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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a-RC11] Domain Phase Lab  (Read 118446 times)

VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #120 on: August 22, 2024, 11:55:38 PM »

New Release: Domain Phase Lab Version 1.5.0

Check the change log!

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

As planned for long, I made more ships (especially phase ships) to the mod. Now we have 20 phase ships to play with in total, and I'm satisfied with the ships for now.

And since the alpha release, I heard complaints about the anime-like portraits. I was thinking about a new art style that is less anime-like, and finally I was able to update all the portraits. Please let me know how do you like the new ones, and feel free to post your suggestions!

Now we have more stories, more ships, and more adventures, I'm planning to make a new colony crisis for the Phase Lab, with more personal stories for various characters.

Enjoy!

Plan for next Release:

A new colony crisis.
Some combat screenshots for the mod. It would look good for the official release.
More weapons with interesting mechanisms.
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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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #121 on: August 23, 2024, 12:10:23 AM »

I feel like there are so many phase ships in this as well as other mods that dedicated anti-phase ship weapons are needed if they are possible. XD

Thanks for your feedback! I think high intensity laser is already decent enough when talking about anti-phase weapons, but certainly we are in lack of medium and small anti-phase weapons. I'll definitely think about this!
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #122 on: August 23, 2024, 12:11:41 AM »

I absolutely love the heavy lightning cannon. That weapon is like a bug zapper for fighters, missiles and torpedoes.

Thanks for your feedback, I'm glad that you like this weapon! Indeed, my original design for this weapon is to provide a more effective choice for large energy pd weapon with shorter range.
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #123 on: August 24, 2024, 09:42:24 AM »

I feel like there are so many phase ships in this as well as other mods that dedicated anti-phase ship weapons are needed if they are possible. XD

Thanks for your feedback! I think high intensity laser is already decent enough when talking about anti-phase weapons, but certainly we are in lack of medium and small anti-phase weapons. I'll definitely think about this!
An idea a friend and I had was essentially missile weapons that could damage ships while they are phase cloaked, don't know if it would actually work, but missiles seem like the most reasonable weapon to use if it is possible to make something able to hit phase cloaked ships.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #124 on: August 24, 2024, 08:11:06 PM »

I feel like there are so many phase ships in this as well as other mods that dedicated anti-phase ship weapons are needed if they are possible. XD

Thanks for your feedback! I think high intensity laser is already decent enough when talking about anti-phase weapons, but certainly we are in lack of medium and small anti-phase weapons. I'll definitely think about this!
An idea a friend and I had was essentially missile weapons that could damage ships while they are phase cloaked, don't know if it would actually work, but missiles seem like the most reasonable weapon to use if it is possible to make something able to hit phase cloaked ships.

Thanks for the suggestion! Though I had a rough idea of making a weapon like phase charge launcher firing bombs that could damage the phase ships. Then I realized that such a weapon could be extremely hard to balance. It could be too OP in the sense that they essentially would make phase cloak almost a joke. And such a weapon just seems to be too specialized, almost like a weapon made just to nerf all phase ships to ground. So then I just postponed this idea until I could figure out something more interesting.

BTW, making such a weapon is completely possible, there is no ‘hard difficulties’, it’s just a question about whether such a weapon is balanced, reasonable, and fun to play with.
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #125 on: August 25, 2024, 01:33:10 AM »

Thanks for the suggestion! Though I had a rough idea of making a weapon like phase charge launcher firing bombs that could damage the phase ships. Then I realized that such a weapon could be extremely hard to balance. It could be too OP in the sense that they essentially would make phase cloak almost a joke. And such a weapon just seems to be too specialized, almost like a weapon made just to nerf all phase ships to ground. So then I just postponed this idea until I could figure out something more interesting.

BTW, making such a weapon is completely possible, there is no ‘hard difficulties’, it’s just a question about whether such a weapon is balanced, reasonable, and fun to play with.
For ways to balance such weapons, I feel that the weapons being expensive and having limited ammo is kinda a given, perhaps instead of missiles they would be unguided(rockets) and/or relatively low damage. Perhaps relatively weak rockets for medium mounts, but less weak ones for large mounts and no variant for small mounts? For a charge launcher, perhaps they would be the relatively high damage alternative to missiles/rockets, but have much lower projectile velocity and no ability to home in on targets, still expensive of course, or perhaps the charge launchers could be limited to specialized destroyers?
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Lazyturtle69hahfunynumber

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #126 on: August 25, 2024, 08:13:38 PM »

hey i took a break from starsector for a while and decided to give it a go again and so updated mods. when i updated dpl i noticed something different the portraits. They look bad especially the female portraits. it looks like you took the old portraits and airbrushed new faces on them. i know some people dont like ai or anime but as it is now they look so uncanny like a skinwalker with the flesh of there victims streched over their skull. the blond hair one is the worst offender some are okay but some make me shudder
« Last Edit: August 25, 2024, 08:18:18 PM by Lazyturtle69hahfunynumber »
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #127 on: August 26, 2024, 02:26:47 AM »

hey i took a break from starsector for a while and decided to give it a go again and so updated mods. when i updated dpl i noticed something different the portraits. They look bad especially the female portraits. it looks like you took the old portraits and airbrushed new faces on them. i know some people dont like ai or anime but as it is now they look so uncanny like a skinwalker with the flesh of there victims streched over their skull. the blond hair one is the worst offender some are okay but some make me shudder
The old portraits are still in the mod's files, you can easily switch to them by simply copying them from one folder to another.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #128 on: August 26, 2024, 01:59:11 PM »

hey i took a break from starsector for a while and decided to give it a go again and so updated mods. when i updated dpl i noticed something different the portraits. They look bad especially the female portraits. it looks like you took the old portraits and airbrushed new faces on them. i know some people dont like ai or anime but as it is now they look so uncanny like a skinwalker with the flesh of there victims streched over their skull. the blond hair one is the worst offender some are okay but some make me shudder

Thank you for the feedback! I noticed this problem that the charactrs' hairs and sizes of their heads do not match the new faces, resulting in a weird and scary looking (about 9/14 usable portraits and one character portrait have this problem). I'll fix those new portraits in the next update, and I think they should look fine after the fix. BTW, the old portraits are still stored in a folder called portrait_old, and you can always switch back if you would like to.
« Last Edit: August 27, 2024, 01:51:14 PM by VladimirVV »
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #129 on: September 07, 2024, 08:20:25 PM »

New Release: Domain Phase Lab Version 1.5.5

Check the change log!

New colony crisis added, new characters added, and many other changes. Please start a new save to enjoy the full experience!

As suggested by many players and planned for a long time, I have finally finished writing the story for a colony crisis for the Phase Lab, and actually implemented it in the game!

And since the last update, I received complaints about the scale mistakes in the new portraits. I fixed those drawing problems, and they should look better now. Please let me know if there is any more problems, and I'll fix them ASAP.

Now we have more stories, more ships, and more adventures, I'm planning to make a final climax for Eliza's story, and make Helheim Supremacy a new somewhat repeatable end-game challenge after that. I also plan to add more personal stories for other characters.

Enjoy!

Plan for next Release:

Some combat screenshots for the mod. It would look good for the official release.
More weapons with interesting mechanisms.
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: September 08, 2024, 08:37:36 AM by VladimirVV »
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #130 on: September 08, 2024, 10:41:22 AM »

Hello Domain Phase Lab seems to be crashing my game. I only have domain phase lab enabled and this is the error that shows
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #131 on: September 08, 2024, 03:36:05 PM »

Hot Fix: Domain Phase Lab Version 1.5.6

Bug Fix: Fixed a bug that causes game crash if you only enable this mod.

This hot fix is compatible with saves generated by version 1.5.5. No new save is necessary.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #132 on: September 08, 2024, 03:37:45 PM »

Hello Domain Phase Lab seems to be crashing my game. I only have domain phase lab enabled and this is the error that shows

Hi! Thanks for your feedback! This bug is noticed and fixed in the latest update 1.5.6, and the new version is compatible with 1.5.5 saves.
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #133 on: September 09, 2024, 12:39:38 PM »

Thanks for the mod and the updates, have been having fun experimenting ship and trying DPL weapons/wings with my current playthrough.

Think I broke the Revenge quest after going to Capella, salvaging the ships, but not making it back to Muspelheim before the quest timed out.  It's possible to restart the Revenge quest by finding the spacer in bars again, but there's nothing to do in Capella to continue that stage of the quest.

Also, is Burnt Electronics d-mod too much? It blows out every weapon on the d-modded ship pretty much right away, and in a way that the weapons can't self-repair. I can use restoration docks/restore a ship with it, but NPC ships with it will just immediately die in fights.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #134 on: September 09, 2024, 03:01:49 PM »

Thanks for the mod and the updates, have been having fun experimenting ship and trying DPL weapons/wings with my current playthrough.

Think I broke the Revenge quest after going to Capella, salvaging the ships, but not making it back to Muspelheim before the quest timed out.  It's possible to restart the Revenge quest by finding the spacer in bars again, but there's nothing to do in Capella to continue that stage of the quest.

Also, is Burnt Electronics d-mod too much? It blows out every weapon on the d-modded ship pretty much right away, and in a way that the weapons can't self-repair. I can use restoration docks/restore a ship with it, but NPC ships with it will just immediately die in fights.

Hi! Thank you for the feedbacks!

For your first question, well, that indeed would be a problem. I’ll fix that, maybe by NOT setting a time limit after you boarded the ship.

For your second question, that d-mod is NOT supposed to appear unless you use the special ability. Thank you for your feedback, I’ll fix this bug ASAP.
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