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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Author Topic: [0.97a-RC11] Domain Phase Lab  (Read 18289 times)

BrokenMirror

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #45 on: April 08, 2024, 10:17:50 PM »

What happens if this is added midgame, does it work orrrr?
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #46 on: April 09, 2024, 07:35:25 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

Hi! I agree with you that probably it’s good if we could have some more exploration experiences. The problem is that the starsector game in general is in lack of a good research system, and somehow I need to implement it myself. Originally I was thinking that it could be done through adding some special data collection type quests, but it turns out to be too tedious and not exciting. Then I thought it could be nice to add some omega-equivalent weapons that you can somehow unlock, but then I found that those stuffs are simply too OP if they are spammed, so I ended up making them special rewards for completing story quests and strictly limit their numbers.

So far my idea is that, I’ll add some more interesting ships and weapons (mostly weapons, I’m running out of good ideas about making fun ships so far. All suggestions are welcomed and appreciated) as research rewards, you can unlock them for the Phase Lab by flying around and collecting data. Then, once they are unlocked, you can ask Eliza to produce them for you. I plan to give it 5 or 6 weapons, and those will not be too powerful. (i.e. they will not be somehow more powerful than the weapons that you can get otherwise, but they will come with more interesting properties and usages.)

For the exploratory fleets, that’s a good suggestion! I didn’t think about it, but definitely I can add them, and they do make the game more fun. I just need to think of a way to actually make this work.
« Last Edit: April 09, 2024, 07:41:19 PM by VladimirVV »
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #47 on: April 09, 2024, 07:38:12 PM »

What happens if this is added midgame, does it work orrrr?

Then you will not see the DPL proving ground system, and you would not be able to enjoy the full experience of this mod. You can use the console command to spawn some ships and weapons though.
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uhbyr1

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #48 on: April 09, 2024, 09:04:57 PM »


Vanilla Starsector - you are correct about progression. Modiverse - hit Kaysaar with his Ashes of the Domain. It is specifically meant to enrich this particular side of game, and he made the stuff modular and compatible for others to integrate, Few do though... But it may be perfect for your mod in terms of potential. Industries, items, rare stuff and unique researchers, full fledged tech tree, colony mechanics, a working event system... Many things. DM him via Discord or even PM on forum. Plus, if he is up to the idea, feel free to DM me via Discord as well - I may help you with getting grips on what mod already presents (outside of coding, not my alley unfortinately) while not taking too much of Kaysaar's time (I was helping with AotD in terms of "pipelining" stuff during VOK 1.0 + actively tested early versions back in the day\use it so I do know what to expect of it after the full year)
« Last Edit: April 10, 2024, 09:52:49 AM by uhbyr1 »
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #49 on: April 10, 2024, 04:03:52 PM »


Vanilla Starsector - you are correct about progression. Modiverse - hit Kaysaar with his Ashes of the Domain. It is specifically meant to enrich this particular side of game, and he made the stuff modular and compatible for others to integrate, Few do though... But it may be perfect for your mod in terms of potential. Industries, items, rare stuff and unique researchers, full fledged tech tree, colony mechanics, a working event system... Many things. DM him via Discord or even PM on forum. Plus, if he is up to the idea, feel free to DM me via Discord as well - I may help you with getting grips on what mod already presents (outside of coding, not my alley unfortinately) while not taking too much of Kaysaar's time (I was helping with AotD in terms of "pipelining" stuff during VOK 1.0 + actively tested early versions back in the day\use it so I do know what to expect of it after the full year)

Thank you for your suggestions! I tried to contact Kaysaar when I saw the mod ‘Exotica Technology’, I like his ideas. But I’m still waiting for response. If you are interested, I’m always happy and open to possibilities for such cooperations. For the coding, it’s not a big problem for me, I can do the implementations. What is hard for me is the ideas about non-combat parts, or the ‘pipeline works’. Please feel free to PM me if you have some interesting ideas or any suggestions. All shared ideas will be specially appreciated (at least I’ll record it in the appreciation section of the mod’s intro, and if your make a lot of suggestions, I’ll recognize you as the co-author of the mod!). I’ll be happy to discuss with you about them, and make implementations.
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uhbyr1

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #50 on: April 10, 2024, 04:52:38 PM »


Vanilla Starsector - you are correct about progression. Modiverse - hit Kaysaar with his Ashes of the Domain. It is specifically meant to enrich this particular side of game, and he made the stuff modular and compatible for others to integrate, Few do though... But it may be perfect for your mod in terms of potential. Industries, items, rare stuff and unique researchers, full fledged tech tree, colony mechanics, a working event system... Many things. DM him via Discord or even PM on forum. Plus, if he is up to the idea, feel free to DM me via Discord as well - I may help you with getting grips on what mod already presents (outside of coding, not my alley unfortinately) while not taking too much of Kaysaar's time (I was helping with AotD in terms of "pipelining" stuff during VOK 1.0 + actively tested early versions back in the day\use it so I do know what to expect of it after the full year)

Thank you for your suggestions! I tried to contact Kaysaar when I saw the mod ‘Exotica Technology’, I like his ideas. But I’m still waiting for response. If you are interested, I’m always happy and open to possibilities for such cooperations. For the coding, it’s not a big problem for me, I can do the implementations. What is hard for me is the ideas about non-combat parts, or the ‘pipeline works’. Please feel free to PM me if you have some interesting ideas or any suggestions. All shared ideas will be specially appreciated (at least I’ll record it in the appreciation section of the mod’s intro, and if your make a lot of suggestions, I’ll recognize you as the co-author of the mod!). I’ll be happy to discuss with you about them, and make implementations.


Would you happen to have Discord? I find it a faster way to communicate, even if via text. If you do, please contact me there\add me to the friends - I have the same discord name, as here - uhbyr1. I'll write you the list of ideas there...
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #51 on: April 21, 2024, 06:50:47 PM »

New Release: Domain Phase Lab Version 1.2.5

Check the change log!

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

I'm planning to make a even better update for version 1.3.0, including more NPCs, and reformed stories and writings. This update is getting everything ready for everything greater to come.

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.
A new character, probably a young hacker, that doesn't live on Research Site V.
Reformed writings, new character portraits, and new musics.
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yajusenpai

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #52 on: April 27, 2024, 01:12:53 AM »

Orchestra is very weak for a 100 dp ship.

It is best compared to the Aulochrome, both in term of armament and system.
They both have similar weapon placement, but Orchestra trade most of the small energy for two medium, which make it severely lack space for weapon and PD coverage.

You either sacrifice one or two forward facing bigger mount for PD, or you risk being totally helpless against enemy fighters and missiles. Which it totally need because the shield have no coverage at the front of the ship. (But who will take the shield version anyway? You don't pay 100 DP for an anvil. Especially when the Anvil isn't any good and only have 3/4 flux capacity and same efficiency as the existing side shield module.)

Also, the ship's mobility is abysmal, slow acceleration, slow turn, none deceleration, and you are not allowed to boost backward to make distance.
Mostly leave you as a sitting duck when your enemies catch up with you, unable to recover from a *** up, so no matter how much hull I have it is zero, it is only delaying the inevitable. Not unless I slap on a Hi-mac from Arma Armatura but that is cheating. Require babysitting from escort. And the 100 DP cost are eating into the volume I can invest into escort.

The shield module are fragile, only 5500 hull and 1000 armor out of the box, and there is a feedback to the main ship when they are destroyed, the shield itself isn't good either when there are big hole both at the front and the back of the ship.
It is more like a added weak spot than a feature. This is a big problem for the Laser version because you will want to point the ship toward the enemy then.

All this add up to a ship that is unable to protect itself.

The missile version is a bit better, decent homing, decent damage. Mostly because it doesn't require you to point your opening toward enemy fire as it is able to do its thing while doing broadside.

So it is not sharp enough as a spearhead, not tough enough to become an anvil, no way to protect itself, not nimble enough to be a flanker. Outclassed by its predecessor as an artillery. Certainly no way to justify the 100 DP.

It tell me Makeshift Shield Generator can't be added because Orchestra is a phase ship.
ORCHESTRA IS A PHASE SHIP??????!!!!?????
« Last Edit: April 27, 2024, 09:25:38 AM by yajusenpai »
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #53 on: April 28, 2024, 02:38:44 PM »

Orchestra is very weak for a 100 dp ship.

It is best compared to the Aulochrome, both in term of armament and system.
They both have similar weapon placement, but Orchestra trade most of the small energy for two medium, which make it severely lack space for weapon and PD coverage.

You either sacrifice one or two forward facing bigger mount for PD, or you risk being totally helpless against enemy fighters and missiles. Which it totally need because the shield have no coverage at the front of the ship. (But who will take the shield version anyway? You don't pay 100 DP for an anvil. Especially when the Anvil isn't any good and only have 3/4 flux capacity and same efficiency as the existing side shield module.)

Also, the ship's mobility is abysmal, slow acceleration, slow turn, none deceleration, and you are not allowed to boost backward to make distance.
Mostly leave you as a sitting duck when your enemies catch up with you, unable to recover from a *** up, so no matter how much hull I have it is zero, it is only delaying the inevitable. Not unless I slap on a Hi-mac from Arma Armatura but that is cheating. Require babysitting from escort. And the 100 DP cost are eating into the volume I can invest into escort.

The shield module are fragile, only 5500 hull and 1000 armor out of the box, and there is a feedback to the main ship when they are destroyed, the shield itself isn't good either when there are big hole both at the front and the back of the ship.
It is more like a added weak spot than a feature. This is a big problem for the Laser version because you will want to point the ship toward the enemy then.

All this add up to a ship that is unable to protect itself.

The missile version is a bit better, decent homing, decent damage. Mostly because it doesn't require you to point your opening toward enemy fire as it is able to do its thing while doing broadside.

So it is not sharp enough as a spearhead, not tough enough to become an anvil, no way to protect itself, not nimble enough to be a flanker. Outclassed by its predecessor as an artillery. Certainly no way to justify the 100 DP.

It tell me Makeshift Shield Generator can't be added because Orchestra is a phase ship.
ORCHESTRA IS A PHASE SHIP??????!!!!?????

Thanks for your feedbacks, the idea was to make Orchestra a “mobile station”, it has extremely long ranges, and it is supposed to outrange your enemies, deal damage and emp to them before they could attack you. The lack of long range effective damage to shields and hulls could be a problem, I'll try to fix it in the next update.

I notice the lack of pd firepower could be a problem, I’ll buff the ship in the next update, giving it longer ranges and more pd’s. By the way, it is a modular ship, and you can use story points for the hullmods on the shield modules. If you use a story point to get the S-Mod bonus for the extended shields for them, those shields would be able to cover the entire ship.

Regarding your comment that the shield is too weak, and the "Modulized Shields" hullmod is like a designed weakspot to nerf the ship, yes you are correct, and your observation is sharp. As the designer, I want this ship to be a glass cannon (As most of the ships of the Domain Phase Lab are). It should be able to unleash incredible amount of firepower on your enemy before they could get close, and it is supposed to be not good at close range combats. So try to consider it as a long range artillery (With longer range than Aulochrome, but similar amount of firepower).

By the way, its firepower is not effected by its shields, and so it could still attack even when its shields are getting overloaded, that is also a big advantage, especially when combined with its ship system that makes its range longer than any other ships.

For the phase ship information, I checked it, and I believe that you are referring to the information "This ship cannot have shields" when you try to install makeshift shield generator. This is indeed implemented as a feature to the hullmod "Modulized Shields", you should not be able to install makeshift shield generators. I'll make more clear instructions in the next update.
« Last Edit: April 29, 2024, 12:35:40 AM by VladimirVV »
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #54 on: May 06, 2024, 03:06:11 PM »

New Release: Domain Phase Lab Version 1.3.0

Check the change log!

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

I'm planning to make a more ambitious update for version 1.4.0, including more NPCs, new active skills, new stories, and reformed stories and writings.

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

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #55 on: May 06, 2024, 08:47:40 PM »

New Release: Domain Phase Lab Version 1.3.0

Check the change log!

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

I'm planning to make a more ambitious update for version 1.4.0, including more NPCs, new active skills, new stories, and reformed stories and writings.

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

ah mid save incompat? shame lol
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #56 on: May 06, 2024, 11:48:43 PM »

New Release: Domain Phase Lab Version 1.3.0

Check the change log!

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

I'm planning to make a more ambitious update for version 1.4.0, including more NPCs, new active skills, new stories, and reformed stories and writings.

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

ah mid save incompat? shame lol

Technically speaking, it is not completely incompatible, you would be able to play as usual if you update the mod and continue your old save. It’s just you would not be able to see some of the new contents. So in order to enjoy all the updated contents, it is recommended to start a new save.
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Akarthus

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #57 on: May 10, 2024, 05:21:05 PM »

I got this Error but I didn't even find a sound file in the mod, weird
416579 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Sound set with id [Asked Eliza about experimental weapons.]  not found
java.lang.RuntimeException: Sound set with id [Asked Eliza about experimental weapons.]  not found
   at com.fs.starfarer.String.L.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #58 on: May 11, 2024, 06:30:24 AM »

I got this Error but I didn't even find a sound file in the mod, weird
416579 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Sound set with id [Asked Eliza about experimental weapons.]  not found
java.lang.RuntimeException: Sound set with id [Asked Eliza about experimental weapons.]  not found
   at com.fs.starfarer.String.L.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

Oh, I see, it’s a typo in the rules.csv file. I will fix this ASAP.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #59 on: May 11, 2024, 09:21:24 PM »

Hot Fix: Domain Phase Lab Version 1.3.1

Bug Fix: Fixed a bug that causes run time exception when you try to buy experimental weapons from Eliza.
Bug Fix: Fixed all similar bugs that may some times cause run time exception during dialog interactions.

This hot fix is compatible with saves generated by version 1.3.0. No new save is necessary.
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