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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Pirate Mini Mod (1.7.6)  (Read 422442 times)

MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #105 on: December 14, 2023, 03:12:45 AM »


I just realized there might be something i'm getting wrong... is there a passive chance for malfunctions attached to the pirate modifications hullmod? or is it just an amplifier to malfunction chance below 40% CR? Because that was really the only issue i thought i had with pirate modifications. PM leaning the hulls more into a glass cannon approach is actually really cool, but the thought of having a passive malfunction chance was dampening.

Yea Pirate Modifications have a chance to cause malfunctions at any cr. That's my bad for misunderstanding lol. Adding hullmod synergies (if even just one) would be a cool idea that I'd need to experiment with.
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Killsode

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #106 on: December 15, 2023, 04:36:12 AM »

Yea Pirate Modifications have a chance to cause malfunctions at any cr.

yeaaahhh it can kinda kill things in use. The unreliability of suddenly one of your weapons going down is really nasty. I think making hardened subsystems negate that part of the penalty would be good, probably dont even need to make it be S-modded.

Completely unrelated but also kinda related: Man i miss better deserved S-Mods. the official S-mod bonuses are weird. Either they're uninteresting or just straight up MASSIVE upgrades. AND they barely cover half the hullmods. Massively disappointed, even more so that the mod isnt being supported.
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #107 on: December 15, 2023, 08:30:42 AM »

yeaaahhh it can kinda kill things in use. The unreliability of suddenly one of your weapons going down is really nasty. I think making hardened subsystems negate that part of the penalty would be good, probably dont even need to make it be S-modded.

The unreliability of the ship may be nasty but thats very much the intent. I love the idea of these powered convoy killing machines that fair well until they trip and fall apart. This is much like the luddic path with built in safety overrides and ill Advised (though a person may then make the note that you can repair ill advised, fixing the primary balancing downfall of pather ships).

Tbh I'm kinda leaning yes on hardened subsystems helping but it might come with a small rework of the hullmod. Thanks for the idea nonetheless! It was fun to think on.

Completely unrelated but also kinda related: Man i miss better deserved S-Mods. the official S-mod bonuses are weird. Either they're uninteresting or just straight up MASSIVE upgrades. AND they barely cover half the hullmods. Massively disappointed, even more so that the mod isnt being supported.

I do too tbh. I think there is an unofficial version floating around but I'm not too too keen on using those personally. Some vanilla hullmod scripts still contain their old smod statements just commented out lol.
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alwil

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #108 on: December 19, 2023, 04:50:35 AM »

Hey uhm, did you modify the domain mothership by any chance? Have you tried doing a battle with it if so? Am getting consistent crash on it with the ShieldAlwaysOn and Im wondering if it's a conflict with mods somewhere.

I have done some manual monkey testing and deleting the 19th line of /PMMM/data/hulls/direlict_master_cover.ship - "shield_always_on", - fixes it but possibly causes issues somewhere else.
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #109 on: December 19, 2023, 10:52:07 AM »

Hey uhm, did you modify the domain mothership by any chance? Have you tried doing a battle with it if so? Am getting consistent crash on it with the ShieldAlwaysOn and Im wondering if it's a conflict with mods somewhere.

I have done some manual monkey testing and deleting the 19th line of /PMMM/data/hulls/direlict_master_cover.ship - "shield_always_on", - fixes it but possibly causes issues somewhere else.

Ok really weird. I took some time to find a mothership in a test save and im not getting a crash. What version are you running?
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alwil

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #110 on: December 19, 2023, 11:17:40 AM »

Ok really weird. I took some time to find a mothership in a test save and im not getting a crash. What version are you running?

Latest of everything, so 1.6.0 of the mod if that's what you were asking. Honestly dont even know how to troubleshoot this but my best guess is that some other mod Im using is also doing something to the mothership without saying it and it's a huge pain to figure out which one. I'll just keep my patchwork solution, not like mothership are a difficult enemy either way.
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Whiskey Project

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #111 on: December 19, 2023, 11:51:56 AM »

Considering how often pirates are my main enemy - I really enjoyed messing around with this. A few good scares and surprises and a run for my money. I had a ton of fun so far.
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #112 on: December 20, 2023, 07:14:52 AM »

Considering how often pirates are my main enemy - I really enjoyed messing around with this. A few good scares and surprises and a run for my money. I had a ton of fun so far.

Im glad youre having fun! Lmk if you have any notes.
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Killsode

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #113 on: December 25, 2023, 10:41:20 AM »

Lmk if you have any more notes on the mod or run into secret content! Feedback makes balancing so much easier

Fought my first "Master" Drones...
Spoiler
If i'm to be honest, i didnt have the faintest clue how i actually managed to kill them at the time. they seeminglly had invulnerable shields that looked like they took neither soft or hard flux, but then the shields would go down randomly and they would just pop. Now that i've got my hands on them, i see why. They've got a monitor riding on their back with 600 flux dissipation but without a fortress shield, and the destroyer itself has two large hybrids with the dissipation(1320) and OP(100+heavy ballisitics integration) to mount absolutely whatever it pleases, and a shipsystem that lets it time-dialation teleport while still shooting... These things are extremely hyper tuned and the only reason they didnt wipe the floor with me is that their autofits were hot garbage.

neat concept, but these things arent particularly interesting to fight, and in player hands they're ridiculously OP.

If i'm to provide feedback on how to improve that, i'd start with redoing synth drive. If i'm honest, hyper time-dilation at that extreme of speed isnt particularly interesting to fight against nor use(very difficult to pilot with the sheer speed, and syth drive makes projectiles inherit velocity so your shells can go everywhere). The HMI derelict ship "object 108" has a similar system and its just annoying to fight against.

The Master's base flux dissipation seems to be strangely high, and even just its "base" 1320 looks like its supposed to be far lower in the codex. Might be worth checking if its even got as much dissipation as you intended.

Oh also, its only DP 11, it should be faarr higher and more equivalent to that of a cruiser.
[close]

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MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #114 on: December 25, 2023, 02:54:42 PM »

Lmk if you have any more notes on the mod or run into secret content! Feedback makes balancing so much easier

Fought my first "Master" Drones...
Spoiler
If i'm to be honest, i didnt have the faintest clue how i actually managed to kill them at the time. they seeminglly had invulnerable shields that looked like they took neither soft or hard flux, but then the shields would go down randomly and they would just pop. Now that i've got my hands on them, i see why. They've got a monitor riding on their back with 600 flux dissipation but without a fortress shield, and the destroyer itself has two large hybrids with the dissipation(1320) and OP(100+heavy ballisitics integration) to mount absolutely whatever it pleases, and a shipsystem that lets it time-dialation teleport while still shooting... These things are extremely hyper tuned and the only reason they didnt wipe the floor with me is that their autofits were hot garbage.

neat concept, but these things arent particularly interesting to fight, and in player hands they're ridiculously OP.

If i'm to provide feedback on how to improve that, i'd start with redoing synth drive. If i'm honest, hyper time-dilation at that extreme of speed isnt particularly interesting to fight against nor use(very difficult to pilot with the sheer speed, and syth drive makes projectiles inherit velocity so your shells can go everywhere). The HMI derelict ship "object 108" has a similar system and its just annoying to fight against.

The Master's base flux dissipation seems to be strangely high, and even just its "base" 1320 looks like its supposed to be far lower in the codex. Might be worth checking if its even got as much dissipation as you intended.

Oh also, its only DP 11, it should be faarr higher and more equivalent to that of a cruiser.
[close]

Yo! These notes are a useful insight and ill take it all in mind! Ive been meaning to expand the masters mechanics to make them more readable tbh.

To break it down
Spoiler
The master is a shield less destroyer with a central module providing the shield allowing 2 flux grids between weapons and shields. The concept of the ship at the beginning was to make a little ship that acts like Synthetik Android hence the dash system lol. This is also why the base ship has such high dissipation compared to the shield module.

When the central module builds up too much flux it begins to overload and take self damage, quickly killing it. If it fully overloads its essentially guaranteed to disable the module and leave the master shieldless.
[close]

I do think the ship and system stats could use some tweaking (Maybe disable weapons whilst system is active) and the ship def spawns way too often with how powerful its meant to be. another thing that could work is some similar overheat system akin to the module to limit its damage output and lean into the self damage theme a little more.
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Killsode

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #115 on: December 26, 2023, 12:53:58 AM »

I do think the ship and system stats could use some tweaking (Maybe disable weapons whilst system is active) and the ship def spawns way too often with how powerful its meant to be. another thing that could work is some similar overheat system akin to the module to limit its damage output and lean into the self damage theme a little more.

The ship already has a ludicrous amount of damage potential through its mounts and flux alone, roughly equivalent to that of a dominator, so it probably doesnt need a ship system that improves damage at all. I think toning down and messing with the intensity of the time dilation would be a good direction to go in.
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cghhj

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #116 on: December 28, 2023, 05:12:10 PM »

Hey, bro! could you allow me to translate your mod [Pirate Mini Mod] to Chinese, and update it to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.  ;D
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #117 on: December 28, 2023, 09:31:27 PM »

Hey, bro! could you allow me to translate your mod [Pirate Mini Mod] to Chinese, and update it to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.  ;D

Yea sure I don't mind! Just make sure proper credit is given and send me a link to the post once you upload it so I can check it out! I don't know much about that side of the community and it would be nice to see notes and reactions.
« Last Edit: December 28, 2023, 09:38:23 PM by MiniDeth3 »
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cghhj

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #118 on: December 28, 2023, 11:19:22 PM »

Hey, bro! could you allow me to translate your mod [Pirate Mini Mod] to Chinese, and update it to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.  ;D

Yea sure I don't mind! Just make sure proper credit is given and send me a link to the post once you upload it so I can check it out! I don't know much about that side of the community and it would be nice to see notes and reactions.

No problem, here it is: https://www.fossic.org/thread-10084-1-1.html
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Whiskey Project

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #119 on: December 30, 2023, 04:14:59 PM »

Considering how often pirates are my main enemy - I really enjoyed messing around with this. A few good scares and surprises and a run for my money. I had a ton of fun so far.

Im glad youre having fun! Lmk if you have any notes.

So far no issues whatsoever. I am playing with other mods that give Pirates some ships and it feels like your additions nicely complement them too.
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My wings are made of tungsten-
My flesh of blood and steel-
I am the joy of Terra for the power that I wield.
Once upon a lifetime, I wake up a pioneer-
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