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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix  (Read 166324 times)

PuffyJelly

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #300 on: June 18, 2024, 07:50:51 PM »

Here are some updates on the Bishaonten and Onryo Cannon.  ;) ;)
The concept of the cannon is a caged beast. I still have to update the Bishamonten a bit more.


Looks fantastic, especially loving the red glow of the Rubion systems within these ships, and the weapons are receiving the same treatment!

Though this also ponders a question - will some of the more special & rare ships get something other than the "Feeder" system later down the line? (I feel like I've asked this before, or someone else has)

I don't have any plan for any additional built-in hull mod as of now. I was thinking of a hull mod that would help the ship repair itself according to the damage dealt but I have no idea how to do it. If you have any implementation ideas, feel free to let me know!
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(REDACTED)

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #301 on: July 18, 2024, 04:25:54 PM »

Here are some updates on the Bishaonten and Onryo Cannon.  ;) ;)
The concept of the cannon is a caged beast. I still have to update the Bishamonten a bit more.

I like both the old and new versions, perhaps the old one could have it's weapon layout modified and the design turned into a unique variant at some point in the future?
Either way the continued development of my favorite ship and weapon pack mod is nice to see.

(small note: I forgot the password to my original account and didn't have it connected to an email, so I had to make a new one, good thing it was just for commenting on mods)
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Takion Kasukedo

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #302 on: July 23, 2024, 04:04:34 AM »

I don't have any plan for any additional built-in hull mod as of now. I was thinking of a hull mod that would help the ship repair itself according to the damage dealt but I have no idea how to do it. If you have any implementation ideas, feel free to let me know!

Lukas04 has experience in a self-repairing ship system according to damage dealt within one of their mods, RAOT

If you need some pointers on how to do a similar hullmod/system implementation, you could ask them on how to implement such a thing for the ship/s you have this system planned for!

Also, are the Musashi Targeting Cores supposed to be compatible with range-increasing hullmods like Dedicated Targeting Core, Ballistic Rangefinder and Integrated Targeting Unit?
« Last Edit: July 23, 2024, 04:22:52 AM by Takion Kasukedo »
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If it ever seems like I'm not doing something you've asked/I said I'll get around to doing, it's because my time is occupied by other things that interest me in that current moment in time. Kindly be patient, or don't ask at all. Thank you.

PuffyJelly

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #303 on: July 24, 2024, 08:14:52 PM »

I like both the old and new versions, perhaps the old one could have it's weapon layout modified and the design turned into a unique variant at some point in the future?
Either way the continued development of my favorite ship and weapon pack mod is nice to see.

(small note: I forgot the password to my original account and didn't have it connected to an email, so I had to make a new one, good thing it was just for commenting on mods)

I just saw the changes from [] to (). lol
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PuffyJelly

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #304 on: July 24, 2024, 08:16:03 PM »

I don't have any plan for any additional built-in hull mod as of now. I was thinking of a hull mod that would help the ship repair itself according to the damage dealt but I have no idea how to do it. If you have any implementation ideas, feel free to let me know!

Lukas04 has experience in a self-repairing ship system according to damage dealt within one of their mods, RAOT

If you need some pointers on how to do a similar hullmod/system implementation, you could ask them on how to implement such a thing for the ship/s you have this system planned for!

Also, are the Musashi Targeting Cores supposed to be compatible with range-increasing hullmods like Dedicated Targeting Core, Ballistic Rangefinder and Integrated Targeting Unit?

Thanks for the direction. Yea, the cores are supposed to be compatible.
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Takion Kasukedo

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #305 on: July 25, 2024, 12:47:57 AM »

Ah good to know ITU and DTC are compatible!

Looking forward to the new Bishamonten with eager anticipation.
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If it ever seems like I'm not doing something you've asked/I said I'll get around to doing, it's because my time is occupied by other things that interest me in that current moment in time. Kindly be patient, or don't ask at all. Thank you.

(REDACTED)

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #306 on: August 04, 2024, 07:03:04 AM »

I'd like to point out that some ships are considered larger than they really should be, such as the Isetsu being a cruiser when it should really be a frigate, or the Nesaku being a cruiser when it should be a destroyer, haven't looked at the other small ships since I rarely if ever use them though. Im sure I suggested a submarine or two that would warrant being considered cruiser size, but the Isetsu is a bit small for that.

Perhaps a design based on the Isetsu, but slightly longer with a couple more small weapon mounts could be added for a destroyer scale sub?
Two additional ideas came to mind while typing this: A small ballistic mount gun, like a single pedestal mount version of the Kitsune flak battery's guns, and a twin gun version of the Kitsune that would be cheaper and set up for anti-shield use, but with a slightly lower rate of fire due to the removal of one of the gun.
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Octavus

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #307 on: August 07, 2024, 08:18:15 PM »

hey there, enjoying the mod very much, the style is very fresh. In my playthrough I realized musashi ships and weapons is really available to everyone, even pirates, is there a lore friendly explanantion for this? Also any chance musashi will become a faction in the future? :P

*also the character portraits are beautiful but so far I haven't seen any of them, are they only available to the player?*
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(REDACTED)

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #308 on: August 10, 2024, 02:07:19 AM »

hey there, enjoying the mod very much, the style is very fresh. In my playthrough I realized musashi ships and weapons is really available to everyone, even pirates, is there a lore friendly explanantion for this? Also any chance musashi will become a faction in the future? :P

*also the character portraits are beautiful but so far I haven't seen any of them, are they only available to the player?*
The portraits are player/player faction only.
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Octavus

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #309 on: August 12, 2024, 01:07:32 AM »

hey there, enjoying the mod very much, the style is very fresh. In my playthrough I realized musashi ships and weapons is really available to everyone, even pirates, is there a lore friendly explanantion for this? Also any chance musashi will become a faction in the future? :P

*also the character portraits are beautiful but so far I haven't seen any of them, are they only available to the player?*
The portraits are player/player faction only.
Ah I see thank you :D
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(REDACTED)

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #310 on: August 31, 2024, 07:59:19 PM »

I threw together(in about an hour and 40 minutes) an attempt at making a bigger submarine(phase ship) based on the Isetsu
Spoiler
[close]
Small improvements aside this is about the best I'm capable of, even when essentially just modifying a copy of someone else's work

Addition: Decided to try giving the Hone-Onna ward longer barrels, aside from the muzzle flash being in the wrong place relative to the longer barrels(made from a modified copy of the Kitsune Flak batteries barrels) they look good this way, with the right hull mods, a slight damage buff, and a change to energy damage they even work as main guns on smaller ships
« Last Edit: September 03, 2024, 09:50:52 AM by (REDACTED) »
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Takion Kasukedo

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #311 on: October 25, 2024, 07:19:40 AM »

More-or-less a late post, but I would like to kindly ask if you can nerf the Isetsu's Rubiophaser (or Rubio-Relocator, an idea for a re-name of the ability to emphasise it's capabilities) ability as a whole. It can effectively "wait it out" & phase teleport whenever it desires after 2 seconds-per teleport. This makes it near uncatchable even with fast ships, as it'll just phase teleport behind/away the ships to escape.

What's worse is that the Rubiophaser/Rubio-Relocator ALSO doesn't cost much, if any meaningful flux to use, and doesn't use charges. In order to nerf this ability, one of three things, listed below are possible ways to nerf the Rubiophaser/Rubio-Relocator ability. All three can also be applied/adjusted as need be, if one nerf to it isn't enough.

  • 1 - Lowering the range the Rubiophaser ability can teleport by roughly 300 - 600 su may keep it closer to enemies/allies. To offset this distance nerf, the Rubiophaser/Rubio-Relocator could have half the prep-time, in order to ensure smooth teleportation?
  • 2 - Adding a flux cost of AT LEAST 2000 - 4000 (as hard flux) may ensure that the ship can't spam the Rubiophaser/Rubio-Relocator ability as liberally as it can, ensuring that you may indeed be able to catch a cornered Isetsu.
  • 3 - Giving the Rubiophaser/Rubio-Relocator ability charges like the Phase Skimmer ability, preferably not replenishing as quickly as the Skimmer could also be a possible nerf.

These three things could be possible nerfs to the Rubiophaser/Rubio-Relocator ability that'll level the playing field for the Isetsu. Considering it's known to attach Shiisa howitzers within pirate fleets (or any fleet that can use them, this amplifies the danger value of such a ship)

To offset how much of a possible nerf it could be, maybe the Isetsu (& future Rubiophase ships) could have the unique Rubiophase Coil trait, but I'll explain that idea in DM's if need be.
« Last Edit: October 25, 2024, 07:31:40 AM by Takion Kasukedo »
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If it ever seems like I'm not doing something you've asked/I said I'll get around to doing, it's because my time is occupied by other things that interest me in that current moment in time. Kindly be patient, or don't ask at all. Thank you.

Thyrork

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #312 on: October 29, 2024, 07:45:24 AM »

Like this is probably a wasted post or something but I have to say;

This mod is probably not for me, but I like it.

Those are really nice looking. Makes me wish they were in like, a sci-fantasy ww2 battleship game! The Susanowo (lmfao how dare you make me type that) rules!
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Bio engineering starship mods is extremely Safe. I did the math.
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