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Author Topic: [0.97 / 0.96] Indies Expansion Pack v2.0 (Hotfix Out)  (Read 89474 times)

netheran

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Re: [0.97 / 0.96] Indies Expansion Pack v1.92
« Reply #30 on: April 07, 2024, 07:38:13 PM »

Bit unclear on how the Frontier Command Centre works. It says in the tool tip that it uses your faction market, but I have colonies providing the materials that it says it cannot access.

Ex,

Colony 1, System A, has Refining and Fuel Prod, thus requires ore, trans ore, volatiles, etc. Has Frontier Command Centre.
Colony 2, System B, has mining providing ore and trans ore.
Colony 3, System B, has mining providing volatiles.
Colony 4, System C, has mining providing ore and trans ore. Has Frontier Command Centre.

Theoretically, Colony 1, System A, should have all its requirements met. However, it expresses that it does not have requirements met.

Would be great to get clarity on how that works!
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Waryn

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Re: [0.97 / 0.96] Indies Expansion Pack v1.92
« Reply #31 on: May 09, 2024, 02:30:34 PM »

Hey there Neo, I was pointed to direct my question here since 'acs' is your mod id. My game crashes every once and a while after a station defense and was hoping to find a fix for that. I think the other mod it's having problems with is Progressive S-Mods?

Here's the log;
Quote
24965754 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.hullmods.acs_frigate_on_hangar.isApplicableToShip(acs_frigate_on_hangar.java:101)
   at progsmod.data.campaign.rulecmd.ui.plugins.HullModSelector.disableUnapplicable(HullModSelector.java:214)
   at progsmod.data.campaign.rulecmd.ui.plugins.HullModSelector.update(HullModSelector.java:115)
   at progsmod.data.campaign.rulecmd.PSM_BuildInHullModNew$SelectorContainer.updateAll(PSM_BuildInHullModNew.java:321)
   at progsmod.data.campaign.rulecmd.ui.plugins.HullModSelector.updateItems(HullModSelector.java:109)
   at progsmod.data.campaign.rulecmd.ui.plugins.HullModSelector.init(HullModSelector.java:100)
   at progsmod.data.campaign.rulecmd.PSM_BuildInHullModNew$1.createCustomDialog(PSM_BuildInHullModNew.java:187)
   at com.fs.starfarer.ui.newui.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.showCustomDialog(Unknown Source)
   at progsmod.data.campaign.rulecmd.PSM_BuildInHullModNew.createPanel(PSM_BuildInHullModNew.java:120)
   at progsmod.data.campaign.rulecmd.ui.plugins.ShipSelector.onSelected(ShipSelector.java:37)
   at progsmod.data.campaign.rulecmd.ui.plugins.Selector.checkIfModified(Selector.java:111)
   at progsmod.data.campaign.rulecmd.ui.plugins.Selector.buttonPressed(Selector.java:70)
   at com.fs.starfarer.ui.newui.I.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
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Waryn

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Re: [0.97 / 0.96] Indies Expansion Pack v1.92
« Reply #32 on: May 09, 2024, 04:11:36 PM »

My game crashes every once and a while after a station defense and was hoping to find a fix for that.
Correction, I'm now thinking its when I install the frigate hanger mods to a frigate and a SCAV-CO droneship (with all slots filled and locked, if that matters) and then exit the refit to travel.
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NeoLemon

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Re: [0.97 / 0.96] Indies Expansion Pack v1.92
« Reply #33 on: May 09, 2024, 04:44:30 PM »

Hey there Neo, I was pointed to direct my question here since 'acs' is your mod id. My game crashes every once and a while after a station defense and was hoping to find a fix for that. I think the other mod it's having problems with is Progressive S-Mods?

Here's the log;
Quote
24965754 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.hullmods.acs_frigate_on_hangar.isApplicableToShip(acs_frigate_on_hangar.java:101)
   at progsmod.data.campaign.rulecmd.ui.plugins.HullModSelector.disableUnapplicable(HullModSelector.java:214)
   at progsmod.data.campaign.rulecmd.ui.plugins.HullModSelector.update(HullModSelector.java:115)
   at progsmod.data.campaign.rulecmd.PSM_BuildInHullModNew$SelectorContainer.updateAll(PSM_BuildInHullModNew.java:321)
   at progsmod.data.campaign.rulecmd.ui.plugins.HullModSelector.updateItems(HullModSelector.java:109)
   at progsmod.data.campaign.rulecmd.ui.plugins.HullModSelector.init(HullModSelector.java:100)
   at progsmod.data.campaign.rulecmd.PSM_BuildInHullModNew$1.createCustomDialog(PSM_BuildInHullModNew.java:187)
   at com.fs.starfarer.ui.newui.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.showCustomDialog(Unknown Source)
   at progsmod.data.campaign.rulecmd.PSM_BuildInHullModNew.createPanel(PSM_BuildInHullModNew.java:120)
   at progsmod.data.campaign.rulecmd.ui.plugins.ShipSelector.onSelected(ShipSelector.java:37)
   at progsmod.data.campaign.rulecmd.ui.plugins.Selector.checkIfModified(Selector.java:111)
   at progsmod.data.campaign.rulecmd.ui.plugins.Selector.buttonPressed(Selector.java:70)
   at com.fs.starfarer.ui.newui.I.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

do you use latest version? because crash when using frigate hangar mod is already fixed in newest version
EDIT: in mean time could you give me the crash log? i want to make sure to fix all bugs before uploading new version
« Last Edit: May 09, 2024, 04:46:03 PM by NeoLemon »
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Waryn

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Re: [0.97 / 0.96] Indies Expansion Pack v1.92
« Reply #34 on: May 09, 2024, 06:28:46 PM »

Quote
do you use latest version?
I'm pretty sure I do but I'm unsure how I could check that file-wise, your download links seem to match what I have right now.

I tracked the error down a bit further, the crash occurs when I attempt to build in an S-Mod on a frigate which has the stored frigate hullmod on it - the moment I select the frigate to begin modding. Full(er) log attached, hope it helps
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NeoLemon

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Re: [0.97 / 0.96] Indies Expansion Pack v1.92
« Reply #35 on: May 11, 2024, 10:46:58 AM »

Quote
do you use latest version?
I'm pretty sure I do but I'm unsure how I could check that file-wise, your download links seem to match what I have right now.

I tracked the error down a bit further, the crash occurs when I attempt to build in an S-Mod on a frigate which has the stored frigate hullmod on it - the moment I select the frigate to begin modding. Full(er) log attached, hope it helps

Thanks! ill look up the problem soon, thankyou for reporting!
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Escal8

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Re: [0.97 / 0.96] Indies Expansion Pack v1.92
« Reply #36 on: May 16, 2024, 04:13:18 AM »

Bit unclear on how the Frontier Command Centre works. It says in the tool tip that it uses your faction market, but I have colonies providing the materials that it says it cannot access.

Ex,

Colony 1, System A, has Refining and Fuel Prod, thus requires ore, trans ore, volatiles, etc. Has Frontier Command Centre.
Colony 2, System B, has mining providing ore and trans ore.
Colony 3, System B, has mining providing volatiles.
Colony 4, System C, has mining providing ore and trans ore. Has Frontier Command Centre.

Theoretically, Colony 1, System A, should have all its requirements met. However, it expresses that it does not have requirements met.

Would be great to get clarity on how that works!
Did you figure it out? Bc I have the same problem.
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NeoLemon

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Re: [0.97 / 0.96] Indies Expansion Pack v1.92
« Reply #37 on: May 16, 2024, 06:56:57 AM »

Bit unclear on how the Frontier Command Centre works. It says in the tool tip that it uses your faction market, but I have colonies providing the materials that it says it cannot access.

Ex,

Colony 1, System A, has Refining and Fuel Prod, thus requires ore, trans ore, volatiles, etc. Has Frontier Command Centre.
Colony 2, System B, has mining providing ore and trans ore.
Colony 3, System B, has mining providing volatiles.
Colony 4, System C, has mining providing ore and trans ore. Has Frontier Command Centre.

Theoretically, Colony 1, System A, should have all its requirements met. However, it expresses that it does not have requirements met.

Would be great to get clarity on how that works!
Did you figure it out? Bc I have the same problem.

Sorry for late answer, that things essentially hide colony, they are supposed to use resource produced by other player colony, but i havent able to replicate it function, it suppose to mimic how randomly generated pirate station get their supply from, but it seems something weird when it applied to player.
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majorfreak

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Re: [0.97 / 0.96] Indies Expansion Pack v1.92
« Reply #38 on: May 29, 2024, 07:19:03 PM »

I'm getting my ass kicked repeatedly by this carrier heavy fleet made up of almost all of this mods pirate ships. Is there any way to counter this via metagame or ingame strategies/tactics?

having some jackass AI spam the invulnerability button is getting tiresome as they just bully into my troops again and again...and the fighter spam. jeesus wept.
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Escal8

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Re: [0.97 / 0.96] Indies Expansion Pack v1.92
« Reply #39 on: June 04, 2024, 05:01:13 AM »

Bit unclear on how the Frontier Command Centre works. It says in the tool tip that it uses your faction market, but I have colonies providing the materials that it says it cannot access.

Ex,

Colony 1, System A, has Refining and Fuel Prod, thus requires ore, trans ore, volatiles, etc. Has Frontier Command Centre.
Colony 2, System B, has mining providing ore and trans ore.
Colony 3, System B, has mining providing volatiles.
Colony 4, System C, has mining providing ore and trans ore. Has Frontier Command Centre.

Theoretically, Colony 1, System A, should have all its requirements met. However, it expresses that it does not have requirements met.

Would be great to get clarity on how that works!
Did you figure it out? Bc I have the same problem.

Sorry for late answer, that things essentially hide colony, they are supposed to use resource produced by other player colony, but i havent able to replicate it function, it suppose to mimic how randomly generated pirate station get their supply from, but it seems something weird when it applied to player.
If you're comfortable with it, could you please also upload src with the mod?
I wanted to just increase the amount and types of stuff frontier command makes to basically bypass that missing supply chain.
I noticed that there are .java files in data, and I tried to build it from that, but the links seem all wrong and it did not end up working.
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Selfcontrol

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Re: [0.97 / 0.96] Indies Expansion Pack v1.92
« Reply #40 on: June 09, 2024, 05:11:07 AM »

Hello.

It's a very interesting mod. I'm always interested in mods that add ragtag ships or militarized versions of civilian ships. I'll definitely keep an eye on it. You have a gift for making such ships ! I especially like what you did with the drones/frigates carriers. Quite a refreshing idea !

However, after playing a bit with it and looking at your mod's files :

Spoiler
1. Lots of Engrish and typos. English isn't my native language either, but I would advise you to get help from someone that could do some proof reading if possible ;

2. The Foederati doesn't spawn on markets. At all. It's because it's not listed in the default_ship_roles.json file. Adding it to CombatLarge and CombatFreighterLarge fixes it entirely ;

3. About default_ship_roles.json : the combined value of all listed variants for a ship should be equal to 10 or less in general. If a ship has only one listed variant, it should be set to 10. Example below :

Quote
"acs_barnabas_standard":5,
"acs_barnabas_support":5,
      
"acs_barnabas_p_standard":10,

4. The Chain Thumper and Mega Thumper make my ears bleed when firing. How ? Because they have 2 sets of sound : one sound for spinning the barrels and one sound for the actual shot. Both weapons fire so quickly that the game spams the first sound (the "spin the barrels" shot). I advise you to disable the first sound for both weapons to avoid this issue (this is what vanilla does for the Storm Needler for example) ;

5. The Lasguns and Lascannons are treated as Ballistic weapons instead of Energy weapons. The result is that those weapons are buffed by things like Accelerated Ammo Feeder or Ballistic Mastery. I don't think that should be the case, but it's just my opinion ;

6. The Phaeton MK.II has a better, more aggressive ship system than its pirate version the Phaeton MK.IV (Raider Lunge on MK.II vs Skirmisher Lunge on MK.IV). Shouldn't it be the other way around ?

7. Your ships are spammed on the black market. A lot. To the point they almost entirely replaced all the other ships. I think it would be better to reduce their frequency (by modifying the HullFrequency line in the factions files) and to better distribute them between Scavengers / Pirates / Independants ;

8. Taking a look at the weapons_data.csv, many weapons have weird tags. For example, the Chain Thumper and Mega Thumper have the "heX" tag when they are fragmentation type weapon. Doing tags and hints for weapons (and ships) is a pain in the ass, but I would advise you to take some time and clean them a bit because it makes the AI fleets using some very very weird loadouts ;

8. Balance :

I know that balance is subjective, but many of your ships and weapons are, frankly, totally overpowered. Your ships tend to have, in combination, high hullpoints, high armor, high number of ordnance points with a low amounts of weapons mounts (meaning lots of Ordnance Points for vents / hullmods), high base flux capacity and dissipation (especially on your destroyers) and quality weapons mounts (lots of Universal or Composite mounts leading to missiles spam) and they are on the lower end DP wise (6 DP for the Ripense for example). As for your weapons, some of them are basically perfect : long range, extremely high flux efficiency, good accuracy, good damage. They overshadow all other weapons in their category ...

- Ships : for example, the Comitatenses sports high hullpoints that is better fitting of a cruiser, good weapon mounts, high armor and good/very good base flux dissipation/capacity and on top of that it has an extremely powerful ship system (Lancer Lunge) that lasts a lot of time (even more with an Officer with System Expertise) and further increases its defensive and offensive power ... Another example is the Foederati. It only costs 20 DP when the Shivari (which is far less strong but it's still good) costs 25 DP ?

A very good example is the Onslaught (P). It should cost 60 DP (!) at least. It can aim all of its Large Weapons forward meaning it has 5 Large Weapons that can fire at the same target. And you gave it a ship system that fixes its poor mobility. I know Pirates are crafty people, but it's way, way too strong for Pirates and in general in my opinion. I know it's inspired by HMI Unique Onslaught (P) which can also fire all of its Large Weapons forward, but the HMI Onslaught (P) has less Ordnance Points and its mobility system has a few downside (biggest being you can't cancel it) and a very long cooldown.

Do note that it's not the case for all of your ships. Some are underpowered in my opinion like the Kerberos (1.4 shield ratio is way too high, especially for a frigate) and the Thanvare (again, 1.5 shield ratio is way too high in Starsector and it kinda breaks the AI since it doesn't have good Flux Capacity to compensate).

- Weapons : for example, the Kothar Assault Gun has 1000 range, an insane flux efficiency (something like 0.43 from memory) and good accuracy. Why would I ever want to use any other High Explosive weapon on the Eradicator ? It overshadows both the Heavy Mauler and the Heavy Mortar ...
[close]

To be crystal clear : I really like your mod. It tickles everything I like and it has, imo, very high potential ! But it's a rough diamond that needs some work ;D
« Last Edit: June 09, 2024, 08:09:10 AM by Selfcontrol »
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Qesidus

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Re: [0.97 / 0.96] Indies Expansion Pack v1.92: Frontier Command Center
« Reply #41 on: June 09, 2024, 09:51:44 PM »

Re: Frontier Command Center

This is a very interesting building but I've a few quibbles.

It makes a colony invisible to the market: if ALL of one's colonies have this, then the faction is "dead" (not really), and it NEVER generates colony crises events. This is very interesting and unique. (I dont wanna get rid of this, it's a unique idea)

The problem runs in with the market access and the production levels.
As is, it produces SO much, that even though it prevents "imports" it does not prevent exports, and one can quickly dominate the food,supplies,fuel and ships markets - even though the colony is supposed to be cut off.

A fully fledged colony can earn 2x as much money in a month while being "cut off" from the sector market than it can while connected to it.

This feels antithetical to the purpose of the structure.

I highly, highly recommend tweaking the interaction with the sector market: Perhaps allow for intra-faction import/export, but 0 sector-wide export.  If there isnt a way to do that, perhaps add a -100% market accessibility debuff.

To reiterate, I like this structure, but it completely borks ANY need to interact with the sector-wide market at all.  One can earn multiples over base income without having to think about the market at all (and the unmet needs a colony suffers can be disregarded).

If none of the more subtle tweaks are possible, perhaps cutting down production wherein they cannot dominate the sector market would be reasonable.
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Pilvenuga

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Re: [0.97 / 0.96] Indies Expansion Pack v1.92
« Reply #42 on: June 14, 2024, 06:24:18 AM »

Okay, first off: love what you've gone for with this mod, definetly a good one! I prefer to stay as close to vanilla as possible with my choice of mods and this has been scratching me in just the right places. For the most part.
While the ship and weapon descriptions suffered from text bloat, we all start somewhere with descriptions - reducing text walls and keeping descriptions to 2-4 sentences while splitting it into two paragraphs would be a better design. People are looking for a quick overview of where your ships and weapons compare in the bigger world, with just a pinch of flavor in those texts.

Your ships feel just right as they are, but i found them to spawn more often than the vanilla ships in AI fleets. The basic Prometheus espescially became a rare sight to look for in AI fleets. Okay, maybe the Savvaran is a bit too much, its Lancer Lunge is nifty and introduces a lot of chaos into the fight but instead of giving it a flat + 20 speed over the Champion - a built in Unstable Injector instead would also give it downsides that it needs.
However, one thing that i did not enjoy were the "EVA Suit" fighter wings. They were cheap, with ground support package for added synergy - they had a flavor to them. But they were just too powerful.
The Trooper wing espescially was just too over the top.

A 5 OP wing which made the Longbow kinetic bomber irrelevant with more speed, hull/armor, a 700dps kinetic weapon AND 2.5x more entities in the wing?
This thing was ridiculous, like what the hell were you smoking?
Longbow is 12 OP for two bombers that deliver 1 Sabot each. Trooper, for 5 OP delivers 5 Sabot missiles at faster speed and greater tankiness. AND THEN it goes to town with a 700 dps kinetic weapon. that's like a frigate worth of kinetic pressure. Per fighter. A Drover with 2 Troopers had no issues chewing through active Fortress shields.

I like your aesthetic for these and i think their OP cost fills a niche, but their combat strength needs to be tuned to that OP cost.
So, i made the following changes to the suits:
Gunner: Hull 850->85, Armor 90->9, Speed 260->100
Militia: Hull 650->65, Armor 60->6, Speed 270->110
Peasant: Hull 550->55, Armor 20->2, Speed 300->140
Trooper: Hull 650->65, Armor 80->8, Speed 285->125
Watchman: Hull 600->60, Armor 30->3, Speed 270->110
I kept their shields the same, made for a cool notion that if a fighter suit lost its shield it was very vulnerable.

I then changed their weapon damage values:
Mounted LMG: Damage per shot 30->3
Mounted MG: Damage per shot 35->4
Mounted HMG: Damage per shot 40->5
Mounted Chaingun: Damage per shot 85->9

This keeps them still able to kill anything that lacks Interceptor cover, but they dont delete things outright. Now, they feel like EVA suits should: a dangerous gamble in space combat, borne more out of desperation and availability. So, the Trooper still has greater alpha with its Sabot payload over the Longbow, but Longbow can deliver it faster and survive to return. While the trooper continues the attack and throws itself in a suicide assault to add to the kinetic pressure. Having those Sabot still feels too strong, but the fact the fighters are so very squishy and thus rack up your crew losses and run out your fighter replenishment rate quickly is a good tradeoff in my opinion.
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NeoLemon

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Re: [0.97 / 0.96] Indies Expansion Pack v1.93 (Updated)
« Reply #43 on: June 17, 2024, 10:30:23 PM »

v1.93 Update (Great Balance and NERF Update also A BOUNTY)

"Great Balance and Nerf Hammer hopefully fix silly OP and cancerous ship and wings"

Link:

9.6: https://gitgud.io/NotDevIswear/indies-expansion-pack/-/raw/master/Indies_Expansion_Pack_9.6_1.93.rar

9.7: https://gitgud.io/NotDevIswear/indies-expansion-pack/-/raw/master/Indies_Expansion_Pack_9.7_1.93.rar

Changelog (sort off  ;) ):
Spoiler
v1.93

- Various balance, tweaks, and small addition that i forgot about it

- Added Sumpter Armed Freighter (0 Dp/Supply Cargo Shuttle)

- Added Guardpost Deployable Defense Pod and its launcher

- Added Bounty (Subject of change in future)

- Added Scavenger Bar (Cheap Infrastructure that spawn indepedent scavenger fleet roaming the market system)

- Attempt to fix Frontier Command Center (i doubt it is fixed)

- Nerf Thanvare, Drifter, and other ship with Damper Field (Replaced by Degraded version of it, less cancerous, also make em kind squishy)

- Nerf Phaeton Mk IV (Vagabond), enjoy adrenaline crash after using the ship system ;)

- Change Phaeton Mk II system to reserve wings (Also new skin?)

- More or less heavily nerf spawnrates of Sparabara, Thanvare, and all (no longer it spawn everywhere like cancer)

- Various Other Change that i might forgot (more desc and weapon?)
[close]
« Last Edit: June 17, 2024, 10:43:11 PM by NeoLemon »
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NeoLemon

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Re: [0.97 / 0.96] Indies Expansion Pack v1.92
« Reply #44 on: June 17, 2024, 10:41:29 PM »

Okay, first off: love what you've gone for with this mod, definetly a good one! I prefer to stay as close to vanilla as possible with my choice of mods and this has been scratching me in just the right places. For the most part.
While the ship and weapon descriptions suffered from text bloat, we all start somewhere with descriptions - reducing text walls and keeping descriptions to 2-4 sentences while splitting it into two paragraphs would be a better design. People are looking for a quick overview of where your ships and weapons compare in the bigger world, with just a pinch of flavor in those texts.

Your ships feel just right as they are, but i found them to spawn more often than the vanilla ships in AI fleets. The basic Prometheus espescially became a rare sight to look for in AI fleets. Okay, maybe the Savvaran is a bit too much, its Lancer Lunge is nifty and introduces a lot of chaos into the fight but instead of giving it a flat + 20 speed over the Champion - a built in Unstable Injector instead would also give it downsides that it needs.
However, one thing that i did not enjoy were the "EVA Suit" fighter wings. They were cheap, with ground support package for added synergy - they had a flavor to them. But they were just too powerful.
The Trooper wing espescially was just too over the top.

A 5 OP wing which made the Longbow kinetic bomber irrelevant with more speed, hull/armor, a 700dps kinetic weapon AND 2.5x more entities in the wing?
This thing was ridiculous, like what the hell were you smoking?
Longbow is 12 OP for two bombers that deliver 1 Sabot each. Trooper, for 5 OP delivers 5 Sabot missiles at faster speed and greater tankiness. AND THEN it goes to town with a 700 dps kinetic weapon. that's like a frigate worth of kinetic pressure. Per fighter. A Drover with 2 Troopers had no issues chewing through active Fortress shields.

I like your aesthetic for these and i think their OP cost fills a niche, but their combat strength needs to be tuned to that OP cost.
So, i made the following changes to the suits:
Gunner: Hull 850->85, Armor 90->9, Speed 260->100
Militia: Hull 650->65, Armor 60->6, Speed 270->110
Peasant: Hull 550->55, Armor 20->2, Speed 300->140
Trooper: Hull 650->65, Armor 80->8, Speed 285->125
Watchman: Hull 600->60, Armor 30->3, Speed 270->110
I kept their shields the same, made for a cool notion that if a fighter suit lost its shield it was very vulnerable.

I then changed their weapon damage values:
Mounted LMG: Damage per shot 30->3
Mounted MG: Damage per shot 35->4
Mounted HMG: Damage per shot 40->5
Mounted Chaingun: Damage per shot 85->9

This keeps them still able to kill anything that lacks Interceptor cover, but they dont delete things outright. Now, they feel like EVA suits should: a dangerous gamble in space combat, borne more out of desperation and availability. So, the Trooper still has greater alpha with its Sabot payload over the Longbow, but Longbow can deliver it faster and survive to return. While the trooper continues the attack and throws itself in a suicide assault to add to the kinetic pressure. Having those Sabot still feels too strong, but the fact the fighters are so very squishy and thus rack up your crew losses and run out your fighter replenishment rate quickly is a good tradeoff in my opinion.

Yeah i agree with you, the mech stuff is... really silly, its remnant of early day when i start modding that i keep around for fun and silly, but yes they are going to get deprecated in next update (except for new derelic mech) (new update now!), it will no longer spawn in market (hopefully) and ship and autofit, probably will come back after i properly balance it around.

Those cancerous Damper ship like Drifter and Thanvare hopefully has been greatly nerfed, using degraded version of Damper system, that hopefully wont make fighting it cancerous

New updates also feature greatly decrease in spawnrates of previously high rates of spawn for ship like Thanvare, Sparabara, or Phaeton Mk IV, now they are more rarer, less cancerous, more squishier.

Im really sorry for unbalanced *** i thrown around for fun, as i finally have time to actually work on this mod again, after long day of inactivity due some reason, and i planning to add more content in next update, aside from more balanace and ***, it also will feature more bounty, unique ships, some new star system (and no, it wont be silly system again in corner of the map some will, but will really REALLLY secret and off world economy and arrive far later in updates), minor quest, person of interest, etc, mostly to flesh out campaign and story content (the new bounty its prototype proof of concept possible bounty and story, subject of change)
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