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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 317081 times)

last_misadventure

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Re: [0.97a] Junk Yard Dogs - V 3.0.2 - 04/10/24 - Quick Hot Fix
« Reply #450 on: April 10, 2024, 04:59:54 PM »

I'm running CFT and JYD hulls in this playthrough and it has a very cool scrapper/underdog feeling. In-faction station defense battles (especially vs. the hivers) have a cool feeling--as if all the available mining\logistic ships are making a last stand.

New sprites are looking great! I did sorta have a soft spot for the old Courageous sprite, but the new one is also good! I do wonder if that hull should be considered a capital ship, though? It seems pretty comparable to the Legion to me.
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Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.0.1 - 04/10/24 - Quick Fix
« Reply #451 on: April 10, 2024, 05:40:13 PM »

Hi again, sorry to have bothered you, but after going into the Bounty Board directly (where you accept new missions) all the avatars for the JYD bounties I already had accepted returned onto the map and encounter screens. I guess this had nothing to do with your mod and something just needs to refresh after an update.
Hello again VikStahl. I replied to this post, or at least I thought I had, before posting the update but I see it is not in the thread. I appreciate that you fixed it yourself on your end but I did a little digging and did find an issue that could could be what caused your problem and thus the update. I wanted to thank you for taking the time to post. I most likely would not have noticed the issue myself because I have been starting new games while testing changes to my mods and have not actually played the game for any appreciative time in the last two weeks. Anyway, the fix is in for anyone else that was having that issue thanks to you.

I'm running CFT and JYD hulls in this playthrough and it has a very cool scrapper/underdog feeling. In-faction station defense battles (especially vs. the hivers) have a cool feeling--as if all the available mining\logistic ships are making a last stand.
You have good taste in mods :)
New sprites are looking great!
Thank you, I spent quite some time trying to correct the errors of the past. Glad to hear you enjoy them.
I did sorta have a soft spot for the old Courageous sprite, but the new one is also good!
Me too, which is one of the reasons I've held off on updating it. At the end of day though, to be honest with myself, it looked nothing like any of the other JYD ships.
I do wonder if that hull should be considered a capital ship, though? It seems pretty comparable to the Legion to me.
It does have that capital feel to it I agree. I left it at cruiser level so that it would give it an inherent detractor because capitals get baseline better stats. It has so much going for it I felt that making it a capital would be a bit too much. Plus it would be duplicative because the mod already has the Massive as a capital carrier. I checked the changelog and I see that I have not adjusted the Courageous since v1.9.8 so maybe it warrants a balancing look over when I get back around to JYD.

Thank you both for the kind words and suggestions. I hope you enjoy your time in game hunting down those bounties and swatting those nasty bugs.

Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.1.0 - 04/13/24 - Yet another sprite update
« Reply #452 on: April 13, 2024, 11:27:16 AM »

v3.1 released today - Save Compatible with V3.0.2 - You will need to re-outfit any Courageous in your currently saved fleet due to the change
   -Increased the number of ships that accompany JYD bounties by 30% - After testing the changes made in 3.0.1(2) I found them to be too easy based on their payouts
   -Lowered the OP on the Endurance from 95 to 75 and re-equipped the variant accordingly - One of my most OP discussed ships needed a nerf - Ty Maritusa for your discussion points
   -Wrote descriptions for the 10 bounty ships - After having written unique descriptions for literally hundreds of ships between my mods my brain was tapped - They are not the best but better than nothing :)
   -Raised the fleet points of the Courageous from 18 to 23 and lowered the wing count from 6 to 4 but kept the OP so it can be fitted with less but more powerful wings - Ty last_misadventure for your comments
      -Went though each ship sprite that has not been adjusted recently looking for things needing correction:
   -Empathetic: Removed some stray pixels, fixed the centering of the sprite and added missing exhaust graphics to the inner engines
   -Fluffy: Sharpened the image by 10%, erased some stray pixels, fixed a centering mismatch, realigned the weapon mounts to face the direction of the mount graphics
   -Industrious: Replaced some of the small mount graphics that were blurry and added a missing medium mount graphic on the right side
   -Intelligent: Fixed some minor blemishes, centered the medium turret mount position and changed the Thumper on the variant to a Flack Cannon
   -Intelligentmkq: Fixed some stray pixels and adjusted the right side to match the left for symmetry
   -Intense: Replaced the shiny medium turret mounts with bronzed ones and faced the rear ones to the side to correctly reflect the intended placement
   -Irksome: Remade the sprite using a game asset asteroid, replaced the fuzzy hazard stripe, replaced the mount sprites and swapped the PD weapon on the variant with a Shock Cannon 
   -Knowledgeable: Replaced the turret sprites with ones that faced the intended gun placement direction and widened the firing arcs from 90 to 125 degrees for better coverage
   -Obedient: Replaced one front facing small mount sprite with the correct side facing one
   -Peppy: Replaced the shiny weapon turret mounts with bronzed ones
   -Relaxed: Added a missing small turret mount and touched up the ship graphic
   -Stalwart: Replaced the bottom medium turret mount sprite with one that correctly faces backward
   -Trusty: Removed some stray pixels, correctly centered the sprite, replaced some of the weapon mount graphics, realigned the weapon mounts to face according to the mount graphics
   -Vicious Front Module: Added proper medium mount graphics
   -Replaced all the visually changed ships on the "all ships image" as well as the class specific images found on the forum OP
   -Note: I decided to not make a comparison image this time as though the changes were time consuming to do, they were multiple small details not readily identifiable in a comparison

@last_misadventure: The changes I made to the Courageous may not be what you had in mind but after comparing it to the Massive I felt it needed both a buff to the fleet points which gives it more power in AI battles and since there are now only four hangers on it four wings made more sense. I feel it is still as powerful as it was since I kept the OP and the freed up points can be used for more hull mods, stronger wings, better weapons, etc. I appreciate your input and did not want you to think I did not take your comments into consideration.

@All: The descriptions I wrote for the bounty ships are basic at best. As I state in the changelog, I have written so many ship descriptions I am tapped out of ideas to make new ones unique. If anyone would like to take a stab and writing better ones I would be more than willing to incorporate them. Just saying :)

@my "compare the image" fans: Though I did not make a comparison image this time, I will host the old "all ships image" on imgur for awhile and post it here alongside the new one. Have fun playing I Spy!

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Hablmet

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Re: [0.97a] Junk Yard Dogs - V 3.1.0 - 04/13/24 - Yet another sprite update
« Reply #453 on: April 13, 2024, 12:23:59 PM »

I'm a big fan of the Knowledgeable, so I'm glad it's getting a little bit of a spruce-up (granted, I have not really noticed something like this and I don't think I would have without you letting us know). I've been doing a CFT run as of late and played with a mix of JYD and CFT ships, and I got to admit it's a blast so far. Thanks for those two mods in particular. I might add some takes on CFT in its own thread in a while, but I want it to rest in my head a little.
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Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.1.0 - 04/13/24 - Yet another sprite update
« Reply #454 on: April 13, 2024, 01:17:22 PM »

Hello there!
I'm a big fan of the Knowledgeable, so I'm glad it's getting a little bit of a spruce-up (granted, I have not really noticed something like this and I don't think I would have without you letting us know).
Thank you for the nice comment. The Knowledgeable is one of the remaining sprites I used from Spiral Arms with only minor changes. It has been my goal to replace all the Spiral Arms ships but that is one I think is so nice I figured I would just give it a once over instead, glad to hear you like it.
I've been doing a CFT run as of late and played with a mix of JYD and CFT ships, and I got to admit it's a blast so far. Thanks for those two mods in particular.
Well you have good taste in mods then :)
I might add some takes on CFT in its own thread in a while, but I want it to rest in my head a little.
I would welcome that when you have the time and inclination. I do my best to keep my mods up to date but with six to juggle I rely on players such as yourself that offer observations. So enjoy your rest, I look forward to your post on CFT when you are ready.

yajusenpai

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Re: [0.97a] Junk Yard Dogs - V 3.1.0 - 04/13/24 - Yet another sprite update
« Reply #455 on: April 14, 2024, 02:59:34 AM »

The ship in this mod are hyper op.
I haven't actually driven any of them yet, but I seen some in action.
I will just pick low-hanging fruit and use the Commanding as an example.
The guy have the logistic profile of a heavy cruiser and the ability of a carrier plus a battlecrusier.
It have more fighter bay per supplies than an astral while faster and tougher than the astral.
Flux stat of a conquest for less supplies while not having conquest's garbage weapon placement.
For just 29 DP it have 280 OP, 4 fighter bay, most of the weapon point to the front and a use outside of combat.
Do you really need any other ship? you can just spam this and crush any enemy

Doesn't really looked into other ship yet but just a glance to other ship like massive tell me what to expect.
Okay. An Onslaught in stat + 6 fighter bay and you can fill every slot with missile. Even Recall device, a S tier carrier system. For the cost of mere 5 more dp. Thank you very much.

Vicious is a Onslaught with Good flux stat and even more bulk and a lot more versality and more missile. 50 dp doesn't begin to say its greatness.

Smart is the all mighty supply ship.
Atlas is 10 dp for 2000 cargo
Starliner is 10 dp for 1500 crew
Prometheus is 10 dp for 3000 fuel
Throw them all together and a salvage rig, a survey equipment and a main battle ship and a main carrier.
And you get a Smart. Feel free to throw it onto the battlefield.

Sharp....a Capital Apogee with none of the awkward weapon placement? It is a Double Apogee, isn't it? Both figuratively and literally. You don't double every stat of a ship and call it a new ship. And you slap on 2 fighter bay for good measure.

Peppy! A humble mixture of a Salvage Rig, a Colossus, a Phaeton, a Nebula and a OX.
As least this time it is a pure logistic ship.

Muscular is just a Prometheus 2.0. Thankfully.

Knowledgeable is Atlas 2.0. Just ignore the drone.

Industrious is......well, one of the tamer one. I never expect it have any kind of fighting capacity but it have. Despite being mostly truss and frame. It is a big boy missile ship.
Its have stat of a proper battle ship.

You cannot possibly justify this kind of power with this faction lore. As least in Hiver they can be overpowered, by the virtue of being a "last boss" faction.

People call mods like UAF OP. They had seen nothing yet.
« Last Edit: April 14, 2024, 04:26:56 AM by yajusenpai »
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Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.1.0 - 04/13/24 - Yet another sprite update
« Reply #456 on: April 14, 2024, 07:29:43 AM »

The ship in this mod are hyper op.
I haven't actually driven any of them yet, but I seen some in action.
I will just pick low-hanging fruit and use the Commanding as an example.
The guy have the logistic profile of a heavy cruiser and the ability of a carrier plus a battlecrusier.
It have more fighter bay per supplies than an astral while faster and tougher than the astral.
Flux stat of a conquest for less supplies while not having conquest's garbage weapon placement.
For just 29 DP it have 280 OP, 4 fighter bay, most of the weapon point to the front and a use outside of combat.
Do you really need any other ship? you can just spam this and crush any enemy

Doesn't really looked into other ship yet but just a glance to other ship like massive tell me what to expect.
Okay. An Onslaught in stat + 6 fighter bay and you can fill every slot with missile. Even Recall device, a S tier carrier system. For the cost of mere 5 more dp. Thank you very much.

Vicious is a Onslaught with Good flux stat and even more bulk and a lot more versality and more missile. 50 dp doesn't begin to say its greatness.

Smart is the all mighty supply ship.
Atlas is 10 dp for 2000 cargo
Starliner is 10 dp for 1500 crew
Prometheus is 10 dp for 3000 fuel
Throw them all together and a salvage rig, a survey equipment and a main battle ship and a main carrier.
And you get a Smart. Feel free to throw it onto the battlefield.

Sharp....a Capital Apogee with none of the awkward weapon placement? It is a Double Apogee, isn't it? Both figuratively and literally. You don't double every stat of a ship and call it a new ship. And you slap on 2 fighter bay for good measure.

Peppy! A humble mixture of a Salvage Rig, a Colossus, a Phaeton, a Nebula and a OX.
As least this time it is a pure logistic ship.

Muscular is just a Prometheus 2.0. Thankfully.

Knowledgeable is Atlas 2.0. Just ignore the drone.

Industrious is......well, one of the tamer one. I never expect it have any kind of fighting capacity but it have. Despite being mostly truss and frame. It is a big boy missile ship.
Its have stat of a proper battle ship.

You cannot possibly justify this kind of power with this faction lore. As least in Hiver they can be overpowered, by the virtue of being a "last boss" faction.

People call mods like UAF OP. They had seen nothing yet.
Good morning, thank you for your thoughtful and kind feedback. It is a shame I had not received it earlier as I have just released three back to back JYD updates and am working on one of my other mods atm. However, I do appreciate you taking the time to share your observations and will take them into consideration when I get back around to updating JYD. Oh and thank you for the kind word on Hivers, that was a nice bonus.

Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.2.0 - 05/08/24
« Reply #457 on: May 08, 2024, 03:41:32 PM »

v3.2 released today - Save Compatible with V3.1
   -Added the missing bounty for the Eaglefang cruiser Ty- Madbadger for pointing out that I made the bounty ship but not the actual bounty - doh! :)
   -Added a custom portrait for the above bounty
   -Adaw: Re-drew the boundary lines to account for the front mount and replaced the light asteroid blaster with a Drone PD gun - Lowers their sustained DPS
   -Confident: Fixed the facing angle of the small side mounts to match the direction of the mount image
   -Fixed a typo in the description of the Heavy Drill MRV launcher
   -Added instructions to the forum page on how to edit or delete the JYD loading tips since some players find them annoying - TY ChronosMrk1 for the idea

Just fixing some oopsies. I have been constantly updating JYD over the last three years (the changelog is so large I cannot fit it all on the forum main page due to space restrictions lol) and doing my best to get it right. I thank the players who contacted me, I rely on such good feedback and observations so please keep them coming.

Toad

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Re: [0.97a] Junk Yard Dogs - V 3.2.0 - 05/08/24
« Reply #458 on: June 06, 2024, 06:46:58 AM »

Hey daz, Love your mod's, just wanted to put that out there. Yes, some of your ships are strong but I only use them when I am playing other strong factions so they balance out like when I have hivers in my run.  Did you remove the exploration hullmod? Because I dont see it in the hullmods folder but it is in the previous versions.
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Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.2.0 - 05/08/24
« Reply #459 on: June 06, 2024, 08:33:51 AM »

Hey daz, Love your mod's, just wanted to put that out there.
Hello there Toad, been awhile since I got a topic reply and it's good to hear from a fan.
Yes, some of your ships are strong but I only use them when I am playing other strong factions so they balance out like when I have hivers in my run.
My mods reflect a different approach to gameplay than most. My faction mods all have strengths and weaknesses, just not the ones the standard game has. Not to get too much into it but essentially I wanted to offer options that other factions do not. As to JYD being a good anti-Hiver faction, all my mods are meant to be played at the same time, the Dazs extended universe experience if you will. :)
Did you remove the exploration hullmod? Because I dont see it in the hullmods folder but it is in the previous versions.
Yes I had removed all hull mods from both JYD and CFT excepting the commissioned crews ones. They can now be found in a separate hull mod focused mod here: https://fractalsoftworks.com/forum/index.php?topic=25899.0 The reasons are on that mod page if you are interested in why I made the move.

Thanks for the kind words, Enjoy!

Axelord

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Re: [0.97a] Junk Yard Dogs - V 3.2.0 - 05/08/24
« Reply #460 on: July 09, 2024, 05:43:02 PM »

I understand boundaries are best kept simple, but pretty much 75%ish the boundaries I've checked are scuffed. The one ship that made me do a double take was the Smart-class, so I went in and checked and... good lord. Is there a reason?
« Last Edit: July 09, 2024, 06:05:15 PM by Axelord »
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Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.2.0 - 05/08/24
« Reply #461 on: July 10, 2024, 02:08:51 AM »

I understand boundaries are best kept simple, but pretty much 75%ish the boundaries I've checked are scuffed. The one ship that made me do a double take was the Smart-class, so I went in and checked and... good lord. Is there a reason?
Hello again Axelord,
I am unsure what you mean by scuffed but I assume you are referring to my tendency to give the boundaries a rough shape of the ship to reduce polygon load on the game. As this was my first mod, I initially had very detailed boundary lines but another mod maker referred me to this post: https://fractalsoftworks.com/forum/index.php?topic=4270.0

I looked over the Smart and it could be tightened up a bit but I will wait on some clarity regarding your scuffed comment before I go off and address the potentially wrong thing you are concerned about.

Axelord

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Re: [0.97a] Junk Yard Dogs - V 3.2.0 - 05/08/24
« Reply #462 on: July 11, 2024, 11:31:21 PM »

Yeah, I see the post, I've been there before. Lessening the boundary points IS good practice, but having boundaries float off the hull, sometimes really far off the hull, isn't. It's a problem because you get hit when you really shouldn't be. The example in the post actually shows the boundary creeping INTO the hull by a small amount. I've checked a good many other mods for comparison and that's a pretty common occurrence, especially when looking at decorative features on hulls (like comm masts, cranes, small winglets, etc. etc.). I 'fixed' the Smart to my own liking, and maybe it IS creeping a bit into the NonoSquare territory, but there's probably some middle-ground to be found. At the very least, tighten the point so the box volume is not 20% bigger than the actual sprite.
If you were to look at the boundary map of 90% of vanilla ships, without the sprite or name, most of the time you could pretty much still tell which ship it's for.
JYD is pretty much a constant mod for me, as it is unobtrusive, and doesn't do anything insane. It fills in the vanilla faction void, and do what it means to do very well. Other than boundaries, I haven't spotted anything else that seems off.
« Last Edit: July 11, 2024, 11:34:15 PM by Axelord »
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Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.2.0 - 05/08/24
« Reply #463 on: July 12, 2024, 03:03:27 AM »

Good morning Axelord, I appreciate the follow-up.
Yeah, I see the post, I've been there before. Lessening the boundary points IS good practice, but having boundaries float off the hull, sometimes really far off the hull, isn't. It's a problem because you get hit when you really shouldn't be. The example in the post actually shows the boundary creeping INTO the hull by a small amount. I've checked a good many other mods for comparison and that's a pretty common occurrence, especially when looking at decorative features on hulls (like comm masts, cranes, small winglets, etc. etc.). I 'fixed' the Smart to my own liking, and maybe it IS creeping a bit into the NonoSquare territory, but there's probably some middle-ground to be found. At the very least, tighten the point so the box volume is not 20% bigger than the actual sprite.
When I made this mod I had no clue what I was doing and I believe I overcompensated when I was told my boundary lines were too detailed. Since your last post I have been going over the ships in JYD and tightening up the worst of them like the Smart. As I get time, I will go over them all and release a small update to address this. It isn't ground breaking or something that would cause a crash, just an old time oopsie that I really should get around to fixing :)
If you were to look at the boundary map of 90% of vanilla ships, without the sprite or name, most of the time you could pretty much still tell which ship it's for.
I took your similar advice in your previous post and it was illustrated to me quite clearly that I was out of bounds. I appreciate the tip.
JYD is pretty much a constant mod for me, as it is unobtrusive, and doesn't do anything insane. It fills in the vanilla faction void, and do what it means to do very well. Other than boundaries, I haven't spotted anything else that seems off.
That is nice to hear. I never intended for them to be some wildly exciting faction, quite the opposite in fact. I just saw a need for a mining focused faction that was neutral/independent. There were already some like HMI and Roider Union but I felt they got caught up in the politics of the sector more than I liked. JYD is set up to be an insular faction that is straight neutralist. They will not attack any faction other than pirates and ordo (well and Hiver if you like that sort of thing) unless they are attacked first. The reason they have so many ships is that I wanted them to address all needs if a player, such as myself, liked to role play and only use a faction's ships.

I appreciate the feedback and follow-up, I have learned to ask for clarity over the years to ensure I was addressing the correct concern :). I wanted to make sure we were talking about the same thing before I went into a more detailed fix. I have some free time this weekend so I should have something out by Monday. It is not difficult work, just tedious detail so it should not take me long. In the mean time, if you have any other concerns your like to discuss regarding JYD, get them in and I will add those to this update if I can.

Enjoy!

Dazs

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Re: [0.97a] Junk Yard Dogs - V 3.2.1 - 07/13/24
« Reply #464 on: July 13, 2024, 06:38:51 AM »

V3.2.1 released today - Save Compatible with V3.2
   -Remade the boundary lines on several JYD ships - This will tighten up their hitbox radius - TY Axelord for your suggestions
   -Increased the size of JYD missiles to be more in line with vanilla images

Essentially fixing some long term oopsies I made three years ago and never got around to fixing.
Enjoy!
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