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Author Topic: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Update preview 6/24/20  (Read 365580 times)

danando123

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Hey! im new, those feature mods, do i need to download them also, or are they included in this?? thanks :)

how do i enable on 0.9.5a The mod says error mod requires different version of the game.

New to SS, hoping this will get a 0.95 update :)
« Last Edit: May 04, 2021, 06:12:41 PM by danando123 »
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capshades

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Hey! im new, those feature mods, do i need to download them also, or are they included in this?? thanks :)

The feature mods are "potentially" compatible mods made by other people, you have to download and install them separately, and they may not work with this one, or may not be updated.

0.95a just came out recently, so some of them (and this mod) are not yet updated. 
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danando123

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Hey! im new, those feature mods, do i need to download them also, or are they included in this?? thanks :)

The feature mods are "potentially" compatible mods made by other people, you have to download and install them separately, and they may not work with this one, or may not be updated.

0.95a just came out recently, so some of them (and this mod) are not yet updated.

Ahhh new update recently on vanilla, gotcha :D ill have to wait then :)
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Morrokain

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@danando123

Welcome to the forums and sorry about the wait! Hopefully I'll at least have a beta out fairly soon. (Though my "soon" is probably a Blizzard-esque meme at this point.) :)

Re: Gunnery Implants vs Energy Weapon Mastery

I've already adjusted the range to be more in line with the energy weapons in the mod. I'm not sure 10% less flux is strong enough for an elite skill considering the flux-free weapons in this mod, so I may also increase fire rate by something like 10%. Or maybe just flipping the bonuses so that the more interesting bonus is the elite version of the skill. I'm still thinking about how to approach it. I don't want to add too much power creep to skills.

As far as Gunnery Implants directly relating to ballistic weaponry, on the one hand I like that it would be the obvious choice to reduce speedy high tech ships chance of infinite kiting/venting for ballistic flagships. The double edged sword there is that it would make the choice of skill obvious and not really a choice - which is kind of against the point of the skill system. It would also probably leave a sour taste in the mouth for someone wanting to loop around and max the tree for both tier 5 skills since one skill would likely be a waste either way.

What I'm more likely to do is give a bonus to ballistics within EWP and rename it Weapon Systems Mastery or something. I just need to think of a unique mechanic for it.

Anyway, o would like to see where your mod  can fix some of the less viable vanilla doctrine and mod doctrine.

We'll see how it turns out in the end and if there is a demand for it I can release it as a standalone skill mod that can work alongside faction mods outside of the TC combat too. I don't *think* that would interfere in the majority of faction mods features - though I'm not 100% sure.
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danando123

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@Morrokain thank you :) the game is hard -.- only started playing and hear the mods are immense.
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Albreo

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Concerning the Gunnery Implants vs Energy Weapon Mastery debate, perhaps try changing it to a ballistic weapons boost vs an energy weapons boost?  I'm not sure where everyone is on the "one or the other" type of gameplay mechanic, but I do like being shepherded towards choosing a specific faction or at least technology level of ship design to stick with, it helps with the RPG elements of the game in my opinion.

I really don't like the range limitations on the vanilla EWM skill, that alone makes it substantially less attractive to me than gunnery mastery.

That wouldn't work out well due to the skills being chosen randomly by Officer. If you are playing a High tech fleet and you got a 7 skills Officer with ballistic skill instead, that would be a shame. That's why I'm thinking, a universal modifier would fit better.

@Morrokain

Those additional Elite skills for flagship don't look half bad and would definitely work in my favor as I'm kind of a guy who goes all out for a support build. (in 0.9.1 I can still put some leftover points in combat but not this time around) The least important ship usually becomes my flagship and all the top tiers go to my capable Officers other than myself lol. I'm drifting in my command center, Tempest.

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The colony skills have been moved down to tier 2 so they are more accessible. In general my thought process is that campaign level bonuses < combat level bonuses.
I must be at almost Max level to think about setting up a colony but it might be able to save me some skill point as I'm currently required to have additional admins for 6 colonies. No AI Allow.

That makes me think that the Elite skill for Automated ship should be an unlimited cap off REDACTED ships, so you are basically one with the REDACTED, flip all diplomatic relation to permanent hostile but REDACTED, even Tri-tach will hate you for taking their priced possession. And also allow REDACTED to expand as a faction with you supplying them with more metal, lol, 3rd sector war.

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1) Move specialization bonuses to tier 5 options for the most part. They should be strong bonuses that will noticeably impact a playstyle and give incentive to max or loop around the tree.
I'm currently don't see the point of doing a loop as the total skill point is too low and too many garbage skills are in the way to T5. The skill in all 3 trees apart from combat is equally important and it's impossible to complete a certain tree individually. Unless the level cap is raised to 20 then I will think about completing at least one skill set.
« Last Edit: Today at 08:58:39 AM by Albreo »
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