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Author Topic: [0.97a] Hiver Swarm - V1.1.2 - 03/27/24  (Read 244089 times)

Dazs

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Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« Reply #180 on: September 10, 2022, 11:23:21 AM »

Here is my mega reply now that I am caught up:
Just noticed a couple of the Hiver Swarm ships are ludicrously cheap, particularly the Swallowtail and Princess Heavy Cruisers which both run in the 20K range , being cheaper than destroyer level freighters. Just something I noticed during a build slot event. It also might be worth changing their Tag from High Tech to Hiver Swarm.
Good catch, I'll be adding a 2 in front of the current price in the upcoming update. Typo on my part TY for noticing it.
hi some comments from first playthrough:

1. Yeesh my starting system had a Hiver planet, and two faction planets.  It was very entertaining to watch the local patrols engage and then jump in on the battles...and view just how nasty the Hiver ships are.  I stayed and helped/fought long enough to get a story point and capture a Hiver destroyer.  Boy was that a power up.  By that time, the patrols were mostly gone and I had to leave the system. 

Before I could return and do some more coop farming...the factions had reinforced much quicker and took that colony. 

2.  Yes, Hivers are designed to be an Almost-Grand Menace and are balanced as such.  Like, as in Hivers can out duel two or three similar ships.  And, they all regenerate (even the fighters IIRC?).  As prizes, it's a tossup on what I find more valuable:  their repairing hulls, or the super efficient weapons.  I guess the nod goes to the weapons.

Hivers are well worth hunting...but I almost never engaged them alone.  I would go in as support for another faction.
I agree, if you are not well established with the ability to recover from losing an entire fleet, then that is the recommended strategy and one I employ myself.
3.  In terms of Nexerelin 4x:  just about every other faction jumped on the Hivers and took most of their worlds early.  I never heard much from them after the mid-game.  I will even have to check to see if they are still around.  I haven't seen a "news event" concerning the Hivers in many many months.

4.  If it is possible:  I would prevent Hiver weapons from ever showing up in store inventories.  Their weapons should only be obtainable via salvage from a derelict or post-battle salvage.  However I should note that I've only see very, very rare instances of Hiver weapons in stores.  But boy do I stop what I'm doing and consider the purchase.  The few I've seen, especially the large weapons, are worth twice anything else.
I would curious to know which stores toy find them in. I have several blacklists and preventions from them spawning in any other factions inventory.
5.  To help the Hivers against the "Nexerelin dog pile", in random game creation:  do the Hiver have now, or could have later:  a secondary capital that is NOT in the core world radius?  I suppose the balancing act is "if we make Hivers too powerful then every time we include them in a random game...they just take over" sort of thing?
You comments in points 1, 3 and 5 are from playing with random core worlds. It is hard coded in NEX that when that option is selected then any mod's map coordinates or added systems are ignored. The game takes each mod faction you have enabled as well as the vanilla factions and just randomly puts them in the core sector. Hivers are a full faction unlike [redacted] or other mod baddies like Blade Breakers or Agni and as such they are included in the random pick and it becomes, as you state, a dog pile since they are set to hate and to be hated by everyone and are forced to spawn in the core.
Also their weapons, if one gains their blueprints, should probably be way more expensive, an order of magnitude so because some of them are basically the best weapons in the game overall exceeding even [REDACTED] weapons in quality, while the latter can cost 500 000 when bought from the [REDACTED] NPC.
I am at a loss as to why their BP are still obtainable. I have put several blocks in to prevent it, I'll look into it further. As to the price, I looked into it and you are correct. I will raise the prices in the next patch.
Great mod. Had a lot fun repelling or beenig caught by few Hiver fleet. Few thoughts about making mod more balanced. Hiver's ships have biolagical hull perk, but weapon counts as high tech, so it can be used by anyone without penalty. It will make sense to give non-hiver ships penalty for bioweapon use(maybe to build into the ship modification, like nutrition tank, which allows to use it, or give it weight and flux penalty, dunno). Late game i am just ignore 1000 range 800 dps fluxchip cannons, otherwise it will ruin game. We need more missiles, guided, acid based, pd distracting.
I am glad to hear you are having fun fighting them. I like the idea of making them Hiver ship only but I am unaware or a way to do that. I'll put that on the research to-do list. I set a limit to their missiles and focused on their drones as their long range fighting capability. I believe that if I were to add more missiles and/or missile centric designed ships it would be overboard.
for some reason your mod causes to game to lag extremely in combat. I don't know why but it does this but it does.
Have you increased your vmparams? Dark Revenant wrote a good example and explanation https://fractalsoftworks.com/forum/index.php?topic=8726.0 I recommend at least 6GB if you play with multiple mods enabled.
- The fighter are too op especially the one from mother carrier. it really can kill all the ship if not get a focus fire and spawn too fast, like i state above tough is ok but can you change the respawn time ? or atleast made it glass canon dmg dealer or super tank but low dmg.
One exemple that make me rage like hell are the fighters. For exemple my parangon with its full escort got wrecked by a part of the hivers fighters without having even a chance to see any enemy ship. And i try some tactics with different ships even a fleet full anti fighters and even that isn't even efficiency.
I've seen this comment numerous times on the forum and in discord. I will be addressing this in the upcoming patch, ty both for bringing it top of mind.
One thing, please do not nerf Hivers. It is interesting as tough faction. Some things as locations, specialized industrisies, star bases, maybe, but overall, you can beat them. Speed, distance, firepower, they gone. I personally will be hapy to see super Hiver (to confront Gown from scalartech solutions, or sajuuk-khar), but other, those who got their immertion broken. Maybe give them weaken version of mod? PS they are not superpower or something, big ships do not have speed boost or kind of flicker, missiles not swarmers and can be intercepted.
I have dome my best to make them a challenge at mid game and a threat as the game progresses. As I stated earlier, I do believe their drones are a little too good and I have an idea to address it while keeping that in mind. As to a weaker version of the mod, I do think it is a good idea and would give an option to the players that would like that. However, that would take a lot of work and effort that I do not believe I have the time for while working on my three other mods and living a balanced life :)
Guys, ive run Hiver ships..ive run against Hiver ships. Early or mid game, you may struggle. Once you get over the mid game hump and have some stuff of your own you can spank Hiver fleets. You know where the systems are, you know that they have to cross space to get to your colonies. If you set up in a spot that allows them to easily reach your colony without interdiction well...yall kinda asked for it. Its like...thinking you can just go out with a vanilla fleet set with cruisers and up and right away go after the Templar systems back in the day lol. No..just not gonna happen. Running Hivers as your only mod next to Nexelerin and everything else vanilla is a mistake if thats what people are doing. You need the tools: ships, weapons, ship mods, leveled captains and a decently filled out main character to fight on par. Last stage defense stations, money to buy some support fleets, a couple of high commands etc.

Anyway, thumbs up Dazs! Glad to see its still around. Too many factions just really dont provide much of a late game challenge.
You essentially have it correct, maybe I'll add some sort of disclaimer on the front page :) Thank you for the kind words.

I've made multiple notes and am working on an update. I should have it out by tomorrow. I'll keep an eye out for any more suggestions while I tinker so if you have them, keep them coming. I appreciate it!

trstrs

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Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« Reply #181 on: September 10, 2022, 11:59:45 AM »

Quote
    Great mod. Had a lot fun repelling or beenig caught by few Hiver fleet. Few thoughts about making mod more balanced. Hiver's ships have biolagical hull perk, but weapon counts as high tech, so it can be used by anyone without penalty. It will make sense to give non-hiver ships penalty for bioweapon use(maybe to build into the ship modification, like nutrition tank, which allows to use it, or give it weight and flux penalty, dunno). Late game i am just ignore 1000 range 800 dps fluxchip cannons, otherwise it will ruin game. We need more missiles, guided, acid based, pd distracting.

I am glad to hear you are having fun fighting them. I like the idea of making them Hiver ship only but I am unaware or a way to do that. I'll put that on the research to-do list. I set a limit to their missiles and focused on their drones as their long range fighting capability. I believe that if I were to add more missiles and/or missile centric designed ships it would be overboard.
The reason why I wrote about it, is because I saw it partially implemented. RED mod, where oculian ships have larger OP cost for non oculian weapon and wings. Mad mode on: rebellion or planet coquest creates new hiver faction free from tyranny and searching for alliance; hivers are other creatures and their ships will demand hivers crew; bio station; accelerated grow rate for hiver on habitable planet. Mad mode off. Thumbs up.   
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Dazs

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Re: [0.95.1a] Hiver Swarm - V0.98 - 09/11/22
« Reply #182 on: September 11, 2022, 10:12:28 AM »

0.98 Released today *Should* be save game compatible - *I did not have an old save to test against

I took into consideration all the comments made on the forum and in discord and added some limitations, fixed some errors and added a new Hiver specific ship system. Changelog on the forum front page and in the RAR has the details.

@ trstrs -
The reason why I wrote about it, is because I saw it partially implemented. RED mod, where oculian ships have larger OP cost for non oculian weapon and wings. Mad mode on: rebellion or planet coquest creates new hiver faction free from tyranny and searching for alliance; hivers are other creatures and their ships will demand hivers crew; bio station; accelerated grow rate for hiver on habitable planet. Mad mode off. Thumbs up.   

I took your advice and looked over Protonus' code for RED. I did not include your suggested changes in this update because I am unsure if I want to include it. I made two ships unrecoverable and the others less recoverable this update so the reward of fighting them is lessened. If I put limitations on their weapons I believe it would be a bit overboard. I am going to tinker around with the idea more and let this patch breathe a bit before making a final determination.

As always, I am appreciative of everyone's ideas and suggestions so please keep them coming!

trstrs

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Re: [0.95.1a] Hiver Swarm - V0.98 - 09/11/22
« Reply #183 on: September 11, 2022, 11:20:08 AM »

So you have stepped on a slippery way of balance:). Beware because we lost many that way mokarran, charybdis, amina and even Pandemonium The Great. Bit offtop, are you awere of kir'ko in Planetfall, they coud be interesting in terms of inspiration and, dunno, lore development? 
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Dazs

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Re: [0.95.1a] Hiver Swarm - V0.98 - 09/11/22
« Reply #184 on: September 11, 2022, 12:55:23 PM »

So you have stepped on a slippery way of balance:). Beware because we lost many that way mokarran, charybdis, amina and even Pandemonium The Great. Bit offtop, are you awere of kir'ko in Planetfall, they coud be interesting in terms of inspiration and, dunno, lore development? 

All insect races (you missed Tyranid :) ) unite! I believe the slope won't be that slippery going forward. The limiting changes I added this patch make sense in lore perspective to SOTS where the Hivers originated. The Hivers in that game use unshielded, fast swarming drones. Making them take longer to recover works with their lore as well since, due to the Cyberorganic nature of their ships, they are not only recovering crew readiness but also the living material of the ships as well.

trstrs

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Re: [0.95.1a] Hiver Swarm - V0.98 - 09/11/22
« Reply #185 on: September 11, 2022, 04:58:54 PM »

Another part of conciousness flow: join the Repel Green Menace movement and complete some mission like scan systems around their world, deliver weapon/wing/ship for good reward or betray pitiful humankind for great reward alpha core, best weapon and fortune. Join now and green leaders may spare you.
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Sgt.Schnitzel

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Re: [0.95.1a] Hiver Swarm - V0.98 - 09/11/22
« Reply #186 on: September 13, 2022, 06:13:49 PM »

Cool mod just one small problem.

More overpowered than UAF which i didnt even know was possible
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Dazs

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Re: [0.95.1a] Hiver Swarm - V0.98 - 09/11/22
« Reply #187 on: September 13, 2022, 08:24:52 PM »

Cool mod just one small problem.

More overpowered than UAF which i didnt even know was possible

Thank you for the Cool points! As to them being OP, well that is intentional. They are meant to be a sector menace and without teeth they wouldn't survive. They are alone in the sector with every faction after them including the player. Their economy is very strong and can pump out invasion fleets but if it is disrupted then they are greatly weakened as they only have 3 system to build from. I hope you are enjoying the mod!

Titann

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Re: [0.95.1a] Hiver Swarm - V0.98 - 09/11/22
« Reply #188 on: September 14, 2022, 09:26:32 AM »

only thing i really wanna see about this mod is, unique ship sprites... is it planned? especially the reaper from mass effect... just wondering
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Dazs

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Re: [0.95.1a] Hiver Swarm - V0.98 - 09/11/22
« Reply #189 on: September 14, 2022, 09:52:18 AM »

only thing i really wanna see about this mod is, unique ship sprites... is it planned? especially the reaper from mass effect... just wondering

Thank you for taking the time and showing an interest but I think I need more clarity in order to answer your question correctly. What do you mean by unique? As far as I know, both the base as well as the optional ship sprites are not in use by the base game or any other mod pack.

The Lucanidae sprite is indeed based on the mass effect reaper with some adjustments to fit the Hiver color scheme. There is also an replacement sprite in the alternate pack included in the mod if you are unhappy with the original. Again, some clarity on that question would be appreciated.

alaricdragon

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Re: [0.95.1a] Hiver Swarm - V0.98 - 09/11/22
« Reply #190 on: September 19, 2022, 02:28:44 PM »

i have an slight bug report.
first: i found an blueprint pack or 3 with a lot of the hivers blueprints (in the update before they changed there type to bio tech). no idea if im suppose to have them or not.
second: after updating, i cant help but notice that one ship, and only one ship is 'BioTech' instead of 'Bio Tech'. only noticed cause i have blueprints.
lastly: i started a game with Nexerelin's random sector turned on, and I cant help but feel like the hive dose not have its own faction. i still see there ships in some star systems, but only ones with warning beacons around the system, but it feels like the [REDACTED]. I don't see them do anything like having worlds or colonizing systems or attacking people or anything. is this what this faction dose, or is it suppose to do more normally?

really enjoying this mod, but thought i should report my findings to you, just in case any of this is not intentional.
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Dazs

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Re: [0.95.1a] Hiver Swarm - V0.98 - 09/11/22
« Reply #191 on: September 19, 2022, 02:58:29 PM »

i have an slight bug report.
first: i found an blueprint pack or 3 with a lot of the hivers blueprints (in the update before they changed there type to bio tech). no idea if im suppose to have them or not.
It is intentional but I've put in blacklists to try and keep them rare but yes they are available for loot. I broke up their fleet into several BP packs in order to make it rare for a player to have their entire lineup. I originally had them un-lootable but I got several requests to put them back in, so I figured if some players did not want them they could just trash them. Getting them all in one loot is pretty lucky, good on you! :)
second: after updating, i cant help but notice that one ship, and only one ship is 'BioTech' instead of 'Bio Tech'. only noticed cause i have blueprints.
I'll go through the ships and double check my grammar, thank you for the report.
lastly: i started a game with Nexerelin's random sector turned on, and I cant help but feel like the hive dose not have its own faction. i still see there ships in some star systems, but only ones with warning beacons around the system, but it feels like the [REDACTED]. I don't see them do anything like having worlds or colonizing systems or attacking people or anything. is this what this faction dose, or is it suppose to do more normally?
That is because they are greatly diminished when playing with random systems and cannot field scouting and invasion fleets like they do with a standard sector. All the industry buffs I gave them gets tossed aside and they are thrown into the general mix of faction lotto. The difference between them and [REDACTED] is that the Hivers are set up as a faction and the [REDACTED] are a core race and are not picked when the randomizer assigns planets to each active faction so they act like they do in a standard game. 
really enjoying this mod, but thought i should report my findings to you, just in case any of this is not intentional.
I am glad to hear it, always nice to hear a kind word. I appreciate the reply, I rely on players such as yourself willing to take the time and make a report. I am no professional coder and if you look at my changelogs you'll see that my mods are rife with oopsies :)

Auren

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Re: [0.95.1a] Hiver Swarm - V0.98 - 09/11/22
« Reply #192 on: September 20, 2022, 12:29:27 PM »

I ain't gonna lie, the bugs seem a tad way too overpowered, especially with Nexerelin. The bugs reproduce super quickly and are hyper aggressive. The thing is, I see other people complaining about how the bugs are non-issues but in every game I've started they always just overrun the core and cut the nuts off all factions super quick, and none of them ever manage to recover and band together. The worst part is all the core factions just keep fighting each other instead of the swarm menace. Why and how do they get so many fleets so quickly? It's impossible to beat them unless you're cheating or doing some remnant run. And you know what the worst part is? These bugtwats will saturate bombard the crap out of your planets and others' but no one bats an eye. But the MOMENT you do it back to them? Oh god the humanity. Or should I say, the bugmanity! It's a good mod in theory and I've had a TON of fun trying to hunt them down but honestly I think I can't play with it because it just ends up the same way every run: dead factions and alone against the swarm which ends up with me also dead soon enough.
« Last Edit: September 20, 2022, 12:34:24 PM by SMZ_Auren »
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The only good bug is a dead bug.

Dazs

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Re: [0.95.1a] Hiver Swarm - V0.98 - 09/11/22
« Reply #193 on: September 20, 2022, 01:24:29 PM »

I ain't gonna lie, the bugs seem a tad way too overpowered, especially with Nexerelin. The bugs reproduce super quickly and are hyper aggressive. The thing is, I see other people complaining about how the bugs are non-issues but in every game I've started they always just overrun the core and cut the nuts off all factions super quick, and none of them ever manage to recover and band together. The worst part is all the core factions just keep fighting each other instead of the swarm menace. Why and how do they get so many fleets so quickly? It's impossible to beat them unless you're cheating or doing some remnant run. And you know what the worst part is? These bugtwats will saturate bombard the crap out of your planets and others' but no one bats an eye. But the MOMENT you do it back to them? Oh god the humanity. Or should I say, the bugmanity! It's a good mod in theory and I've had a TON of fun trying to hunt them down but honestly I think I can't play with it because it just ends up the same way every run: dead factions and alone against the swarm which ends up with me also dead soon enough.

Personally, I have played the game as different factions and have not had them invade the core in force until I was in my mid teens in level with a colonized system and a strong fleet. I know that experiences will vary and have read other accounts that are similar to yours. I have tweaked their aggression several times during the course of the mod and feel it still needs more work based on these accounts.

I am currently working on an update for them that includes some toning down of their more complained about overpowering abilities. I will also be looking at their aggression level and industrial base but at the same time I do not want to defang them too much. As part of the update, I will be posting an updated strategy guide on the forum front page that includes what other players have recommended to tackle them. I have some spare time this week and will hopefully have it released by the weekend, Sunday at the latest.

I appreciate your concerns and thank you for the posting as it gives another opinion on them that is helpful.

Dazs

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Re: [0.95.1a-RC6] Hiver Swarm - V0.99 - 09/24/22
« Reply #194 on: September 24, 2022, 12:29:08 PM »

v0.99 released today - 0.98 save compatible - some changes will only take effect in a new game

Graphical touchups on several ships, some difficulty nerfs, reformatted the forum OP with new images (shows the new touched up versions) and added a player (Candelestine on reddit) made strategy guide under the "tactics" spoiler tag on the forum OP. Changelog on the forum OP and in the RAR has all the details.

Most changes are player suggested so if you have any ideas or concerns please let me know, I appreciate them. I see my mods as a collaborative effort. The more player input I receive, the better I can make the mod which is good for all involved.
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