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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 986285 times)

HELMUT

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Re: Neutrino Corp. (v. 1.75)
« Reply #585 on: November 03, 2013, 06:04:06 AM »

For some reason i always visioned the Neutrinos like this:

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SpaceRiceBowl

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Re: Neutrino Corp. (v. 1.75)
« Reply #586 on: November 03, 2013, 10:00:40 AM »

lol  :D
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felixsimon

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Re: Neutrino Corp. (v. 1.75)
« Reply #587 on: November 17, 2013, 11:53:44 PM »

Is there a special condition or something to get Unsung to appear in store, or am I just super unlucky? (I've been escorting neutrino supply convoys for hours now, and still nothing)  :-\
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ValkyriaL

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Re: Neutrino Corp. (v. 1.75)
« Reply #588 on: November 18, 2013, 12:00:17 AM »

Its a brokensause ship so obviously its not in the store, he does want the mod to be somewhat balanced yuno. :P you have to edit the files to make it appear.
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FlashFrozen

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Re: Neutrino Corp. (v. 1.75)
« Reply #589 on: November 18, 2013, 12:14:49 AM »

The only hints I'll give is: "what ever happened to that second star system I added?"

If that is not enough, look on page:
Spoiler
37
[close]

 ;)

Sorry for no portraits to show, but I have generalistic idea of how they'll look, but no time or talent to implement them, as well, currently 2-3 ships on drawing board just cause I love making them :p
Though it seems they kinda put people off with how tough the faction is lol.
« Last Edit: November 18, 2013, 12:17:42 AM by FlashFrozen »
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Sabaton

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Re: Neutrino Corp. (v. 1.75)
« Reply #590 on: November 18, 2013, 03:35:49 AM »

somewhat balanced yuno


 The key word here is ''somewhat''  :D

 And yes, some people do think this faction is too strong,( I say it's hella op) perhaps you'd like to rethink their MO?
 Strong, efficient shielding, fast engines, crazy ship systems (look at cycerin for example) coupled with fragile armor and hull might be a start.
 Also, some of their guns need some balancing, me thinks some of their ships have a slight case of weapon spam too...
 It's a shame they're op, they look good and I'd really want to play with them, but then I remember that once I buy one of their cap ship I won't be needing any other ships, and boredom wouldn't be very far.
« Last Edit: November 18, 2013, 03:53:20 AM by Sabaton »
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ValkyriaL

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Re: Neutrino Corp. (v. 1.75)
« Reply #591 on: November 18, 2013, 03:55:57 AM »

Its not that they are hard to beat( well, they are), 2V1 and they lose because of their narrow shields and inability to fight multiple targets, in my experience, no ship in the game can beat them 1V1 unless the player controls them, well, usually.

Its more a case that their stats are too great, for example, their shields are way too good for the kind of armor they have. 0.2 shield eff is absolutely colossal no matter how small the shield is, you can get that down to 0.11 or something with elite crew, max CR and hardened shields and + forward shields and extended shields their weakness is gone, now, that on a destroyer combined with 800-1000ish armor and 1-3 second venting + the rather powerful weapons your faction have is just too much.

i'm probably running an old version tho, because i remember you changing their shield eff to 0.4 or 0.6 in some update. and nerfing their armor somewhat. ???

I see the Unsung as a boss ship, much like my Vat IV, its way to powerful to have roaming around, have it as a boss, you beat it, you get it, and you can play around and have fun. ;D
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Bjørn_in_the_Sector

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Re: Neutrino Corp. (v. 1.75)
« Reply #592 on: November 29, 2013, 04:16:28 AM »

^seconded with a vengeance. Neutrino are unbreakable 1-on-1, but swarms of ships will take them down, due to the thin shield and (relavtively) weak armour. I SOOOOO wish the unsung was in the campaign, though. It's so much fun testing out various large weapons on it (killed 4 other caps in a row with 6 ripper triple masers from the Nomad mod) The advanced proton torps are without doubt one of the best missile systems around - compatible with every size mount, very well scaled in terms of damage (meaning that the smalls aren't too powerful and the larges aren't too weak) and deliciously satisfying to use. Seeing the top edge of my screen fill with friendly missile blips is one of my favourite times of the day. My only concern is that the flux-less photon torp mount got into the campaign, and I'm running around with those plastered to any mount that the'll fit in. (The omnifactory is the devil's tool :P) Not sure about the disruptor as the only PD weapon. I love the pulsars so much that I wish you'd give us a PD laser that does damage (Neutron Pulse PD Laser?) All in all, an outstanding mod that I won't really ever consider not having. Thanks! (and sorry for the wall of text)
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Feralcus

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Re: Neutrino Corp. (v. 1.75)
« Reply #593 on: November 30, 2013, 02:45:52 PM »

Ermerhgerrhd...

I just got a Falken, it takes like 20-something logistics points and flying it with all the upgrades
is like trying to ride a coked out ferret with a chainsaw... It's awsome... ;D
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momerathe

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Re: Neutrino Corp. (v. 1.75)
« Reply #594 on: December 02, 2013, 07:30:41 AM »

Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.

So that's what's going on! I see the logic, but it makes them very hard to use in Exerelin in systems where you have no bases.
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Doogie

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Re: Neutrino Corp. (v. 1.75)
« Reply #595 on: December 02, 2013, 07:33:25 AM »

That's why you need to compliment high tech ships like these with mid-tech (Blackrock) or low-tech (Hegemony) vessels.
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SpaceRiceBowl

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Re: Neutrino Corp. (v. 1.75)
« Reply #596 on: December 13, 2013, 06:06:17 PM »

May I ask how to edit the unsung in?
Sorta a nub when it comes to programming
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FlashFrozen

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Re: Neutrino Corp. (v. 1.75)
« Reply #597 on: December 14, 2013, 01:50:03 PM »

Depends, is this for exerelin or standalone? Standalone already has it ready and waiting,

The only hints I'll give is: "what ever happened to that second star system I added?"

If that is not enough, look on page:
Spoiler
37
[close]

 ;)

Sorry for no portraits to show, but I have generalistic idea of how they'll look, but no time or talent to implement them, as well, currently 2-3 ships on drawing board just cause I love making them :p
Though it seems they kinda put people off with how tough the faction is lol.



For exerelin I guess the easiest way would be to edit mods/Exerelin/data/world/factions/neutrinocorp.faction

Edit with notepad, wordpad, notepad++, anything that can change/add letters in.

Scroll down until you see the fleet listings, you're going to change what ships are delivered to the station
Code
	"fleetCompositions":{
"exerelinGenericFleet":{
            "displayName":"Generic Fleet",
            "maxFleetPoints":140,
            "daysWorthOfSupplies":[30, 50],
            "lyWorthOfFuel":[40, 60],
            "extraCrewPercent":[80, 80],
            "marinesPercent":[20, 20],
            "ships":{
                "neutrino_colossus_standard":[0, 1],
                "neutrino_hildolfr_standard":[0, 1],
                "neutrino_banshee_standard":[0, 1],
                "neutrino_bansheenorn_standard":[0, 1],
                "neutrino_jackhammer_standard":[0, 1],
                "neutrino_jackhammer2_standard":[0, 1],

                "neutrino_grinder_standard":[0, 1],
                "neutrino_lathe_standard":[0, 1],
                "neutrino_maul_standard":[0, 1],
                "neutrino_nirvash_standard":[0, 1],
                "neutrino_theend_standard":[0, 1],

                "neutrino_sledgehammer_assault":[0, 2],
                "neutrino_vice_assault":[0, 1],
                "neutrino_vice_standard":[0, 1],
                "neutrino_hacksaw_standard":[0, 1],
                "neutrino_hacksaw_assault":[0, 1],
                "neutrino_piledriver_standard":[0, 2],

                "neutrino_singularity_balanced":[0, 2],
                "neutrino_relativity_standard":[0, 2],
                "neutrino_causality_standard":[0, 2],
                "neutrino_polarity_standard":[0, 2],

                "neutrino_drohne_wing":[0, 4],
                "neutrino_schwarzgeist_wing":[0, 4],
                "neutrino_floh_wing":[0, 4],
                "neutrino_drache_wing":[0, 4],
            },
        },


add in this line:

Code
"neutrino_unsung_standard":[0, 1],

near the bottom

Code
	"fleetCompositions":{
"exerelinGenericFleet":{
            "displayName":"Generic Fleet",
            "maxFleetPoints":140,
            "daysWorthOfSupplies":[30, 50],
            "lyWorthOfFuel":[40, 60],
            "extraCrewPercent":[80, 80],
            "marinesPercent":[20, 20],
            "ships":{
                "neutrino_colossus_standard":[0, 1],
                "neutrino_hildolfr_standard":[0, 1],
                "neutrino_banshee_standard":[0, 1],
                "neutrino_bansheenorn_standard":[0, 1],
                "neutrino_jackhammer_standard":[0, 1],
                "neutrino_jackhammer2_standard":[0, 1],

                "neutrino_grinder_standard":[0, 1],
                "neutrino_lathe_standard":[0, 1],
                "neutrino_maul_standard":[0, 1],
                "neutrino_nirvash_standard":[0, 1],
                "neutrino_theend_standard":[0, 1],

                "neutrino_sledgehammer_assault":[0, 2],
                "neutrino_vice_assault":[0, 1],
                "neutrino_vice_standard":[0, 1],
                "neutrino_hacksaw_standard":[0, 1],
                "neutrino_hacksaw_assault":[0, 1],
                "neutrino_piledriver_standard":[0, 2],

                "neutrino_singularity_balanced":[0, 2],
                "neutrino_relativity_standard":[0, 2],
                "neutrino_causality_standard":[0, 2],
                "neutrino_polarity_standard":[0, 2],

                "neutrino_drohne_wing":[0, 4],
                "neutrino_schwarzgeist_wing":[0, 4],
                "neutrino_floh_wing":[0, 4],
                "neutrino_drache_wing":[0, 4],

               "neutrino_unsung_standard":[0, 1],
            },
        },

That will give a chance for exerelin to spawn them as a buyable ship,
« Last Edit: December 14, 2013, 02:05:17 PM by FlashFrozen »
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SpaceRiceBowl

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Re: Neutrino Corp. (v. 1.75)
« Reply #598 on: December 14, 2013, 06:40:20 PM »

Standalone, because i never seem to be able to see it spawn in the store.
Dunno if i'm just dumb or what
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FlashFrozen

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Re: Neutrino Corp. (v. 1.75)
« Reply #599 on: December 14, 2013, 07:17:27 PM »

It won't be on sale, you just have to look for it :)

Surprised how many people haven't found it yet
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