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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 142091 times)

VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #30 on: April 01, 2024, 09:29:25 PM »

Hot Fix: Domain Phase Lab Version 1.1.6

Sim Opponant change: deleted jazzophone from sim opponant list. It's a special ship that only performs well in player's hands. Its bad performance in the simulator could be misleading instead of giving good feedbacks for the players when testing their load-outs.

This hot fix is compatible with saves generated by version 1.1.5. No new save is necessary.
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #31 on: April 01, 2024, 09:53:34 PM »

This looks very interesting!  Are you aiming for the faction to have a power level about like vanilla Starsector?
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #32 on: April 01, 2024, 11:11:19 PM »

This looks very interesting!  Are you aiming for the faction to have a power level about like vanilla Starsector?

Well, for the power level, My thought is that, it should be a faction having about tens of millions of population. And it has many different departments to support the research and other functions as a large military lab. It should only be a faction with about one percent of the faction power compared to battlegroup XIV, but according to the lore, Hegemony was quite weakened by the two AI wars, and so the Phase Lab end up having about a tenth of the faction power as Hegemony, which is, considerably strong in the vanilla game sector.

My plan was to make them with the power comparable to Sindrian Diktat, or slightly stronger, but with better naval force strength. I can see that for now I'm giving them too many planets and markets, I'll have to change that, probably in the next update or so.
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #33 on: April 02, 2024, 02:46:43 AM »

Where can I download newest ver ?

Oh, no! I'm so sorry, it's my bad. I forgot to update the permalink I put on this page. So what you can do (and probably what others did) is that you could go to my github personal page, and find the latest version of the Domain Phase Lab zip file there. I will also give you the new permalink:

https://github.com/VladimirVV000/Domain-Phase-Lab/blob/16f82a036383a42fb9c9273c18bcf8b3ddbefc7f/Domain%20Phase%20Lab.zip

I'll update everything ASAP.

Thank you
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #34 on: April 02, 2024, 12:51:40 PM »

This looks very interesting!  Are you aiming for the faction to have a power level about like vanilla Starsector?

Well, for the power level, My thought is that, it should be a faction having about tens of millions of population. And it has many different departments to support the research and other functions as a large military lab. It should only be a faction with about one percent of the faction power compared to battlegroup XIV, but according to the lore, Hegemony was quite weakened by the two AI wars, and so the Phase Lab end up having about a tenth of the faction power as Hegemony, which is, considerably strong in the vanilla game sector.

My plan was to make them with the power comparable to Sindrian Diktat, or slightly stronger, but with better naval force strength. I can see that for now I'm giving them too many planets and markets, I'll have to change that, probably in the next update or so.

Oh, I meant how balanced are the ships and weapons added by your mod? 
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #35 on: April 02, 2024, 03:33:40 PM »

This looks very interesting!  Are you aiming for the faction to have a power level about like vanilla Starsector?

Well, for the power level, My thought is that, it should be a faction having about tens of millions of population. And it has many different departments to support the research and other functions as a large military lab. It should only be a faction with about one percent of the faction power compared to battlegroup XIV, but according to the lore, Hegemony was quite weakened by the two AI wars, and so the Phase Lab end up having about a tenth of the faction power as Hegemony, which is, considerably strong in the vanilla game sector.

My plan was to make them with the power comparable to Sindrian Diktat, or slightly stronger, but with better naval force strength. I can see that for now I'm giving them too many planets and markets, I'll have to change that, probably in the next update or so.

Oh, I meant how balanced are the ships and weapons added by your mod?


OK, so for the ships and weapons, what I’d say is that their ships are in general weaker than the equivalent ships in vanilla. First of all, most of their ships (especially the larger ones) only have energy slots, so they will lose in close combats and flux wars, and they are not very mobile, meaning that it’s hard for them to choose what battles to fight. But they do in general have longer ranges, and so keeping distance is very important.

For their weapons, their general weapons are comparable with tachyon lances and plasma cannons, but in general focuses more on emp damages and slowing enemies down. They do have some omega-equivalent weapons, but only with very limited supplies. Those are more powerful, but are only good under very special circumstances.

The idea is to add some more variables to the min-max problem we all love. Under most circumstances, their ships can’t support their weapons, their poor mobilities will not allow them to choose what battles to fight with their shields up, and they are not going to survive if you V-dissipate in the middle of battle field. But if you make right decisions, about which enemies to eliminate and which to avoid, they will win the fight before the enemies could touch them.

And so a good battle with their fleet is really like an orchestra performance. Without good commands, even two eagles could beat an entire well-fitted fleet of their ships. So you have to be there and make your commands at the beginning, and make corrections along the way. It takes some practices to get a sense about how their fleet could be powerful. And the missions are a good place to try out.
« Last Edit: April 02, 2024, 03:37:37 PM by VladimirVV »
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #36 on: April 02, 2024, 03:49:08 PM »

This looks very interesting!  Are you aiming for the faction to have a power level about like vanilla Starsector?

Well, for the power level, My thought is that, it should be a faction having about tens of millions of population. And it has many different departments to support the research and other functions as a large military lab. It should only be a faction with about one percent of the faction power compared to battlegroup XIV, but according to the lore, Hegemony was quite weakened by the two AI wars, and so the Phase Lab end up having about a tenth of the faction power as Hegemony, which is, considerably strong in the vanilla game sector.

My plan was to make them with the power comparable to Sindrian Diktat, or slightly stronger, but with better naval force strength. I can see that for now I'm giving them too many planets and markets, I'll have to change that, probably in the next update or so.

Oh, I meant how balanced are the ships and weapons added by your mod?


OK, so for the ships and weapons, what I’d say is that their ships are in general weaker than the equivalent ships in vanilla. First of all, most of their ships (especially the larger ones) only have energy slots, so they will lose in close combats and flux wars, and they are not very mobile, meaning that it’s hard for them to choose what battles to fight. But they do in general have longer ranges, and so keeping distance is very important.

For their weapons, their general weapons are comparable with tachyon lances and plasma cannons, but in general focuses more on emp damages and slowing enemies down. They do have some omega-equivalent weapons, but only with very limited supplies. Those are more powerful, but are only good under very special circumstances.

The idea is to add some more variables to the min-max problem we all love. Under most circumstances, their ships can’t support their weapons, their poor mobilities will not allow them to choose what battles to fight with their shields up, and they are not going to survive if you V-dissipate in the middle of battle field. But if you make right decisions, about which enemies to eliminate and which to avoid, they will win the fight before the enemies could touch them.

And so a good battle with their fleet is really like an orchestra performance. Without good commands, even two eagles could beat an entire well-fitted fleet of their ships. So you have to be there and make your commands at the beginning, and make corrections along the way. It takes some practices to get a sense about how their fleet could be powerful. And the missions are a good place to try out.

Thanks for the info!  I'm always eager to try more mods that add ships and weapons that aren't too out of line with vanilla power standards.
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VladimirVV

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Re: [0.97a-RC10][WIP] Domain Phase Lab
« Reply #37 on: April 04, 2024, 09:30:30 PM »

    New Release: Domain Phase Lab Version 1.2.0

    Check the change log!

    New ship added, and star system changes made, please start a new save to enjoy the full experience!

    The idea is that I want Proving Ground system to be a small, compact, and alive system that every planet plays an important role and has some stories you can enjoy, with characters you can interact with. The previous Proving Ground system was simply too large, and had too many markets. I had no clue about how could I make so many planets alive, and what stories I could write for all those planets. And so it's a good idea to shrink the number of markets, and then I could make all of them interesting.

    I also want something unique, like a super-ship start, to be there as a record if you could beat some impossible missions. But after making it and playing with it for a while, I found it pitiful that I had to make choices between super ships from different mods. (If you pick one super-ship start, you'll miss the unique super-ships in other mods.) I like to collect ships in all sci-fi ARPG games I played with, like GOF2, or event horizon, and I believe there are many people that like to collect ships as I do. Thus I decided to implement this unique start option in a way that is compatible with other super-ship starts. It allows you to collect more beautiful unique ships and not missing this one.

    Enjoy!

    Plan for next Release:

    • Some combat screenshots for the mod. It would look good for the official release.
    • More weapons with interesting mechanisms.
    • Yet more ships, especially more phase ships.
    • Settings that allow you to start important missions with Eliza in Nexerelin randomly generated sectors.
    • (I may have to double check this with the modder of Nexerelin to make sure that this is done in a reasonable and ethical way.)
    • Some chatty stuffs with Eliza to let you ask her about her opinions on different people. Maybe I have to do this after future updates when I added in all characters I want.
    • A new character, probably a young hacker, that doesn't live on Research Site V.
« Last Edit: April 04, 2024, 09:39:49 PM by VladimirVV »
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #38 on: April 05, 2024, 04:41:41 AM »

Hot Fix: Domain Phase Lab Version 1.2.1

Bug Fix: Fixed a bug of some improper behaviors of sim opponants.
Bug Fix: Fixed a bug that may raise null pointer exception when the ship 'Silent' is fighting against Doom.
Descriptions adjustment: Made descriptions of the shipsystem for the ship 'Silent' more accurate.
System Adjustment: Buffed Sindria fuel production (made it improved), so that it could support larger sized high commands that are about to be added in the next updates with enough fuel.

This hot fix is compatible with saves generated by version 1.2.0. No new save is necessary.
« Last Edit: April 07, 2024, 12:10:01 AM by VladimirVV »
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #39 on: April 05, 2024, 05:11:53 AM »

I dont get how to do second mission. Where exacnly i have to drop her  in magec system.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #40 on: April 05, 2024, 11:41:46 AM »

I dont get how to do second mission. Where exacnly i have to drop her  in magec system.

Kanta’s Den, there should be a small “!” Showing near the station if you look in the map. I’ll make the hints of this mission more clear in the next update.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #41 on: April 07, 2024, 12:09:42 AM »

Hot Fix: Domain Phase Lab Version 1.2.2

Bug Fix: Fixed the bug that the descriptions for the ships in the mission 'Artworks' could sometimes go missing.
Mission Difficulty Adjustment: Lowered the difficulty of the mission 'Artworks'. The allied fleet is buffed.
Mission Hints Adjustment: The mission 'Light Meets Dark' now has a more clear description about where you should go to.
Ship Data Adjustment: Buffed the ship 'Orchestra' and its modifications that you could choose. Now it has a new active system instead of no system at all.
Weapon data adjustment: Increased the armor damage for the [REDACTED].
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #42 on: April 07, 2024, 06:20:17 AM »

this looks interesting, can this be added to an ongoing run?
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #43 on: April 07, 2024, 04:47:57 PM »

this looks interesting, can this be added to an ongoing run?

Depends on what you want. If you just want to experience the ships and weapons, yes. But that requires console command, you need to use addship and addweapon to spawn new ships and weapons to use them.

If you want to enjoy the full experience, then no, you have to start a new save. Because the DPL Proving Ground system only get spawned when a new save is created, and at current stage, everything about the Phase Lab has to begin with planets in that system.
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #44 on: April 08, 2024, 06:48:16 PM »

Greetings,
May I wonder if there are any plans for some sort of small probing vessels? For a faction related to research, the lack of some sort of explorator - either militarized or a "civilian" is kinda dissapointing. Some sort of neat, specialized "mobile lab" style ship could be a nice addition for explorators and\or as a thematic support vessel.
Regardless, thanks for the mod! Haven't yet jumped into its story, but the fact that it is something more than just a shippack+planet is already a Thumbs Up in my book
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