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Author Topic: [0.97a] Junk Yard Dogs - V 3.1.0 - 04/13/24 - Yet another sprite update  (Read 207942 times)

Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
« Reply #345 on: March 11, 2023, 03:08:36 PM »

Love the mod overall, but I feel that some of the ships have completely insane OP ratings.
So nice to hear thank you. I am curious which ships you find to be insane OP and some clarity as to why would be helpful.

The ones that stand out the most are the ships whose descriptions are all "Flagship of XYZ".
Ahh I assume you are referring to the Continental, Gambler, Puzzle, Downtown, Jealous, Slim, Justbeware, Treetop, Sixfootfour and Eaglefang which are all JYD pirate bounty flag ships. I beefed them up over vanilla ships because they are bounty ships and should be a little OP for the challenge. Most bounties have a  vanilla+ ship in them so it is not unique. Also, I thought if recovered they would be considered a reward in and of themselves. JYD fleets do not use them nor are they for sale in their markets which is why I was confused earlier since I do not consider them JYD ships.

CptSpecter

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Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
« Reply #346 on: March 12, 2023, 04:47:54 PM »

Hey just as a quick note, not sure if it's intended. I think the short class drone tender has too much cargo capacity for its size.
Cheers!
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Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
« Reply #347 on: March 12, 2023, 05:16:28 PM »

Hey just as a quick note, not sure if it's intended. I think the short class drone tender has too much cargo capacity for its size.
Cheers!
Hello thank you for your input. The cargo difference was intended and that is the greatest difference between the two, 100 vs 175 but I took that in mind when balancing the other stats. I based the Short on the vanilla Sheppard and swapped some stats around to make room for that additional cargo space.

The Short is slower, less maneuverable, heavier mass, has a weaker less efficient shield, requires more crew to operate, carries less fuel, costs more to purchase, costs more to deploy, costs more supplies to recover and uses more supplies per month. On the plus side, it has more HP, armor, flux regen, ordnance, bays, and cargo. I felt the plus/minus was more in line with a drone use/salvage/mining centric faction than the Sheppard offered.

I hope that give a little more insight into how I've balanced the ships over the course of the mod.

HopeFall

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Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
« Reply #348 on: March 13, 2023, 09:17:58 PM »

Overpowered when compared to every other mining mod on the Index, with their ships and weapons being generally in the highest tier for Nex mining power, along with being generally better combat vessels to boot. That said, I love it.
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Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
« Reply #349 on: March 14, 2023, 12:48:28 AM »

Overpowered when compared to every other mining mod on the Index, with their ships and weapons being generally in the highest tier for Nex mining power, along with being generally better combat vessels to boot. That said, I love it.
I felt that since mining is their core focus then they should have a specialty so admittedly I did go a bit plus on the mining stats. I really cannot comment too much on other mining mods only in that they have their hook and I have mine. I do have most of them installed and I appreciate how they go about things but I wanted JYD to be it's own thing. Heck my favorite mining ship isn't even one of mine, whenever I fight a Pirate fleet with a Quarry mining rig from Keruvim in it I always hope to capture one :)

As to their combat power, I have put them through several balance passes with a couple volunteer beta testers over the course of the mod and I feel they are in a good space right now. In my games I role play as a scavenger and do not buy ships so I only use the ones I start off with and salvage. I have not done a full "JYD only" fleet game in some time though I set up the faction to offer every class and type of ship so maybe I'll do that. I'm working on a Hiver update ATM but once that is done, I'll do a balance pass on them again, nothing too drastic mind you I don't want you to fall out of love!

Serina

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Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
« Reply #350 on: March 17, 2023, 11:54:48 PM »

Just want to say, I love the Sharps.
Feels like the firepower, OP and durability of a capital ship in the mobile hull of a cruiser.
The amount of forward-facing firepower you can pack into 1 large and 6 medium slots is insane. :D
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Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
« Reply #351 on: March 18, 2023, 01:29:32 AM »

Just want to say, I love the Sharps.
Feels like the firepower, OP and durability of a capital ship in the mobile hull of a cruiser.
The amount of forward-facing firepower you can pack into 1 large and 6 medium slots is insane. :D
Good morning, well I guess I am going to have to gut that one as well then (jk) :) 

The Sharp is a capital ship so it does have the OP & Flux stats of one but I have it labeled as a Battlecruiser because some of it's stats are lowered from a standard capital so it can be more nimble. My personal playstyle ruleset is to play as a pure salvager and not buy any ships or weapons but I have been known to follow JYD invasion fleets and hope for some goodies like the Sharp to drop. Not that I am rooting against them or anything but ya know things happen ;)

Serina

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Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
« Reply #352 on: March 24, 2023, 01:20:45 AM »

So, I have a question about the Vicious class ship.
I recently managed to, uh, "acquire" one such vessel.
I noticed it has two departments. The main body, and a "snout" kind of department. How exactly does that work?
In the unfortunate circumstances leading up to me taking new ownership of the ship, I noticed it was seemingly a very durable ship, suffering barely any damage despite being surrounded by 4 hostile Sharps.
Until it suddenly wasn't, anymore. Durable, that is.
Anyway, I guess the seperate forward department has its own armour and hull hitpoints. So what happens if those are depleted before the main body is destroyed? And vice-versa?
With 130 OP to spend, after fitting the two guns, the best thing to do is just load up all the +armour/hull mods you can fit in, I guess?
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Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
« Reply #353 on: March 24, 2023, 03:48:22 AM »

So, I have a question about the Vicious class ship.
I recently managed to, uh, "acquire" one such vessel.
Oh you little sneaky sneak! :)
I noticed it has two departments. The main body, and a "snout" kind of department. How exactly does that work?
In the unfortunate circumstances leading up to me taking new ownership of the ship, I noticed it was seemingly a very durable ship, suffering barely any damage despite being surrounded by 4 hostile Sharps.
Until it suddenly wasn't, anymore. Durable, that is.
The Viscous is JYD's toughest ship and the only on in their lineup that has a module section. Modular ships function differently from one another. I recommend just building the non-main module (front) like you would build a ship for an AI. The main module (body) is what you will be using if you personally fly one so build that how you would normally.
Anyway, I guess the seperate forward department has its own armour and hull hitpoints. So what happens if those are depleted before the main body is destroyed? And vice-versa?
With 130 OP to spend, after fitting the two guns, the best thing to do is just load up all the +armour/hull mods you can fit in, I guess?
The front is sort of like it's own AI controlled ship minus engines and acts as a detachable weapons/armor sectional. It takes front damage first until is is destroyed(detached) so adding defensive hull mods to it is a good choice. Once it is gone then front damage is applied to the body so I gave the front section a decent amount of it's own OP so a player can either put high OP weapons on it or a good amount of hull mods. I am all about offering players choices in my mods.

Hope that is a helpful answer please let me know if I missed the mark.

Serina

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Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
« Reply #354 on: March 24, 2023, 11:42:11 PM »

Hope that is a helpful answer please let me know if I missed the mark.
That works. Good to know! So if I understand it correctly, the forward compartment can get "destroyed" but still leave the main ship functional?
After being impressed with the pummeling it took beforehand, I was already planning to give it just one pair of guns, use the rest of the OP on defensive mods and then let it be a dedicated tank ship. :D
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Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
« Reply #355 on: March 25, 2023, 02:34:10 AM »

That works. Good to know! So if I understand it correctly, the forward compartment can get "destroyed" but still leave the main ship functional?
After being impressed with the pummeling it took beforehand, I was already planning to give it just one pair of guns, use the rest of the OP on defensive mods and then let it be a dedicated tank ship. :D
Correct, think of it like when you fight a station you take out sections of it before you can destroy it. The Viscous uses the same code that stations use for modules. If you want to make it super tanky then yes stack as many hull/armor/shield mods on that front section and keep the ship facing forward. It can take a good amount of damage that way but if you are fighting against a fighter or missile heavy enemy it could struggle so do not skimp on the PD. I would also give it an escort that can help defend it against fast frigates that like to get around it and weave in and out. 

Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 2.7 - 03/29/23
« Reply #356 on: March 29, 2023, 11:47:01 AM »

v2.7 released today - Save Compatible with v2.6 

Some code updates/corrections, new loading tips and ship names, a new unlocked hull mod, a new weapon exclusive to the Industrious, all new faction portraits (seen below) and I replaced the images for the Massive and Fetching (comparison image below) they are I think the last ship images I resized instead of doing a proper kit bash when I first started - discord "fans" rejoice!

Al the details can be found in the changelog posted on the forum OP and in the RAR. Several player suggestions made it into this one and I am thankful to them all so please keep them coming and let's make JYD the best it can be.

Custom JYD Portraits

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Comparison image of the old Massive and Fetching vs New

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AKAJIA

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Re: [0.95.1a] Junk Yard Dogs - V 2.7 - 03/29/23
« Reply #357 on: March 30, 2023, 12:20:15 AM »

Junk Yard Dogs 2.7\data\scripts\hullmods\JYD_expsys.java
if (index == 5) return "" + (int) ((SUPPLY_USE_MULT - 1f) * 100f);   
A percentage sign is missing here, I guess so?
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Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 2.7 - 03/29/23
« Reply #358 on: March 30, 2023, 04:02:38 AM »

Junk Yard Dogs 2.7\data\scripts\hullmods\JYD_expsys.java
if (index == 5) return "" + (int) ((SUPPLY_USE_MULT - 1f) * 100f);   
A percentage sign is missing here, I guess so?
Good morning AKAJIA thank you for posting this. I have it w/out the % so it would show the actual supply use as opposed to the output as a percentage. For example if you were to put it on the Intelligent it would output 5 on the tooltip but if there is a + "%" at the end of line 45 then it shows the percentage which in the case of the Intelligent would be 10%.

Soooo v2.7.1 released - Save Compatible with v2.7 - Just a teenie tiny little change

However now that you have pointed it out I did a quick fix that adds it if just to keep consistent in the tooltip reporting.
Oh also for some reason Imgur shrunk the image of the new portraits so I uploaded a new on to the forum OP and discord link.

Dazs

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Re: [0.96a] Junk Yard Dogs - V 2.7.2 - 05/11/23
« Reply #359 on: May 11, 2023, 06:22:29 AM »

v2.7.2 released today- Not save compatible with prior versions

I received a couple requests for a .96a temp version while Nex is being worked on so I updated the mod to work with 0.96a and disabled Nexerelin interactions. The forum page still says it requires Nex but atm that is not the case. I will re-enable them once a stable patch for that mod is released by Histidine NOTE: Mod integrations listed on the forum page will be re-enabled as they are made 0.96a compliant as well.

I hope you are all enjoying the new content, I know I sure am!
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