Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Pages: 1 2 [3] 4 5 ... 13

Author Topic: [0.97a] Pirate Mini Mod (1.7.6)  (Read 365653 times)

rarewhalerw

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.96a] Pirate Mini Mod (1.3.1)
« Reply #30 on: September 29, 2023, 06:56:09 AM »

ERROR com.fs.starfarer.loading.SpecStore - Ship system [champ_EMP] not found in ship_systems.csv 28642 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
took me some time to find out the error.
Logged

MiniDeth3

  • Commander
  • ***
  • Posts: 102
    • View Profile
Re: [0.96a] Pirate Mini Mod (1.3.1)
« Reply #31 on: September 29, 2023, 11:27:18 AM »

ERROR com.fs.starfarer.loading.SpecStore - Ship system [champ_EMP] not found in ship_systems.csv 28642 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
took me some time to find out the error.

I've sent you a DM on discord let's discuss what's going on there. Ease of msging at whatnot
Logged
I'm Minideth. I do things.

Selfcontrol

  • Commander
  • ***
  • Posts: 175
    • View Profile
Re: [0.96a] Pirate Mini Mod (1.3.1)
« Reply #32 on: October 04, 2023, 07:51:02 AM »

As someone already said, the Pirate Modifications hullmod doesn't work properly. While Armor and Hull Integrity are correctly reduced by 10%, Flux Capacity and Flux Dissipation are not.

Btw, the Shrike (P) is completely overpowered and needs a nerf. The Shrike can reach without any hullmod, skill or officer 550 Flux Dissipation (350 base + 200 from 20 vents). Ballistic weapons generate far less flux than energy weapons and the Shrike's base flux dissipation is big because it can only mounts flux-hungry medium energy weapons on its upper left mount. Your variant (which I love btw, don't get me wrong) gets access to a medium hybrid mount which allows the Shrike to mount very flux-efficient ballistic weapons (such as the Heavy Needler). When combined with the built-in TPC, it becomes ridiculously overpowered (the Heavy Needler pops up the shield and then the Scorch Cannon makes quick work of any threat). Other ridiculous builds are also possible such as a fast, long-range light destroyer with an HVC ...

Balance-wise, I would advise you to nerf the Scorch Cannon :
- reduce its range a bit (something along 700 range) ;
- reduce its damages by 50 (so that it matches the Onslaught's TPCs) ;
- reduce slightly its max number of charges (8 is a good number imo) ;
- massively increases its flux/shot so that it actually matches the lore you created (it's an oversized weapon for a light destroyer and its puts you at risk of overloading the ship). Personally, I put it to 350/shot. A full burst of the Scorch Cannon with Expanded Magazine makes a 0 caps Shrike almost reach full flux so you need to make a choice between using almost constantly the Scorch Cannon (and having to invest heavily into Flux Capacity) or being more conservatice in its use so that you can invest Ordnance Points into something else.

Alternative nerfs :
- Vastly increase the Shrike (P) DP (in the same vein as the Falcon (P) which costs 6 DP more than the normal Falcon) ;
- Change the upper left medium hybrid mount to a small hybrid mount (lore-wise you can justify it by the pirates needing to divert flux from other systems to power up the Scorch Cannon).
« Last Edit: October 04, 2023, 01:59:52 PM by Selfcontrol »
Logged

MiniDeth3

  • Commander
  • ***
  • Posts: 102
    • View Profile
Re: [0.96a] Pirate Mini Mod (1.3.1)
« Reply #33 on: October 04, 2023, 02:27:42 PM »

Hey! Thanks for reaching out. Its nice to see you still using the mod.



As someone already said, the Pirate Modifications hullmod doesn't work properly. While Armor and Hull Integrity are correctly reduced by 10%, Flux Capacity and Flux Dissipation are not.

This is fixed in a small update to be released soon. The bigger pipe dream im making is taking some time. (Also trying to not burn out lol)


Btw, the Shrike (P) is completely overpowered and needs a nerf. The Shrike can reach without any hullmod, skill or officer 550 Flux Dissipation (350 base + 200 from 20 vents). Ballistic weapons generate far less flux than energy weapons and the Shrike's base flux dissipation is big because it can only mounts flux-hungry medium energy weapons on its upper left mount. Your variant (which I love btw, don't get me wrong) gets access to a medium hybrid mount which allows the Shrike to mount very flux-efficient ballistic weapons (such as the Heavy Needler). When combined with the built-in TPC, it becomes ridiculously overpowered (the Heavy Needler pops up the shield and then the Scorch Cannon makes quick work of any threat). Other ridiculous builds are also possible such as a fast, long-range light destroyer with an HVC ...

Yea you make some good points. I was worried when I threw such a ridiculous change at the Shrike P id rocket it from slightly low tier to just broken. The concept for the ship change was to make its already bad flux capability even worse in exchange for higher burst damage potential. This combined with Ill advised/pirate mods was supposed to make the Shrike P an inconsistent but very deadly strike craft. All that said over-tuned is over-tuned and some tweaks are warranted.


Balance-wise, I would advise you to nerf the Scorch Cannon :
- reduce its range a bit (something along 700 range) ;
- reduce its damages by 50 (so that it matches the Onslaught's TPCs) ;
- reduce slightly its max number of charges (8 is a good number imo) ;
- massively increases its flux/shot so that it actually matches the lore you created (it's an oversized weapon for a light destroyer and its puts you at risk of overloading the ship). Personally, I put it to 350/shot. A full burst of the Scorch Cannon with Expanded Magazine makes a 0 caps Shrike almost reach full flux so you need to make a choice between using almost constantly the Scorch Cannon (and having to invest heavily into Flux Capacity) or being more conservatice in its use so that you can invest Ordnance Points into something else.

Ill take these into consideration! Especially the last bit considering the gimmick I mentioned.


Alternative nerfs :
- Vastly increase the Shrike (P) DP (in the same vein as the Falcon (P) which costs 6 DP more than the normal Falcon) ;
- Change the upper left medium hybrid mount to a small hybrid mount (lore-wise you can justify it by the pirates needing to divert flux from other systems to power up the Scorch Cannon).

- So if I wanted the Shrike P to be just plainly better over the Shrike (Like the Falcon vs P) Id up the DP but im not sure I want that. Ill think on it.
- I dont think im gonna change the slots much tbh. At least not the size maybe a change back to a medium energy is warranted. I do think these problems can be fixed via the previous points but ill keep this in mind as a last ditch.
Logged
I'm Minideth. I do things.

Selfcontrol

  • Commander
  • ***
  • Posts: 175
    • View Profile
Re: [0.96a] Pirate Mini Mod (1.3.1)
« Reply #34 on: October 04, 2023, 03:39:16 PM »

Quote
Hey! Thanks for reaching out. Its nice to see you still using the mod.

Of course ! You call your mod a "minimod" but it gives much love to a vanilla faction that I really like. I also really like the creativity you put into some ships like the Nebula MK.2 and the Sunder (P). Since the last patch you dropped, I'm considering adding your mod to all my playthroughs from now on. Whether you do a pirate playthrough or fight pirates, it makes them much more fun in both case (and when you combine your mod with the pirates' Hack-Jobs and Post-Collapse designs from Underworld, it gives pirates an incredible identity :)

Your mod is already great and has huge potential.

Quote
This is fixed in a small update to be released soon. The bigger pipe dream im making is taking some time. (Also trying to not burn out lol)

Don't burn out ! I used to collaborate with mod authors on other games (such as Fallout NV and Fallout 4). I was "only" the balancing guy and I almost burned out because of how much time it was taking ;)

Quote
- So if I wanted the Shrike P to be just plainly better over the Shrike (Like the Falcon vs P) Id up the DP but im not sure I want that. Ill think on it.
- I dont think im gonna change the slots much tbh. At least not the size maybe a change back to a medium energy is warranted. I do think these problems can be fixed via the previous points but ill keep this in mind as a last ditch.

I put those for the sake of exhaustivity but I don't like them either :
- In its current (overpowered) configuration, I think the Shrike would deserve to cost 15 DP at least. But it's a light destroyer with a ship's system that encourages you to be aggressive and with a 15 DP cost, you would implicitly encourage the player to, instead, never use the Shrike's Plasma Burn for aggression and only use weird-ass longe range build ;
- The slot change is better, but not by a lot. It would make the Shrike all about the Scorch Cannon. The medium mount allows the player to make different builds.
« Last Edit: October 04, 2023, 03:41:34 PM by Selfcontrol »
Logged

MiniDeth3

  • Commander
  • ***
  • Posts: 102
    • View Profile
Re: [0.96a] Pirate Mini Mod (1.3.1)
« Reply #35 on: October 04, 2023, 05:56:47 PM »

Of course ! You call your mod a "minimod" but it gives much love to a vanilla faction that I really like. I also really like the creativity you put into some ships like the Nebula MK.2 and the Sunder (P). Since the last patch you dropped, I'm considering adding your mod to all my playthroughs from now on. Whether you do a pirate playthrough or fight pirates, it makes them much more fun in both case (and when you combine your mod with the pirates' Hack-Jobs and Post-Collapse designs from Underworld, it gives pirates an incredible identity :)

Your mod is already great and has huge potential.

Thats super nice thank you. Its been so much fun to make stuff for this game and see how people react to it.
Logged
I'm Minideth. I do things.

MiniDeth3

  • Commander
  • ***
  • Posts: 102
    • View Profile
Re: [0.96a] Pirate Mini Mod (1.3.1)
« Reply #36 on: October 04, 2023, 06:31:52 PM »

Changelog for 1.4.0 (Small Update)

Spoiler
- Fixes
  - Fixed typos in some descriptions
  - Fixed Pirate Modifications adding a single point of flux capacity and dissipation rather than removing 10%
  - Fixed floaters on some sprites
  - Forgot to mention in last update Version Checker compatibility has been fixed my b

- Tweaks
  - Manticore (P) has been given an improved description thanks to John Henry Eden
  - [REDACTED] has been given an improved description thanks to John Henry Eden
  - Pirate Modifications can now be enhanced as an S-Mod for special bonuses
  - Nerfed Shrike (P)'s built in "Scorch Cannon"
  - Upped Eagle (P)'s DP by 7 (I saw the cursed missile build lmao)

- New Sprites + Tweaks for Vanilla Ships
  - Colossus Mk.II

- Added Ships
  - Prometheus Mk.III
  - New Secret

Please let me know if you encounter any issues with this mod.
[close]
Logged
I'm Minideth. I do things.

Selfcontrol

  • Commander
  • ***
  • Posts: 175
    • View Profile
Re: [0.96a] Pirate Mini Mod (1.4.0)
« Reply #37 on: October 06, 2023, 10:13:15 AM »

Love the update, but damn the increased hull/armor/flux penalty by S-modding Pirate Modifications is brutal.

I don't know what to think of it. S-mods having penalties are fine, but Pirate Modifications already gives you penalties. Doubling down on it seems a bit excessive and a +10% ballistic RoF/energy damages/+10 speed doesn't seem worth it on the larger ships.
Logged

MiniDeth3

  • Commander
  • ***
  • Posts: 102
    • View Profile
Re: [0.96a] Pirate Mini Mod (1.4.0)
« Reply #38 on: October 07, 2023, 06:53:01 AM »

Love the update, but damn the increased hull/armor/flux penalty by S-modding Pirate Modifications is brutal.

I don't know what to think of it. S-mods having penalties are fine, but Pirate Modifications already gives you penalties. Doubling down on it seems a bit excessive and a +10% ballistic RoF/energy damages/+10 speed doesn't seem worth it on the larger ships.

Ill likely end up messing with the numbers at some point. I was trying to have officers in mind when I chose those numbers considering how amazing a high level officer can make a ship
Logged
I'm Minideth. I do things.

Wet_Mushroom

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.96a] Pirate Mini Mod (1.4.0)
« Reply #39 on: October 07, 2023, 09:24:47 AM »

Amazing work!
Logged

MiniDeth3

  • Commander
  • ***
  • Posts: 102
    • View Profile
Re: [0.96a] Pirate Mini Mod (1.4.0)
« Reply #40 on: October 07, 2023, 06:51:48 PM »

Amazing work!

Hey I'm glad you like the mod!
Logged
I'm Minideth. I do things.

Selfcontrol

  • Commander
  • ***
  • Posts: 175
    • View Profile
Re: [0.96a] Pirate Mini Mod (1.4.0)
« Reply #41 on: October 10, 2023, 02:51:14 PM »

Love the update, but damn the increased hull/armor/flux penalty by S-modding Pirate Modifications is brutal.

I don't know what to think of it. S-mods having penalties are fine, but Pirate Modifications already gives you penalties. Doubling down on it seems a bit excessive and a +10% ballistic RoF/energy damages/+10 speed doesn't seem worth it on the larger ships.

Ill likely end up messing with the numbers at some point. I was trying to have officers in mind when I chose those numbers considering how amazing a high level officer can make a ship

Yeah, but that's what officers are for.

Don't get me wrong: +10% energy damage or rate of fire for ballistic weapons is a good bonus, but the native reduction in ship characteristics already contributes a lot to balancing (less flux means less resistance thanks to shields, and also less offensive power). Ships already have their strengths reduced (armor and hull integrity for lowtech ships, flux for midline ships, etc.).
With the exception of some very special ships (such as the Champion MK.2), the vast majority are more sidegrades than upgrades, and even this is open to debate. The reduction in flux, for example, is very penalizing for the Manticore, which needs every last flux point to power its weapons.
Logged

MiniDeth3

  • Commander
  • ***
  • Posts: 102
    • View Profile
Re: [0.96a] Pirate Mini Mod (1.4.0)
« Reply #42 on: October 10, 2023, 04:19:35 PM »

Yeah, but that's what officers are for.

Don't get me wrong: +10% energy damage or rate of fire for ballistic weapons is a good bonus, but the native reduction in ship characteristics already contributes a lot to balancing (less flux means less resistance thanks to shields, and also less offensive power). Ships already have their strengths reduced (armor and hull integrity for lowtech ships, flux for midline ships, etc.).
With the exception of some very special ships (such as the Champion MK.2), the vast majority are more sidegrades than upgrades, and even this is open to debate. The reduction in flux, for example, is very penalizing for the Manticore, which needs every last flux point to power its weapons.

Hm that makes sense. Maybe ill experiment with upping the weapon/speed bonus pretty heavily (Maybe double it to 20% bonuses and a 20 point speed boost). Possibly exchange the smod stats debuff to a bigger malfunction chance.

If I keep the smod capability Id like to keep a negative attribute since an smoded built in mod (dubbed an "enhanced" mod by the game as far as I know) doesn't count against the smod limit.
Logged
I'm Minideth. I do things.

MiniDeth3

  • Commander
  • ***
  • Posts: 102
    • View Profile
Re: [0.96a] Pirate Mini Mod (1.4.0)
« Reply #43 on: October 12, 2023, 11:21:10 PM »

Changelog for 1.4.1 (Small Update)

Spoiler
- Fixes
  - Fixed issue with Prometheus Mk.III launch bays
  - Fixed spawning problems caused by Brawler (P) testing variant

- Tweaks
  - Hound (P) has been given an improved description thanks to John Henry Eden
  - Pirate Modifications will now be built into all pirate ships thanks to Vanilla
  - Buffed Smod bonuses of Pirate Modifications
    - Max Speed bonus upped to 20 (From 10)
    - Ballistic Rate of Fire bonus upped to 20% (From 10%)
    - Energy Damage bonus upped to 20% (From 10%)

- New Sprites + Tweaks for Vanilla Ships
  - Buffalo (P)

Please let me know if you encounter any issues with this mod.
[close]
Logged
I'm Minideth. I do things.

Coil

  • Commander
  • ***
  • Posts: 154
    • View Profile
Re: [0.96a] Pirate Mini Mod (1.4.1)
« Reply #44 on: October 13, 2023, 12:42:46 PM »

Can this mod be added mid play through? I really love the sprite work you've done!
Logged
Pages: 1 2 [3] 4 5 ... 13