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Author Topic: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st  (Read 277204 times)

Oni

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Re: [0.95.1a] Exotica Technologies v1.0.3
« Reply #30 on: May 31, 2022, 07:03:24 PM »

.... not sure if bandwidth is the right solution though

It would be the simplest though, after all it's a mechanic that's already in the mod.
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Versil

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Re: [0.95.1a] Exotica Technologies v1.0.3
« Reply #31 on: May 31, 2022, 11:57:58 PM »

Imho another mod (ExtraSystemReloaded) was and still is better than this one. In this mod, those resources that you spend on upgrades do not provide any significant benefits, or they are questionable. Apparently this is the so-called "balance", the question - what's the point?
« Last Edit: June 01, 2022, 12:10:32 AM by Versil »
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presidentmattdamon

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Re: [0.95.1a] Exotica Technologies v1.0.3
« Reply #32 on: June 01, 2022, 07:51:20 AM »

Imho another mod (ExtraSystemReloaded) was and still is better than this one. In this mod, those resources that you spend on upgrades do not provide any significant benefits, or they are questionable. Apparently this is the so-called "balance", the question - what's the point?

balance is its own point. as the head dev for both Exotica and Extra System Reloaded, you and i both can rest assured knowing that the latter isn't going to receive another update and is going to break in the next version of the game

also, if my upgrades don't provide any significant benefits, i'd be interested in seeing what you think of
  • ]the Hardened Shields hullmod which provides less shield efficiency than my Overcharged Shields upgrade
  • the Infernal Engines upgrade which provides more of a speed boost to fast ships than Unstable Injector
  • the Hyperactive Capacitors upgrade which increases flux stats more than either vanilla flux hullmod AND applies after capacitors and vents
  • the Commissioned Crews upgrade which provides a straight benefit across the board for logistics greater than any vanilla hullmod
  • the Forced Overtime upgrade which provides more CR-related benefits than other vanilla hullmods do, including a huge PPT increase for smaller ship sizes (which vanilla doesn't even provide)

this version of the mod is far superior in every way except for giving people absurd damage boosts. that's it. it has better UI, it has better scaling, it has better balance, and it even lets enemy fleets use it.

just released version 1.0.4, which fixes a crash related to one of the harder fights in the sector. full change log can be found on the github https://github.com/scardwell15/ExoticaTechnologies/releases/tag/v1.0.4
« Last Edit: June 01, 2022, 10:03:55 AM by presidentmattdamon »
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presidentmattdamon

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Re: [0.95.1a] Exotica Technologies v1.0.5
« Reply #33 on: June 01, 2022, 12:21:23 PM »

updated again to fix another issue with the very special campaign ship that flips IDs on three occasions
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Zr0Potential

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Re: [0.95.1a] Exotica Technologies v1.0.3
« Reply #34 on: June 01, 2022, 06:48:59 PM »

Imho another mod (ExtraSystemReloaded) was and still is better than this one. In this mod, those resources that you spend on upgrades do not provide any significant benefits, or they are questionable. Apparently this is the so-called "balance", the question - what's the point?

Bruh the OP is the dev for ExtraSystemsReloaded too

The difference between the mods is Exotica is balanced with drawbacks while with ESR you can build super OP ships with enough resources (which is to say more fun imo)

Personally I'm more interested on being fun in sake of balance like ESR do
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Oni

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Re: [0.95.1a] Exotica Technologies v1.0.3
« Reply #35 on: June 01, 2022, 07:07:33 PM »

Imho another mod (ExtraSystemReloaded) was and still is better than this one. In this mod, those resources that you spend on upgrades do not provide any significant benefits, or they are questionable. Apparently this is the so-called "balance", the question - what's the point?

Bruh the OP is the dev for ExtraSystemsReloaded too

The difference between the mods is Exotica is balanced with drawbacks while with ESR you can build super OP ships with enough resources (which is to say more fun imo)

Personally I'm more interested on being fun in sake of balance like ESR do

In the end, I suppose whichever is more "fun" is ultimately subjective.

Though, if asked politely, perhaps the author will eventually include a true/false toggle in the config to allow those who wish to play like that to just turn off the negatives.... assuming they don't go for that 'Rare Exotic(s) that reduces and/or removes the negatives' idea.

As for me, time to update to v1.0.5.
« Last Edit: June 01, 2022, 07:09:41 PM by Oni »
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presidentmattdamon

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Re: [0.95.1a] Exotica Technologies v1.0.6
« Reply #36 on: June 02, 2022, 09:14:13 AM »

Imho another mod (ExtraSystemReloaded) was and still is better than this one. In this mod, those resources that you spend on upgrades do not provide any significant benefits, or they are questionable. Apparently this is the so-called "balance", the question - what's the point?

Bruh the OP is the dev for ExtraSystemsReloaded too

The difference between the mods is Exotica is balanced with drawbacks while with ESR you can build super OP ships with enough resources (which is to say more fun imo)

Personally I'm more interested on being fun in sake of balance like ESR do

In the end, I suppose whichever is more "fun" is ultimately subjective.

Though, if asked politely, perhaps the author will eventually include a true/false toggle in the config to allow those who wish to play like that to just turn off the negatives.... assuming they don't go for that 'Rare Exotic(s) that reduces and/or removes the negatives' idea.

As for me, time to update to v1.0.5.

i'll be implementing that idea at some point.

also you'll need to update to v1.0.6, which has just been uploaded to fix ANOTHER bug with the vanilla campaign supership.
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Dwarden

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Re: [0.95.1a] Exotica Technologies v1.0.6
« Reply #37 on: June 02, 2022, 10:31:41 AM »

this is new, before 1.0.6 the ET was loading fine together with ESR

Spoiler
Code
2138044 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/settings.json]
2138047 [Thread-3] INFO  exoticatechnologies.dialog.modifications.SystemOptionsHandler  - [ET] Registered system option [BandwidthState]
2138051 [Thread-3] INFO  exoticatechnologies.dialog.modifications.SystemOptionsHandler  - [ET] Registered system option [UpgradesPickerState]
2138067 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\StarSector\starsector-core\..\mods\Exotica-Technologies-v1.0.6 (data/config/upgrades.json)]
2138068 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\StarSector\starsector-core\..\mods\ExtraSystemReloaded-master-v1.0.1 (data/config/upgrades.json)]
2138631 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: extrasystemreloaded.systems.upgrades.impl.Magazines cannot be cast to exoticatechnologies.modifications.upgrades.Upgrade
java.lang.ClassCastException: extrasystemreloaded.systems.upgrades.impl.Magazines cannot be cast to exoticatechnologies.modifications.upgrades.Upgrade
at exoticatechnologies.modifications.upgrades.UpgradesHandler.populateUpgrades(UpgradesHandler.java:61)
at exoticatechnologies.modifications.upgrades.UpgradesHandler.initialize(UpgradesHandler.java:45)
at exoticatechnologies.ETModPlugin.onApplicationLoad(ETModPlugin.java:43)
at com.fs.starfarer.loading.ResourceLoaderState.init(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)
[close]
does this mean from now onward they incompatible ?

edit: after speaking with author on Discord, yes they incompatible, ET replaces ESR fully !
« Last Edit: June 02, 2022, 11:11:09 AM by Dwarden »
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rawkhawklives

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Re: [0.95.1a] Exotica Technologies v1.0.6
« Reply #38 on: June 02, 2022, 11:38:03 AM »

So, here are my thoughts after a long use of ESR followed up with the immediate adoption of Exotica. Specifically about exotics. I think Bandwidth is actually a pretty good solution. The previous system of upgrading the base ship to then upgrade the upgraded stats was clunky and tedious. Bandwidth does not necessarily fix this, other than making the random roll on quality far more important for if the ship is simply going to be fully buffed in one category without any bandwidth upgrades. It does however make upgrades feel more natural to me, like allocating resources. But getting a ship with a low bandwidth roll can still be mitigated by one Alpha Core, allowing to upgrade one thing that can massively buff the ship. You really only need one or two upgrades with Exotica to still make very powerful ships. the Alpha Core integration led me to question why all Ai cores weren't already exotic upgrades. You get into the weeds and demanding if you even ask for different ships to utilizes cores differently, but that does also sound interesting. It wouldn't solve the exotic item bloat issue any, especially if the Alphacore was just split up into the smaller cores. But I don't mind item bloat, personally. Using ET with EHM has completely changed how I play this game and I don't want to go back. Also, I would find it interesting to have more uses for AI cores in the game, really. In regards to the other items, I recall someone in Discord a while back, maybe you, asking for ideas for what to do with the phasefield engine, before it was actually used on phase-ships. More phase exotics would be interesting, especially if you aren't running unusual hullmods. They have a similar problem to Carriers. All the hangar forge does is reduce time on things, it offers no novel change to how a ship is used. Similar to its counterpart, Hacked Missile Forges. The speed feeder, the Drive Vent, and the Plasma Catalyst all give you novel ways to build around or enhance a ship. Well, Plasma Catalyst more or less just frees up OP for more hullmods and can be easily remedied by proper captain skill investment, but that is still a much mroe tangible change than simply "free missiles lul" and simply buffing all carriers across the board flatly. Not to say that your mod should be taxed to cover vanilla's gaps, Fighters Expanded and Modern Carriers can do that, as can Unusual Hullmods.

Just things I've been thinking about. The quality of work on these two mods and the frequent fixes are outstanding. You do great work, thank you.
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presidentmattdamon

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Re: [0.95.1a] Exotica Technologies v1.0.6
« Reply #39 on: June 02, 2022, 06:35:54 PM »

So, here are my thoughts after a long use of ESR followed up with the immediate adoption of Exotica. Specifically about exotics. I think Bandwidth is actually a pretty good solution. The previous system of upgrading the base ship to then upgrade the upgraded stats was clunky and tedious. Bandwidth does not necessarily fix this, other than making the random roll on quality far more important for if the ship is simply going to be fully buffed in one category without any bandwidth upgrades. It does however make upgrades feel more natural to me, like allocating resources. But getting a ship with a low bandwidth roll can still be mitigated by one Alpha Core, allowing to upgrade one thing that can massively buff the ship. You really only need one or two upgrades with Exotica to still make very powerful ships. the Alpha Core integration led me to question why all Ai cores weren't already exotic upgrades. You get into the weeds and demanding if you even ask for different ships to utilizes cores differently, but that does also sound interesting. It wouldn't solve the exotic item bloat issue any, especially if the Alphacore was just split up into the smaller cores. But I don't mind item bloat, personally. Using ET with EHM has completely changed how I play this game and I don't want to go back. Also, I would find it interesting to have more uses for AI cores in the game, really. In regards to the other items, I recall someone in Discord a while back, maybe you, asking for ideas for what to do with the phasefield engine, before it was actually used on phase-ships. More phase exotics would be interesting, especially if you aren't running unusual hullmods. They have a similar problem to Carriers. All the hangar forge does is reduce time on things, it offers no novel change to how a ship is used. Similar to its counterpart, Hacked Missile Forges. The speed feeder, the Drive Vent, and the Plasma Catalyst all give you novel ways to build around or enhance a ship. Well, Plasma Catalyst more or less just frees up OP for more hullmods and can be easily remedied by proper captain skill investment, but that is still a much mroe tangible change than simply "free missiles lul" and simply buffing all carriers across the board flatly. Not to say that your mod should be taxed to cover vanilla's gaps, Fighters Expanded and Modern Carriers can do that, as can Unusual Hullmods.

Just things I've been thinking about. The quality of work on these two mods and the frequent fixes are outstanding. You do great work, thank you.

i appreciate the feedback. i agree that the hangar forge and missile forge exotic are both very flat and boring. the only reason i have not changed them is because i'm not sure of a good way to change them to be more interesting. one i just thought of regarding the missile forge is to reduce the base capacity of missile weapons by 75% or something so that the missile forge always provides a full reload at that amount, but not sure honestly. especially with the hangar forge.
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presidentmattdamon

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Re: [0.95.1a] Exotica Technologies v1.0.7
« Reply #40 on: June 02, 2022, 10:54:59 PM »

released 1.0.7, fixes a bug i introduced and also adds more content

Code
added a derelict upgrade
fixed upgrade colors being off
fixed relic component upgrade method using ship component pricing
fixed bandwidth calculation being too high
use upgrade spawnchance stat
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rawkhawklives

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Re: [0.95.1a] Exotica Technologies v1.0.6
« Reply #41 on: June 03, 2022, 06:01:53 AM »

So, here are my thoughts after a long use of ESR followed up with the immediate adoption of Exotica. Specifically about exotics. I think Bandwidth is actually a pretty good solution. The previous system of upgrading the base ship to then upgrade the upgraded stats was clunky and tedious. Bandwidth does not necessarily fix this, other than making the random roll on quality far more important for if the ship is simply going to be fully buffed in one category without any bandwidth upgrades. It does however make upgrades feel more natural to me, like allocating resources. But getting a ship with a low bandwidth roll can still be mitigated by one Alpha Core, allowing to upgrade one thing that can massively buff the ship. You really only need one or two upgrades with Exotica to still make very powerful ships. the Alpha Core integration led me to question why all Ai cores weren't already exotic upgrades. You get into the weeds and demanding if you even ask for different ships to utilizes cores differently, but that does also sound interesting. It wouldn't solve the exotic item bloat issue any, especially if the Alphacore was just split up into the smaller cores. But I don't mind item bloat, personally. Using ET with EHM has completely changed how I play this game and I don't want to go back. Also, I would find it interesting to have more uses for AI cores in the game, really. In regards to the other items, I recall someone in Discord a while back, maybe you, asking for ideas for what to do with the phasefield engine, before it was actually used on phase-ships. More phase exotics would be interesting, especially if you aren't running unusual hullmods. They have a similar problem to Carriers. All the hangar forge does is reduce time on things, it offers no novel change to how a ship is used. Similar to its counterpart, Hacked Missile Forges. The speed feeder, the Drive Vent, and the Plasma Catalyst all give you novel ways to build around or enhance a ship. Well, Plasma Catalyst more or less just frees up OP for more hullmods and can be easily remedied by proper captain skill investment, but that is still a much mroe tangible change than simply "free missiles lul" and simply buffing all carriers across the board flatly. Not to say that your mod should be taxed to cover vanilla's gaps, Fighters Expanded and Modern Carriers can do that, as can Unusual Hullmods.

Just things I've been thinking about. The quality of work on these two mods and the frequent fixes are outstanding. You do great work, thank you.

i appreciate the feedback. i agree that the hangar forge and missile forge exotic are both very flat and boring. the only reason i have not changed them is because i'm not sure of a good way to change them to be more interesting. one i just thought of regarding the missile forge is to reduce the base capacity of missile weapons by 75% or something so that the missile forge always provides a full reload at that amount, but not sure honestly. especially with the hangar forge.

One thing I know, I wouldn't scrap the double duty aspect of Hangarforge. It's a neat idea, hell, it could be that missile forge is the original in the future and hangarforge is the hack, maybe changing the nature of a wings engines? Something akin to Torpedospec, but for the now "hacked" fighters. Perhaps by introducing faults in exchange for a powerful change or unique sidegrade representing its hacked nature. It'd be a similar function for both items, one for missiles and one for fighters. Help people understand the whimsy of missiles.
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Algoul

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Re: [0.95.1a] Exotica Technologies v1.0.7
« Reply #42 on: June 03, 2022, 06:45:00 AM »

released 1.0.7, fixes a bug i introduced and also adds more content

Code
added a derelict upgrade
fixed upgrade colors being off
fixed relic component upgrade method using ship component pricing
fixed bandwidth calculation being too high
use upgrade spawnchance stat

That's a really good idea - different type of rare, special faction upgrades.
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Algoul

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Re: [0.95.1a] Exotica Technologies v1.0.6
« Reply #43 on: June 03, 2022, 06:49:31 AM »

So, here are my thoughts after a long use of ESR followed up with the immediate adoption of Exotica. Specifically about exotics. I think Bandwidth is actually a pretty good solution. The previous system of upgrading the base ship to then upgrade the upgraded stats was clunky and tedious. Bandwidth does not necessarily fix this, other than making the random roll on quality far more important for if the ship is simply going to be fully buffed in one category without any bandwidth upgrades. It does however make upgrades feel more natural to me, like allocating resources. But getting a ship with a low bandwidth roll can still be mitigated by one Alpha Core, allowing to upgrade one thing that can massively buff the ship. You really only need one or two upgrades with Exotica to still make very powerful ships. the Alpha Core integration led me to question why all Ai cores weren't already exotic upgrades. You get into the weeds and demanding if you even ask for different ships to utilizes cores differently, but that does also sound interesting. It wouldn't solve the exotic item bloat issue any, especially if the Alphacore was just split up into the smaller cores. But I don't mind item bloat, personally. Using ET with EHM has completely changed how I play this game and I don't want to go back. Also, I would find it interesting to have more uses for AI cores in the game, really. In regards to the other items, I recall someone in Discord a while back, maybe you, asking for ideas for what to do with the phasefield engine, before it was actually used on phase-ships. More phase exotics would be interesting, especially if you aren't running unusual hullmods. They have a similar problem to Carriers. All the hangar forge does is reduce time on things, it offers no novel change to how a ship is used. Similar to its counterpart, Hacked Missile Forges. The speed feeder, the Drive Vent, and the Plasma Catalyst all give you novel ways to build around or enhance a ship. Well, Plasma Catalyst more or less just frees up OP for more hullmods and can be easily remedied by proper captain skill investment, but that is still a much mroe tangible change than simply "free missiles lul" and simply buffing all carriers across the board flatly. Not to say that your mod should be taxed to cover vanilla's gaps, Fighters Expanded and Modern Carriers can do that, as can Unusual Hullmods.

Just things I've been thinking about. The quality of work on these two mods and the frequent fixes are outstanding. You do great work, thank you.

i appreciate the feedback. i agree that the hangar forge and missile forge exotic are both very flat and boring. the only reason i have not changed them is because i'm not sure of a good way to change them to be more interesting. one i just thought of regarding the missile forge is to reduce the base capacity of missile weapons by 75% or something so that the missile forge always provides a full reload at that amount, but not sure honestly. especially with the hangar forge.

IMHO i see no problem with actual functions of missile forge. It give long lasting battle life for missile and its a reason why it so important precisely in this form on later stage game - with HUGE enemy fleets. This exotic is perfect and a LITLE overpowered only first several cycles
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presidentmattdamon

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Re: [0.95.1a] Exotica Technologies v1.0.6
« Reply #44 on: June 03, 2022, 09:22:43 AM »

So, here are my thoughts after a long use of ESR followed up with the immediate adoption of Exotica. Specifically about exotics. I think Bandwidth is actually a pretty good solution. The previous system of upgrading the base ship to then upgrade the upgraded stats was clunky and tedious. Bandwidth does not necessarily fix this, other than making the random roll on quality far more important for if the ship is simply going to be fully buffed in one category without any bandwidth upgrades. It does however make upgrades feel more natural to me, like allocating resources. But getting a ship with a low bandwidth roll can still be mitigated by one Alpha Core, allowing to upgrade one thing that can massively buff the ship. You really only need one or two upgrades with Exotica to still make very powerful ships. the Alpha Core integration led me to question why all Ai cores weren't already exotic upgrades. You get into the weeds and demanding if you even ask for different ships to utilizes cores differently, but that does also sound interesting. It wouldn't solve the exotic item bloat issue any, especially if the Alphacore was just split up into the smaller cores. But I don't mind item bloat, personally. Using ET with EHM has completely changed how I play this game and I don't want to go back. Also, I would find it interesting to have more uses for AI cores in the game, really. In regards to the other items, I recall someone in Discord a while back, maybe you, asking for ideas for what to do with the phasefield engine, before it was actually used on phase-ships. More phase exotics would be interesting, especially if you aren't running unusual hullmods. They have a similar problem to Carriers. All the hangar forge does is reduce time on things, it offers no novel change to how a ship is used. Similar to its counterpart, Hacked Missile Forges. The speed feeder, the Drive Vent, and the Plasma Catalyst all give you novel ways to build around or enhance a ship. Well, Plasma Catalyst more or less just frees up OP for more hullmods and can be easily remedied by proper captain skill investment, but that is still a much mroe tangible change than simply "free missiles lul" and simply buffing all carriers across the board flatly. Not to say that your mod should be taxed to cover vanilla's gaps, Fighters Expanded and Modern Carriers can do that, as can Unusual Hullmods.

Just things I've been thinking about. The quality of work on these two mods and the frequent fixes are outstanding. You do great work, thank you.

i appreciate the feedback. i agree that the hangar forge and missile forge exotic are both very flat and boring. the only reason i have not changed them is because i'm not sure of a good way to change them to be more interesting. one i just thought of regarding the missile forge is to reduce the base capacity of missile weapons by 75% or something so that the missile forge always provides a full reload at that amount, but not sure honestly. especially with the hangar forge.

IMHO i see no problem with actual functions of missile forge. It give long lasting battle life for missile and its a reason why it so important precisely in this form on later stage game - with HUGE enemy fleets. This exotic is perfect and a LITLE overpowered only first several cycles

it's not that there's some issue with it being overpowered, although it definitely is. the issue comes from it (and the hangar forge) just not being interesting beyond "this reloads some missiles every minute", whereas most other exotics change how you play using interesting mechanics
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