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Author Topic: [0.95a] Fluff's Ship Pack 0.2.3  (Read 213694 times)

Chairman Suryasari

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Re: [0.9.1a] Fluff's Ship Pack 0.1.14
« Reply #45 on: November 28, 2020, 10:37:27 PM »

He doesn't specify so it's probably not.
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peppermeth

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Re: [0.9.1a] Fluff's Ship Pack 0.1.14
« Reply #46 on: December 03, 2020, 08:46:56 PM »

I don't know why but i only ever found 2 stormbox, is it normal?
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Chairman Suryasari

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Re: [0.9.1a] Fluff's Ship Pack 0.1.14
« Reply #47 on: December 04, 2020, 02:59:12 AM »

It's probably because some faction get so much blueprint from other mod that make the change of stormbox to appear in market extremely low, try Mo' Weapons Mo' Ships mod https://fractalsoftworks.com/forum/index.php?topic=18359.0 to modified the market so they spawn more item.

The same reason why Blueprint hunting is so tidious in modded game becase the pool getting larger and larger.
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peppermeth

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Re: [0.9.1a] Fluff's Ship Pack 0.1.14
« Reply #48 on: December 04, 2020, 12:24:31 PM »

yeah but i never seen it on npc ship, or am i just super unlucky?
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Chairman Suryasari

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Re: [0.9.1a] Fluff's Ship Pack 0.1.14
« Reply #49 on: December 04, 2020, 12:37:15 PM »

NPC usually stick with several default load out, you know that load out that pop-up when you press autofit(V) in ship menu.
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Re: [0.9.1a] Fluff's Ship Pack 0.1.14
« Reply #50 on: December 28, 2020, 01:26:54 AM »

A small bit of random commentary on various portions of the mod.

Steward-class is a pretty neat high-tech escort frigate, good at knocking out missiles.  Panhandler is also a nifty civvie utility ship to take out to the fringes.

Artwork is solid and Vanilla-esque, generally speaking.

Haven't gotten to try the Stormbox, but I can tell it takes inspiration from a real-world prototype, that's pretty neat.  The Light Machine Railgun seems to have this odd behavior with IPDAI, or rather lack of behavior.  While the description is clear it doesn't normally work in the PD role, the weapon still refuses to target missiles when IPDAI is installed on the parent ship.  This seems odd and unintuitive, and seems to be a bug, as other non-PD weapons function as expected when IPDAI is installed.

Custodian seems to be somewhat to the left of the bell curve for its DP value compared to other, vanilla ships.  Ships with similar DP values like the Dominator and Eagle can dispatch it rather handily (The Custodian can, at least, stall a little bit with its Fortress Shield, but not a ton else).  Flux stats are underwhelming for its weapon complement, tech level, and DP.  In in-game combat situations, hostile Custodians don't really appear to be threatening despite their impressive stature.

Vanilla's getting the Champion, which will be a 25DP midline heavy cruiser with a Large Missile, a Large Energy, 2 Medium Ballistics, a smattering of smalls, and what appears to be HEF as a ship system.  While not all details are known (and things are subject to change 0.95), it appears quite likely that the Custodian will be further crowded out.

The fancy Falcon is, eh...  Unfortunately, I have to echo the sentiment of that person from May.  It's an unusual, quirky machine, but not in a good way.  The ship has around 2 objectively correct configurations due to its extreme OP limitations, both of which are missile boats, and a ton of "trap" configurations that's not worth the metal it's 3D-Printed on.  There's no reason to use anything other than missiles on the dual type mounts (and in fact, the ship cannot effectively utilize non-missiles in those mounts), which seem to exist only to provide the illusion that the ship is more modular than it actually is.

The Assault Variant is one such missile boat configuration, and it does a good job highlighting fundamental issues of the ship.  Despite using mid-grade missiles and the bare minimum of defensive guns and accesories, the rear arc's defensive coverage was completely cut and the ship's actually 3 OP overbudget!  (Also, the PD and Typhoons are in the same group, for some reason.)  The ship's design is railroaded by its limitations in excess of most other ships, and as a result it's neither fun to outfit nor fun to fly.

The primary reason this doesn't actually appear to be a big problem in-game is, well, nobody actually seems to know that Falcon variant in the first place.  In fact, the only reason why I discovered this ship in the first place was because I was fiddling around the test missions added by... some mod, and came across this weird little Falcon by accident.  This presumably means that the only way I can actually encounter the Falcon in the campaign is by discovering the blueprint from some wreck and then selling it to Pirates.
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peppermeth

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Re: [0.9.1a] Fluff's Ship Pack 0.1.14
« Reply #51 on: January 01, 2021, 12:08:16 PM »

A small bit of random commentary on various portions of the mod.

Steward-class is a pretty neat high-tech escort frigate, good at knocking out missiles.  Panhandler is also a nifty civvie utility ship to take out to the fringes.

Artwork is solid and Vanilla-esque, generally speaking.

Haven't gotten to try the Stormbox, but I can tell it takes inspiration from a real-world prototype, that's pretty neat.  The Light Machine Railgun seems to have this odd behavior with IPDAI, or rather lack of behavior.  While the description is clear it doesn't normally work in the PD role, the weapon still refuses to target missiles when IPDAI is installed on the parent ship.  This seems odd and unintuitive, and seems to be a bug, as other non-PD weapons function as expected when IPDAI is installed.

Custodian seems to be somewhat to the left of the bell curve for its DP value compared to other, vanilla ships.  Ships with similar DP values like the Dominator and Eagle can dispatch it rather handily (The Custodian can, at least, stall a little bit with its Fortress Shield, but not a ton else).  Flux stats are underwhelming for its weapon complement, tech level, and DP.  In in-game combat situations, hostile Custodians don't really appear to be threatening despite their impressive stature.

Vanilla's getting the Champion, which will be a 25DP midline heavy cruiser with a Large Missile, a Large Energy, 2 Medium Ballistics, a smattering of smalls, and what appears to be HEF as a ship system.  While not all details are known (and things are subject to change 0.95), it appears quite likely that the Custodian will be further crowded out.

The fancy Falcon is, eh...  Unfortunately, I have to echo the sentiment of that person from May.  It's an unusual, quirky machine, but not in a good way.  The ship has around 2 objectively correct configurations due to its extreme OP limitations, both of which are missile boats, and a ton of "trap" configurations that's not worth the metal it's 3D-Printed on.  There's no reason to use anything other than missiles on the dual type mounts (and in fact, the ship cannot effectively utilize non-missiles in those mounts), which seem to exist only to provide the illusion that the ship is more modular than it actually is.

The Assault Variant is one such missile boat configuration, and it does a good job highlighting fundamental issues of the ship.  Despite using mid-grade missiles and the bare minimum of defensive guns and accesories, the rear arc's defensive coverage was completely cut and the ship's actually 3 OP overbudget!  (Also, the PD and Typhoons are in the same group, for some reason.)  The ship's design is railroaded by its limitations in excess of most other ships, and as a result it's neither fun to outfit nor fun to fly.

The primary reason this doesn't actually appear to be a big problem in-game is, well, nobody actually seems to know that Falcon variant in the first place.  In fact, the only reason why I discovered this ship in the first place was because I was fiddling around the test missions added by... some mod, and came across this weird little Falcon by accident.  This presumably means that the only way I can actually encounter the Falcon in the campaign is by discovering the blueprint from some wreck and then selling it to Pirates.
strom box have a real world equivalent. For real?
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MrFluffster

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Re: [0.9.1a] Fluff's Ship Pack 0.1.14
« Reply #52 on: January 01, 2021, 10:40:56 PM »

Thanks for a solid writeup, I greatly appreciate getting some solid feedback!

Haven't gotten to try the Stormbox, but I can tell it takes inspiration from a real-world prototype, that's pretty neat.  The Light Machine Railgun seems to have this odd behavior with IPDAI, or rather lack of behavior.  While the description is clear it doesn't normally work in the PD role, the weapon still refuses to target missiles when IPDAI is installed on the parent ship.  This seems odd and unintuitive, and seems to be a bug, as other non-PD weapons function as expected when IPDAI is installed.
Thanks for the heads up, I'll look into it.

Quote
Custodian seems to be somewhat to the left of the bell curve for its DP value compared to other, vanilla ships.  Ships with similar DP values like the Dominator and Eagle can dispatch it rather handily (The Custodian can, at least, stall a little bit with its Fortress Shield, but not a ton else).  Flux stats are underwhelming for its weapon complement, tech level, and DP.  In in-game combat situations, hostile Custodians don't really appear to be threatening despite their impressive stature.
Custodian is currently scheduled to have a full sprite and gameplay overhaul; It's still gonna be a defensive ship but it should perform far better, and offer more interesting gameplay.

Quote
The primary reason this doesn't actually appear to be a big problem in-game is, well, nobody actually seems to know that Falcon variant in the first place.  In fact, the only reason why I discovered this ship in the first place was because I was fiddling around the test missions added by... some mod, and came across this weird little Falcon by accident.  This presumably means that the only way I can actually encounter the Falcon in the campaign is by discovering the blueprint from some wreck and then selling it to Pirates.
Funny thing, Falcon-TX011 has been removed from the mod for some time(first soft-removed for save compatibility, later completely removed), though I must have forgotten to add that in the patch notes. All your complaints are very valid and are exactly why I removed it, along with it being intended to be part of a mini-faction that was abandoned.

strom box have a real world equivalent. For real?
Yep! It's based the Metal Storm Weapon System prototypes, a very fascinating bit of technology. You should be able to find videos on youtube of test firing, that will make the inspiration pretty clear.


Sorry for not putting out any updates, but the last couple months have been quite hard, I've been mostly having to deal with my university project, and have been on a bit of an art block so I couldn't work as much on the mod as I wish I did. However, I can tell you that I already have one finished ship sprite and another in the works. Though don't expect the update to come out very soon; Two months from now is a very optimistic estimate.
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MrFluffster

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Re: [0.95a] Fluff's Ship Pack 0.2.1
« Reply #53 on: March 30, 2021, 01:43:13 PM »

New version! In celebration of 0.95a I decided to jump from 0.1 to 0.2. Yay!

Click here to download:
https://github.com/MrFluffster/fluffShipPack/releases/download/v0.2.1/fluffShipPack.zip
or go to the maint post



0.2.1
 +0.95a compatible! Woo!
 +Added Catamaran and Catamaran (C)
 +Might be some super minor rebalances I forgot it's been some long
 -Removed the old falcon variant and the thunderbolt fighter completely from the files
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BigBeans

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Re: [0.95a] Fluff's Ship Pack 0.2.1
« Reply #54 on: March 30, 2021, 01:45:46 PM »

Hot stuff, love it
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MrFluffster

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Re: [0.95a] Fluff's Ship Pack 0.2.1
« Reply #55 on: April 01, 2021, 08:27:46 AM »

Hot stuff, love it
Thanks, hope you'll have fun and feel free to leave some comments here after!

By the way I'd very much appreciate feedback on how the Catamaran performs balance-wise - I unfortunately couldn't properly test it before release as I have a bunch of things on my head(and also actually playing the new update to get a better feel for it), so I hope it's not too gamebreaking. It's easy to slip up with a concept like this ship.
And y'know, feedback on other ships is also nice. c:


Also, a PSA for anyone wondering: If in launcher the mod shows up as yellow(ie "This mod requires a different version but might run with this one"), it's safe to use the mod as I really do not expect for any further hotfix to break it. So if it says RC10 but current version is RC12 or whatever further number we'll get - it's (almost certainly) safe.

Also also, sorry for a bit of egocentric plugging of my socials but if you're interested in some more sprites from me, or want to possibly see some sneak peeks of modding content I'm working on, do check out my twitter: https://twitter.com/PMMeCuteBugPics
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Twilight Sentinel

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Re: [0.95a] Fluff's Ship Pack 0.2.1
« Reply #56 on: April 01, 2021, 09:45:00 AM »

I can say from playing previous versions some thoughts on various ships. 

Crab: Really like this ship.  It's great as another option alongside the Lasher and Wolf for a generalist military frigate.  It's probably too strong for its cost, between the strong loadout, salvage gantry, and built in targeting unit.  All you need to do is add extended shields to nullify its main weakness.  Maybe raise the maintenance and deployment cost to 6?

Firecrow: I don't like this ship.  Not because it's necessarily bad, but because it is a rare blueprint.  It doesn't feel like it should be, by the time you find and can make that ship it isn't useful anymore.

Collier: It's fine if you're playing Nex and doing some mining.  Otherwise kinda meh, but it's a default ship so that's appropriate.  Oddly it won't show up in player faction patrol fleets when prioritized, not sure why.

Bielik: Felt really underwhelming to use.  Could be because I'm not good at flying it or gave it a bad loadout.  The ship never felt like it could do that much in a fleet under the AI either.

The other ships I haven't used.
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Flunky

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Re: [0.95a] Fluff's Ship Pack 0.2.1
« Reply #57 on: April 01, 2021, 10:00:26 AM »

One thing the Collier has going for it is being a frigate-sized non-civilian salvage gantry. Not having to take militarized subsystems is pretty useful with the current Auxiliary Support skill, as you don't have to waste the points on e.g. a shepherd.

Haven't really used the other ships much at this point, but I can say I'm having trouble finding a good use for the Light Machine Railgun - while the range is a little better than a machine gun, it's still short enough that just taking machine guns is overall more useful. Maybe 450? 550 would definitely be too close to the autocannon and even 500 would probably be too long for its firing style. 450 would overlap with heavy machine guns, which could give it a nice niche as a complementary light version.
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MrFluffster

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Re: [0.95a] Fluff's Ship Pack 0.2.1
« Reply #58 on: April 01, 2021, 04:08:50 PM »

First off, thank you for the feedback, I really appreciate it.

Crab: Really like this ship.  It's great as another option alongside the Lasher and Wolf for a generalist military frigate.  It's probably too strong for its cost, between the strong loadout, salvage gantry, and built in targeting unit.  All you need to do is add extended shields to nullify its main weakness.  Maybe raise the maintenance and deployment cost to 6?
That's a fair point. I gotta reevaluate it. Do note that it doesn't have much armour or speed, so while it's strong at range it folds like paper the moment something can catch up to it.
Quote
Firecrow: I don't like this ship.  Not because it's necessarily bad, but because it is a rare blueprint.  It doesn't feel like it should be, by the time you find and can make that ship it isn't useful anymore.
That's a good point, though I'd prefer not to make it super easy to get. I might change it up a bit to be more of a semi-rare early game ship.
Quote
Collier: It's fine if you're playing Nex and doing some mining.  Otherwise kinda meh, but it's a default ship so that's appropriate.  Oddly it won't show up in player faction patrol fleets when prioritized, not sure why.
I'll look into it - I probably messed something up in default ship roles.json.
Quote
Bielik: Felt really underwhelming to use.  Could be because I'm not good at flying it or gave it a bad loadout.  The ship never felt like it could do that much in a fleet under the AI either.
Bielik is in a weird spot since it's more of an oversized frigate than a typical destroyer. I wouldn't really recommend engaging most destroyers with it, but it can do wonders as a frigate hunter - I recommend trying it out with Safety Overrides. That said, I might lower it's DP to be in line with Shrike as that's a much more comparable ship than the other midline destroyers.

Haven't really used the other ships much at this point, but I can say I'm having trouble finding a good use for the Light Machine Railgun - while the range is a little better than a machine gun, it's still short enough that just taking machine guns is overall more useful. Maybe 450? 550 would definitely be too close to the autocannon and even 500 would probably be too long for its firing style. 450 would overlap with heavy machine guns, which could give it a nice niche as a complementary light version.
Fair point. It's a bit hard to change since it's inherently a sort of low impact type of weapon(like a lot of competing smalls), but I think a boost like that should be okay.
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legion499

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Re: [0.95a] Fluff's Ship Pack 0.2.1
« Reply #59 on: April 01, 2021, 05:16:38 PM »

I have an issue...
I want to use the red Collier.
I Don't want to use Vera.
How to?
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