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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Author Topic: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]  (Read 91014 times)

Fuzzlewhumper

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Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
« Reply #30 on: November 09, 2019, 04:30:04 PM »

Quote
Ah! Yes, unfortunately, this must be friendly fire... To help me find the culprit easier, can you tell me the weapon used by your IW-201 bomber? There may be around 4 or 5 variants of the same bomber with different loadouts, you see!

I deleted that save, I was happily testing stuff out and seeing what did what. Beyond the ship name and the fighter I picked, I'll just tell you what visually was happening if that's of use.
The bombers would launch and take up position just behind my ship. The enemy was about 6 ship lengths away from me and the bombers launched these little pebble looking things that drift along without tracking. When they get close to the enemy, they explode into several smaller fast shrapnel things and do damage to the enemy.

Now, what was happening to me, the little pebble things smacked into the back of my ship and exploded... Kaput ... dead as a door nail. :)

I'll trying figuring out which of the bombers it was again, I really liked those missiles. :)

Oh, as for the not enough places to get stuff, I've been marching around liberating pirate bases with marines and giving the stations/worlds to my sponsor. Maybe I'll get me some sweet ships and missiles soon. The low level stuff is cool, but the higher tier stuff is going to be a screen of missile goodness I'm thinking. :)
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creature

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Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
« Reply #31 on: November 09, 2019, 05:00:02 PM »

I deleted that save, I was happily testing stuff out and seeing what did what...
Ah, those must be the cluster bombs! Thank you for pointing those details out! It seems they're still launching the bombs from behind the ship... How strange. I'll try to get them to work properly by the next update!
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Supplius Maximus

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Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
« Reply #32 on: November 10, 2019, 07:56:26 AM »

Is there any way to remove the Girls Frontline dependency? It REALLY doesn't fit with the game, even considering the pink ships.
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Crimson Sky Gaurdian

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Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
« Reply #33 on: November 10, 2019, 08:18:44 AM »

Is there any way to remove the Girls Frontline dependency? It REALLY doesn't fit with the game, even considering the pink ships.
Yes. Just replace the portraits in Girls Frontline with whichever you want.
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Supplius Maximus

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Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
« Reply #34 on: November 10, 2019, 08:21:36 AM »

Is there any way to remove the Girls Frontline dependency? It REALLY doesn't fit with the game, even considering the pink ships.
Yes. Just replace the portraits in Girls Frontline with whichever you want.
I tried but it kept telling me it couldn't find the portrait resource. I put a single portrait from Interesting Portraits, making sure the name was the same, and it kept crashing.

edit: Nevermind, it worked. Thanks for the mod!
« Last Edit: November 10, 2019, 08:50:49 AM by Supplius Maximus »
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HereticKannon

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Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
« Reply #35 on: November 12, 2019, 10:50:30 AM »

This mod looks great! I love the missiles that look like blossom petals swirling around. Definitely going to restart my campaign and give this a try when I get home from work.
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Starareo

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Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
« Reply #36 on: November 12, 2019, 11:12:19 AM »

Some quick feedback/maybe bugs. On autofire, most of the missile weapons go down to 2 or so shots life in the clip and then only fire after a reload. This is most noticeable in the weapons that fire single missiles such as the Steel Grape and Shooting Star. I am running expanded missile racks, if that has an effect. Also, when I try to load an autofit with Shooting Stars, they are usually replaced with capacitors and vents instead. I have them in my storage/inventory, so they should be installed when the autofit is loaded.
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creature

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Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
« Reply #37 on: November 12, 2019, 01:25:33 PM »

This mod looks great! I love the missiles that look like blossom petals swirling around. Definitely going to restart my campaign and give this a try when I get home from work.
Glad you enjoyed it! Ah, but if you're looking to start a new campaign with YRXP, you might want to wait a bit - a new update is coming very soon (today in fact)! It won't break your save if you choose to start it now, but among the new stuff is giving the player the base YRXP blueprint on game start, and you'll miss out on it if you're already mid campaign (unless you want to use console commands I guess)

Some quick feedback/maybe bugs. On autofire, most of the missile weapons go down to 2 or so shots life in the clip and then only fire after a reload. This is most noticeable in the weapons that fire single missiles such as the Steel Grape and Shooting Star. I am running expanded missile racks, if that has an effect. Also, when I try to load an autofit with Shooting Stars, they are usually replaced with capacitors and vents instead. I have them in my storage/inventory, so they should be installed when the autofit is loaded.
Thank you for the feedback!

Unfortunately, these seem to be issues with the game AI, which I've mostly left untouched apart from special cases that I could definitely count on two hands. I could say that I haven't set any "CONSERVE" tags on any weapon, and a bunch even have "DO_NOT_CONSERVE" tags. What *might* be happening is that the AI is looking for an opening to use them? For instance, Steel Grape is "ANTI_FTR", so it may be looking for enemy fighters to shoot down. On the other hand, Shooting Star is "STRIKE", which I'm not sure what that means, but vanilla torpedoes have them - which probably means it's looking for "efficient" times to launch the missiles.

On the second question, I'm not sure how autofit works, unfortunately, and haven't touched any AI code that might be related to it. I could only guess at why it's doing what it's doing - the LCM is pretty heavily skewed in its stats. 12 OP for a small mount that has high alpha/low sustain... maybe the AI just thinks it's a terrible weapon you shouldn't waste your time with? I don't really know. I also don't use autofit myself, since I like to fiddle with my own ships...
« Last Edit: November 12, 2019, 01:30:18 PM by creature »
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Innominandum

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Re: [0.9.1a] Yuri Expedition v.0.02 || Ship and Weapons Pack || Updated 10/28
« Reply #38 on: November 12, 2019, 02:46:02 PM »

Release 0.02
The Great Leap Forward
Major Update 1.01
Major Understatement ... Clap Clap ... Underrated
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"The early worm catcheth the bird."

creature

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Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
« Reply #39 on: November 12, 2019, 06:53:44 PM »

Update 1.4.0
Stories in the Eastern Fringe
DOWNLOAD






I. New Features

- Added compatibility with the mod, Commissoned Crews, by Techpriest! It is not a requirement, but if you have the mod you can obtain this unique faction trait if you are commissioned by the Yuri Expedition:

Spoiler
Flowers of the Snowfield

Yuri crews have a strange elan that allow them to work together in perfect synchonicity. As such, not only is maximum CR increased to 100 percent, but peak operating time is also increased by 50 percent and CR decay is greatly reduced. On the other hand, this same camaraderie translates into shock when losing crew members. CR is degraded when losing crew members from hull damage.

During combat, combat effectiveness is greatly increased when fighting at 60 percent CR and above. Conversely, when crew morale breaks - 30 percent CR, this ship will immediately retreat from the battlefield and will be unable to be commanded otherwise.

**Known issue - there seems to be a possibility of the mod NOT automatically granting your ships their commissioned crews when entering a market. If this happens, go into your ship editor and install the "Commissioned Crews" hullmod and it will correct this issue. You can then remove the Commissioned Crews hullmod afterwards.
[close]

- As requested when you start a new campaign with Nexerelin, you will be given the basic YRXP blueprint package!

- Two special NPCs added to Caparice! They don't do anything yet, but they will in the coming updates. And speaking of Caparice, I also adjusted the world initializer so that it starts as a size 6 market - allowing it to show a larger number of ships in its marketplace (so ship hunting isn't as painful).

- Two new story missions! These show some of the interactions between the Yuri and the rest of the sector. Lore abounds! Though one of them is actually a thinly veiled showcase of the new set of skins...



II. Ship Updates

- Here is a new line of skins with their own unique modification to the standard models!

Task Force Mikina
Gameplay video of their special showcase mission:
https://www.youtube.com/watch?v=MQ2Luuqp1JM

*They are not a sub-faction. Just a series of new ship skins (and 1 new ship) with different loadouts.

Ships:
Spoiler
[Corvette] AE-522 mod.MKN "Yousei"
by Axlemc131 (recolored)




[Carrier] IW-365 mod.MKN "Koakuma"
by HELMUT (recolored)




[Sapper Ship] MKN-X1 "Koppepan"
by Axlemc131 (recolored)




[Destroyer] AE-600 mod.MKN "Jashin"
by Tartiflette(recolored)




[Heavy Destroyer] AE-611 mod.MKN "Tenshi"
by Archibalde(recolored)




[close]

The task force in action:



- And, of course, the ship teased in the header! It's currently only available in its special mission since I have been unable to reach out to the author of the IBB mod so either that comes first, or I learn how to script quests and NPCs on my own comes first, will be how it will be introduced to the campaign. But here it is! I'm proud to present:

Spoiler

[??] [REDACTED]
by Axlemc131 (recolored)


[close]



III. Weapon Updates

- The line of Yuri battle cannons have received an update with the addition of their LARGE sibling! There are a few effects in play now:
  • First, their damage type has been converted to KINETIC.
  • Second, they received APHE rounds, meaning the ordinance does extra HE damage when hitting hull or armor.
  • And lastly, they deal extra KINETIC damage the closer they are to the target! Like real cannons! Except it shouldn't be the case since they're fighting in space! But who cares, it's a fun system!


- New MEDIUM danmaku cannon! Because we haven't reached peak bullet hell just yet.


- Plus a new hullmod, Advanced Ballistics Computer, which is the ballistic version of Advanced Optics - except it gives a malus to flux efficiency instead.


And a lot more!



IV. PSA

- From this point forward, YRXP will be using the same version numbering that Version Checker uses. Here's a guide as to what the numbers mean!


« Last Edit: November 24, 2019, 06:35:21 PM by creature »
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Starareo

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Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
« Reply #40 on: November 13, 2019, 07:57:11 AM »

Autofit is just for loading a template to quickly outfit your ships, just saves time. Game is supposed to load whatever you have saved for the template and make no adjustments of its own unless you don’t have the required amount or weapons, but its no big deal, couple extra clicks never killed anyone.

On another note, the ‘tails’ on the Shine Ray that hold the drones look kinda out of place, maybe just add a hangar bay? Completely subjective opinion here, do what you think is best. The Shine Ray's model is also kind of on the small side for a battleship, especially considering that its pretty tanky with regards to hull and armor.

Also, I am getting the version checker notification to update, so that works fine.
« Last Edit: November 13, 2019, 02:19:47 PM by Starareo »
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creature

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Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
« Reply #41 on: November 13, 2019, 05:06:15 PM »

Also, I am getting the version checker notification to update, so that works fine.
That's great to know, thanks!

Autofit is just for loading a template to quickly outfit your ships, just saves time. Game is supposed to load whatever you have saved for the template and make no adjustments of its own unless you don’t have the required amount or weapons, but its no big deal, couple extra clicks never killed anyone.
Huh, is that so? I might take a look then... I might have left some obsolete variants lying around that use too much OP after I adjusted their base ships. Thanks for clearing that up!

On another note, the ‘tails’ on the Shine Ray that hold the drones look kinda out of place, maybe just add a hangar bay? Completely subjective opinion here, do what you think is best. The Shine Ray's model is also kind of on the small side for a battleship, especially considering that its pretty tanky with regards to hull and armor.
It's carrying the drones on tethers because they are, lore-wise, too large to carry otherwise (also why they don't respawn - no autofactory to remake them; ingame that's a 999 second replacement time). It's also a general theme of the YRXP to have generally smaller ships than most, with less hull and more armor/speed to compensate for terrible/lack of shields.

That said, since you specifically flagged it, I will take a look at how the Shine Ray fares against its contemporaries and possibly make adjustments if necessary.

Thank you for the feedback!
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solardawning

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Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
« Reply #42 on: November 13, 2019, 08:27:11 PM »

Hi creature,

I'm loving your mod. The super ship missile destroyer is one of the fastest-paced, bullet-helliest ships I've seen anyone make in Starsector to date. Good job! It's a great contribution to Starsector and the modiverse as a whole.

I'd like to mention a few points of feedback on ship stats that felt weird or out of place;

1: All of your destroyers are base burn 8.
-In vanilla starsector, destroyers are base burn speed 9, unless they also have the Civilian Hull built-in hullmod, in which case they're 8. (That hullmod allows the player to install Militarized Subsystems to remove the debuffs, improving burn speed to 9).

Seeing all your destroyers at 8 felt strange, because they're the same burn speed as your cruisers- it blurs the lines between the ship classes. You may wish to up the burn rate of your military destroyers (the 611 and 656's?) to 9, and on the others (which seem to be freighter conversions or other odd slapdash ships) add Civilian Hull instead.

2: Most of your ships have extremely high Peak Performance Time. I'm getting that it seems to be a faction particular perk of your mod, but it's so out of whack with vanilla content that it seems really strange, and it's not really explained to the player why it's so high.
Generally in Vanilla, frigates are 180-240, destroyers are 360-420, cruisers are 480-540, and capital ships are 600-720.
You've got destroyers at 600, a cruiser at 800ish, a capital ship at 1300ish, etc.

It's cool to have higher PPT be a feature of your faction, but I'd suggest implementing it in a way that makes it very clear to the player, such as:
-Set each base ships PPT to a value within the norm for vanilla
-Add +60 PPT to the faction built-in hullmod that you have on every ship, and put that in the description. That way PPT will show in green as buffed on your ships, and players will know it's a faction perk.

3: Your battlecruiser has the CARRIER tag in hulls.csv. So does your missile destroyer (the 656). That tag affects AI behavior, and so is usually saved for ships that the player would want to stay well away from combat. That might make sense on the missile destroyer, but on the battlecruiser it may in many cases make the AI want to avoid enemies, which would feel weird.

Related: It might also improve the player experience to add the tag "NO_AUTO_ESCORT" to many of your ships with fighter bays or built in wings. That tag tells the AI not to send their wings to escort the player-flown ship, which carriers without it will often do instead of sending them on their own attack missions or using them against their own targets.

4: I see you wrote that you have a custom ship you'd like to someday have as a special bounty or mission reward! That's awesome.
Have you considered integrating it with 'Vayra's Sector' as a High-Value Bounty?
Vayra has made an example mini-mod to show how to set up High Value Bounties- it's pretty simple! Just set up the data right and players running your mod together with Vayra's Sector will see your bounty pop up when the conditions you set (minimum game date, player fleet size, etc.) are met.

Here's a link to Vayra's mini-mod with an example High Value Bounty.
http://fractalsoftworks.com/forum/index.php?topic=16347.msg259773#msg259773

I hope some of this feedback is useful to you! Take what sounds good to you, and drop the rest- you're the mod author, and this is your creative work. Thank you for sharing it!

-solar
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creature

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Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
« Reply #43 on: November 13, 2019, 11:51:15 PM »

Hi creature,

I'm loving your mod. The super ship missile destroyer is one of the fastest-paced, bullet-helliest ships I've seen anyone make in Starsector to date. Good job! It's a great contribution to Starsector and the modiverse as a whole.
Thank you very much! It makes me glad to hear people enjoy playing what I enjoyed making!

1: All of your destroyers... add Civilian Hull instead.
Ahh, this is certainly something I forgot! Actually, some super-secret backstage lore: a bunch of those destroyers were cruisers when I first entered their ship_data entries! But when I later compared their sizes with vanilla ships (too late), I decided to set them to destroyers. It looks like I neglected to change max burn when I made the transition. The rest of the newer destroyers then got the same burn since I copied their base stats from the old destroyers :P

2: Most of your ships have extremely high Peak Performance Time... and players will know it's a faction perk.
Comment taken! I did slightly reduce some ships' Peak Time when I added integration for Commissioned Crews. I did keep them above vanilla levels to keep the theme even for players who do not have the mod. However, I like your suggestion to sequester those bonuses to the faction-wide hullmod so it becomes more visible, and I think I'll do just that for the next update!

3: Your battlecruiser has the CARRIER tag in... against their own targets.
Thank you so much for pointing me to this tag! I did not even know this existed and I long noticed that rather annoying behavior of fighters to swarm around friendly ships instead of attacking - I just accepted it as a bad habit of the AI... Rest assured this goes straight into the next update/patch (already slapped them in the moment I read your post, in fact)!

As for the Battlecruiser, Shine Ray, if what I read up about the tags holds true, the CARRIER tag is modified by the COMBAT tag (i.e. Battle Carrier), so it acts aggressively despite being a carrier. And as far as I've observed in simulations, it seems to be acting just about right.

4: I see you wrote that you have a custom ship you'd like to someday have as a special bounty or mission reward! That's awesome.
Have you considered integrating it with 'Vayra's Sector' as a High-Value Bounty?
Vayra has made an example mini-mod to show how to set up High Value Bounties- it's pretty simple! Just set up the data right and players running your mod together with Vayra's Sector will see your bounty pop up when the conditions you set (minimum game date, player fleet size, etc.) are met.

Here's a link to Vayra's mini-mod with an example High Value Bounty.
http://fractalsoftworks.com/forum/index.php?topic=16347.msg259773#msg259773
I'll look into it! For the longest time, I avoided using Vayra's Sector because I somehow came away with the impression that it might not be compatible with Nexerelin at the time I read its OP (quite some time ago)... But looking at it again, it seems to be compatible after all! I'll definitely give it a try, but I'll need to get myself familiar with the mod itself first. For the moment, the new 'boss' ship added in the last update is slated to come to the campaign via an in-mod questline! I'm doing my best to get that to work!

I hope some of this feedback is useful to you! Take what sounds good to you, and drop the rest- you're the mod author, and this is your creative work. Thank you for sharing it!

-solar
It was extremely helpful! Thank you very much!  ;D
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Starareo

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Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
« Reply #44 on: November 14, 2019, 06:15:16 PM »

This is definitely a larger undertaking, but in the future, maybe consider adding distinguishing features to the fighters and missiles because the names are kind of daunting to keep track of at first glance.
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