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Author Topic: [0.97a-RC11] Domain Phase Lab  (Read 143458 times)

VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #285 on: January 12, 2025, 02:49:22 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.

Hi! Thanks for your feedback! For that specific quest, there is a stage that requires one month of waiting. I believe this is that waiting stage.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #286 on: January 12, 2025, 03:11:11 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.

Hi! Thanks for your feedbacks! For those quests, they are more or less designed based on the pure vanilla environment of 240DP fleet, and max 3S-mods, so in the modiverse they could be a bit underpowered due to the fact that mods giving us good buffs. I'm balancing some of them for now.

For the colony crisis, it's also undergoing modifications. I'm giving those raiding fleets less capitals, more cruisers, and less S-mods. Though the point is that, I don't want this colony crisis to be a "fight your way out of it" type of experience. I actually want to make it a more "diplomatic" event. And I agree that this design itself could make the colony crisis a bit underwhelming.

For the writings, I did notice this for a long time, and many efforts are invested to resolve the writing issues. Due to the fact that there are about 2,000 csv lines in the rules file, and the writing amount is just gigantic, I'm planning for a systematic rewriting of everything for weeks of time after the coming major update. For the options seemingly growing too fast, well, I designed the progress based on the quests. But due to the fact that there are so many story quests, the "proper waiting" between two story quests just disappears. This makes the progress growing way faster than I planned. I'll fix this by introducing more side events.

For that eternal guard ship, it's indeed supposed to be a puzzle that requires some good player piloting. I want it to be something like, we need to really think about how to solve it, and most usual "generally good" fleets wouldn't work very well. The hint for how to beat it is in the quest text: it has problems of targeting phased frigates. I may consider to alter it to some degree in the future.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #287 on: January 12, 2025, 03:15:06 PM »

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.

Thanks for your feedbacks! I'm planning to add some of the contents on that side. Though for now I'm focusing on adding new contents for the major quest line, refining existing sprites/writings/stats for ships and weapons, I will add these new contents in the coming updates.
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IROverRated

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #288 on: January 13, 2025, 04:24:03 PM »

Hi,

I have a small problem, I started the game with random sectors and the Lab Security Department and the Muspelheim sector did not spawn, so I am unable to solve the crisis.
Is it possible to bypass these and obtain "evidence" differently?

Thanks for your feedback! So far the stories in this mod DO NOT SUPPORT random sectors. I'll make these intermod supports in later updates.

Was this ever done? Just realised the Security Department hasn't spawned in because I'm running a random sector. Does this mean I'm stuck with the Colony Crisis now that'll never get resolved? Might want to add that the mod doesn't support Random Sectors in the main mod description somewhere (unless I've missed it?).
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #289 on: January 13, 2025, 09:23:32 PM »

Hi,

I have a small problem, I started the game with random sectors and the Lab Security Department and the Muspelheim sector did not spawn, so I am unable to solve the crisis.
Is it possible to bypass these and obtain "evidence" differently?

Thanks for your feedback! So far the stories in this mod DO NOT SUPPORT random sectors. I'll make these intermod supports in later updates.

Was this ever done? Just realised the Security Department hasn't spawned in because I'm running a random sector. Does this mean I'm stuck with the Colony Crisis now that'll never get resolved? Might want to add that the mod doesn't support Random Sectors in the main mod description somewhere (unless I've missed it?).

Hi! Thanks for your feedbacks. This is not done yet, mostly due to the reason that Nexerelin is planning for a major update to the entire random sector game play. I plan to provide such supports after Nex has finished their updates on random sector, and I will add this information to the forum page.
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Pentarctagon

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #290 on: January 14, 2025, 11:00:14 AM »

For that eternal guard ship, it's indeed supposed to be a puzzle that requires some good player piloting. I want it to be something like, we need to really think about how to solve it, and most usual "generally good" fleets wouldn't work very well. The hint for how to beat it is in the quest text: it has problems of targeting phased frigates. I may consider to alter it to some degree in the future.

I'd suggest making it easier to get to somehow then - put a gate there or a stable point where you can use the wormhole anchor or something. Nothing wrong with a puzzle, but it's a timed quest that's effectively unbeatable with my current ships (I have Sierra in the Vow cruiser from SotF as well as a Doom phase cruiser, both of which also get quickly destroyed presumably since they're cruisers rather than frigates) while being far enough away to be in abyssal hyperspace (making it annoyingly time consuming to keep going back and respecing my ships and/or my fleet).

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.

Hi! Thanks for your feedback! For that specific quest, there is a stage that requires one month of waiting. I believe this is that waiting stage.

I don't think it's quite working then - it eventually went away (timed out?) and I was able to re-accept it a second time and get a second Executor from Macario. So it seems like I could keep doing that to continue getting free capital ships.
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IROverRated

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #291 on: January 14, 2025, 02:18:11 PM »

Hi,

I have a small problem, I started the game with random sectors and the Lab Security Department and the Muspelheim sector did not spawn, so I am unable to solve the crisis.
Is it possible to bypass these and obtain "evidence" differently?

Thanks for your feedback! So far the stories in this mod DO NOT SUPPORT random sectors. I'll make these intermod supports in later updates.

Was this ever done? Just realised the Security Department hasn't spawned in because I'm running a random sector. Does this mean I'm stuck with the Colony Crisis now that'll never get resolved? Might want to add that the mod doesn't support Random Sectors in the main mod description somewhere (unless I've missed it?).

Hi! Thanks for your feedbacks. This is not done yet, mostly due to the reason that Nexerelin is planning for a major update to the entire random sector game play. I plan to provide such supports after Nex has finished their updates on random sector, and I will add this information to the forum page.

Ah that sucks. No problem :)
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #292 on: January 15, 2025, 12:45:06 AM »

For that eternal guard ship, it's indeed supposed to be a puzzle that requires some good player piloting. I want it to be something like, we need to really think about how to solve it, and most usual "generally good" fleets wouldn't work very well. The hint for how to beat it is in the quest text: it has problems of targeting phased frigates. I may consider to alter it to some degree in the future.

I'd suggest making it easier to get to somehow then - put a gate there or a stable point where you can use the wormhole anchor or something. Nothing wrong with a puzzle, but it's a timed quest that's effectively unbeatable with my current ships (I have Sierra in the Vow cruiser from SotF as well as a Doom phase cruiser, both of which also get quickly destroyed presumably since they're cruisers rather than frigates) while being far enough away to be in abyssal hyperspace (making it annoyingly time consuming to keep going back and respecing my ships and/or my fleet).

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.

Hi! Thanks for your feedback! For that specific quest, there is a stage that requires one month of waiting. I believe this is that waiting stage.

I don't think it's quite working then - it eventually went away (timed out?) and I was able to re-accept it a second time and get a second Executor from Macario. So it seems like I could keep doing that to continue getting free capital ships.

Hi! Thanks for your feedbacks! I'm removing time limits from all those non-main story quests in the coming update. Though I still need some time to rebalance all the ships. (weapon rebalancing and ship sprite improvements are mostly done by now)

For that Eternal ship, sorry, that indeed was my mistake... What I had in mind was that, the players would save the game when taking that quest, and if one fleet doesn't work, well, we'll just reload the game and try another one. Somehow I would need to let that system get more accessible, and I will think of something interesting for that.
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #293 on: January 15, 2025, 01:25:04 PM »

For that Eternal ship, sorry, that indeed was my mistake... What I had in mind was that, the players would save the game when taking that quest, and if one fleet doesn't work, well, we'll just reload the game and try another one. Somehow I would need to let that system get more accessible, and I will think of something interesting for that.

The habit I have at least is that I save right before the fight itself. Since usually if I lose it's either because I made a mistake during the fight rather than my fleet being too weak (ie: overextending while fighting a double Radiant Ordo) or I'm massively outmatched but the fight is optional so I reload and burn a story point to run away (ie: some of the mercenary/pirate/pather fleets earlier in the game). I did this for the theater organ fight as another example - lost the first fight because yes it will in fact single shot any ship you have through shields, lost the second time because of bad piloting, and then won the third time after managing to hit its engines and keep them disabled.
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #294 on: January 21, 2025, 09:15:19 AM »

Hi there Vladmir, i want to deal with the raiders on my colony, and gain contact with the director and  info on the meeting location, but whatever reason, there is no option in talking to the director about the raiding and no special dialog when i visit lab security planet, how can i deal with them?
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magitsu

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #295 on: January 22, 2025, 06:59:12 AM »

Hi there Vladmir, i want to deal with the raiders on my colony, and gain contact with the director and  info on the meeting location, but whatever reason, there is no option in talking to the director about the raiding and no special dialog when i visit lab security planet, how can i deal with them?
Its the prompt which says you hear music (dont remember if it was in the bar or just upon 2nd visit to that planet)... you are supposed to be interested about it. Then she allows to contact her through the usual staff screen. Then you should go to other planets to talk to other important lab staff to find out more clues.
« Last Edit: January 22, 2025, 07:01:31 AM by magitsu »
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ShadowRhino

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #296 on: January 25, 2025, 08:00:49 AM »

How do you get the additional missions for the mod? I've dealt with the raiders, a character has been transferred somewhere else, but there doesn't seem to be any way to progress. The faction leader, i have high karma with but i can't talk to, i see them in the index but only have the leave option. Two years prior we were at war but we're now in an alliance but nothing. I can only talk to two and offer them food but nothing else?
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #297 on: January 25, 2025, 03:50:45 PM »

Hello, I'm stuck with the mission "Mote Anomaly Project" ¿What am i supposed to do?
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #298 on: January 26, 2025, 09:03:37 PM »

Two suggestions:

One, make the Matcha "authentic" and a  "luxury" since it's mentioned at least in the Galactia Academy that stuff like "Real Wood" is a luxury.


Second, for the colony crisis until it's fully cooked I'd probably make it time out after a couple attacks similar to other faction's (like hedgemony's AI inspections) and just leave a flag that you can call for later when you update it to finish that quest.  That way the player doesn't have to do something much more drastic (like invade the faction) which will have much larger adverse effect on that plot line. 
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ANGRYSALMON

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #299 on: February 09, 2025, 12:11:34 AM »

Hi,

I have a small problem, I started the game with random sectors and the Lab Security Department and the Muspelheim sector did not spawn, so I am unable to solve the crisis.
Is it possible to bypass these and obtain "evidence" differently?

Thanks for your feedback! So far the stories in this mod DO NOT SUPPORT random sectors. I'll make these intermod supports in later updates.

Was this ever done? Just realised the Security Department hasn't spawned in because I'm running a random sector. Does this mean I'm stuck with the Colony Crisis now that'll never get resolved? Might want to add that the mod doesn't support Random Sectors in the main mod description somewhere (unless I've missed it?).

Hi! Thanks for your feedbacks. This is not done yet, mostly due to the reason that Nexerelin is planning for a major update to the entire random sector game play. I plan to provide such supports after Nex has finished their updates on random sector, and I will add this information to the forum page.
So you have effectively forced everyone who doesn't *** want to play a 4x mod to wait to stop *** raids, You should of gotten the *** crisis event system finished before putting it into the mod because I CAN'T *** GET RID OF THE *** RAIDERS
« Last Edit: February 09, 2025, 12:21:30 PM by ANGRYSALMON »
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