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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 169048 times)

Takion Kasukedo

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #285 on: April 25, 2024, 12:54:42 PM »

Hey hidefreek, I've noticed that the Kurao (the 3-hardpoint red-engined Cruiser that has the Superfeeder that pretty much every other ship has currently) has no variants (and spawns without weapons) which was shown in a pirate fleet it spawned in. I could have a go at making a few variants if you're lacking some.
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XYZZQ

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #286 on: May 21, 2024, 10:18:21 AM »

Looks like the Big Lance and the Onryu are still non-selectable, is this intended?
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PuffyJelly

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #287 on: May 22, 2024, 07:39:51 AM »

Hey hidefreek, I've noticed that the Kurao (the 3-hardpoint red-engined Cruiser that has the Superfeeder that pretty much every other ship has currently) has no variants (and spawns without weapons) which was shown in a pirate fleet it spawned in. I could have a go at making a few variants if you're lacking some.

Hey Takion Kasukedo! Sorry for the late reply! If you want to try creating some variants, please go ahead and share what you have done with me. If I like it, I will add it to the mod and you to the list of contributors! Thank you!
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PuffyJelly

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #288 on: May 22, 2024, 07:41:06 AM »

Looks like the Big Lance and the Onryu are still non-selectable, is this intended?


Hey XYZZQ, Can you explain what you mean by "non-selectable"? I don't get what you means by that. Thanks!
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XYZZQ

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #289 on: May 24, 2024, 11:35:13 AM »

Looks like the Big Lance and the Onryu are still non-selectable, is this intended?


Hey XYZZQ, Can you explain what you mean by "non-selectable"? I don't get what you means by that. Thanks!

Hi! I mean that they are not selectable in the autofit screen, as in even if such armament are available in storage, and that the autofit demands them, the autofitted ship will still come out empty. This phenomenon is especially funny for AI-generated ships that attempt to field the lance or the Onryu cannon (but cannot), resulting in empty bishamonten ships with no main battery sometimes.
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PuffyJelly

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #290 on: May 26, 2024, 06:07:39 AM »

Looks like the Big Lance and the Onryu are still non-selectable, is this intended?


Hey XYZZQ, Can you explain what you mean by "non-selectable"? I don't get what you means by that. Thanks!

Hi! I mean that they are not selectable in the autofit screen, as in even if such armament are available in storage, and that the autofit demands them, the autofitted ship will still come out empty. This phenomenon is especially funny for AI-generated ships that attempt to field the lance or the Onryu cannon (but cannot), resulting in empty bishamonten ships with no main battery sometimes.

Thank you for the explanation! I will look into it. I think it is because of tags that I've added into the weapons.
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Axelord

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #291 on: May 27, 2024, 10:08:57 PM »

One of my favorite side-step tech mods out there. To me, it inhabit the same sort of space as mods like SCAVCO or SCY.
Combining Musashi ships with Split Chamber (MHM) plus Ballistic Modernization (SCAVCO) can lead to some pretty busted combos. Heck, I put 5 Zone Scorchers (from SCY) on a Bishamonten-class and half the screen turned into flak clouds. Not too bad because that's wasting five large ballistics to pure Frag AoE damage, but still.
I do wish the Isetsu could get a tune-up, because even without adding anything to it (like no weapons, no points into cap/vent, nuthin'), it can still 'one-tap' most capitals in a single well-aimed torpedo salvo if you catch them off-guard. Rubion Torpedos are too fast to intercept, and deal a rather ludicrous of damage, on top of a ship that can not only phase but also super-phaseskip with its system in and out of any engagement. It's the Strike Ship to make every other Strike Ship jealous. 6x1500 energy damage is no joke (or 12x with EMR) If I could be so bold as to suggest something, maybe embrace the whole phase submarine aspect a bit more and make it shot single torpedo at a time? 4x single-shot tubes with long-ish reloads so you can still volley-fire for effect, but less, y'know, ridiculous? Heck, put two tubes facing back, so you can do like real WWII-era subs and shoot on retreat. Maybe steal get inspired by the Scy-Nation phase missile to cook up something that hits less like twenty tons of bricks and more like a lithe assassin?
Also, any particular reasons the Isetsu doesn't come with a Phase Field hullmod? I know it's kinda busted, like I just said, but there are plenty of mods that add phase-related hullmods whose hard requirement is Phase Field.
I also wish the Moreya didn't come with built-in Recovery Shuttles, as that gets in the way of some other hullmods from some mods (namely Martyr Pilots from FuzzyPack, which is something I run with the three Ebisu ships w/ Jizo figthers/bombers, for obvious reasons).
« Last Edit: May 27, 2024, 10:23:10 PM by Axelord »
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High Alpha Best Alpha - Can't die if all your enemies die in one salvo, and damn the poor tech who had his hand on a power conduit at that moment.

PuffyJelly

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #292 on: May 28, 2024, 12:09:27 AM »

One of my favorite side-step tech mods out there. To me, it inhabit the same sort of space as mods like SCAVCO or SCY.
Combining Musashi ships with Split Chamber (MHM) plus Ballistic Modernization (SCAVCO) can lead to some pretty busted combos. Heck, I put 5 Zone Scorchers (from SCY) on a Bishamonten-class and half the screen turned into flak clouds. Not too bad because that's wasting five large ballistics to pure Frag AoE damage, but still.
I do wish the Isetsu could get a tune-up, because even without adding anything to it (like no weapons, no points into cap/vent, nuthin'), it can still 'one-tap' most capitals in a single well-aimed torpedo salvo if you catch them off-guard. Rubion Torpedos are too fast to intercept, and deal a rather ludicrous of damage, on top of a ship that can not only phase but also super-phaseskip with its system in and out of any engagement. It's the Strike Ship to make every other Strike Ship jealous. 6x1500 energy damage is no joke (or 12x with EMR) If I could be so bold as to suggest something, maybe embrace the whole phase submarine aspect a bit more and make it shot single torpedo at a time? 4x single-shot tubes with long-ish reloads so you can still volley-fire for effect, but less, y'know, ridiculous? Heck, put two tubes facing back, so you can do like real WWII-era subs and shoot on retreat. Maybe steal get inspired by the Scy-Nation phase missile to cook up something that hits less like twenty tons of bricks and more like a lithe assassin?
Also, any particular reasons the Isetsu doesn't come with a Phase Field hullmod? I know it's kinda busted, like I just said, but there are plenty of mods that add phase-related hullmods whose hard requirement is Phase Field.
I also wish the Moreya didn't come with built-in Recovery Shuttles, as that gets in the way of some other hullmods from some mods (namely Martyr Pilots from FuzzyPack, which is something I run with the three Ebisu ships w/ Jizo figthers/bombers, for obvious reasons).

Wow! Thank you for the comments and thoughts. I'm not a fan of phase ship and I didn't use them much. I've no idea how to balance the Isetsu. This is helpful. I think I will start with reduce the salvo size and look into the reload time and damage aspect. I'm not sure what the Phase Field do but I will look into it. For Moreya, this is the first time I heard that the recovery shuttle is in the way. I can also create a custom hull mod that doesn't have the restriction instead. I'm not sure it that would break anything but I will try.
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Axelord

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #293 on: May 28, 2024, 06:08:36 AM »

In fact I think I'll shove my hand up your mod's rear-end and see if I can cook up another version of the Isetsu with 4x single-shot tubes up front, and two in the rear, plus put in a Phase Field. I already molested the moreya .ship file to my liking, so why not.
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High Alpha Best Alpha - Can't die if all your enemies die in one salvo, and damn the poor tech who had his hand on a power conduit at that moment.

PuffyJelly

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #294 on: May 28, 2024, 09:46:48 PM »

In fact I think I'll shove my hand up your mod's rear-end and see if I can cook up another version of the Isetsu with 4x single-shot tubes up front, and two in the rear, plus put in a Phase Field. I already molested the moreya .ship file to my liking, so why not.

Hahaha, that is great! I think the best thing about StarSector mods is that they're not that complicated to "modify". I always try to change this and that on other mods that I have. Mainly add more "bang" to ballistic weapons.  ;D ;D
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Axelord

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #295 on: May 28, 2024, 11:50:53 PM »

Indeed. Being able to tweak things is really neat, though some things are harder than others. I have never edited weapons before, for one, but the easy part is done at least. I baked the tube sprite into the hull and will make the weapons anew instead of making a variant and tweaking.
« Last Edit: May 28, 2024, 11:52:25 PM by Axelord »
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High Alpha Best Alpha - Can't die if all your enemies die in one salvo, and damn the poor tech who had his hand on a power conduit at that moment.

PuffyJelly

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #296 on: June 11, 2024, 08:46:56 PM »

Indeed. Being able to tweak things is really neat, though some things are harder than others. I have never edited weapons before, for one, but the easy part is done at least. I baked the tube sprite into the hull and will make the weapons anew instead of making a variant and tweaking.

Yea, as long as you specify the weapons to be hidden then you can actually just put it anywhere! It's super cool.
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PuffyJelly

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #297 on: June 11, 2024, 08:49:42 PM »

I'm playing another playthrough and there are some ships from this mod that tend to appear too often in the pirate fleet. I will try to tweak that and also start making more pirate variants. I'm also working on a new sprite for Susanowo and an updated sprite for Bishamonten sprite. And then reworking the animation of the Onryu Battery.  ;) ;)
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PuffyJelly

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #298 on: June 17, 2024, 09:02:47 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.
« Last Edit: June 17, 2024, 09:05:22 PM by PuffyJelly »
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Takion Kasukedo

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Re: [0.97a] Musashi Manufactorum Ship and Weapon 1.4.3d Variant Fix
« Reply #299 on: June 18, 2024, 03:16:45 AM »

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)
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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.
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