Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Pages: 1 ... 15 16 [17] 18 19 ... 32

Author Topic: [0.97a] Star Wars 2020 v1.0.4a  (Read 147268 times)

eamax

  • Ensign
  • *
  • Posts: 28
    • View Profile
Re: [0.95.1a] Star Wars 2020 v0.9.3
« Reply #240 on: August 31, 2022, 10:51:39 PM »

I noticed the shipyard issue too, as the new version of golan station is added later, the original version is weaker than the shipyard. However, I actually planned to separate the shipyard from the space defence station line to be a new industry type which has production and increases ship quality at the cost of weaker fire power and not being able to build a defence space station. What do you think about that?
For me it is quite difficult to increase the quality of the ships in the fleet, this update to increase the quality is an excellent idea for me.
I don't know if you've played "star wars empire at war", when you attack a space station ships always come to protect the station depending on its size, on larger stations even Star Destroyers appear in battle or the equivalent of another faction. I believe you can use the same behavior.
I also saw that you did that with that huge First Order ship, you could do that for the station too.

In the beginning, the fighters are way stronger than the current power level, I remember there was some feedback about the fighter being too strong? So I tune it down and made the speed proportional to star wars lore speed, maybe the multiplication factor is too small. I will revisit the stats of the fighters, may be a good idea to set up a poll on Patreon, please take a vote if you have time.

I like the concept of UAF mod development, there they know they might be creating something a little unbalanced and that's ok.
I believe you should follow this concept a little bit, make the fighters the way you think is most suitable even though they are a little strong compared to Vanilla.

I think the fighters should be smaller in size, some are too big. Even because small ships are difficult for large ships and this is the concept of fighters in Star Wars. "I believe"
I will vote.


Yes, the Eclipse superlaser shouldn't be able to buy by any means, I set it tier to 5, blacklisted it on the prism port, I will keep looking at what is missing. On the other, as the laser is only a weapon instead of a shipsystem, so I'm not sure it's able to stop the ship from moving or other weapons from firing when it's firing. But I can surely increase the flux per second shot, I think it's a reasonable adjustment.

The ED Shipyard mod has a ship that has a very interesting behavior of a super laser, loading the shot takes a while, the ship has a very low speed to prevent it from rotating and the damage is distributed over a longer period, that is the laser lasts longer and even when the shot ends some modules of the ship are disabled, but of course this is specific to this ship.

The idea would be to see for example what this ship does interesting with this shot and who knows how to do something inspired by it.

I made a video demonstrating:
https://youtu.be/xhjfB5plZQc
Logged

BeyondTheHorizon

  • Commander
  • ***
  • Posts: 206
  • Grand Admiral of the Galactic Empire
    • View Profile
Re: [0.95.1a] Star Wars 2020 v0.9.4
« Reply #241 on: August 31, 2022, 11:03:26 PM »

Alright, so the fighters from here against vanilla fighters and even a lot of other mods are generally better, but against other fleets from this mod, they just get destroyed. Small fleets from here are already strong against their vanilla counterparts even if you take out the fighters so I think fighters should be buffed a little and have an extra fighter or two in each wing so that carriers are more viable. I say this because even with some fighters having shields, their small numbers get absolutely destroyed by regular ships, especially so in fleets with tractor beams.

Oh I see, the projectile density of Star Wars ships is higher than vanilla ships even though the damage is lower per shot, but still high enough for fighters. I think increasing the fighters' speed and number for some low-tier fighters may help, then I will see if the hull/shield needs to be buffed.
Logged

BeyondTheHorizon

  • Commander
  • ***
  • Posts: 206
  • Grand Admiral of the Galactic Empire
    • View Profile
Re: [0.95.1a] Star Wars 2020 v0.9.3
« Reply #242 on: August 31, 2022, 11:40:52 PM »

For me it is quite difficult to increase the quality of the ships in the fleet, this update to increase the quality is an excellent idea for me.
I don't know if you've played "star wars empire at war", when you attack a space station ships always come to protect the station depending on its size, on larger stations even Star Destroyers appear in battle or the equivalent of another faction. I believe you can use the same behavior.
I also saw that you did that with that huge First Order ship, you could do that for the station too.

I like the concept of UAF mod development, there they know they might be creating something a little unbalanced and that's ok.
I believe you should follow this concept a little bit, make the fighters the way you think is most suitable even though they are a little strong compared to Vanilla.

I think the fighters should be smaller in size, some are too big. Even because small ships are difficult for large ships and this is the concept of fighters in Star Wars. "I believe"
I will vote.

The ED Shipyard mod has a ship that has a very interesting behavior of a super laser, loading the shot takes a while, the ship has a very low speed to prevent it from rotating and the damage is distributed over a longer period, that is the laser lasts longer and even when the shot ends some modules of the ship are disabled, but of course this is specific to this ship.

The idea would be to see for example what this ship does interesting with this shot and who knows how to do something inspired by it.
Yes, I did play Empire at War, and I think there's something like that in Starsector, ships to protect the station, just not sure how it's done in vanilla/correct way, I will research for it.

About the fighter size, it's just that when some fighters became too small, you may hardly tell what are they in 2D, so I made TIE fighter as small as possible and use it as a scale to size other fighters with lore size and some fighter longer than 20m in lore I have halved the length already, such as Y-wing, they should be longer. However, I will increase the speed and maneuverability of the fighters first, to see if it helps with their survivability, then I will consider resizing them.

Thanks for the demo video, I think some of the features can be recreated, except the partial overload as I guess that is a modular ship. And I saw the TIE/se bomber is missing the hitbox, sorry about that, strange I didn't notice that before, it will be fixed in the next update.
Logged

DeltaJan

  • Ensign
  • *
  • Posts: 32
    • View Profile
Re: [0.95.1a] Star Wars 2020 v0.9.4
« Reply #243 on: September 01, 2022, 02:50:01 AM »

Alright, so the fighters from here against vanilla fighters and even a lot of other mods are generally better, but against other fleets from this mod, they just get destroyed. Small fleets from here are already strong against their vanilla counterparts even if you take out the fighters so I think fighters should be buffed a little and have an extra fighter or two in each wing so that carriers are more viable. I say this because even with some fighters having shields, their small numbers get absolutely destroyed by regular ships, especially so in fleets with tractor beams.

Oh I see, the projectile density of Star Wars ships is higher than vanilla ships even though the damage is lower per shot, but still high enough for fighters. I think increasing the fighters' speed and number for some low-tier fighters may help, then I will see if the hull/shield needs to be buffed.
Increasing the numbers for low-tier fighters would help their meat shieldiness and increase their dps more while ensuring the whole wing has a higher chance of not getting destroyed in a single volley. As for the ships, what makes a huge difference is that a lot of Vanilla fleets from what I have seen are usually a mixed lot of anti-fighter and ship to ship combat with specialized ships thrown in, like choosing one or the other or in between, while Star Wars ships have a lot more small slots for laser turrets that are really multi-role with them being anti-fighter/missile and general damage so you dont really have to sacrifice one for the other. Also gravity well generators makes a huge difference but thats star wars lol
Logged

V_KJ

  • Ensign
  • *
  • Posts: 31
  • Coffee tastes great, wdym?
    • View Profile
Re: [0.95.1a] Star Wars 2020 v0.9.4
« Reply #244 on: September 12, 2022, 02:51:11 PM »

I don't think I need to say much other than the fact that at its current state, the SW fighters are absolutely underwhelming in performance that I choose to use vanilla strikecraft over it.

That said, I hope by the next update or so, it'll resolve that issue, SW is a ww2 analog and fighters were the main game changer in it.

In that end, I was wondering if you have plans to add more ships, how about the Onager-Class Star Destroyer?
Logged
"How do you code in a Macbook?"

BeyondTheHorizon

  • Commander
  • ***
  • Posts: 206
  • Grand Admiral of the Galactic Empire
    • View Profile
Re: [0.95.1a] Star Wars 2020 v0.9.4
« Reply #245 on: September 13, 2022, 07:09:32 AM »

I don't think I need to say much other than the fact that at its current state, the SW fighters are absolutely underwhelming in performance that I choose to use vanilla strikecraft over it.

That said, I hope by the next update or so, it'll resolve that issue, SW is a ww2 analog and fighters were the main game changer in it.

In that end, I was wondering if you have plans to add more ships, how about the Onager-Class Star Destroyer?
Based on the feedback from players, I'll buff the fighters in the next update and each update will keep adding more ships. If you want Onager-Class, I think I can arrange that, hopefully in the next update.
Logged

Haperitz

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95.1a] Star Wars 2020 v0.9.4
« Reply #246 on: September 18, 2022, 01:33:30 PM »

Love the MOD, the balance has gotten much better in the last year.  I do have a few suggestions:
1) Work on more interactions with Nexerelin
    a) Faction alliance bonuses
    b) Ability to turn off factions, I like to play empire/new republic so having the republic still a faction is off putting.  I know Nexerlin has this feature in the creation menus but they don't seem to work for the SW factions.  Not sure if this is on them or you.
    c) I love the smaller factions, they make a nice addition to pirate factions.  Can you program them to incorporate ships of other factions?  I know the back suns would steal from the hegemony.
2)  Like others have said work on the sizing of ships and weapons.  Octo-Barbette turrets should be large and use more flux than dual turbolasers.  Also the quad-laser cannons might be medium.  So single and duals are the same size but quad and octo items are 1 larger.  This should also help with the dreadnoughts by giving them large mounts.  I.E. the Eclipse could have 6 Lrg, 15 Med, 10 Sm mounts.  This would mean making tactical decisions on the dreadnoughts on what roles to focus them on.  It would also let them still feel powerful as you could now mix with standard weapons.  I imagine a SSD with Large beam weapons or Large missile tubes to be alot of fun.
  a) please simplify the weapons so I am not having to manage 3 different factions laser cannons.  Is it possible to make the colors change based on the faction of the ship?  I have seen reskins for ships, not sure if the programing works like that though.
  b) I really like the functions of the missile weapons you made, I know that most missiles have ammo, so you could do that and just give a refresh rate like 1/2 the cap every 30 seconds
3) the new planets are too spread out.  I would put 2 planets per system instead of 1.  I believe hoth, naboo, and tatoonie are in the same subsector  as are Corusaunt and Byss (core/deep core) in star wars for example

This is by far my favorite faction mod and you could almost make this a full conversion.  I appreciate all of the hard work you clearly put into this.
Logged

SirSmoustache

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.95.1a] Star Wars 2020 v0.9.4
« Reply #247 on: September 18, 2022, 11:20:39 PM »

Love the MOD, the balance has gotten much better in the last year.  I do have a few suggestions:
1) Work on more interactions with Nexerelin
    a) Faction alliance bonuses
    b) Ability to turn off factions, I like to play empire/new republic so having the republic still a faction is off putting.  I know Nexerlin has this feature in the creation menus but they don't seem to work for the SW factions.  Not sure if this is on them or you.
    c) I love the smaller factions, they make a nice addition to pirate factions.  Can you program them to incorporate ships of other factions?  I know the back suns would steal from the hegemony.
2)  Like others have said work on the sizing of ships and weapons.  Octo-Barbette turrets should be large and use more flux than dual turbolasers.  Also the quad-laser cannons might be medium.  So single and duals are the same size but quad and octo items are 1 larger.  This should also help with the dreadnoughts by giving them large mounts.  I.E. the Eclipse could have 6 Lrg, 15 Med, 10 Sm mounts.  This would mean making tactical decisions on the dreadnoughts on what roles to focus them on.  It would also let them still feel powerful as you could now mix with standard weapons.  I imagine a SSD with Large beam weapons or Large missile tubes to be alot of fun.
  a) please simplify the weapons so I am not having to manage 3 different factions laser cannons.  Is it possible to make the colors change based on the faction of the ship?  I have seen reskins for ships, not sure if the programing works like that though.
  b) I really like the functions of the missile weapons you made, I know that most missiles have ammo, so you could do that and just give a refresh rate like 1/2 the cap every 30 seconds
3) the new planets are too spread out.  I would put 2 planets per system instead of 1.  I believe hoth, naboo, and tatoonie are in the same subsector  as are Corusaunt and Byss (core/deep core) in star wars for example

This is by far my favorite faction mod and you could almost make this a full conversion.  I appreciate all of the hard work you clearly put into this.

Can confirm on 1b that it is this mod's. You can turn off vanilla factions and modded factions just fine but not this mod's. I am also a massive supporter of point 2a. While yes it is lore-accurate, I think the significant variety hurts the overall mod since it just becomes a chore to juggle all the available weapons. I also notice that a lot of it effectively are the same. It's a pain to try and get all the weapons that shoots with the same colour (Green for Imperial) since there are so many of them. Maybe add what colours the bolts are in the description?
Logged

BeyondTheHorizon

  • Commander
  • ***
  • Posts: 206
  • Grand Admiral of the Galactic Empire
    • View Profile
Re: [0.95.1a] Star Wars 2020 v0.9.4
« Reply #248 on: September 20, 2022, 08:49:40 AM »

Love the MOD, the balance has gotten much better in the last year.  I do have a few suggestions:
1) Work on more interactions with Nexerelin
    a) Faction alliance bonuses
    b) Ability to turn off factions, I like to play empire/new republic so having the republic still a faction is off putting.  I know Nexerlin has this feature in the creation menus but they don't seem to work for the SW factions.  Not sure if this is on them or you.
    c) I love the smaller factions, they make a nice addition to pirate factions.  Can you program them to incorporate ships of other factions?  I know the back suns would steal from the hegemony.
2)  Like others have said work on the sizing of ships and weapons.  Octo-Barbette turrets should be large and use more flux than dual turbolasers.  Also the quad-laser cannons might be medium.  So single and duals are the same size but quad and octo items are 1 larger.  This should also help with the dreadnoughts by giving them large mounts.  I.E. the Eclipse could have 6 Lrg, 15 Med, 10 Sm mounts.  This would mean making tactical decisions on the dreadnoughts on what roles to focus them on.  It would also let them still feel powerful as you could now mix with standard weapons.  I imagine a SSD with Large beam weapons or Large missile tubes to be alot of fun.
  a) please simplify the weapons so I am not having to manage 3 different factions laser cannons.  Is it possible to make the colors change based on the faction of the ship?  I have seen reskins for ships, not sure if the programing works like that though.
  b) I really like the functions of the missile weapons you made, I know that most missiles have ammo, so you could do that and just give a refresh rate like 1/2 the cap every 30 seconds
3) the new planets are too spread out.  I would put 2 planets per system instead of 1.  I believe hoth, naboo, and tatoonie are in the same subsector  as are Corusaunt and Byss (core/deep core) in star wars for example

This is by far my favorite faction mod and you could almost make this a full conversion.  I appreciate all of the hard work you clearly put into this.

1b This is related to the hard-coded star systems generation and it generates the systems together with the factions within them even if you disable the factions, I will attempt to find a workaround.

1c Do you mean the minor faction using ships from other factions? I will need to search how to do that if it hasn't already happened.
 
2a Well, I don't think there is a function/feature you described, style or skin only works for ships but not weapons, if you find any mod has that feature please let me know. For now, weapons with no manufacturer prefix are usually green laser, taim bak are red, KDD are blue, Mandal are yellow.

2c Putting different planets into the same star system may cause war instantly at the beginning of the game if they belong to different factions. And it is easier for me to calculate the scaled distance between systems compared to the Star Wars galaxy.
Logged

V_KJ

  • Ensign
  • *
  • Posts: 31
  • Coffee tastes great, wdym?
    • View Profile
Re: [0.95.1a] Star Wars 2020 v0.9.4
« Reply #249 on: September 23, 2022, 12:06:37 PM »

Okay, after trying out all of the ships with built-in siege guns like the Aggressor Star Destroyer, Peltast, and Mandator IV.

I have concluded that the plasma rounds are too small and easily avoidable that it's not even worth aiming with, I can understand if it was for balancing but it should at least be upscaled, especially the Aggressor's Ion and Plasma shots, like how they were in EAW. Slow but big enough to be devastating.
Logged
"How do you code in a Macbook?"

TaxMage

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.95.1a] Star Wars 2020 v0.9.4
« Reply #250 on: September 27, 2022, 04:43:33 AM »

1b This is related to the hard-coded star systems generation and it generates the systems together with the factions within them even if you disable the factions, I will attempt to find a workaround.

I just installed and started playing with this mod.  First impressions are very good!  Really appreciate the detail and ship variety.  Similar to others, it would be great to have an option to disable any of the factions added.  For what it's worth, the mod Tahlan Shipworks included a function allowing users to toggle on or off the "Legio Infernalis" super pirate faction that mod includes.  I just mention it in case that this might be a helpful avenue to explore in this regard.  Thanks again the for the mod!
Logged

BeyondTheHorizon

  • Commander
  • ***
  • Posts: 206
  • Grand Admiral of the Galactic Empire
    • View Profile
Re: [0.95.1a] Star Wars 2020 v0.9.4
« Reply #251 on: September 30, 2022, 02:27:00 AM »

1b This is related to the hard-coded star systems generation and it generates the systems together with the factions within them even if you disable the factions, I will attempt to find a workaround.

I just installed and started playing with this mod.  First impressions are very good!  Really appreciate the detail and ship variety.  Similar to others, it would be great to have an option to disable any of the factions added.  For what it's worth, the mod Tahlan Shipworks included a function allowing users to toggle on or off the "Legio Infernalis" super pirate faction that mod includes.  I just mention it in case that this might be a helpful avenue to explore in this regard.  Thanks again the for the mod!
The faction will be able to disable through nexereline in the next update, but the Star Wars planets won't generate in random core world mode. I will look for better way to disable faction.
Logged

BeyondTheHorizon

  • Commander
  • ***
  • Posts: 206
  • Grand Admiral of the Galactic Empire
    • View Profile
Re: [0.95.1a] Star Wars 2020 v0.9.4
« Reply #252 on: September 30, 2022, 02:28:34 AM »

Okay, after trying out all of the ships with built-in siege guns like the Aggressor Star Destroyer, Peltast, and Mandator IV.

I have concluded that the plasma rounds are too small and easily avoidable that it's not even worth aiming with, I can understand if it was for balancing but it should at least be upscaled, especially the Aggressor's Ion and Plasma shots, like how they were in EAW. Slow but big enough to be devastating.
I can look for a better projectile but I may not make it in time before the next update as it will be released within a day or two. In the meantime, try to use the tractor beam ship system.
« Last Edit: September 30, 2022, 02:34:39 AM by BeyondTheHorizon »
Logged

V_KJ

  • Ensign
  • *
  • Posts: 31
  • Coffee tastes great, wdym?
    • View Profile
Re: [0.95.1a] Star Wars 2020 v0.9.5
« Reply #253 on: October 01, 2022, 12:10:15 AM »

Yeah, the Tractor beam is godsend to keep a specific target in place, really useful for the built-in weapons, also, a little question, but why is the Ion shot from the Aggressor slower than the plasma shot? isn't it supposed to be first to soften the target and then let the plasma shot damage it?
Logged
"How do you code in a Macbook?"

BeyondTheHorizon

  • Commander
  • ***
  • Posts: 206
  • Grand Admiral of the Galactic Empire
    • View Profile
Re: [0.95.1a] Star Wars 2020 v0.9.5
« Reply #254 on: October 01, 2022, 01:43:35 AM »

Yeah, the Tractor beam is godsend to keep a specific target in place, really useful for the built-in weapons, also, a little question, but why is the Ion shot from the Aggressor slower than the plasma shot? isn't it supposed to be first to soften the target and then let the plasma shot damage it?
They have the same speed, both are 300. Did you find the ion shot travels slower than the plasma?
Logged
Pages: 1 ... 15 16 [17] 18 19 ... 32