field.

Yeah, good point, it should definitely have the same (or similar) 'construction' abilities as the rig.

Quote
Also, will you update your sprites like you did for the Goat and the Orca? They look much nicer.

Yeah, definitely will in time. I'm a bit scared of taking on the Kraken, could take a long time once I have started with that one. Also should probably sink a few more hours in to the Dugong, a small amount of time for the Langoustine, maybe a quick pass over the Turbot - leaving the last major work being the Reaper itself. Oh dear. That won't be fun.

I'll get there though, and thanks, glad you appreciate the difference :)
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NikolaiLev

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #353 on: September 25, 2013, 01:34:03 PM »

Hey Mendonca!  I'm afraid there miiiiight be an issue with your mod, specifically the JP system.

http://fractalsoftworks.com/forum/index.php?topic=6919.msg113204#msg113204

I'm still not too sure who (if any) the culprit is for my problem.  But at the very least I have to ask: why does your system have so many duplicate gravity wells and fringes?

When I approach these, it puts a fairly massive load on my GPU.  This save is me up to level 15, and my frame rate slows to a crawl, presumably due to duplicate particle effects.

Here are some pictures.

Spoiler





[close]

(I dunno what's with the first two screens, ignore that top part)
« Last Edit: September 25, 2013, 01:45:23 PM by NikolaiLev »
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #354 on: September 25, 2013, 01:47:26 PM »

Could I ask which version you are using?

The very first 0.6a version had a bug where each time you loaded a game, the system would generate, however the latest junk version has worked around this.
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HELMUT

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #355 on: September 25, 2013, 01:48:13 PM »

Bre'hinni going supernova, have JP got their hands on some doomsday sun-killer device? ;D
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NikolaiLev

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #356 on: September 25, 2013, 03:08:17 PM »

Could I ask which version you are using?

The very first 0.6a version had a bug where each time you loaded a game, the system would generate, however the latest junk version has worked around this.

Looks like it was an older one.  1.60.  I'll try the newer one, thanks!
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #357 on: September 30, 2013, 11:25:46 AM »

Minor update, picking up most things people have mentioned in this thread, including better Exerelin integration. See OP
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Uomoz

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #358 on: September 30, 2013, 02:34:37 PM »

I guess no ship value changes, or am I wrong? :D

Back to the update hell!
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #359 on: September 30, 2013, 11:43:43 PM »

Fighter supply costs have been changed, and Boxenstein supply cost nudged up a touch.

Strings csv has picked up descriptions for the planets ... And SectorGen has been tweaked to fiddle with the planets / orbits of station, and introduction of a graphical ring around breh'inni II (fighter shells in orbit).

I THINK that is about the sum of it ...
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