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Author Topic: [0.96a] Yuri Expedition v.3.0.2 || Faction Pack || Hotfix 12/27 [YRXP]  (Read 290126 times)

creature

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Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
« Reply #45 on: November 14, 2019, 06:57:15 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.

You're right about the names. :o I'll probably do a name cutting pass some time and just relegate the model numbers to the descriptions. It's pretty annoying when it comes to the fighters since the game seems to always but the name of the Hull in front of the LPC, so even if I rename every related fighter to , e.g. Red Skirt, every LPC will be named, Red Skirt (weapon). I'd have liked them to go, for example, Sparklers Red Skirt instead.

Visually though, I honestly don't want to redo the old sprites. I wish I could just add some sort of icon to the inventory image of weapons and LPCs... I mean, I could - but it'd also appear on the weapon image on the ship, haha!  :P
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Timid

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Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
« Reply #46 on: November 15, 2019, 12:50:35 PM »

Hi, Commissioned Crews author. I love your creative bonus but there seems to be some inconsistency here. It seems you are missing a similar code in your hull-mod that is essential in all of Commissioned Crews hull-mod. Here is a format
                 
Code
    @Override
    public void applyEffectsAfterShipCreation(ShipAPI ship, String id) {
                if (!Factions.HEGEMONY.equals(Misc.getCommissionFactionId())) {
                    ship.getVariant().removeMod("CHM_hegemony");
           }
                if (ship.getVariant().hasHullMod("CHM_commission")) {
                    ship.getVariant().removeMod("CHM_commission");
                }
    }

In your mod, if something similar to this was added, it would resolve the issue of having to
Quote
... remove the Commissioned Crews hullmod afterwards.
when installing it and also the issue that you don't lose the hull-mod when you resign your commission.

creature

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Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
« Reply #47 on: November 15, 2019, 02:34:44 PM »

Hi, Commissioned Crews author. I love your creative bonus but there seems to be some inconsistency here. It seems you are missing a similar code in your hull-mod that is essential in all of Commissioned Crews hull-mod. Here is a format
                 
Code
    @Override
    public void applyEffectsAfterShipCreation(ShipAPI ship, String id) {
                if (!Factions.HEGEMONY.equals(Misc.getCommissionFactionId())) {
                    ship.getVariant().removeMod("CHM_hegemony");
           }
                if (ship.getVariant().hasHullMod("CHM_commission")) {
                    ship.getVariant().removeMod("CHM_commission");
                }
    }

In your mod, if something similar to this was added, it would resolve the issue of having to
Quote
... remove the Commissioned Crews hullmod afterwards.
when installing it and also the issue that you don't lose the hull-mod when you resign your commission.
Thank you very much for reaching out! I was so excited about creating the hullmod that I didn't realize there was some necessary code to put in place! This is certainly getting fixed in the coming patch.
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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 #48 on: November 17, 2019, 06:15:02 AM »

Patch 1.4.1
Cleaning Up The Mess
DOWNLOAD





Constantly adding things at a rapid rate lets dirt and grime accumulate around the corners! So I did some spring cleaning on the data, the balance and the code and my what a lot of dirt!

I. Fixes

- First off, I've added NO_AUTO_ESCORT on all carriers except the Morning Drop. Thanks to solardawning for pointing this out! I hope the fighter wings are acting more efficiently after this patch!

- I forgot to add the high maintenance hullmod on the superships! They're there now.

- I seem to have deleted part of the code in the YRXP commission that tracks if the ship's current CR should already be lower than its HP. This resulted in CR never dropping, even past Peak Performance time (oops). Also, it seems there are some new, interesting mods floating around that can regenerate hull(!? I didn't even know healing was possible. Hmm...) But this fix also makes it so that even repairing hull won't recover CR (recover CR... hmm...)

- I forgot to change the cost of Minimal Armor Package after ripping it off from SCY! Silly. Rebalanced it along the way because why not?

- Weapons missing descriptions have been given some.

- Some possibly critical errors in the backend scripts have been corrected, many thanks to Alex who pointed them out before they spiralled out of control!



II. Rebalance and other changes

- Portrait Packs Requirements: Starting from this patch, Girls Frontline Portrait Pack is no longer a required mod! It is, still, a recommended mod, however, along with VJNL's Azur Lane Portrait Packs! And speaking of which, the latter has given me permission to integrate some select portraits to use as for Caparice Trade Co. Portraits! So if you're reading this, thanks VJNL! ;D

**IMPORTANT**: That said if you already started a game where you used Girls Frontline Portrait Pack, you MUST KEEP THAT MOD. Because the portraits have already been initialized and such. However, if you start a new game, GFL Portraits are no longer required (but are great to have).

- Peak CR Changes: All ships' Peak CR adjusted to roughly vanilla equivalent. Lore-wise, this means that the CR bonuses aren't really tied to the ships but the Yuri crew - as my headcanon says they should be (I highly recommend Commissioned Crews mod to get full effect!). I even threw around the idea of adding an effect to the base Yuri Doctrine hullmod that reduces base CR if the ships don't have Yuri crew - the ships being too cramped for big burly human spacers, but decided against it for now since that feels a bit jank and I don't want to artificially limit players to only using the ships if they are under YRXP commission.

Maybe I'll think of something more interesting down the line!

- Stats Overhaul: Next, and this is big - all of the ships and weapons have been revisited for a readjustment of stats and OP costs and caps. Most ships, for instance, have been given reduced OP and the assumption is, if you don't want to do some special tricks (more on that below), you will probably be leaving empty caps or vents and even entire weapon slots. So don't worry about it and specialize your ships! That is, after all the theme of this faction!

- More specifically, all missiles have been given a pretty significant overhaul. First, the general:

-- All have been given more realistic refire times. I've actually long noticed how expanded missile racks effectively double the VLS tubes of some (most?) weapons, which is silly! So, while fixing that, I also decided on an overriding philosophy to the standard Yuri missile catalogue: You have a good 5-10 salvos (depending on size and weapon type - bigger weapon = more salvos, better weapon less salvos) at maximum firepower. After that, lengthy reload times will cut your sustained firepower by 75% or so percent. That still gives expanded missile racks a significant place in the faction, but nothing quite so crazy!

-- Now, onto specifics: The basic sparklers and sticker missiles have been given better tracking AI (no more chasing after shadows for the sparkler, and the sticker can now, finally, hit the side of a barn!) As a result, they've become quite a bit more effective and so, their costs were shifted up. Steel Grape SAM has also been given a better SAM AI, which now actively tracks fighters, instead of just shooting at ships 80% of the time (silly!).

- DP Changes: So the Yuri are supposed to be outnumbered in the sector, and so they rely on few, specialized ships to carry the day. Thus, I have adjusted their deployment points to reflect this - their frigates cost about as much to deploy as some destroyers; destroyers - cruisers, and so on. Some power level adjustments, basically. And I actually just noticed while going through these that I must have copied the deployment cost of the Aegis Cruiser... to the Fleet Carrier. Sorry about that... that must have made for some crazy fleet compositions. :o But unfortunately, this will be the last time you'll be seeing those.

- Name Changes: And lastly, as mentioned earlier, ship and weapon all names have been stripped of their designation codes, and have been transferred into their descriptions instead. I hope the catalogue will be easier to understand from now on!



III. Minor additions

- Some new hullmods! I thought I'd make them when I was rebalancing all the ships. You'll probably find out why once you find them in-game!

Commandeered Amenities Facilities

Expanded Ordinance Bays

Shipborne Spa

- And finally, I want to introduce one new "weapon" mechanic that is more of a proof-of-concept than anything. But before that, you might wonder why there is a picture of an Onslaught bullying a Condor in the update header?

The answer's in that eerie green glow!

Those are actually the new small weapon slot:

Engineering Bay : Ballistic. 6 OP Cost. Does not fire. Instead, repairs the armor around its local area. This small weapon repairs something around 2 armor points per second.

The idea came to me when I found the HullMods Expansion mod and learned that HP can be healed! So I looked into a fun way to heal armor. It turns out that there is! So, the MOST imporant part to know here is "LOCAL AREA". That is to say, the engineering bay will only heal the armor around it! Isn't that cool!? I didn't even know armor worked this way! But it seems that grid at the bottom left is the actual implementation of ship armor! So to remotely understand what the weapon does, we need to look at the grid:



So, the weapon is located somewhere on that grid. And every second, it will heal the square where it exists. Or at least, that's how it started - until I realized how tiny that square actually is. So I had the repair effect diffuse 2 squares out and that felt just about right. That said, the repair speed is snail-paced, so don't expect to tank hard with a frigate. You'll probably need... 100 seconds? To repair some badly damaged armor. Honestly, I haven't tested it much, so I was hoping on getting some feedback on this newfangled little toy!

...but why is it ballistic? Well, I was testing it with YRXP so... in any case, it should be trivial to make an energy version since the code is already in place! In fact, a med and large version is already possible, but I just didn't want to make them yet.



One last thing, this patch is intended to be foundational for the new stuff that's coming in the next big update (promise, no more breaking saves until Starsector itself updates!). Here's the sort of thing you can expect coming (unavailable in this patch!):

« Last Edit: November 17, 2019, 04:06:30 PM by creature »
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Yunru

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Re: [0.9.1a] Yuri Expedition v.1.4.1 || Faction Pack || Patch 11/17
« Reply #49 on: November 17, 2019, 10:27:38 AM »

Something I was playing around with that might interest you was the idea of having armour (and maybe hull) regeneration as a defensive system (read: in place of a shield or phase system, not as an actual "this will defend me" thing), although I haven't looked into if it's possible AI-wise.

VJNL

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Re: [0.9.1a] Yuri Expedition v.1.4.1 || Faction Pack || Patch 11/17
« Reply #50 on: November 17, 2019, 12:02:34 PM »

I like it, tried the missions, it was pretty chaotic.
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solardawning

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Re: [0.9.1a] Yuri Expedition v.1.4.1 || Faction Pack || Patch 11/17
« Reply #51 on: November 17, 2019, 01:08:50 PM »

Nice update! The fixes, improvements, and tuning all sounds great.

One quick note on things I saw in a new campaign today:
1: Scorched Lily still has a burn speed of 8
2: Scorched Lily's default loadout uses 162 OP, but it has a maximum OP of 150 now. (it's 12 over budget).

Hullmod notes:
Minimal Armor Package: It's still amazing, but far less gamebreaking on cruisers and capital ships now. Giving large ships destroyer-level mobility was way too good.

Commandeered Amenities: I like this one a lot. The -10% CR penalty hurts (as that takes away a 5% bonus to effectiveness from very high CR), so the penalties are always going to be meaningful- which is exactly what you need when you add a hullmod to add extra OP. I expect I'll find myself using this one a lot to squeeze in just one more hullmod or one more gun that makes or breaks a ship build... but at the same time, I'm probably giving up more from losing the speed, weapon damage, and shield efficiency bonuses from high CR. Good! If players have to think about using a hullmod, then you've probably got the balance in the right ballpark.

Spa: Love the flavor on this one. I'm not going to use it with Yuri crew... but if I wasn't using commissioned crews, I very well might.

Weapons:
Engineering Bay: OK, I found this one pretty awkward. I absolutely adore the idea of it, and the effect of repairing the local area on the armor grid.
However, it's very difficult to use on many Yuri ships, due to a lack of ballistic slots, and a lack of slots distributed around the ship hulls.
Which is to say, in many cases, the player can only get the repair in specific spots.
It's more usable on many vanilla ships than it is on Yuri ships. (Which can also stack/overlap some armor regen in locations with lots of small ballistic slots)

This is a case where I'd honestly suggest turning it into a hullmod. Something like:
Engineering Bay -
OP cost 8/15/20/30
Increases crew requirements by 5/15/30/60
Repairs the currently most damaged armor cell on the ship by 2/4/6/8 per second, and cells around that one by 1/2/3/4 per second.

That way all of your ships could make good use of it, without consideration for ballistic weapon slots and their locations.
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Yunru

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Re: [0.9.1a] Yuri Expedition v.1.4.1 || Faction Pack || Patch 11/17
« Reply #52 on: November 17, 2019, 01:32:22 PM »

This is a case where I'd honestly suggest turning it into a hullmod. Something like:
Engineering Bay -
OP cost 8/15/20/30
Increases crew requirements by 5/15/30/60
Repairs the currently most damaged armor cell on the ship by 2/4/6/8 per second, and cells around that one by 1/2/3/4 per second.

That way all of your ships could make good use of it, without consideration for ballistic weapon slots and their locations.
No no no: Stick it on a fighter (and make it effect other ships)!

creature

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Re: [0.9.1a] Yuri Expedition v.1.4.1 || Faction Pack || Patch 11/17
« Reply #53 on: November 17, 2019, 03:17:29 PM »

Something I was playing around with that might interest you was the idea of having armour (and maybe hull) regeneration as a defensive system (read: in place of a shield or phase system, not as an actual "this will defend me" thing), although I haven't looked into if it's possible AI-wise.
Hmm, I haven't looked in that section of the code yet. And I don't have an inkling yet as to what might be a cool idea for it. I'll keep it in mind though!

I like it, tried the missions, it was pretty chaotic.
I'm glad you liked it!

Nice update! The fixes, improvements, and tuning all sounds great.

One quick note on things I saw in a new campaign today:
1: Scorched Lily still has a burn speed of 8
2: Scorched Lily's default loadout uses 162 OP, but it has a maximum OP of 150 now. (it's 12 over budget).
Ah, thanks for pointing that out! I just knew I'd miss something. I can put out another quick patch shortly for that.

Minimal Armor Package: It's still amazing, but far less gamebreaking on cruisers and capital ships now. Giving large ships destroyer-level mobility was way too good.
Great! The original idea behind it was that the speed would be equally distributed to all classes since 50% of all armor is a scaling parameter with size. But then I also considered that capital ships aren't mostly made of armor (maybe except for the Onslaught), so perhaps the bonus isn't that justified, and that Frigates shouldn't t be able to benefit that much either since they don't normally have that much armor anyway. So it turned out as a strange graph that peaks at destroyer level and goes back down with cruisers and finally capitals.

Commandeered Amenities: I like this one a lot. The -10% CR penalty hurts (as that takes away a 5% bonus to effectiveness from very high CR), so the penalties are always going to be meaningful- which is exactly what you need when you add a hullmod to add extra OP. I expect I'll find myself using this one a lot to squeeze in just one more hullmod or one more gun that makes or breaks a ship build... but at the same time, I'm probably giving up more from losing the speed, weapon damage, and shield efficiency bonuses from high CR. Good! If players have to think about using a hullmod, then you've probably got the balance in the right ballpark.

Spa: Love the flavor on this one. I'm not going to use it with Yuri crew... but if I wasn't using commissioned crews, I very well might.
Thanks! The spa was mostly because I felt all existing hullmods revolved around military use. Crews and officers have wants to! Also something for other factions to try out! The Yuri are still out there trading with them, after all!

Weapons:
Engineering Bay: OK, I found this one pretty awkward. I absolutely adore the idea of it, and the effect of repairing the local area on the armor grid.
However, it's very difficult to use on many Yuri ships, due to a lack of ballistic slots, and a lack of slots distributed around the ship hulls.
Which is to say, in many cases, the player can only get the repair in specific spots.
It's more usable on many vanilla ships than it is on Yuri ships. (Which can also stack/overlap some armor regen in locations with lots of small ballistic slots)

This is a case where I'd honestly suggest turning it into a hullmod. Something like:
Engineering Bay -
OP cost 8/15/20/30
Increases crew requirements by 5/15/30/60
Repairs the currently most damaged armor cell on the ship by 2/4/6/8 per second, and cells around that one by 1/2/3/4 per second.

That way all of your ships could make good use of it, without consideration for ballistic weapon slots and their locations.
Hmm... it can work, and it'll probably be more reliable. But it's less quirky! If it happens, I might make it a tad more expensive/give it a few more maluses though, since it's missing the critical limiter in that it can cover all your ship by itself; possibly making the weapon versions redundant.

And you're absolutely right in saying there are few ships in YRXP that can make good use of this 'weapon' (for good reason). But it seemed like a really cool idea and so it just happened. In the future, I'm thinking of making versions for all bp's, with different color schemes to fit with the design (i.e. orange for lowtech, yellowish for midline - The current art is just the turret cover recolored anyway).

No no no: Stick it on a fighter (and make it effect other ships)!
This is a bit more complicated since I think the SUPPORT tag AI has more to do where the enemy is rather than which ship needs repair (and why would it since there's no such function in vanilla). Maybe I'll revisit it once I've dabbled a bit more into fighter AI.
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creature

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Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Minor Patch 11/18
« Reply #54 on: November 17, 2019, 06:44:40 PM »

Minor Patch 1.4.2
DOWNLOAD
Just some quick fixes for 1.4.1, plus some items I forgot.



I. Hotfix
Thanks to solardawing for pointing out that I completely skipped over the Scorched Lily! Those items he pointed out are now fixed!



II. Additional Rebalancing
Missed an item in my to do list with patch 1.4.1 which was to rebalance the fighters and bombers. In particular, three LPCs were affected:

1. Valkyrie Strike Fighter - Cost 25 OP -> 30 OP. Tearstorm missiles raised ammo count to 8 but NO LONGER RELOAD.

2. Fleeting Breeze LCM - 28 OP cost. 4 Shooting Stars per plane -> 3 per plane. 1 on each wing and 1 on the undercarriage.

3. Fleeting Breeze Heavy Torpedo - 32 OP cost. 4 Dreamlands per plane -> 3 per plane. 1 on each wing and 1 on the undercarriage.
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HereticKannon

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Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Hotfix 11/18
« Reply #55 on: November 20, 2019, 07:01:48 AM »

I've been playing with your mod for the last week, and I must say these are some of the most fun ships I've had the pleasure of using in Starsector.

As much as I personally don't like to see nerfs, I think the decision to bring the sustained fire of the missile launchers a bit more into line with higher max but slower regenerating ammunition was a good decision. I was finding that I could out attrition just about any enemy that didn't have superior numbers to surround me or longer range weapons (typically beams). The new tweaks will make keeping expanded missile racks pretty much a necessity, but that's probably a good thing as lots of missiles is sort of their thing. Plus more missiles are fun.

Seems like the Scorched Lily was brought back down to Earth, so to speak. Almost doubled the flux per shot on the main gun and nearly tripled the refire time. I guess it was pretty bananas before, and it's still a really good ship. Sad to see though as the fireworks cannon was so damn fun.

Starting over now with the new changes to see how they perform. I'm enjoying the mod, there are some truly unique ships in the roster. You're doing great work and I sincerely appreciate the effort you're putting in here.
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creature

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Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Hotfix 11/18
« Reply #56 on: November 20, 2019, 05:04:18 PM »

I've been playing with your mod for the last week, and I must say these are some of the most fun ships I've had the pleasure of using in Starsector.

As much as I personally don't like to see nerfs, I think the decision to bring the sustained fire of the missile launchers a bit more into line with higher max but slower regenerating ammunition was a good decision. I was finding that I could out attrition just about any enemy that didn't have superior numbers to surround me or longer range weapons (typically beams). The new tweaks will make keeping expanded missile racks pretty much a necessity, but that's probably a good thing as lots of missiles is sort of their thing. Plus more missiles are fun.

Seems like the Scorched Lily was brought back down to Earth, so to speak. Almost doubled the flux per shot on the main gun and nearly tripled the refire time. I guess it was pretty bananas before, and it's still a really good ship. Sad to see though as the fireworks cannon was so damn fun.

Starting over now with the new changes to see how they perform. I'm enjoying the mod, there are some truly unique ships in the roster. You're doing great work and I sincerely appreciate the effort you're putting in here.
First of all, I just want to remind that, if your last save was made on at least v1.01, you don have to make a new save. No crashing! Though you might need to adjust your fleets and loadouts, especially OP-wise, as soon as you load in. I do admit there are a handful things that can't be resolved without a new save - one off the top of my head being the change of Caparice starting out at Size 6 for a larger marketplace, but they are quite minor.

I also ran into that issue of battles getting a bit too easy when I started a (very short) campaign to take the mod for a real spin against the rest of the sector, which founded the basis of this rebalance pass. At the moment though, it meant that almost all YRXP missiles have no potential for sustained fire. So now, I'm making a new line of missiles and rockets that are the reverse of the current lineup - very low burst fire and/or long refire rates, but with quicker ammo replenishment rates. Ideally, a standard Yuri ship will be equipped with a bit of both for a balanced damage profile.

And I'm glad to know you enjoy you're having a good time! You can look forward to a fun update coming up! (still no need to make a new save!)
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Starareo

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Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Hotfix 11/18
« Reply #57 on: November 20, 2019, 06:16:20 PM »

Please, I'm praying for a medium kinetic missile to replace my Steel Grapes, although they totally deserved a nerf.
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creature

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Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Hotfix 11/18
« Reply #58 on: November 20, 2019, 07:29:33 PM »

Please, I'm praying for a medium kinetic missile to replace my Steel Grapes, although they totally deserved a nerf.
Oh, about the Steel Grape - they aren't actual kinetic missiles. Sure, the main warhead does the listed kinetic damage -if it, itself, hits-, but the submunitions are all Fragmentation. I should probably make a note about that... I heard you about medium kinetic missiles, though! Or, perhaps, rockets?

Just a sidenote - I intend to keep the kinetic missile lineup to be few and far between, not only because they are far too effective against shields, something which should be a weakness for this faction both offense and defense, but lore-wise it also doesn't make sense for the Yuri to develop much anti-shield tech when they didn't even know it existed until getting isekai'd into the sector. So for the most part, their kinetics are relegated to their ballistic artillery, because coincidentally, cannons fire kinetic rounds.
« Last Edit: November 20, 2019, 07:32:06 PM by creature »
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Starareo

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Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Hotfix 11/18
« Reply #59 on: November 21, 2019, 04:38:54 PM »

Yeah, the Steel Grape weapon card list them as fragmentation, I remember it was kinetic previously, could be wrong. The lore reason for lack of kinetic missiles does make sense now that you mention. Excited to see what else is in store tho!

Also, the Onsoku Battle Cannon specifically does kinetic damage, but is listed as anti-armor. Don't know about anything else, but probably worth a look over.
« Last Edit: November 21, 2019, 05:48:08 PM by Starareo »
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