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Author Topic: [0.96a] No Such Org - Phase ships and minor faction v0.4.0  (Read 141263 times)

Arcagnello

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
« Reply #15 on: June 06, 2021, 04:05:16 AM »

Briefly coming back with the new realization that the (story spoilers ahead, you've been warned)
Spoiler
Phase Bounty fleet hunting you down in the mission before the Project Ziggurat Mission takes ships from the Phase Ships pool TriTachyon can use, which ended up mostly using mod Phase Ships from both No Such Ord and other mods, which is both hilarious and potentially scary when the Doom is eventually getting rebalanced and the Vanilla Bounty Hunter fleet does not scale up to have 4 of them  ;D

Spoiler
[close]

All those Terminator drones come from the mod-introduced combat variants of both Revenants and Phantom!

A single combat screenshot:
Spoiler
[close]

Battle results screen:
Spoiler
[close]
[close]
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tomatopaste

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
« Reply #16 on: June 06, 2021, 08:23:56 AM »

Wasn't trying to be rude, just matter of fact. Writing long winded posts on a phone is a waste of time :P. It's common decency to use unique names even among modded ships, maybe you can come up with a more original naming scheme in the process
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IonDragonX

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
« Reply #17 on: June 06, 2021, 09:15:16 AM »

Vayra has reserved Wight for a fighter for an unreleased commonwealth mod, plus Yui-chan on Discord is working on a Wight.
I wouldn't worry about the fighter, since your ship is a Destroyer. And no, you don't have to change the names if you don't want to. Its just a warning about potential future drama
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Kayse

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
« Reply #18 on: June 06, 2021, 10:43:46 AM »

Briefly coming back with the new realization that the (story spoilers ahead, you've been warned)
Spoiler
Phase Bounty fleet hunting you down in the mission before the Project Ziggurat Mission takes ships from the Phase Ships pool TriTachyon can use, which ended up mostly using mod Phase Ships from both No Such Ord and other mods, which is both hilarious and potentially scary when the Doom is eventually getting rebalanced and the Vanilla Bounty Hunter fleet does not scale up to have 4 of them  ;D

Spoiler
[close]

All those Terminator drones come from the mod-introduced combat variants of both Revenants and Phantom!

A single combat screenshot:
Spoiler
[close]

Battle results screen:
Spoiler
[close]
[close]

Thank you for the feedback! I hope you still had fun. :)
Story spoilers:
Spoiler
Part of my intent for adding the phase ships to Tri-Tachyon pool was pay heed to the historic connection between Phase ships, Tri-Tachyon and the AI Wars. I hope that my mod ships made the Phase Bounty Hunter battle more enjoyable by adding some more variety, and being a bit less Alpha-strike focused as vanilla phase load outs. I would be interested to hear if you had any feedback on if it made the fight too easy/too hard.
[close]

Wasn't trying to be rude, just matter of fact. Writing long winded posts on a phone is a waste of time :P. It's common decency to use unique names even among modded ships, maybe you can come up with a more original naming scheme in the process
I will take your word that you aren't intending rudeness; it is possible that this is a 'separated by a common language' deal.

I'm using kit-based ships to expand a vanilla-like line of phase ships, extending the vanilla theme for phase ships (death and undead). I will stick with the theme, but thank you for sharing your opinion.

I am now aware of your concerns and am looking into solutions. :)

Vayra has reserved Wight for a fighter for an unreleased commonwealth mod, plus Yui-chan on Discord is working on a Wight.
I wouldn't worry about the fighter, since your ship is a Destroyer. And no, you don't have to change the names if you don't want to. Its just a warning about potential future drama
Thank you. :)
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Kayse

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.3
« Reply #19 on: June 06, 2021, 07:05:19 PM »

Updated (v0.2.3) with new ship names:
Banshee is now Bansidhe
Wight is now Barrow
Ghoul is now Ghast

These are just display name changes, so should be save game safe.

Added a 'new' destroyer, the Harbinger (NSO), ideal for hunting other phase ships.
Added a blueprint for all of the current NSO hulls. Also tweaked some config files to play nicer with Nexerelin random starts and if anyone does name something the same as one of my hulls.
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Arcagnello

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.3
« Reply #20 on: June 06, 2021, 07:19:07 PM »

Updated (v0.2.3) with new ship names:
Banshee is now Bansidhe
Wight is now Barrow
Ghoul is now Ghast

These are just display name changes, so should be save game safe.

Added a 'new' destroyer, the Harbinger (NSO), ideal for hunting other phase ships.
Added a blueprint for all of the current NSO hulls. Also tweaked some config files to play nicer with Nexerelin random starts and if anyone does name something the same as one of my hulls.

That alternate version of the Harbi looks very interesting. I'll be sure to keep an eye out for it  ;)
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IonDragonX

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.3
« Reply #21 on: June 06, 2021, 07:36:48 PM »

Added a 'new' destroyer, the Harbinger (NSO), ideal for hunting other phase ships.
You don't need to create an entirely new ship entry for that. You can just make a kayse_harbinger_NSO.skin file in /data/hulls/skins. I typed it up for you, see below. I left in an example description line that you need to change. All the commented out code will show you how you can do other things with .skin files like change contrail colors and turret types.

Spoiler
{
    "baseHullId":"harbinger",
    "skinHullId":"kayse_harbinger_NSO",
    "hullName":"Harbinger (NSO)",
    "designation":"Phase HK Destroyer",
    "descriptionId":"harbinger",  # optional
    "descriptionPrefix":"This ship has been thoroughly overhauled by the Tri-Tachyon corporation. Tri-Tachyon compliant software patches have been installed which are fully integrated with TriPad (R) status monitoring protocols, high-spec flux conduit upgrades performed, and weapon attachment points refurbished for mounting advanced energy weapons.",
   "tags":["no_such_org_bp"],
   "tech":"No Such Org",
    "spriteName":"graphics/kayse/ships/harbinger/harbinger_NSO.png",
#    "ordnancePoints":60,
#    "baseValueMult":1.5,
    "systemId":"kayse_phase_disruptor",
    "removeWeaponSlots":[],       # ids
    "removeEngineSlots":[],       # indices, as engine slots have no id in the .ship file
    "removeBuiltInMods":[],       # hullmod ids
    "removeBuiltInWeapons":[],       # weapon slot ids
#    "builtInMods":[],            # vanilla harbinger already has those built in
#    "builtInWeapons":{
#    },
#    "weaponSlotChanges":{
#      "WS 001":{
        #"angle": 0,
        #"arc": 210,
        #"mount": "TURRET",
        #"size": "SMALL",
#        "type": "ENERGY"
#      },
#      "WS 002":{
        #"angle": 0,
        #"arc": 210,
        #"mount": "TURRET",
        #"size": "SMALL",
#        "type": "ENERGY"
#      },
#      "WS 003":{"type":SYNERGY},
#      "WS 004":{"type":SYNERGY},
#    },
#   "engineSlotChanges":{
#      "0":{
         #"width": 0,
             #"length": 210,
             #"angle": 210,
#             "style": "HIGH_TECH",
#      },
#      "1":{"style":"HIGH_TECH"},
#      "2":{"style":"HIGH_TECH"},
#      "3":{"style":"HIGH_TECH"},
#      "4":{"style":"HIGH_TECH"},
#      "5":{"style":"HIGH_TECH"},
#      "6":{"style":"HIGH_TECH"},
#      "7":{"style":"HIGH_TECH"},
#   },   
}

[close]
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Kayse

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.3
« Reply #22 on: June 06, 2021, 08:27:43 PM »

That alternate version of the Harbi looks very interesting. I'll be sure to keep an eye out for it  ;)
Hope you enjoy it. :)

Added a 'new' destroyer, the Harbinger (NSO), ideal for hunting other phase ships.
You don't need to create an entirely new ship entry for that. You can just make a kayse_harbinger_NSO.skin file in /data/hulls/skins. I typed it up for you, see below. I left in an example description line that you need to change. All the commented out code will show you how you can do other things with .skin files like change contrail colors and turret types.

Spoiler
{
    "baseHullId":"harbinger",
    "skinHullId":"kayse_harbinger_NSO",
    "hullName":"Harbinger (NSO)",
    "designation":"Phase HK Destroyer",
    "descriptionId":"harbinger",  # optional
    "descriptionPrefix":"This ship has been thoroughly overhauled by the Tri-Tachyon corporation. Tri-Tachyon compliant software patches have been installed which are fully integrated with TriPad (R) status monitoring protocols, high-spec flux conduit upgrades performed, and weapon attachment points refurbished for mounting advanced energy weapons.",
   "tags":["no_such_org_bp"],
   "tech":"No Such Org",
    "spriteName":"graphics/kayse/ships/harbinger/harbinger_NSO.png",
#    "ordnancePoints":60,
#    "baseValueMult":1.5,
    "systemId":"kayse_phase_disruptor",
    "removeWeaponSlots":[],       # ids
    "removeEngineSlots":[],       # indices, as engine slots have no id in the .ship file
    "removeBuiltInMods":[],       # hullmod ids
    "removeBuiltInWeapons":[],       # weapon slot ids
#    "builtInMods":[],            # vanilla harbinger already has those built in
#    "builtInWeapons":{
#    },
#    "weaponSlotChanges":{
#      "WS 001":{
        #"angle": 0,
        #"arc": 210,
        #"mount": "TURRET",
        #"size": "SMALL",
#        "type": "ENERGY"
#      },
#      "WS 002":{
        #"angle": 0,
        #"arc": 210,
        #"mount": "TURRET",
        #"size": "SMALL",
#        "type": "ENERGY"
#      },
#      "WS 003":{"type":SYNERGY},
#      "WS 004":{"type":SYNERGY},
#    },
#   "engineSlotChanges":{
#      "0":{
         #"width": 0,
             #"length": 210,
             #"angle": 210,
#             "style": "HIGH_TECH",
#      },
#      "1":{"style":"HIGH_TECH"},
#      "2":{"style":"HIGH_TECH"},
#      "3":{"style":"HIGH_TECH"},
#      "4":{"style":"HIGH_TECH"},
#      "5":{"style":"HIGH_TECH"},
#      "6":{"style":"HIGH_TECH"},
#      "7":{"style":"HIGH_TECH"},
#   },   
}

[close]
Oh wow, thank you for spelling that out. To be honest, I made a .ship over a .skin because I knew that workflow better and wanted to get this update out tonight instead of sometime during the work week when I (maybe) had time. I appreciate you taking the time to go over it, I'll look into swapping the .skin in, in a future update. Thank you :)

Edit: Stealth update to v0.2.4 to add blueprints to Nex start and to rename the frigate yet again (this time to Ghoulie). Not bumping thread for that.
« Last Edit: June 07, 2021, 03:12:54 PM by Kayse »
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dEVoRaTriX_LuX

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.4
« Reply #23 on: June 07, 2021, 04:33:45 PM »

DL link seems to be busted.
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Kayse

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.4
« Reply #24 on: June 07, 2021, 04:56:06 PM »

DL link seems to be busted.
Sorry about that, should be fixed now.
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Kayse

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.5
« Reply #25 on: June 12, 2021, 05:36:19 PM »

Update to v0.2.5: Angel of Death
Added the Azrael Phase Battlecruiser as a rare blueprint. NSO sells them sometimes, but expect to pay Paragon prices. Otherwise, you'll need to find the blueprint and make it yourself.

I'm relatively happy with the balance so far on them, but might tweak the numbers and ship system in the future. Currently, in AI hands with no captain, it can barely take on a SIM Conquest, sometimes an Onslaught but can't handle a Paragon/Astral. IMO, that's as it should for a 50 DP capital. It's meant as a straightforward workhorse phase capital, suitable for given to an AI captain in your fleet and not worrying about them prox-mining your ship on accident. Your mileage may vary, depending on Mod introduced weapons and adding captain skills to the mix. Hence, may tweak in the future.

Finally had the time to make the Harbinger swap to the skin, thank you IonDragonX for, basically, doing it for me. It wasn't hard, I just ran out of time/effort last weekend. :)
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IonDragonX

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.5
« Reply #26 on: June 12, 2021, 06:16:22 PM »

Nice capital phase ship!
Finally had the time to make the Harbinger swap to the skin, thank you IonDragonX for, basically, doing it for me. It wasn't hard, I just ran out of time/effort last weekend. :)
YW. Sometimes I help when help isn't wanted so its nice to get a TY.
BTW, the Smugglers' Tricks by Morrow might get more exposure if you put it in the OP as a suggested utility mod.
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Kayse

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.5
« Reply #27 on: June 12, 2021, 07:20:23 PM »

Thanks! I had a lot of good advice (and a lot of amusing nonsense) from the Spriter_Club channel on the discord to try to make it pretty.

BTW, the Smugglers' Tricks by Morrow might get more exposure if you put it in the OP as a suggested utility mod.
Hmm, I wanted to give it a try with my mod in a new campaign just to confirm basic compatibility before adding it to the first post, but I couldn't seem to get it working even with every other mod disabled. I've posted to the Smuggler's Trick thread to try to troubleshoot, but I think I'll hold off from adding it to my mod's first post until I can get it work first. :/

Edit: I've gotten it working now, there was a bug in Smuggler's Trick. I've fixed my local copy, but can't really share that without Morrow's approval. In the meantime, I've merely referred to your post in my first post if folks are interested. I don't really feel comfortable directly linking to a mod that I can't 100% vouch for (that it works as advertised, which it technically does not).
« Last Edit: June 12, 2021, 08:51:53 PM by Kayse »
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megabot

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.5
« Reply #28 on: June 13, 2021, 12:43:30 AM »

so i have a question: is it just me or is the phase carrier really underpowered? it only has one hangar, and costs 20 DP (in comparison that one carrier with  2 hangars has 10 Dp) a carrier is also supposed to stay away which it both does not do(and dies) while also not even having weapons to back up the phase ability. so i think maybe the way it works should be changed, considering i can install the phase fighters onto other ships as well(and that they arent't that good to begin with)
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Kayse

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.5
« Reply #29 on: June 13, 2021, 06:38:42 AM »

so i have a question: is it just me or is the phase carrier really underpowered? it only has one hangar, and costs 20 DP (in comparison that one carrier with  2 hangars has 10 Dp) a carrier is also supposed to stay away which it both does not do(and dies) while also not even having weapons to back up the phase ability. so i think maybe the way it works should be changed, considering i can install the phase fighters onto other ships as well(and that they arent't that good to begin with)
Great feedback, let me explain how I attempted to balance that ship.

First off, phase ships are always expensive in DP. So if you are optimizing your fleet on minimizing the DP that you need to accomplish your goals, phase ships are likely going to look bad. You're comparing the Haunt against the Condor (2 fighter bays for 10 DP) for a slow carrier. The Haunt is actually based on the Drover, which has a faster ship speed and a more carrier-concentric system. The drover is considered the best destroyer-sized vanilla carrier, so I wanted to balance against that, to make sure that the Haunt wasn't a better pure carrier than the drover.

Secondly, phase ships and carriers are normally incompatible. There are no vanilla phase carriers to compare to and the Converted Hanger hull mod specifically does not work on phase ships. That says to me that lore-wise it is very difficult (practically impossible) to have a phase carrier. The description of the Haunt ship plays into that, stating that it just doesn't work without specifically phase fighters, otherwise something REDACTED happens.

Thirdly, mechanically, the game balances carriers with time. Fighter Combat Readiness takes time to recover, fighters take time to rearm and/or rebuild. It assumes that carriers will be experiencing the battle at 100% speed. Phase ships don't. With the right skills, you can get a phase ship to experience time at 300% rate, which breaks Fighter CR and rearm time. So while the Haunt only has one fighter bay, it's fighters should recover 200% or 300% faster than normal. Plus the Reserve Deployment system allows an extra fighter in a pinch. They won't have the sheer numbers to overwhelm enemy PD for a strike, but they should have the constant drip of fighters to provide a good fighter screen for protections, plus sometimes attack vulnerable enemies.

Fourth, the Poltergeist fighters are very good, in my testing. They drop as a LPC, so I attempted to balance them against other fighters. They're basically broadswords with burst lasers (so a bit more up-front damage, great for phasing in, dropping to real space to blast and phasing back out) and a phase cloak. That phase cloak makes them tricky to whip out completely, since they can phase during Flak bursts or past the point defense arcs. In my experience testing, Poltergeists can be ruthless exploiting gaps in PD coverage or in shields, able to blast the butt off of a lone Falcon or Eagle given time and opportunity. They're expensive in OP, but the Haunt gets them for free. If you just want to field two wings of Poltergeist in a destroyer carrier, get a Drover or Condor (and optionally put Insulated Engine Assembly on it to make it somewhat stealthy).

Finally, what is my goal with the Haunt? I didn't want the Haunt to be another Alpha-strike, bomber carrier, I wanted it to be able to tag along with small phase fleets and provide them with some fighter screening. Phase ships struggle against fighters/missiles (they tend to have limited PD arcs), so it would make sense that a PHASEOPS task force would experiment with different ways to partially cover that weakness, but I didn't want to negate that weakness completely. In WW2 terms, consider them Escort Carriers, not Fleet Carriers.

Quote
a carrier is also supposed to stay away which it both does not do(and dies)
Hmm, that is concerning, the Haunt isn't a combat carrier (it does not have the COMBAT tag), so it shouldn't be charging into battle. I assume you don't have a reckless captain or non-PD weapons on it? I'll see if I can recreate that.

Thank you for your feedback and insight. Hopefully my response lets you see where I'm coming from. :)
« Last Edit: June 13, 2021, 06:53:45 AM by Kayse »
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