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Author Topic: [0.96a]Epta Consortium - 2.1.0 - NO LONGER IN DEVELOPMENT  (Read 198824 times)

CountV

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #75 on: July 21, 2022, 03:35:45 AM »

I think I might have run into a bug, the Kite (7s) does not seem to dissipate shield power over time resulting in it rapidly becoming some 600 speed monstrosity after it gets shot at a bit.

I tested some of the other Epta ships (Acanthis, Aeolus, Conquest(7s), Eagle(7s)) and they didn't have the same problem, the shield power would decrease over time.

Not sure if it's relevant or not, but the Kite (7s) also doesn't have the typical lightning spark visual effects on it's shield like other Epta ships.

Edit:
I think I might have figured it out, the Kite (7s) hull is lacking the built-in "graphicsweapon" weapon, adding that onto the ship along with the requisite weapon slot enabled the shield lightning effects and also started to decrease the Epta Shield Power effect over time.



For a second thing, the system charge regeneration rate modifier seems to be inverted for both the Takeshido "System Customization - Cooldown" and System Customization - Charges" hullmods, resulting in a faster charge regen for the SC-Cooldown mod and a slower charge regen for the SC-Charges. The system cooldown aspect works correctly though, meaning the SC-Cooldown mod is a pure upgrade, while the SC-Charges mod is a complete downgrade.

I'm guessing it's just something to do with how the code calculates the modifier, probably just need to swap the +/- signs respectively for the system charge modifiers in both hullmods.
« Last Edit: July 21, 2022, 09:16:25 AM by Countable »
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Re-Search-er

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #76 on: July 22, 2022, 05:37:14 PM »

Another null crash:
2375311 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.seven_AIcoremod_alpha.advanceInCampaign(seven_AIcoremod_alpha.java:38)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
   at com.fs.starfarer.api.util.Misc.addStorageInfo(Misc.java:3972)
   at com.fs.starfarer.campaign.command.MarketTooltipFactory$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Marcoda

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #77 on: July 22, 2022, 10:14:31 PM »

I really don't like the Takeshido stuff in the mod. Is there any way to just have the Epta faction?
Takeshido will stay, but I want to ask, how I could make your experience better with it? Reducing spawn rates or something like that?

It's primarily my play style as to why i don't like the takeshido stuff. They just feel "off" in regards to how I like my mods, in my modded play through the Epta faction fits right in with all my other mods but the system with the takeshido planets just feels weird and also very hard to enter since all the planets are right beside each other, maybe consider spreading the planets out a bit more so that it's easier to get to each one with getting ganged on by dozens of pirate fleets.

In regards to the ships themselves I do feel that the spawnrate could be dropped a little bit, I have seen some pirate fleets with almost nothing but takeshido in them however they don't seem that common. Another thing to note is that the AI seems to struggle with some of the ships, blatantly throwing away their ships right at the start of the battle when they use the intercept burn ability which since some of the ships (I went and checked and the dire rise is the main culprit) have no shields means that they instantly die to a hail of missiles from my ships while also occasionally taking out a ship of mine in doing so, which just isn't that fun to experience. One last ship that I will single out is the 400ish speed phase ship which I find completely unfun to fight against due to it being impossible to kill unless the AI makes a mistake (although it's interdiction ability is kinda a cool thing if it were balanced).

Don't get me wrong, I absolutely love the Epta faction itself. The unique lore plays off well with the Hegemony and Luddic factions and the styling of the ships is absolutely beautiful. The ships and the abilities feel unique while still feeling balanced to the vanilla ships. If I have to tolerate the takeshido stuff to play with the Epta faction I can do that. Keep up the good work!
« Last Edit: July 23, 2022, 02:16:01 AM by Marcoda »
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Re-Search-er

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #78 on: July 23, 2022, 09:57:02 AM »

Another null crash:
2375311 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.seven_AIcoremod_alpha.advanceInCampaign(seven_AIcoremod_alpha.java:38)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
   at com.fs.starfarer.api.util.Misc.addStorageInfo(Misc.java:3972)
   at com.fs.starfarer.campaign.command.MarketTooltipFactory$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
This was caused by opening up the Colonies Screen in COMMAND, which loads the storage on the Hull forge planet which creates the null error bug from last bugpost.
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xSevenG7x

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #79 on: July 25, 2022, 06:35:38 AM »

I think I might have run into a bug, the Kite (7s) does not seem to dissipate shield power over time resulting in it rapidly becoming some 600 speed monstrosity after it gets shot at a bit.

I tested some of the other Epta ships (Acanthis, Aeolus, Conquest(7s), Eagle(7s)) and they didn't have the same problem, the shield power would decrease over time.

Not sure if it's relevant or not, but the Kite (7s) also doesn't have the typical lightning spark visual effects on it's shield like other Epta ships.

Edit:
I think I might have figured it out, the Kite (7s) hull is lacking the built-in "graphicsweapon" weapon, adding that onto the ship along with the requisite weapon slot enabled the shield lightning effects and also started to decrease the Epta Shield Power effect over time.



For a second thing, the system charge regeneration rate modifier seems to be inverted for both the Takeshido "System Customization - Cooldown" and System Customization - Charges" hullmods, resulting in a faster charge regen for the SC-Cooldown mod and a slower charge regen for the SC-Charges. The system cooldown aspect works correctly though, meaning the SC-Cooldown mod is a pure upgrade, while the SC-Charges mod is a complete downgrade.

I'm guessing it's just something to do with how the code calculates the modifier, probably just need to swap the +/- signs respectively for the system charge modifiers in both hullmods.

Heyo, how are you? Thx for reporting the issues, gotta change the kite with the graphicsweapon, its the cause. About the System Customizations.. I'll see what I can do with the modifiers, if there is more issues, tell me, happy to help ya^^
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xSevenG7x

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #80 on: July 25, 2022, 06:44:22 AM »

I really don't like the Takeshido stuff in the mod. Is there any way to just have the Epta faction?
Takeshido will stay, but I want to ask, how I could make your experience better with it? Reducing spawn rates or something like that?

It's primarily my play style as to why i don't like the takeshido stuff. They just feel "off" in regards to how I like my mods, in my modded play through the Epta faction fits right in with all my other mods but the system with the takeshido planets just feels weird and also very hard to enter since all the planets are right beside each other, maybe consider spreading the planets out a bit more so that it's easier to get to each one with getting ganged on by dozens of pirate fleets.

In regards to the ships themselves I do feel that the spawnrate could be dropped a little bit, I have seen some pirate fleets with almost nothing but takeshido in them however they don't seem that common. Another thing to note is that the AI seems to struggle with some of the ships, blatantly throwing away their ships right at the start of the battle when they use the intercept burn ability which since some of the ships (I went and checked and the dire rise is the main culprit) have no shields means that they instantly die to a hail of missiles from my ships while also occasionally taking out a ship of mine in doing so, which just isn't that fun to experience. One last ship that I will single out is the 400ish speed phase ship which I find completely unfun to fight against due to it being impossible to kill unless the AI makes a mistake (although it's interdiction ability is kinda a cool thing if it were balanced).

Don't get me wrong, I absolutely love the Epta faction itself. The unique lore plays off well with the Hegemony and Luddic factions and the styling of the ships is absolutely beautiful. The ships and the abilities feel unique while still feeling balanced to the vanilla ships. If I have to tolerate the takeshido stuff to play with the Epta faction I can do that. Keep up the good work!

There is plans to restrict Takeshido in Meiyo Starsystem, so pirates will still have their normal stuff, while in Meiyo will be Takeshido territory. And indeed some ships needs rework, Dire Rise and Conflictor (the phase ship you talked about) will be changed. I hope that with the next update I can mitigate the Takeshido issues for instead of tolerate, you can have fun with them. Once again thx for le feedback^^

Edit: Also the planets, yeah, Meiyo is supposed to have high rate of enemy spawns, but still, I'll look around to reduce the scale of spawns
« Last Edit: July 25, 2022, 06:48:51 AM by xSevenG7x »
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xSevenG7x

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #81 on: July 25, 2022, 07:09:47 AM »

Another null crash:
2375311 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.seven_AIcoremod_alpha.advanceInCampaign(seven_AIcoremod_alpha.java:38)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
   at com.fs.starfarer.api.util.Misc.addStorageInfo(Misc.java:3972)
   at com.fs.starfarer.campaign.command.MarketTooltipFactory$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
This was caused by opening up the Colonies Screen in COMMAND, which loads the storage on the Hull forge planet which creates the null error bug from last bugpost.

Hmm, this is not the first time that we have bugs involving the hull forge, well, another one to the list, for now Idk what is going on, but I'll try to find solutions, thank you for the feedback^^
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kemptastic

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #82 on: July 25, 2022, 10:00:31 PM »

The Aeolus capital ship is way too OP. Just faced off against one and it's fleet, defending a planet with a Tier 2 Defense Station and it pretty much single handedly ripped apart the station and an entire fleet upwards of 300 points on it's own. Had managed to down just about everything else but that ship is literally impossible to kill when it gets to dissipate flux in phase shift and enter it whenever it likes. I cant even get a small ship to take advantage of the small gap in the shields at the rear because this thing can use it's phase to outrun anything I had, while annihilating anything smaller than a capital ship in a few volleys as if they had no shields at all.

I had to use cheat commands to kill it before it vaporized every last ship I had left. I didn't even take a notch out of it's hull bar.

This thing is literally the most powerful ship in my game at this point to the point of being for all intents and purposes, invincible. I feel like I just installed a troll mod meant to ruin my game. This is the first time I had to use a cheat command in combat like this.
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xSevenG7x

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #83 on: July 26, 2022, 05:23:46 PM »

The Aeolus capital ship is way too OP. Just faced off against one and it's fleet, defending a planet with a Tier 2 Defense Station and it pretty much single handedly ripped apart the station and an entire fleet upwards of 300 points on it's own. Had managed to down just about everything else but that ship is literally impossible to kill when it gets to dissipate flux in phase shift and enter it whenever it likes. I cant even get a small ship to take advantage of the small gap in the shields at the rear because this thing can use it's phase to outrun anything I had, while annihilating anything smaller than a capital ship in a few volleys as if they had no shields at all.

I had to use cheat commands to kill it before it vaporized every last ship I had left. I didn't even take a notch out of it's hull bar.

This thing is literally the most powerful ship in my game at this point to the point of being for all intents and purposes, invincible. I feel like I just installed a troll mod meant to ruin my game. This is the first time I had to use a cheat command in combat like this.

Heyo, how are u? Thats unfortunate to hear, the next patch will nerf Aeolus for sure, the phase dive system bring it a powerful synergy, that AI knows pretty well how to use. Thanks for the feedback! What you think about the mod, despite that?
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kemptastic

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #84 on: July 26, 2022, 09:57:09 PM »

The Aeolus capital ship is way too OP. Just faced off against one and it's fleet, defending a planet with a Tier 2 Defense Station and it pretty much single handedly ripped apart the station and an entire fleet upwards of 300 points on it's own. Had managed to down just about everything else but that ship is literally impossible to kill when it gets to dissipate flux in phase shift and enter it whenever it likes. I cant even get a small ship to take advantage of the small gap in the shields at the rear because this thing can use it's phase to outrun anything I had, while annihilating anything smaller than a capital ship in a few volleys as if they had no shields at all.

I had to use cheat commands to kill it before it vaporized every last ship I had left. I didn't even take a notch out of it's hull bar.

This thing is literally the most powerful ship in my game at this point to the point of being for all intents and purposes, invincible. I feel like I just installed a troll mod meant to ruin my game. This is the first time I had to use a cheat command in combat like this.

Heyo, how are u? Thats unfortunate to hear, the next patch will nerf Aeolus for sure, the phase dive system bring it a powerful synergy, that AI knows pretty well how to use. Thanks for the feedback! What you think about the mod, despite that?

Hey, thanks for listening to the feedback and apologies for being a bit salty about it. Made that post right after the battle and was sitting there slack jawed like wtf as it was doing it's thing. Other than that encounter I like the unique, well-done designs of the ships and they were an interesting new challenge to face off against so I like the distinct flavor the mods adds to my playthrough right now. I haven't used many of the ships in my own fleet yet, but will probably do so soon since I salvaged a number of them in that fight.

Most of my interaction with the mod's contents have been the hull mods so far and I like the options they bring and have been using a number of them on my fleet. Overall a pretty high quality mod for sure.
 
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kemptastic

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #85 on: July 27, 2022, 02:33:46 AM »

I think I noticed a small bug. It seems like the Beta AI Core integration (Hull Mod) is disabled on some of the larger capital ships (like Promethus Tanker) saying the ship needs a more powerful core, however Gamma cores are still available to install, as are Alpha. Seems a bit odd and I figured it was meant to have Gamma cores disabled on capital ships instead.

Also I noticed I had some difficulty replacing a Gamma core on a separate capital ship with an Alpha core. The gamma core developed an attachment to the officer commanding it, but it seemed like from the text the persona should be able to transfer to other ships/cores. I removed the officer and removed the hullmod but even though the Alpha core was available (Beta greyed out on this cap ship too) I wasn't able to actually install it for some reason. Wasn't sure if this was intentional or not.

Edit: I tried adding an Alpha core to a newly purchased capital ship (Prometheus Tanker again) and it wasn't able to install their either. Gamma core worked though.

Also I have all three core types in my inventory for sure.
« Last Edit: July 27, 2022, 02:35:44 AM by kemptastic »
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xSevenG7x

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #86 on: July 27, 2022, 11:37:30 AM »

I think I noticed a small bug. It seems like the Beta AI Core integration (Hull Mod) is disabled on some of the larger capital ships (like Promethus Tanker) saying the ship needs a more powerful core, however Gamma cores are still available to install, as are Alpha. Seems a bit odd and I figured it was meant to have Gamma cores disabled on capital ships instead.

Also I noticed I had some difficulty replacing a Gamma core on a separate capital ship with an Alpha core. The gamma core developed an attachment to the officer commanding it, but it seemed like from the text the persona should be able to transfer to other ships/cores. I removed the officer and removed the hullmod but even though the Alpha core was available (Beta greyed out on this cap ship too) I wasn't able to actually install it for some reason. Wasn't sure if this was intentional or not.

Edit: I tried adding an Alpha core to a newly purchased capital ship (Prometheus Tanker again) and it wasn't able to install their either. Gamma core worked though.

Also I have all three core types in my inventory for sure.

So, I got some reports about this bug, and the next patch will fix that, thx again for the report^^
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Nephutis

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #87 on: July 28, 2022, 07:30:11 PM »

hi, first of all great mod. love the ships. (though i wish there was one more capital in epta's roster, and maybe the epta ships are a little too strong, mainly the aeolus, but i think that's been reported already)

i'm experiencing a bug with the conquest's quickstep drive, activating it quickly as soon as its ready after being used softlocks the ship, preventing any further action (no firing, moving or even raising/lowering or turning shields.)

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Egren

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #88 on: July 29, 2022, 01:16:03 AM »

First off, this post was written in the context of updating this mod from 1.3.0 to 1.4.6.

Uh oh! Something happened to the inbuilt mod on most Takeshido ships; Takeshido Overhauling (TO). It used to grant +30% speed but after updating my mod collection for a new playthrough I noticed that it now gives +130% speed --- As an example, a naked, 70% CR Wayfarer BHD now has 322 speed with zero other modifications. Another odd change this version is that Drover BHD now has a base speed of 45 instead of 75 (before the 2.3x speed multiplier).

Before I start my rant on how how broken nonbugged (+30% speed, not +130%) Takeshido ships are, know that I'm a huge fan of this mod overall. It offers lots of new refreshing playstyles. It's the balance I'm concerned with.

I felt pretty dirty using Takeshido ships my previous playthroug due to their insane ability to just stay out of range of everything and keep spamming Cinis missiles (or fighters) permanently. One Wayfarer (BHD) for just 6 pts can carry 4x Cinis launchers for 352 dps at 3500 range, while outrunning almost anything, in turn giving it the zero flux speed bonus*, which ALSO gets increased by the % speed bonuses from TO and CC. This is also true for the flat speed bonuses from Unstable Infusion (UI) and Safety Overrides.
*Takeshido ships seem to never gain 0-flux speed in the latest version, but I don't see it being mentioned in the description of TO or the ship descriptions. I don't know if this is intentional or not, but would make a decent big drawback to counteract the other sources of speed they get. (replacing normal 0-flux speed bonus with the takeshido permanent speed bonus starts to sound kinda sorta reasonable, actually)


Speed examples below (using old values from before this patch, i.e. +30% speed, not +130%):
Regular Wayfarer: 140
Wayfarer BHD: 182
Wayfarer BHD + ET (Engine Tuning, Takeshido's Commisioned Crews bonus: +10% speed): 200
Wayfarer BHD + UI: 214
Wayfarer BHD + CC + UI: 234

(The above numbers assume Takeshido Overhauling and Engine Tuning

Some smaller suggestion:
> I would like to see some more restrictions when it comes to hull mods.
> The +1 and +3 burn mods should probably require docking like other logistics mods.
> Unless this has been changed since 1.3.0, you can combine Systems Override and Systems Overflow - Safeties, and their flux dissipation multipliers stack multiplicatively, resulting in 3x flux dissipation. This costs a ton of points and is rarely worth it, but it may be wise to err on the side of caution and disallow the use of both SO and SOS at the same time.

Spoiler
This post is getting long, but before I go I just wanna mention another probably unintended/undesired combo that I had lots of fun with: you can put Flightdeck Overhauling (+1 fighter slot) on Tempest (or another ship with a "Kamikaze drone" system) lets you add any fighter you want, and the system works on them just like the inbuilt drones. The fighters use their weapons like normal after being kamikaze'd . So you can either run a strike wing, and instead of setting them to Engage, you can send them individually with the kamikaze system, delivering both their original payload and  the Terminator Sequence(TS)'s Energy+EM damage.
Alternatiovely, pick a fighter with low replacement time and high wing size to maximize the number of TS activations..
Another layer of craziness was reached with the help of hullmods from Modern Carriers. Fighter Command Overclock lets you build replacement fighters "in advance" onboard the ship, ready to be launched quickly after a fighter has been destroyed. This lets you send a wicked barrage of kamikaze pilots, usually limited by your flux stats rather than available fighters.

Weird things like this have huge potential for being ridiculously imbalanced, but given how niche (and fun!) the interaction is, I say leave it in for us Johnnys. On the flip side, there could be tons of unintended and broken interactions stemming from putting Flightdeck Overhauling on a ship with built-in fighters, so I would understand changing it.
[close]

I hope I wasn't too mean with this rather negative post. I really do appreciate your work and have had a lot of fun with it already, with more to come. Keep it up!
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ApolloStarsector

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #89 on: July 29, 2022, 02:19:02 AM »

Very well made mod. Spectacular sound effects, gorgeous graphics and effects, and unique looking and feeling. Immediately caught my eye and I had to play with it! And the music is godly.
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