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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Junk Yard Dogs - V 3.6 - 04/20/25 Clipping the wings balance update  (Read 319740 times)

Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.4.1 - 01/30/25
« Reply #495 on: January 30, 2025, 04:23:54 PM »

v3.4.1 released - Quick Hotfix - Save Compatible
   -Fixed an oopsie with some of the wings that were changed in v3.4: Tick, Termite, Mosquito, Botfly, and Gnat

Sorry for the hassle :(

Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.4.2 - 02/02/25
« Reply #496 on: February 02, 2025, 11:56:51 AM »

v3.4.2 released today - Save Compatible
   -Replaced the sprite for the Smart and swapped two of the Mosquito drones for Heavy drones - TY the burning ones for your commentary
   -Replaced the sprite for the Smart on the "All Faction Ships Image" on discord and the forum and "Capital Ship Details" on the forum
   -Posted a comparison image of the Old Smart vs the new on the forum and discord
      -Note: Emergency update, no other changes - I was commanded by the burning ones on discord to replace that blurry Prometheus horror ASAP :)

Please reach out if you find any of the sprites used in any of my mods just give you an uncanny valley feeling and I am open to making adjustments within the mod's lore. In the case of the Smart, it was one of my remaining original release sprites and let's just say it showed. :)

Comparison image of the old Smart on left and new Smart on Right

TheEternalCrusader

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Re: [0.97a] Junk Yard Dogs - V 3.4 - 01/30/25
« Reply #497 on: February 12, 2025, 12:38:46 AM »

v3.4 released today - Save Compatible
   -Obedient: Removed the civilian tag and increased the supply/mo and deployment to 10 - makes it analogous to an upgraded Mule as intended
   -Changed the mount type of the Mining Plinker and Medium Asteroid Breaker Cannon to hybrid - Matches their energy counterparts (mining laser/mining blaster)
   -Fixed an error with the naming of the Heavy Asteroid Buster Cannon with the correct Heavy Asteroid Breaker Cannon
   -Renamed the variant for the Flea, Gnat, Botfly, Mosquito, Tick, and Heavy Drone wings from New to Standard which is the vanilla naming convention
   -Fetching: Unlocked the two small built-in mounts and increased the OP by 5 to compensate - Kept the shard on the variant - TY Bobamelius for your commentary
   -Shard Anti-Fighter Swarmer: Increased the range to 1200 to match the Drill SRM - Helps prevent AI shenanigans when used together
   -Massive: Raised the deployment and supply use from 45 to 50 - Ty Zangetsuke for your commentary
   -Heavy Drone: Fixed a misaligned mount and widened the missile arcs from 25 to 45
   -After reading numerous comments on discord I changed the description for JYD from "A vanilla+ power level faction mod that focuses on exploration, mining, scrapping and survey"
      to "A powerful neutralist faction mod that focuses on ships that excel at mining, scrapping, exploration and survey" - Apparently v+ doesn't mean what I thought it meant :)

@TheEternalCrusader: I looked into incorporating my mods into the AOTD module Question of Loyalty as you requested but as I do not use that mod, keeping compatabilty up would be difficult. At this time I will not be adding that to JYD but will keep my mind open to the possibility as I follow AOTD's progress.

I appreciate the Update and look foward to JYD and potentially your other mods to integrate in the future to AOTD's Question of Loyalty. For the Time being i'll just use my imagination to the Rank structure of JYD
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Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.4.2 - 02/02/25
« Reply #498 on: February 12, 2025, 01:22:39 AM »

I appreciate the Update and look foward to JYD and potentially your other mods to integrate in the future to AOTD's Question of Loyalty. For the Time being i'll just use my imagination to the Rank structure of JYD
I am happy to hear you are enjoying the update. As to the AOTD integration, when I have more time I will attempt to integrate it. I am just a bit backlogged on mod updates and am working on TTE at the moment. As I stated previously, I do not currently use that mod so I cannot make any promises at this time but I will look into it if enough players request it. Thank you for the follow up and understanding.

Dazs

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Re: [0.98a] Junk Yard Dogs - V 3.5 - 04/01/25
« Reply #499 on: April 01, 2025, 07:51:00 AM »

v3.5 Released Today -Not Compatible with game version .97a saves
   -Updated code to work with version .98a of Starsector

spoderman

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Re: [0.97a] Junk Yard Dogs - V 3.3 - 09/22/24
« Reply #500 on: April 07, 2025, 10:00:11 PM »

I didn't understand at first why 60% of my Sector was already under this faction at mid-game but after getting attacked by 5 enormous invasion fleets and having my 6 colony in the same system having each some item, alpha cores, story points etc... getting almost wiped while being supported by my own fleet, I do now understand... -_-

I know I'm not the best player ever but this faction is literally hellish, stronger than daemons..., each ship have lot of armor and lot of hull making each of them literal hard brick plus they have TON of composite weapons and TON of fighters bays, making each fight an ENDLESS INFINITE swarm of fast replacement fighters and long range support missiles.

Even their civilian ships have fighter bays and composite weapons so even the alliance Hegemony+Iron Shell and Luddic Church+Knight of Ludd got weakened by them, I suppose no factions can resist a NEVER-ENDING swarm of fighters and missiles unless playing a whole feet oriented flak-like point defense weapons which is well too much specific...

With all due respect I have for modder, it was getting too much on my nerves so I decided to stop my run here, remove the factions from my mods and start a new one because it wasn't pleasant to fight against...

Maybe it was just a bad run and they wasn't supposed to dominate the whole Sector but still, this experience don't give me the patience to try it again...

The Massive-class should to be the greatest example to resume my paved text: 19.000 hull and 1750 armor for a carrier of 45 deployment and 355 ordonnance points full of composite weapons plus 6 fighter bays and a Recall Device, kinda the heresy, it's the Astral's system and fighter bays fusionned with the Onslaught ordonnance points and tankyness... U_u

PS: Unfortunately, I didn't get attacked by the Carter so I can't give much feedback about them but either way, I don't have the fleet anymore to do so and my compaign would have probably ended here anyway even without my decision to stop as another invasion was already getting prepared after the last one, I never got so much difficulty fighting a faction before this one so sorry if my feedback seem mostly salty but fighting the JYD was very frustrating.

This was my experience, I added these guys for flair. I had good relations and no issues with JYD until memes happened and now I can't even beat a simple retaliation fleet. Suddenly I'm fighting hyper armored, hyper carrier swarm, hyper tanked, hyper missile spam that track forever and never run out of fuel .... junk yard scrappers?? What exactly is their weakness? Swarms and swarms of fighters that eat all the bullets, then the missiles... by the time you get up their ships they have FULL armor and you have nothing to show for it. The AI can't even handle fighting these things. I don't think there is a weakness. My campaign is over.
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Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.3 - 09/22/24
« Reply #501 on: April 08, 2025, 06:13:08 AM »

This was my experience, I added these guys for flair. I had good relations and no issues with JYD until memes happened and now I can't even beat a simple retaliation fleet. Suddenly I'm fighting hyper armored, hyper carrier swarm, hyper tanked, hyper missile spam that track forever and never run out of fuel .... junk yard scrappers?? What exactly is their weakness? Swarms and swarms of fighters that eat all the bullets, then the missiles... by the time you get up their ships they have FULL armor and you have nothing to show for it. The AI can't even handle fighting these things. I don't think there is a weakness. My campaign is over.
I understand your stance and thank you for posting it. JYD is my first mod and admittedly I did many things wrong and have adjusted them numerous times, see the change log for details if interested. I want them to be a neutralist mining and exploration focused faction but I do admit I went a bit overboard on the wings. As my first mod, I threw in everything but the kitchen sink and had no intention at the time to make more.

I am thinking of making them low tech only and taking out or replacing all the midline ships and with that removing the hangers from the front line ships. I may or may not add some of them to CFT as they are midline based. If I go that route I may as well change their commissioned crews hull mod as that is wing based. It is a large undertaking but I think that will address concerns like yours and Zangetsuke. I also see the comments on discord regarding JYD and they largely reflect your stance. I have a bit of a backlog on mod updates and this would take a large chunk of time as well as most likely making JYD not save compatible afterward.

I will be working on my other mods for a bit so in the meantime I would appreciate commentary from any player who uses JYD. This would be a radical change to them and the more input I receive, the better I can address concerns while keeping their lore and viability intact.

Throckmorton

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Re: [0.98a] Junk Yard Dogs - V 3.5 - 04/01/25
« Reply #502 on: April 15, 2025, 06:47:35 PM »

I don't know how much of an issue this is, but when loading into a save all of the portraits for the bounties were black. Not blank as in the placeholder outline but a black square where the portrait should be. This was only on the accepted bounties as the portraits came back when I clicked on a bounty I had not accepted yet from the mod. The portrait has not returned for the one bounty I did in which I captured and recruited the bounty after defeating them (probably a conflict with Take No Prisoners). Their portrait is a black square still even after the others were restored.
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Dazs

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Re: [0.98a] Junk Yard Dogs - V 3.5 - 04/01/25
« Reply #503 on: April 16, 2025, 01:32:24 AM »

I don't know how much of an issue this is, but when loading into a save all of the portraits for the bounties were black. Not blank as in the placeholder outline but a black square where the portrait should be. This was only on the accepted bounties as the portraits came back when I clicked on a bounty I had not accepted yet from the mod. The portrait has not returned for the one bounty I did in which I captured and recruited the bounty after defeating them (probably a conflict with Take No Prisoners). Their portrait is a black square still even after the others were restored.
Good morning,
Although I do not have this problem, it has been previously reported and I am aware that this is an issue for some players. I believe it may stem from the fact then when I wrote them it was using the now outdated Vayra Bounty code. Magic bounty is supposed to support it and on my end it does but it does use an entirely different format. I will look into converting the JYD bounties to the Magic format for the next update and see if that fixes it.

Thank you for taking the time to report this. My time should free up as tax season has come to a close, though I still have some paperwork to handle. Figure I can restart working on my mods this weekend and JYD is next on the list so stay tuned!

Dazs

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V3.6 released today - Save Compatible Note: you may need to rearm the ships listed below
   -Confident: Replaced the three built in wings with a small turret, increased OP by 5 and raised the speed from 55 to 65 - Wing balance and to help keep in range with it's target
   -Commanding: Unlocked the hangers but removed two wing slots - More user customizable while balancing the wing count
   -Stalwart Removed 2 wings - Balancing the wing count
   -Smart: Removed 2 built in Mosquito Wings - Balancing the wing count
   -Industrious: Removed 4 built in support wings and added two small mounts - Balancing the wing count
   -Obedient: Removed 1 built in wing - Balancing the wing count
   -Trusty: Removed the built in wings, increased the OP to 180 and replaced the hanger image with a large mount - Balance pass
   -Intense: Removed the built in wing - Balancing the wing count
   -Relaxed: Removed the built in wings replacing them with two small mounts and increased the OP by 10 - Balancing the wing count
   -Adorable: Removed the built in wings, increased the OP to 60 and replaced the hanger image with a medium mount - Balance pass
   -Cordelia: Removed the Heavy Drone and middle medium mount and replaced them with a large mount - Balance Pass
   -Protective: Replaced the dual cockpits with a single, removed the built in wings and replaced it with a rear facing med turret - Balance pass and a cleaner look
   -Rambunctious: Replaced the two wings with side facing small turrets - Balancing the wing count
   -Energetic: Replaced the two wings with small turrets, added a cockpit to the image and increased the OP by 5 - Balancing the wing count
   -Endurance: Replaced the built in wings with a rear facing medium turret and raised the OP by 10 - Balancing the wing count
   -Curious: Replaced the built in wings with a small turret and raised the OP by 5 - Balancing the wing count
   -Rugged: Removed the wing, increased the OP by 5 and replaced the hanger graphic with a medium mount - Balancing the wing count
   -Reliable: Removed the wing, increased the OP by 5 and replaced the hanger graphic with a small mount - Balancing the wing count
   -Cute: Replaced the built in wing with a small turret and raised the OP by 5 - Balancing the wing count
   -Irksome: Replaced the built in wing with a small turret and raised the OP by 5 - Balancing the wing count
   -Sharp: Replaced the built in wings with a medium rear facing turret and raised the OP by 10 - Balancing the wing count
   -Happy: Replaced the built in wing with a small rear facing turret and raised the OP by 5 - Balancing the wing count
   -Eaglefang: Since it is a boss version of the Eagle which had it's stats changed in .98 I made the following changes:
      Raised Flux dissipation to 710, max speed to 65, acceleration to 45, and deceleration to 35   
   -Replaced the fighter focused Commissioned Crews hull mod with one that reduces the ship's monthly maintenance and deployment supply consumption by one unit
   -Edited the descriptions of the above changed ships to no longer mention wings - ugh what a chore that was :)
   -Added an optional set of higher resolution AI made portraits for players who prefer that look, instructions on the forum page under the spoiler tag - TY Bisaster for your help
   -Added an image with all the pirate portraits as well as an image of the optional higher resolution pirate portraits, instructions on the forum page under the spoiler tag
   -Replaced all the images of the above changed ships on the "All Faction Ships Image" found on the forum page and discord link
   -Replaced all the changed images and descriptions on the ship class breakdown graphics found on the forum page - Long time overdue
   -Updated the "CC Hull mod and Planetary Industry Summaries" graphic on the forum page updating the CC hull mod description and removing a hull mod that was ported to CJHM
   -Updated the mod gameVersion compatibility to "0.98a-RC8"

@SarenSoran the Nameless: I looked into the issue you had of bounties showing up all at once at start of game, not staggering and sometimes the portraits did not display correctly. I researched porting the Vayra Bounty code I use to Magic Bounty which I *think* will fix all that. However, since it wasn’t a critical error causing a crash and seemed like a lot of work (and after spending over 15 hours on v3.6 already, ugh) I decided to move that one for the next JYD update. I hope you understand and know that it will be addressed.

@all I generally post comparison images when I update ship graphics but since this update changes so many ships here is the former "All faction ships image"
Spoiler
[close]
Which you can compare to the current if interested
Spoiler
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I am particularly happy with the Protective, that early sloppy reflection of double cockpits has bothered me for some time, about time I fixed that  ::)

Enjoy!

Madbadger2

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Looking good!  Am about to go out after the Eaglefang on my next long bounty run, should be interesting 8-)
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Dazs

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Looking good!  Am about to go out after the Eaglefang on my next long bounty run, should be interesting 8-)
OH NO NOT MY JOHNNY!
Heh, ty for the kind word, I hope you enjoy the hunt.

spoderman

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Thank you for the balance updates.
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Dazs

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Thank you for the balance updates.
You are welcome. I tried to address the main complaint I have received or read online about JYD’s overabundance of wings. Either that it made them too OP or that it lagged the screen. I left them in some of the ships that made sense to have them but overall I believe JYD is in a good place now and I've ironed out most of the wrinkles. Thank you for the nice comment, they keep me going.

Ruin21

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Hi, is it intended to be able to get the blueprints for your bounty ships? Jealous, Justbeware, etc. My understanding is that the bounties were usually meant for unique ships, so being able to just find the blueprint and make a fleet of them seems counterintuitive if that's the case. Not a problem though, if that is your intentions.
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