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Author Topic: [0.97a-RC11] Domain Phase Lab  (Read 132612 times)

Lazyturtle69hahfunynumber

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #90 on: June 19, 2024, 12:52:03 PM »

alternative engines

Hello! Above all, my deep appreciations, for your time and effort, thank you! And, I’m glad that you like my mod. Your works look good, I like it! I’ll make a ship out of it, and I’d say that you earn your right to give a cool name to her. Please let me know what name do you like, and have a great day!

i think the warhorn fits the theme of the mod and the ship im glad you like it :) oh btw feel free to make any changes to the ship you deem necessary i wont be offended lol
« Last Edit: June 19, 2024, 02:24:17 PM by Lazyturtle69hahfunynumber »
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Lazyturtle69hahfunynumber

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #91 on: June 19, 2024, 07:34:31 PM »

encountered a small bug with the trombone it spawned me with 4 daggers in the slots but because of the special hanger bays it wigged out a bit once i removed them the ship is normal again i dont know if you can blacklist certain fighters or not but i was really confused for a minute lol 

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AngryShrew

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #92 on: June 21, 2024, 08:47:38 PM »

Really liking this mod, but I have a potential criticism of the constructive type, pending some questions:

1. If one picks up the mission from the sad spacer in the bar, gets sidetracked and the mission expires, can it be picked back up?
2. If you see the sad spacer in the bar and give a glance of pity but otherwise ignore and not pick up the mission, will there be additional chances?
3. If the answer to one or both of the previous questions is no, can the deadline for the missions be increased if not removed?

Yes my only complaint is the first mission always pops up when I am in a frigate with nowhere near the range needed to make it to the required systems. Unless I am missing something, it does not make much sense to have such a strict timetable for the first missions as there is no real obligation to any external factions or people, the player character is just acting on info that they come across.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #93 on: June 21, 2024, 10:56:51 PM »

Really liking this mod, but I have a potential criticism of the constructive type, pending some questions:

1. If one picks up the mission from the sad spacer in the bar, gets sidetracked and the mission expires, can it be picked back up?
2. If you see the sad spacer in the bar and give a glance of pity but otherwise ignore and not pick up the mission, will there be additional chances?
3. If the answer to one or both of the previous questions is no, can the deadline for the missions be increased if not removed?

Yes my only complaint is the first mission always pops up when I am in a frigate with nowhere near the range needed to make it to the required systems. Unless I am missing something, it does not make much sense to have such a strict timetable for the first missions as there is no real obligation to any external factions or people, the player character is just acting on info that they come across.

Hello, thanks for your feedback! So technically speaking, there is nothing stopping the mission from popping up again unless you finished it. And the time restriction is there so that the players could complete the mission before the Lab Factory got captured by other factions. I get that it could be hard to complete the mission in earlier stages, so probably I’ll make the time limit longer.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #94 on: June 21, 2024, 10:58:19 PM »

encountered a small bug with the trombone it spawned me with 4 daggers in the slots but because of the special hanger bays it wigged out a bit once i removed them the ship is normal again i dont know if you can blacklist certain fighters or not but i was really confused for a minute lol

Hi! Thanks for your feedback! It turns out to be the variant problem. I updated the mod but forgot to update the ship variants. This should be fixed in the next update.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #95 on: June 25, 2024, 06:32:22 AM »

New Release: Domain Phase Lab Version 1.3.6

Check the change log!

New character added, new star system added, new ships added, and many other changes. Please start a new save to enjoy the full experience!

I received some feedbacks on reddit that suggests the new ability could be pale when facing large enemy forces containing like 10-20 fleets, as even without CR, they could still burn the CR of the player ships. So I buffed this ability to make it more useful. It's supposed to be a strategic weapon that really requires you to do a lot, and then it will give you sweet victory in return. Now it should serve this purpose better.

Now we have the new NPC, I'm planning to add more stories, more explorations, and more adventures for update 1.4.0.

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.
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.
Reformed writings, new character portraits, and new musics.
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geminitiger

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #96 on: June 29, 2024, 12:35:41 AM »

I really like the ships but I find that there is a ton of blue ships already now, but more importantly different ships in this mod are different colors of blue, like 5 different colors of blue, so I don't feel they are uniformed as a faction when blue ships can already be mistaken as TT, [Redacted] or something else.

Take a look at https://fractalsoftworks.com/forum/index.php?topic=26513 which is another faction with 5 colors of blue ships for example.

« Last Edit: June 29, 2024, 04:44:34 AM by geminitiger »
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #97 on: June 29, 2024, 06:04:15 AM »

I really like the ships but I find that there is a ton of blue ships already now, but more importantly different ships in this mod are different colors of blue, like 5 different colors of blue, so I don't feel they are uniformed as a faction when blue ships can already be mistaken as TT, [Redacted] or something else.

Take a look at https://fractalsoftworks.com/forum/index.php?topic=26513 which is another faction with 5 colors of blue ships for example.

Thank you for your feedback! When designing the ships, I wanted to use the blue color to represent a feel of “high-tech”. And I didn’t make the colors or the out looks uniform because in the lore, all their ships should either be experimental platforms, or unique prototypes built for the domain of men navy to test some new technologies. After all, they are more of a research institute rather than a real ‘faction’. But I definitely noticed your point, and I’ll try to make their ships look more unique from other factions in the future updates.
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geminitiger

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #98 on: June 29, 2024, 06:48:08 AM »

Awesome sauce.  ;D
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Isaew

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #99 on: July 01, 2024, 11:22:43 PM »

hey VladimirVV,
Nice job with this mod!
My only regret is that ships are too weak in terms of armor. They die like flies. I do understand, that they should be a marvel of engineering, not a tankie.
But they have an onslaught of their own, which is really fragile.
I love everything experimental. keep up your good work!
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #100 on: July 02, 2024, 10:58:09 PM »

hey VladimirVV,
Nice job with this mod!
My only regret is that ships are too weak in terms of armor. They die like flies. I do understand, that they should be a marvel of engineering, not a tankie.
But they have an onslaught of their own, which is really fragile.
I love everything experimental. keep up your good work!

Hi! I'm happy to hear that you like my mod! For the ships, they are supposed to be glass cannons, deadly yet fragile. And so it does take some efforts to figure out how to make a useful fleet out of their ships. My idea is that, each ship is surely weak in most cases, but it should be good under some circumstances, and you need to cook up a fleet so that you can create those specific scenarios for your ships to be good. If you go through the missions, those should give you some ideas about how this 'fleet optimizing' game works.

Unfortunately, this also means that their ships in general would not be good at combat until mid-late game, like when you got a million credits and a descent fleet. So in the early-mid game, my advice would be to human-pilot some phase ships, and get some carriers for escort, or just get some falcons and dominators, and switch to phase lab fleet when you got enough credits and relations. However, once you have enough credits, you'll find that there are many different good fleet compositions, and that's when this fleet optimizing game would make things fun.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #101 on: July 14, 2024, 06:38:02 PM »

New Release: Domain Phase Lab Version 1.4.0

Check the change log!

New missions added, weapons remade, and many other changes. Please start a new save to enjoy the full experience!

I made more missions to tell stories, and I want to add in some late game challenges where you could fight smaller number of elite ships. This update completes the stuffs I wanted to do, and also provides insights to more possibilities for future updates.

Now we have more stories, more explorations, and more adventures, I'm planning to expand the personal stories for Ross and Camilla, maybe even more stories for Eliza as well. I'm also planning to add more challenges, that are fun to solve instead of being tedious.

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.
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.
Reformed writings, new character portraits, and new musics.
« Last Edit: July 20, 2024, 07:29:55 AM by VladimirVV »
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #102 on: July 14, 2024, 07:24:25 PM »

Hot Fix: Domain Phase Lab Version 1.4.1

Bug Fix: Fixed a bug that prevents the challenge fleets from despawning.
Game Mechanics Change: Made the fleet compositions for each challenge fleet more reasonable, but there would be a bit more fleets in a challenge.

This hot fix is compatible with saves generated by version 1.4.0. No new save is necessary.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #103 on: July 15, 2024, 08:16:44 AM »

Hot Fix: Domain Phase Lab Version 1.4.2

Bug Fix: Renamed the star system 'Mirfak' to 'Capella'.
Note: This update is ONLY necessary if you have other mods with a star system called 'Mirfak'. Otherwise, this update is the same as version 1.4.1.

If you want to use this update, please start a new save.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #104 on: July 20, 2024, 07:29:22 AM »

New Release: Domain Phase Lab Version 1.4.5

Check the change log!

New special items and weapons added, one weapon remade, and many other changes. Please start a new save to enjoy the full experience!

I made some new weapons as rewards for the new challenge, now it should be more fun!

I'm planning to expand the personal stories for Ross and Camilla, maybe even more stories for Eliza as well, let's wait for update 1.5.0.

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.
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.
Reformed writings, new character portraits, and new musics.
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