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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.97a-RC11] Domain Phase Lab  (Read 141003 times)

VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #270 on: December 19, 2024, 07:26:21 PM »

I am loving this mod and Ross higgins is a true waifu. Well done.

Anyways, I encountered 2 bugs.

Diktact researcher rescue mission --> if you fail it after you get a pegasus (either purposely or accidently) you can repeat the mission and get another pegasus. This can be looped and u can get like 3 pegasus battleships. To fix this, I dont think this mission should be time constrained so you can fail. There seems to be no hurry in the dialogue between characters.

Research mission where u are told to go somewhere. I declined the mission in order to do it later and it never appeared again. Lol.

Hi! Thank you for your feedbacks! And sorry for the late reply. For the first bug, it's noticed, in the coming update, those story quests would no longer have a time limit.

For the second bug, could you please let me know the name of the quest? It will be very helpful if I know the name of that quest!
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #271 on: December 19, 2024, 07:27:41 PM »

After installing the mod, a fleet of "Mysterious Riders" appeared near my colony. They shoot down everything that flies because they are much stronger than the forces in the system. On the comlink they say you need to fly to the laboratory in the "Muspelheim" system, but I don't have such a system. I have saves from the previous version 0.96, I loaded and also did not find such a system. Please help.

Hi! Thank you for your feedback! Please start a new save when you add this mod. It requires a new game for the Muspelheim system to generate.
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ShadowRhino

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #272 on: December 20, 2024, 05:30:19 AM »

Love this mod, i've noticed something odd with one of the ships and not sure if it's just my game, but the saxaphone AI (the one with the laser in the front and 4 heavy slots i believe) when going against a target it will hit head on then suddenly do a 90 degree spin with the beams swinging around, normally away from the target ship, so it hits for a fraction of the time, then misses. Also if it's close to friendly ships it can cause friendly fire situations. The same hull but without the nose gun doesn't do this type of behaviour, only seems to be that ship?
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Caffeine(BLITZ)

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #273 on: December 20, 2024, 09:43:25 PM »

This is the most intresting mod i've ever use, the ship is cool, the lore is kinda deep, and the NPC interactions are very unique!!,  I've never expected to be able to talk with the high-rank officer in this mod (Eliza), and somehow i can, it's funny tho, and that makes this game feel less repetitive and empty, i'll be wait for the new stuff, keep it up.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #274 on: December 21, 2024, 11:39:32 AM »

Love this mod, i've noticed something odd with one of the ships and not sure if it's just my game, but the saxaphone AI (the one with the laser in the front and 4 heavy slots i believe) when going against a target it will hit head on then suddenly do a 90 degree spin with the beams swinging around, normally away from the target ship, so it hits for a fraction of the time, then misses. Also if it's close to friendly ships it can cause friendly fire situations. The same hull but without the nose gun doesn't do this type of behaviour, only seems to be that ship?

Hi! Thanks for your feedback! That's the AI trying to 'maximize' the firepower of the ship. When designing this ship, I only imagined the situation when it's in player's hands. And this design is some sort of 'you have to choose between frontal focus or side focus' idea. I noticed that this confuses the AI, and I'm planning a remake for the ship Saxophone.
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Adrian23138

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #275 on: December 29, 2024, 05:53:00 PM »

Okay so I just gave Ross Higgs the 2500 Marines but she didn’t have me any of the 700k credits or any relationship

Bug?
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Adrian23138

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #276 on: December 29, 2024, 05:56:12 PM »

Edit: nvm there was Lag between me getting the money and giving the marines
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nddc

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #277 on: January 03, 2025, 01:46:23 PM »

How do i deal with mysterious raiders when the lab security location doesn't appear after i interact with the young technican and that director doesn't have a option to proceed in helping me deal with them, what is the solution for this crsis?
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ShadowRhino

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #278 on: January 03, 2025, 05:52:45 PM »

How do i deal with mysterious raiders when the lab security location doesn't appear after i interact with the young technican and that director doesn't have a option to proceed in helping me deal with them, what is the solution for this crsis?

Spoiler
If i remember correctly, the raiders will tell you the location when you open a comms request with them, it's the security lab in system, you speak to a guy and through the chat you have the option to record him trying to blackmail you. Take that to the director lady and that should resolve that issue. I also think you need good standing with them as well so you can talk to her more.
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Dextixer

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #279 on: January 08, 2025, 12:17:08 PM »

Hey there Vladimir, happy new years (Regardless if it happened or will happen later). Sorry for dropping out for a long time, life got in the way and i wanted to wait for the new AotD update to start a new playthrough to explore the Phase Lab Faction storyline.

If you are still receptive to feedback on the writing of the mod, during this week i will send you a few word files with suggestions on what writing could be improved. As before, i will try to keep the meaning of the text the same as much as possible, just making it easier to read.

I sent you a friend request on discord so i could send you word files with the suggestions, because they are too big to be uploaded in these forums.
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Dextixer

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #280 on: January 08, 2025, 02:14:13 PM »

Apologies for double-posting, have some feedback regarding weapons that i have heard from others.

Lightning Projector - From what people have shown, its EMP effect pierces shields, this can disable ships entirely even without damaging them while they are still shielded and in the opinion of multiple people, thats a tad bit overpowered. So the suggestion would be to make its EMP effect not pierce shields at least for now and then do any further balancing from there.

Phase Lightning Canon - Right now it does 200x12 damage. I personally think that if its a PD weapon, even for the OP cost that it has, 100x12 is more reasonable, because right now its too easy to use this weapon not as PD but as a full on ship destroying weapon.



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Pentarctagon

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #281 on: January 08, 2025, 04:47:01 PM »

I'm not able to complete the Just As Planned mission - it says to go talk to Eliza about the prototype and there's a quest marker above Research Site V, but there's no dialog option when talking to her.
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Pentarctagon

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #282 on: January 09, 2025, 05:55:27 PM »

Some overall feedback now that's I've played through more of the content:

I haven't added any of their ships to my fleet, but from fighting them they seem fairly well balanced with the base game. Maybe a bit difficult early due to their good shields (and phase ships are annoying just by default), but once you have the firepower to get their shields down their armor is paper thin and the hull may as well be made of plywood. The designs are mostly fine - they're visually distinct without looking overly bizarre - though the recolors (ie: the blue onslaught) could do with some structural changes to differentiate them more.

The unique quest ships and weapons I've avoided using though simply for being overpowered. Personally I really dislike it when I'm essentially forced to use a mod's content simply because power scaling makes anything else effectively irrelevant, but fortunately that wasn't the case here - so far I'm at the point after defeating the theater organ without needing to use anything that's wildly outside of what's available to more or less vanilla content (meaning: my fleet anchor capital ship is a Paragon with 5 S-mods from Progressive S-Mods, Legendary modifier from Starship Legends, and upgrades from Exotica Technologies, but it still only uses vanilla hull mods and weapons; non-player ships also get modifiers from Starship Legends and upgrades from Exotica Technologies so those aren't player-only power scaling effects). I assume there's still more content - I haven't done anything with the damaged hypershunt in the Helheim system or the Voidbreak black hole that's outside the map - but I like that there so far hasn't been anything that's been power scaled to the point that it can only be defeated with ever more powerful content from the mod itself.

The quest content so far has been interesting, though the fight against the three tesseracts was pretty underwhelming (the rest of the Phase Lab fleet got wiped quickly, but the ship with the songs of light was more or less able to hold its own even without much help from me) and the battle to save Chicomoztoc was extremely underwhelming (the theater organ fleet was so slow that it got separated from the other fleets accompanying it, the accompanying fleets got wiped out so badly fighting my Paragon plus the assembled allied fleets that the greatest risk to my ship was running out of combat readiness before the battle ended, and then my fleet defeated the theater organ by itself). I'm also not sure why the Phase Lab is portrayed as being such an overwhelming military power that it cowed the Persean League into negotiations after a single battle while also easily fighting off Tri-Tachyon - it mostly seems like it's just flexing on those vanilla factions for some reason.

The colony crisis was a mixed bag. On one hand I did like seeing ships with 3 S-mods since I think vanilla generally doesn't give non-player ships S-mods often enough. On the other hand, resolving the crisis was rather underwhelming - you talk to someone, they agree it's unacceptable, and then it's over.

I think that easily the roughest part of the mod is the writing. There are bugs (ie: several places so far where variables are not evaluated), descriptions for weapons that are so long that the popup extends outside my monitor (ie: Song of Light and Song of Dimension), and some misspellings/missing spaces between words/the word "the" missing before some proper nouns/some just odd grammar and wording. Some of the dialog options between the player and Eliza (who I've mainly been talking to so far) also seem to become overly familiar pretty quickly given she's a faction leader and you're essentially a space mercenary doing jobs for her.

Edit:
I got to Voidbreak, fought the eternal guard ship, and... I don't think I'm going any further in the mod. I'm sure it's not unbeatable, but fighting a ship that can unphase for like half a second and each time essentially 1-shot or 2-shot every ship in my fleet isn't something I particularly want to try to puzzle out.
« Last Edit: January 10, 2025, 10:38:23 AM by Pentarctagon »
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Reshy

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #283 on: January 12, 2025, 04:54:03 AM »

The colony crisis as well as the NPCs really should have a secondary event that happens if you simply do the sensible thing and invade their colonies due to their poor ground defenses.  Might also be worth considering adding something akin to the Hegemony's AI fleet inspections and that if you destroy enough they simply decide it's not worth fighting you anymore.  Given that didn't occur and I was hostile to the faction, I just invaded all the planets before doing the event.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #284 on: January 12, 2025, 02:46:05 PM »

Apologies for double-posting, have some feedback regarding weapons that i have heard from others.

Lightning Projector - From what people have shown, its EMP effect pierces shields, this can disable ships entirely even without damaging them while they are still shielded and in the opinion of multiple people, thats a tad bit overpowered. So the suggestion would be to make its EMP effect not pierce shields at least for now and then do any further balancing from there.

Phase Lightning Canon - Right now it does 200x12 damage. I personally think that if its a PD weapon, even for the OP cost that it has, 100x12 is more reasonable, because right now its too easy to use this weapon not as PD but as a full on ship destroying weapon.

Thanks for your feedbacks! Yes, I'm open to all suggestions, sorry for not checking the forum frequently, for now I'm focusing on the coming major update of 1.7.0. A lot of remakes and balances to ship sprites and various weapons, plus new stories and new quests. I noticed these flaws, and I'm fixing them right now.
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