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Author Topic: [0.97a] Amazigh's Ship Foundry v1.2.0  (Read 225594 times)

Uhlang

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Re: [0.95.1a] Amazigh's Ship Foundry v0.2
« Reply #15 on: April 24, 2022, 04:41:56 PM »

As a super ship connoisseur, I absolutely love me some overpowered tin cans, but Phantasmagoria feels busted even by my skewed standards.

Based on the fact that it's a one-of-a-kind, starter-only ship that's unlocked by a mission, I assume it's meant to be your Excelsior, but the Excelsior also comes with the huge negative of making you develop a new set of piloting instincts, plus its performance is heavily reliant on the surrounding projectile count and power. Phantasmagoria on the other hand just plays like the result of an unholy matrimony between Hyperion and Scarab.

Not complaining, by the way. This post is both a signal to my fellow super ship enjoyers and a warning to those who are afraid of wielding too much power: Phantasmagoria is insane.
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Amazigh

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Re: [0.95.1a] Amazigh's Ship Foundry v0.3
« Reply #16 on: April 29, 2022, 09:34:23 AM »

Update 0.3

Save Compatible

- New Weapon:
-- Kufikiri Smartcannon

Changes:
- Lilin Missile Coil
-- Damage changed from 450 Frag + 150 Energy to 250 Energy + 250 Frag
-- Refire Delay changed from 1.2 to 1.25
-- Ammo Regen changed from 1 per 6 seconds to 1 per 6.25 seconds

- Rainstorm Missile Array (Grandum Built-In)
-- Damage reduced from 150 to 135
-- Flux cost increased from 50 to 54
- Reduced EMP damage on Hypershot Subweapons

- Naxdin Anomaly Torpedo
-- OP cost increased from 5 to 6
-- Ammo regeneration time increased from 40 seconds to 50 seconds
-- Anomaly EMP damage reduced

- Phanstasmagoria
-- Hitpoints reduced from 2000 to 1500
-- Armour reduced from 300 to 200
-- Flux Dissipation reduced from 300 to 250
-- Flux Capacity reduced from 3000 to 2500
-- Reduction to acceleration
-- Increased turn acceleration
-- Peak CR time reduced from 240 to 210
-- CR to deploy increased from 30 to 35
-- Hullmod stats tweaked
--- Barrage Cutter
-- Barrage Cutter will now gain a brief overcharge after using the Dimensional Teleporter
-- Barrage Cutter Spread reduced slightly
-- Barrage Cutter Hardpoint aim arc increased
--- Temporal Core
-- Flux generation increased (previous flux generation was too low to be noticed)
-- Timescale multiplier reduced from 4.5 to 4
-- Repair bonuses are weaker, and after the first few seconds they (and the defense bonus) drop off to a lower level that also scales based on current Hardflux level.
>-- With these changes the ship should cement it's role towards being something of a "glass cannon" that wants to stay in the thick of things to keep its Hardflux levels high, but is somewhat vulnerable to EMP and can find itself flux limited as it has to work with only a portion of its flux bar when maintaining high Hardflux levels.

- Lanner (P)
-- Hull from 7000 to 7500
-- Armour from 1000 to 1100

- Nebel
-- DP increased from 30 to 34
-- CR %/Day increased from 5 to 6
-- CR to deploy increased from 20 to 30
-- Lebruck Missile Foundry now increases missile health by 25%
-- Improved Tereshkov Strike Missile Engine Performance
-- Improved Zweig SRM Damage Profile
-- System from Temporal Burn to Temporal Micro-Burn (multi-charge short duration version of the system)

- Fixed variants in the "In search of the Ark" Mission

- Altered Default Ship roles for various vessels, spawn rates should be more towards intended levels

----

As a super ship connoisseur, I absolutely love me some overpowered tin cans, but Phantasmagoria feels busted even by my skewed standards.
...
Phantasmagoria is insane.
Hopefully the changes i have made will make the insanity be in a more reasonable dose.
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Whisena

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Re: [0.95.1a] Amazigh's Ship Foundry v0.3
« Reply #17 on: May 06, 2022, 02:03:03 PM »

Thanks for the mod! I love the ships and some of their systems. Question: Does the AURA system get modified by missile hull mod like ECCM package and torpedo spec? Or it is not considered as missles? Thanks!
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Jade Tendency

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Re: [0.95.1a] Amazigh's Ship Foundry v0.3
« Reply #18 on: May 18, 2022, 04:45:35 AM »

I assume the phantasmagoria is unobtainable apart from the start option.
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Amazigh

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Re: [0.95.1a] Amazigh's Ship Foundry v0.3
« Reply #19 on: May 18, 2022, 12:43:30 PM »

Thanks for the mod! I love the ships and some of their systems. Question: Does the AURA system get modified by missile hull mod like ECCM package and torpedo spec? Or it is not considered as missles? Thanks!
They should be modified by any/all hullmods/skills/etc that apply to missiles.

I assume the phantasmagoria is unobtainable apart from the start option.
You would be correct.
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Amazigh

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Re: [0.95.1a] Amazigh's Ship Foundry v0.4
« Reply #20 on: June 01, 2022, 08:58:02 PM »

Update 0.4

Save Compatible

- New Ships
-- Rinka
-- Transparence
-- Invigilator

- New [REDACTED]

- New Wing
-- Incisor Support Fighter

- New Weapons
-- Sprocket Heavy SRM
-- Sumake Magnegun
-- IR Autopulser

Changes:
-Gimbal Micromissile Pod
-- Ammo regen reduced from 4 per 5 secs to 4 per 8 secs
- Lamia DEM / Lerna MDEM
-- Flux Cost to fire Removed
- Ilgryps
-- Turn Rate changed from 20 to 25
-- Shield arc changed from 120 to 200
- Nebel
-- Shield upkeep changed from 0.5 to 0.3
- Lustre
-- Adaptive Systems Altered
-- Base shield arc increased from 90 to 120
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Amazigh

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Re: [0.95.1a] Amazigh's Ship Foundry v0.5
« Reply #21 on: June 25, 2022, 07:12:37 PM »

Update 0.5

Save Compatible

v0.5
- Added Ind.Evo Support

- New Ship:
-- Henki

- New Weapons:
-- X-Pulse Laser
-- Kaksos Autocannon

- New Magicbounty:
-- Pneuma

Changes:
- Bramble Smartbomb Rack
-- Sprite Updated.
-- OP cost from 5 to 4.
-- Burst Size from 2 to 1.
-- Cycle time from 6 seconds to 2 seconds.
-- Ammo from 4 to 8.
-- Ammo regen time from 30 seconds to 10 seconds.
-- Tracking speed from 80 to 100.

- Thicket Smartbomb Launcher
-- Sprite Updated.
-- Burst Size from 2 to 1.
-- Damage from 1600 to 2400 (splits into 3 smartbombs rather than 2)
-- Cycle time from 10 seconds to 5 seconds.
-- Ammo from 4 to 6.
-- Ammo regen time from 30 seconds to 16 seconds.

- Nieuport Linear Rifle
-- Flux cost reduced from 80 to 72.

- Salmson Cluster Grenade Launcher
-- Spread reduced from 8-24 to 4-16
-- Cluster AoE radius increased.

- Klabu Battle Cannon
-- OnHit bonus damage changed from 400 to 300.

- Naxdin Anomaly Torpedo
-- Base impact damage increased from 300 to 400.
-- Base impact EMP increased from 500 to 600.
-- Potential EMP/Energy damage caused by the Anomaly Field reduced by around 25%.
-- Anomaly Field duration increased by 20%.

- Gaderoga
-- Minor sprite update.

- Assorted Variant loadouts tweaked.
« Last Edit: June 25, 2022, 07:25:08 PM by Amazigh »
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XJD

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Re: [0.95.1a] Amazigh's Ship Foundry v0.5
« Reply #22 on: August 10, 2022, 01:52:21 PM »

Any plan to add a capital sized ArkTech ship?
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Amazigh

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Re: [0.95.1a] Amazigh's Ship Foundry v0.6.2
« Reply #23 on: August 17, 2022, 03:14:42 PM »

Update 0.6.2
Save Compatible

v0.6.2
- Fixed sprite issue with Gaderoga, but properly this time.

v0.6.1
- Fixed sprite issue with Gaderoga.

v0.6
- New Ship:
-- Giganberg

- New Weapon:
-- Nasibu Missile Projector

- New MagicBounty:
-- Perytonne [Chillblain Catalyst Missile]

Changes:
- Phantasmagoria
-- Base Damage reduction from system usage reduced from 50% to 45%
-- Ship now gains up to +20% projectile velocity while system is active.

- Transparence
-- Base shield efficiency reduced from 0.4 to 0.6
-- Removed RoF bonuses from Photon Accelerator Core
-- Shield overchage penalty scaling changed from "80" to "100"
-- 50% reduced Photon Swell gain for 3 seconds after system use

ArkTech Ship and Weapon Tech Type changed from [Unknown] to [ArkTech]

Arkech weapon sprites updated, credit to Nia for suggestions

- Breaker Autocannon renamed to Vunja Autocannon.
- Rainstorm Missile Array renamed to Dhoruba Missile Array.

- Nieuport Linear Rifle
-- Reworked
-- Base damage reduced from 80 to 75
-- Base EMP reduced from 20 to 10
-- Flux/shot increased from 72 to 75
-- Spread calculation method changed, now maxes at a 20 degree spread.
-- EMP damage now scales up with the firing ships flux level.
-- Deals additional soft flux damage on shield hits scaling with the EMP damage of the shot.

- Zalak Jamming Array
-- Flux/beam from 500 to 400

- Lilin Missile Coil
-- Launch speed increased from 600 to 800
-- Projectile HP increased from 100 to 150
-- Acceleration increased from 300 to 400
-- Deceleration reduced from 100 to 80

- Twin Kombeo Cluster Flak
-- Refire delay reduced from 0.4 to 0.3

- Gimbal Micromissile Pod
-- Projectile Health reduced from 90 to 50

- IR Autopulser
-- Ammo/reload increased from 2 to 6 (Sustained DPS unchanged)


----

Any plan to add a capital sized ArkTech ship?

I have no plans to add any more playable ArkTech ships.
« Last Edit: August 17, 2022, 03:55:43 PM by Amazigh »
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Algoul

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Re: [0.95.1a] Amazigh's Ship Foundry v0.6.2
« Reply #24 on: August 18, 2022, 01:26:08 AM »

I will make a few humble remarks. It's a nice, solid set of ships, options, and miscellaneous content that's fun to look for. The only remark concerns the Arc ships. They are excellent in their balance - strong enough - but not too strong - and they are fun to play with. Excellent mechanics of weapons and systems. But IMHO they need some tweaking of the sprites. It's a little annoying that the weapon and the ship itself merge into a poorly observed mess - the shooting animation and structural elements are hard to see.
By itself, the set of ships and the mission that offers them is very intriguing. I suggest to the respected creator to make a faction that the player will help spawn or save their Ark through a series of simple quests.
Also, the appearance of a super-frigate and a super-destroyer in the game, not only as a starting option, would be good - for example, to give them some kind of synergy to arc ships, so that strike groups would be formed under their leadership.
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Algoul

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Re: [0.95.1a] Amazigh's Ship Foundry v0.5
« Reply #25 on: August 18, 2022, 01:49:20 AM »

Any plan to add a capital sized ArkTech ship?

P.S.: also this lol
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SETIFAN

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Re: [0.95.1a] Amazigh's Ship Foundry v0.6.2
« Reply #26 on: August 18, 2022, 12:12:23 PM »

This seems to break magic bounties. Having it active causes the bounty board not to show up, ab when checking with console commands magic bounties returns no loaded bounties.

Mods active during testing: Lazylib; Magiclib; Console Commands; Seeker-Unidentified Contact (to spawn magic bounties) and this mod.
Removing this mod causes the Seeker bounties to spawn correctly

EDIT: It looks like its possible to roll this mod back to 0.5, to get the magic bounties back. Or at least it doesnt cause the game to crash
« Last Edit: August 18, 2022, 12:27:16 PM by SETIFAN »
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Amazigh

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Re: [0.95.1a] Amazigh's Ship Foundry v0.6.3
« Reply #27 on: August 18, 2022, 05:09:29 PM »

Update 0.6.3
Save Compatible

v0.6.3
- Fixed Magicbounty error.

----
This seems to break magic bounties.
Thanks for the catch.


I will make a few humble remarks. It's a nice, solid set of ships, options, and miscellaneous content that's fun to look for. The only remark concerns the Arc ships. They are excellent in their balance - strong enough - but not too strong - and they are fun to play with. Excellent mechanics of weapons and systems. But IMHO they need some tweaking of the sprites. It's a little annoying that the weapon and the ship itself merge into a poorly observed mess - the shooting animation and structural elements are hard to see.
By itself, the set of ships and the mission that offers them is very intriguing. I suggest to the respected creator to make a faction that the player will help spawn or save their Ark through a series of simple quests.
Also, the appearance of a super-frigate and a super-destroyer in the game, not only as a starting option, would be good - for example, to give them some kind of synergy to arc ships, so that strike groups would be formed under their leadership.

I tweaked weapon sprites in 0.6, so they are sharper and stand out more.

ArkTech will not be getting a faction in-game, it wouldn't fit my vision for them.

And to address your third point:

Any plan to add a capital sized ArkTech ship?

P.S.: also this lol
Ahem
I have no plans to add any more playable ArkTech ships.
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TheProtagonists

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Re: [0.95.1a] Amazigh's Ship Foundry v0.6.3
« Reply #28 on: August 19, 2022, 08:00:48 AM »

As of version 0.6.3, taking the "Destroy Anomalous Vessel" bounty crashes the game. Seems like it can't find the associated portrait of the bounty.
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gentulf

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Re: [0.95.1a] Amazigh's Ship Foundry v0.6.3
« Reply #29 on: August 19, 2022, 01:20:30 PM »

Mod info file is incorrect, it still has "0.6.2" version field.
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