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Author Topic: [0.97 / 0.96] Indies Expansion Pack v2.0 (Hotfix Out)  (Read 97166 times)

Requiem952

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Re: [0.97 / 0.96] Indies Expansion Pack v1.93 (Updated)
« Reply #45 on: June 18, 2024, 05:40:17 PM »

Hey, just wanted to say I appreciate the work you've been putting into this. I've always been interested in an 'insular' economy, where I just build an economy in the background until I'm ready to erupt into the sector stage, and the Frontier Command Center is perfect for that.

With that being said, I do want to confirm that the Frontier Command Center still prevents in-faction imports while allowing exports (the opposite of the intended functionality - is there some condition that you can flip, perhaps? I wouldn't know though, I haven't gotten into the weeks on SS modding). But yeah, just so you're aware! Thanks again for the hard work, and I look forward to seeing how it turns out!
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NeoLemon

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Re: [0.97 / 0.96] Indies Expansion Pack v1.93 (Updated)
« Reply #46 on: June 18, 2024, 09:24:04 PM »

Hey, just wanted to say I appreciate the work you've been putting into this. I've always been interested in an 'insular' economy, where I just build an economy in the background until I'm ready to erupt into the sector stage, and the Frontier Command Center is perfect for that.

With that being said, I do want to confirm that the Frontier Command Center still prevents in-faction imports while allowing exports (the opposite of the intended functionality - is there some condition that you can flip, perhaps? I wouldn't know though, I haven't gotten into the weeks on SS modding). But yeah, just so you're aware! Thanks again for the hard work, and I look forward to seeing how it turns out!

For now it still only allow export even for in-faction economy, im trying to find a way (or alternative way) to make it possible to import, either while visible in global market or inside in-faction trade, i think im getting close to solve it i guess...

EDIT: i also haven't "fix" it exorbitant income benefit despite apparent problem, probably ill include it in next quick patch, for now im focusing first on making it feature actually work as intended
« Last Edit: June 18, 2024, 09:25:47 PM by NeoLemon »
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Selfcontrol

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Re: [0.97 / 0.96] Indies Expansion Pack v1.93 (Updated)
« Reply #47 on: June 23, 2024, 03:28:12 PM »

I've been playing quite a lot with your mod and honestly, the Exteminator is overpowered but also doesn't work as an anti-frigate weapon (or a deterrent) :

1) It's very accurate and it deals a crazy amount of AOE damages to fighters and missiles, making carriers (not battlecarriers) almost invincible against missiles and fighters (they stay in the backline, meaning they only have missiles and fighters to worry about) ;
2) Nonetheless, 350 fragmentation damages with proximity fuse is quite bad against frigates (projectiles deal reduced damages) even if its insane projectile speed (1900 ???) make every shot hits its target ;
3) On the other hand, it's utterly overpowered against cruisers and capitals :
    -    Cruisers and capitals have lots of hullpoints that you need to get through after stripping them of their armor ;
    -    However, a 700 DPS fragmentation weapon anihilates hullpoints and cruisers and capitals are not agile/fast enough to avoid the Exteminator shots (nothing is agile/fast enough against a 1900 projectile speed weapon tbh) ;
    -    Cruisers and capitals are supposed to have some degree of protection against such high DPS weapons thanks to the residual armor mechanic ... But with 350 damages/shot, residual armor almost doesn't count ;
    -    It also has crazy flux efficiency.

It's just too strong on top of not really working as advertised. I don't use it as a deterrent against frigates : I use it as an assault weapon against cruisers and capitals and it's unmatched in this category (I mount a pair of Exteminators on all my capital ships and heavy cruiser because it's just that good against capitals and cruisers). I tinkered a bit with it to make it better against its intended targets and reduce its power against cruisers/capitals :

- Projectile speed reduced to 900 same as a Heavy Mauler (down from 1900) ;
- Damages reduced to 200/shot (down from 350) ;
- Energy/shot increased to 110 (up from 50) ;
- I removed the proximity fuse from the projectile (it outshined the Flak way too much) ;
- I added a very small amount of scripted high explosive damages to the projectile (something like 50).

It's now far better against frigates (it still needs quite a few shots to get through the armor of something like a Vanguard or Hound but now it's a credible threat against most frigates) and while it's still good against cruisers/capitals hullpoints, it's no longer crazy powerful against them.
« Last Edit: June 23, 2024, 03:33:44 PM by Selfcontrol »
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NeoLemon

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Re: [0.97 / 0.96] Indies Expansion Pack v1.93 (Updated)
« Reply #48 on: June 23, 2024, 11:24:02 PM »

I've been playing quite a lot with your mod and honestly, the Exteminator is overpowered but also doesn't work as an anti-frigate weapon (or a deterrent) :

1) It's very accurate and it deals a crazy amount of AOE damages to fighters and missiles, making carriers (not battlecarriers) almost invincible against missiles and fighters (they stay in the backline, meaning they only have missiles and fighters to worry about) ;
2) Nonetheless, 350 fragmentation damages with proximity fuse is quite bad against frigates (projectiles deal reduced damages) even if its insane projectile speed (1900 ???) make every shot hits its target ;
3) On the other hand, it's utterly overpowered against cruisers and capitals :
    -    Cruisers and capitals have lots of hullpoints that you need to get through after stripping them of their armor ;
    -    However, a 700 DPS fragmentation weapon anihilates hullpoints and cruisers and capitals are not agile/fast enough to avoid the Exteminator shots (nothing is agile/fast enough against a 1900 projectile speed weapon tbh) ;
    -    Cruisers and capitals are supposed to have some degree of protection against such high DPS weapons thanks to the residual armor mechanic ... But with 350 damages/shot, residual armor almost doesn't count ;
    -    It also has crazy flux efficiency.

It's just too strong on top of not really working as advertised. I don't use it as a deterrent against frigates : I use it as an assault weapon against cruisers and capitals and it's unmatched in this category (I mount a pair of Exteminators on all my capital ships and heavy cruiser because it's just that good against capitals and cruisers). I tinkered a bit with it to make it better against its intended targets and reduce its power against cruisers/capitals :

- Projectile speed reduced to 900 same as a Heavy Mauler (down from 1900) ;
- Damages reduced to 200/shot (down from 350) ;
- Energy/shot increased to 110 (up from 50) ;
- I removed the proximity fuse from the projectile (it outshined the Flak way too much) ;
- I added a very small amount of scripted high explosive damages to the projectile (something like 50).

It's now far better against frigates (it still needs quite a few shots to get through the armor of something like a Vanguard or Hound but now it's a credible threat against most frigates) and while it's still good against cruisers/capitals hullpoints, it's no longer crazy powerful against them.

yea, i havent rebalance that one, and probably other weapon thooo, its originally base and "balanced" around kadur chems gun stats, but with AOE explosive, the things is, i currently in progress to make custom version of AOE flak script, one that doesnt explode  when it detect fighter near its projectile, since apparently fighter too, count as "ship" in the game file, so things that suppose to be just an AOE that explode near ship end up becoming silly potent anti air weapon, it suppose to be just explode near or behind frigates when it doesnt hit, but it also end up exploding near fighter...
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Blaze

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Re: [0.97 / 0.96] Indies Expansion Pack v1.93 (Updated)
« Reply #49 on: July 09, 2024, 01:14:19 PM »

Trying out the stored frigate hullmod, shouldn't it also reduce the stored ships sensor signature?

It's a niche, but neat concept. The number of ships that can mount it across the entire modding scene is still probably single digits; but it's a neat way of giving more utility to support vessels.
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NeoLemon

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Re: [0.97 / 0.96] Indies Expansion Pack v1.93 (Updated)
« Reply #50 on: July 09, 2024, 11:59:36 PM »

Trying out the stored frigate hullmod, shouldn't it also reduce the stored ships sensor signature?

It's a niche, but neat concept. The number of ships that can mount it across the entire modding scene is still probably single digits; but it's a neat way of giving more utility to support vessels.

Im planning to rework the capital size converted frigates hangar so it can be placed on ship without salvage gantry, albeit with some other less rare restriction to balance it out, and yeah it kinda should have reduce it sensor signature, i kinda always forgot it exist  :D

Currently im planning to add feature to it so your stored frigates can land and re-arms on designated converted frigates hangar ship, though i havent decide to whether put it on already existing hullmod, or make another one that doesnt need "stored frigates" hullmod to let frigates land on frigates hangar ship
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Blaze

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Re: [0.97 / 0.96] Indies Expansion Pack v1.93 (Updated)
« Reply #51 on: July 10, 2024, 03:09:10 AM »

Currently im planning to add feature to it so your stored frigates can land and re-arms on designated converted frigates hangar ship, though i havent decide to whether put it on already existing hullmod, or make another one that doesnt need "stored frigates" hullmod to let frigates land on frigates hangar ship

Arma Armatura allows their "frigates" to land on any ship with a fighter bay; which is pretty powerful. And there's that other mod which allows you to turn any frigate into a fighter LPC.

Personally, I feel that "frigate fighters" might be a bit much for the scope of this mod; but by all means you do you.

Also, exploit. Once you add the stored frigate hullmod, you no longer need the converted hangar hullmod. You can remove the hullmod, store the "carrier", store the frigate and add the stored frigate hullmod to another ship, etc.
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NeoLemon

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Re: [0.97 / 0.96] Indies Expansion Pack v1.93 (Updated)
« Reply #52 on: July 10, 2024, 04:57:13 AM »

Currently im planning to add feature to it so your stored frigates can land and re-arms on designated converted frigates hangar ship, though i havent decide to whether put it on already existing hullmod, or make another one that doesnt need "stored frigates" hullmod to let frigates land on frigates hangar ship

Arma Armatura allows their "frigates" to land on any ship with a fighter bay; which is pretty powerful. And there's that other mod which allows you to turn any frigate into a fighter LPC.

Personally, I feel that "frigate fighters" might be a bit much for the scope of this mod; but by all means you do you.

Also, exploit. Once you add the stored frigate hullmod, you no longer need the converted hangar hullmod. You can remove the hullmod, store the "carrier", store the frigate and add the stored frigate hullmod to another ship, etc.

yep, thats one point it still need to improve, it still kind janky mess after all, and about the new feature i working outthough it less "frigate fighters" and more of frigate went to designated carrier to re-arms when retreat, they pretty much still designated as frigate until the moment they land.

Ill probably ask arma dev or ymfah for help with that
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NeoLemon

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Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Content and HUBSHIP update)
« Reply #53 on: July 26, 2024, 01:05:48 AM »

NEW UPDATE


Updated Ship Preview, Warning Big Images
Spoiler
[close]





Changelog Will be Updated soon if im not forget

Update Log:
Spoiler

- Added Optio Class Heavy Defense Frigate

- Added Expedition Class War Hauler

- Added Sumpter Class Flying Trasheap (0dp/maintainance "frigate")

- Added Palatine Class Battlecruiser and its (P) Variation

- Added Djoeng Class Voidfaring Hubship (huge dreadnought size hubship with plenthora of fleetwide logistic and expedition buff)

- Added Light Rotary Autocannon

- Added Light Autothumper

- Added Manjanik LRM along with its (M) and (S) variant

- Added Katjuscha Rocket Pod along with its (M) and (S) variant

- Added Pesticle SRM

- Rename Izrael Reaper launcher > Azrael Reaper Launcher

- Various balancing, change, nerf, buff, and tweak i forgot i made

- Added another Bounty

- Update and Fix to many hullmod (mostly its desc and mechanism)

- Add Squall like behaviour to Toyhammer at cost of severely limit its burst firing delay (Unguided after initial aiming)

- Various projectile tweak and Things



[close]
« Last Edit: July 26, 2024, 01:48:54 AM by NeoLemon »
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Blaze

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Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Content and HUBSHIP update)
« Reply #54 on: July 26, 2024, 05:56:44 PM »

YEAH LET'S GO LEGIONSLAUGHT

First thing to update once I get back.
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NeoLemon

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Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Content and HUBSHIP update)
« Reply #55 on: July 26, 2024, 10:49:20 PM »

YEAH LET'S GO LEGIONSLAUGHT

First thing to update once I get back.

Glad you enjoy!  ;D
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AdamLegend

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Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Content and HUBSHIP update)
« Reply #56 on: August 01, 2024, 04:43:28 PM »

I think the ships in this mod should be removed from hegemony.faction "knownShips". A lot of them are spawning in Hegemony patrols which breaks immersion a bit. It makes sense for independents to use these, but when I see multiple "Junk Cruisers" in a Hegemony Detachment it's quite strange
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Blaze

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Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Content and HUBSHIP update)
« Reply #57 on: August 01, 2024, 10:44:42 PM »

The fleet gantry on the Djoeng doesn't seem to work, which is a shame since I managed to salvage it in the fringe worlds.
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NeoLemon

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Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Content and HUBSHIP update)
« Reply #58 on: August 02, 2024, 08:50:31 AM »

The fleet gantry on the Djoeng doesn't seem to work, which is a shame since I managed to salvage it in the fringe worlds.

?

it is working though? make sure it isnt mothballed or in low CR, check other ship DP, maintainance, and CR rec after battle value to see if its working or not
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Blaze

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Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Content and HUBSHIP update)
« Reply #59 on: August 02, 2024, 03:25:25 PM »

Okay, double checked.

The reductions to DP, supply usage, and repair costs only apply if there isn't already a similar existing effect from another source like a different hullmod or skill. This is probably mod conflict on my end.

The burn boost and ability to store two frigates doesn't work at all.

But hot dang, even without it, this thing is an absolute unit.

Edit: So uh... The Djoeng is invincible. As in infinite hull points. The two side hulls can be destroyed, but the main ship has the Vast Bulk hullmod; so it can only die if all attached parts are destroyed. Problem is the shield module can't be reached with most weapons since it's INSIDE the main part of the ship.

The right barge module has 6 additional fighter bays, but the left module has none.
« Last Edit: August 03, 2024, 01:46:30 AM by Blaze »
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