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Author Topic: adaptation of "Interstellar Imperium" to "Archean Order"  (Read 1089 times)

AffectiveLead

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adaptation of "Interstellar Imperium" to "Archean Order"
« on: April 18, 2020, 03:58:21 AM »

Hi!
I made adaptation of "Interstellar Imperium" ships,fighters,weapons and some hullmods to "Archean Order" mechanics and balance.
I also changed the AO a little bit -
Spoiler
improved not so relevant weapons such as
Avalanche Cannon(less flux generation), Iridium Cannon(less flux generation + opportunity to be mediocre Point defense) , Icer Gun(same as Iridium), Gatling Laser (lower dmg, faster charges,lower flux), Sabots(increase hp a little), Heavy Gatling (a little lower dmg but faster sharges ), Obliterators(both) now don't shoot at fighters, Tachyon Lance ( a little lesser flux generation and lesser cooldown(now ai paragons can do something and you have opportunity to use this "ultimate" weapon as weapon not just fun laser)
 change  Atlas mkII - safety overrides mod now not inbuild but installed anyway on all pirates Atlas. This allow you to make  this ship more useful without changing the balance of pirates
[close]
here are some examples
https://drive.google.com/open?id=1gOP_pzXC6VdUFOMdAB4t1M0Om5kIHo3R
Requirements
installation

overwrite Interstellar Imperium folder, overwrite archean order folder if you want  add minor tweaks
Download Link
Waiting for permissions =\

« Last Edit: April 18, 2020, 08:42:14 PM by AffectiveLead »
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SirHartley

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Re: adaptation of "Interstellar Imperium" to "Archean Order"
« Reply #1 on: April 18, 2020, 07:19:15 AM »

Did Dark.Revenant give you permission for this? Interstellar Imperium is not open source.
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AffectiveLead

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Re: adaptation of "Interstellar Imperium" to "Archean Order"
« Reply #2 on: April 18, 2020, 07:35:15 AM »

Did Dark.Revenant give you permission for this? Interstellar Imperium is not open source.

Well, I'm waiting for an answer. I gave links to both. If this is unacceptable, I think it will be reported and removed.
Actually, I did it for myself and a couple of my friends and just a desire to share with those who lack content made it publish here.
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Thaago

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Re: adaptation of "Interstellar Imperium" to "Archean Order"
« Reply #3 on: April 18, 2020, 11:47:31 AM »

Hi there! Interstellar Imperium is copyrighted work, so please take your link down. If he gives you permission for a compatibility mod, feel free to put it back up.
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Morrokain

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Re: adaptation of "Interstellar Imperium" to "Archean Order"
« Reply #4 on: April 18, 2020, 09:55:52 PM »

I wanted to share this here as well for those who are following this thread but not the Archean Order thread: *Edits are for explanation considering separate threads*

Hi.I made rebalance of "Interstellar Imperium" to your mod mechanics and stats. I don’t know if you have time, but if you have, could you take a look at it.Does it suit you or not.
here's the link
https://fractalsoftworks.com/forum/index.php?topic=18394.0

First off, I'm very flattered you have taken the time to do this work and that you and your friends like AO.  :)

As Thaago mentioned on *this* thread, however, Interstellar Imperium is Dark.Revenant's work so I will need his permission to give any feedback there. I know you are doing this for yourself and a couple of friends and that's perfectly fine as long as you don't publicly release anything without the author's permission.

If you are just looking for balance tips, send me a PM. (I think this should be ok since it's personal use, but if for some reason it's not- moderators please let me know!)

As far as the AO balance changes:

Spoiler
improved not so relevant weapons such as
Avalanche Cannon(less flux generation), Iridium Cannon(less flux generation + opportunity to be mediocre Point defense) , Icer Gun(same as Iridium), Gatling Laser (lower dmg, faster charges,lower flux), Sabots(increase hp a little), Heavy Gatling (a little lower dmg but faster sharges ), Obliterators(both) now don't shoot at fighters, Tachyon Lance ( a little lesser flux generation and lesser cooldown(now ai paragons can do something and you have opportunity to use this "ultimate" weapon as weapon not just fun laser)
 change  Atlas mkII - safety overrides mod now not inbuild but installed anyway on all pirates Atlas. This allow you to make  this ship more useful without changing the balance of pirates
[close]

Just a note: You can always feel free to give feedback on *the Archean Order* thread for those types of things. You can certainly make changes yourself, don't get me wrong, but reporting them allows me to make changes that will be more accessible to everyone else too (in that they wouldn't have to search for other balance modules). I generally don't mind anyone releasing stuff like this, but reporting it and having it changed *on the main mod thread* will make bug-fixing easier in the long run. Still, thanks again for the time you have taken and I will take the above feedback into consideration.

*EDIT*

I already made an edit based off your suggestions. I wanted to also give more explanation of the above comment to ensure that you don't think I'm discouraging you and I am really trying to help you and everyone that uses *the Archean Order mod*.

To give an example of what I was talking about as far as potentially causing things that can be perceived as bugs without a way for me to easily trace the problem:

In the AO balance tweaks mod, you changed the Obliterator Cannon and Heavy Obliterator Cannon to a strike weapon to prevent it from auto targeting fighters. This makes sense and I agree with the change and have implemented it for the next release. Thanks for the feedback!

However, this negatively effects ~4 variants split between the Justicar and Revenant. How? A strike weapon designation prevents the entire weapon group the weapon is in from being placed on autofire when the ship is under AI control. So for variants (which could have been many more but luckily it was a relatively small impact in this case) that had Obliterators alongside Phase Cannons, for instance, the Phase Cannons would no longer autofire with this change. When those Phase Cannons that otherwise would target fighters never fire in some instances, or when multiple faster ships are targeting the affected vessel and it's Phase Cannons either don't fire or have firing delays (AI doesn't switch strike groups fast enough in some situations when surrounded) some players might think of it as a bug and report it *on the Archean Order thread*. If they don't say they've installed those changes from *this* thread, (you override the changes rather than it being present on a mod list, so even the mod list wouldn't tell me this) then when I check and can't reproduce this in my version it looks like a "ghost in the machine" kind of issue (won't translate well and won't make sense) situation where the *Archean Order* mod seems to be doing things of its own mind rather than following the code present for evaluation. I hope that makes sense.

I fixed these variants to not use the Obliterators in mixed weapon groups, so that will be addressed for the change in the next release *of Archean Order* as well. I'll keep looking through what you posted as I make a few more changes before the update.
« Last Edit: April 18, 2020, 10:01:55 PM by Morrokain »
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