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Author Topic: [0.97a-RC11] Domain Phase Lab  (Read 133633 times)

VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #165 on: October 06, 2024, 08:30:15 AM »

Seems like this is the mod to go to for an all Phase ship playthrough, have you gone completely insane yet and made Phase carriers, tankers and freighters yet?

If not, why?

Hi! Actually I did make two phase carriers lol, and I made some interesting stuffs to make them more lore-friendly.

For phase tankers and freighters, I think the vanilla game already had two, and I want to make them only if I got some interesting enough new ideas. BTW, any suggestions are appreciated!
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #166 on: October 07, 2024, 05:38:05 PM »

New Release: Domain Phase Lab Version 1.6.0

Check the change log!

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

For the past 3 weeks I was making a new and final quest for Eliza, and finally I finished working with it. I'm now satisfied with the personal quests and stories for Eliza.

I made a portrait changes before, and I know that many players like the anime style portraits. So no worries, for this update, all the new outlooks for Eliza has 2 different versions: the new portrait style, and the old anime portrait style. You can switch freely between them after you complete the final quest for Eliza.

Now Eliza's personal storyline is done, and I'm focusing on the personal storyline for Ross. Maybe I'll add some other chatty stuff for Eliza, like you can ask her to hang out with you, or to have some drinks together, or doing some other daily fun things together. You get to unlock all these daily events by doing existing quests (or maybe new ones) for her.

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 finish personal stories for all main characters.
Reformed writings, new character portraits, and new musics.
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #167 on: October 08, 2024, 01:14:03 PM »

So, I turned in both the Mote scanning quest and one of the Arroyo steps together and this happened:

458420 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.missions.dpl_PeaceThroughStrength.spawn_executive_f leet(dpl_PeaceThroughStrength.java:285)
   at data.scripts.campaign.intel.missions.dpl_PeaceThroughStrength$2.run(dpl_PeaceThroughStrength.java:125)
   at com.fs.starfarer.api.impl.campaign.missions.hub.HubMissionWithTriggers$RunScriptAfterDelay.advance(HubMissionWithTriggers.java:657)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Will abandoning Peace Through Strength and redoing it fix my save? Currently it always crashes when I unpause.
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #168 on: October 08, 2024, 04:22:42 PM »

So, I turned in both the Mote scanning quest and one of the Arroyo steps together and this happened:

458420 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.missions.dpl_PeaceThroughStrength.spawn_executive_f leet(dpl_PeaceThroughStrength.java:285)
   at data.scripts.campaign.intel.missions.dpl_PeaceThroughStrength$2.run(dpl_PeaceThroughStrength.java:125)
   at com.fs.starfarer.api.impl.campaign.missions.hub.HubMissionWithTriggers$RunScriptAfterDelay.advance(HubMissionWithTriggers.java:657)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Will abandoning Peace Through Strength and redoing it fix my save? Currently it always crashes when I unpause.

Hi, thanks for the report of this bug! Would you please let me know more details? I think what could be happening is that Port Tse Franchise de-civilized when you triggered that step. I need more information to help.

BTW, if you just want to continue your save, abandoning the quest ’Peace Through Strength’ should help with it.

EDIT: I did some more tests today, and I couldn't reproduce your bug. Even if I decivilized Port Tse Franchise after I accepted this mission, it still worked without a null pointer exception. And I also tried to do the mote ship quest with the quest 'Peace Through Strength' together, it also didn't cause a bug. So I'm really not sure about what's going wrong, and I do need some more information such as your game version and mod version, etc. It could be that you are running an older version of the mod or the game, because I know that this quest used to have some bugs, but those are fixed in the new versions.
« Last Edit: October 08, 2024, 09:14:14 PM by VladimirVV »
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #169 on: October 09, 2024, 01:28:00 AM »

Hey VladimirVV, thanks for giving me permission to use your Onslaught variant in my upcoming mod. Would it be possible for you to change the built-in turret arcs of WS 016/WS 017 from 0 to 5 degrees? The other weapons that would be swapped in won't be compatible with a hull with completely locked forward weapons.

I also noticed the Lab Onslaught sprite doesn't have the new gun built in, but is instead having the TPCs covered up by the dpl_tpl sprite. If you changed the dpl_tpl "turretGlowSprite" and "hardpointSprite" to an empty string "" as seen in the default tpc.wpn, you could instead make a new Onslaught sprite with the guns already added, such as this (feel free to use if you like) instead of having double stacked asymmetric guns:
Spoiler
      compared to     
[close]
The game would use the turret deco to show the weapon icon in inventory, and the hardpoint glow effect when firing, while avoiding the gun itself wiggling around even though it's supposed to be mostly fixed forward.

It's not a big deal if you decide to keep things as they are, but it would mean while I can add a version of the Thermal Pulse Lance to other Onslaught variants, I won't be able to add any of the new weapons to the Lab Onslaught. Let me know what you would like to do. :)
« Last Edit: October 09, 2024, 03:25:32 AM by vicegrip »
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #170 on: October 09, 2024, 12:54:18 PM »

If I haven’t done any DPL content on my current save, would this update be save-game compatible?
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #171 on: October 09, 2024, 01:14:22 PM »

Hey VladimirVV, thanks for giving me permission to use your Onslaught variant in my upcoming mod. Would it be possible for you to change the built-in turret arcs of WS 016/WS 017 from 0 to 5 degrees? The other weapons that would be swapped in won't be compatible with a hull with completely locked forward weapons.

I also noticed the Lab Onslaught sprite doesn't have the new gun built in, but is instead having the TPCs covered up by the dpl_tpl sprite. If you changed the dpl_tpl "turretGlowSprite" and "hardpointSprite" to an empty string "" as seen in the default tpc.wpn, you could instead make a new Onslaught sprite with the guns already added, such as this (feel free to use if you like) instead of having double stacked asymmetric guns:
Spoiler
      compared to     
[close]
The game would use the turret deco to show the weapon icon in inventory, and the hardpoint glow effect when firing, while avoiding the gun itself wiggling around even though it's supposed to be mostly fixed forward.

It's not a big deal if you decide to keep things as they are, but it would mean while I can add a version of the Thermal Pulse Lance to other Onslaught variants, I won't be able to add any of the new weapons to the Lab Onslaught. Let me know what you would like to do. :)

Hi vicegrip. I'll make an update to integrate these changes ASAP.
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #172 on: October 09, 2024, 01:28:59 PM »

If I haven’t done any DPL content on my current save, would this update be save-game compatible?

It should not cause you any troubles, but you may miss some of the new contents.
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #173 on: October 09, 2024, 01:36:02 PM »

Minor Update: Domain Phase Lab Version 1.6.1

Ship Adjustment: Minor changes to the sprites for the built-in weapons and the ship sprites for the ship 'Phase Lab Onslaught'

This hot fix is compatible with saves generated by version 1.6.0. No new save is necessary.
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #174 on: October 11, 2024, 08:05:38 PM »

Hello! I'm the person you reccomended your mod from reddit. Although I haven't thoroughly played the mod yet, I wanted to share my thoughts so far.
First of all, I must admit, I really underestimated this mod. The forum post only shows a lot of ships that are just straight-up pallete swaps of vanilla ships, which gave me a really bad impression. But I'm glad to know that playing the mod, I can say that there were plenty of original cool ship designs. And the mod is so much more than that, too. But I really gotta say, you should showcase a bit more of the mod, be it with some more images or a video. That single image doesn't do it justice. Many people like me are gonna see this mod, and click away because it didnt seem unique. (I will admit I checked this mod out prior twice too).

I still haven't finished the story yet, I'm currently at the quest where I had to go to the black hole in the abyss, but if I had to guess, I'm really close to the end. I like the ambition of the mod and the number of boss fights, but both boss fights against that megalomaniac dude were a complete joke. Like, it didn't take me more than 10 seconds to defeat the flagship. But I'm not complaining, because it is comically fitting, considering how pathetic this dude actually is. The boss in the blackhole system was actually quite tough though.

For the story and characters, I was really surprised at the length and detail. It's not just simply 'take a tough bounty and claim ship', it really did feel like a storyline of its own, rather than a means of getting to another point. While I'm not an avid reader, I'm enjoying myself so far, and I like the old man that you meet in the fight against the four OMEGA Doritos. It was really cool how you meet him in the invasion quest again, feels like an old comrade joining you to repay a favor. Overall, great storyline so far.
(On a side note, I don't know if this is a bug or not, but the boss fights drop an absolutely ridiculous amount of supplies, metals, machinery and credits. I don't know if its cause it scales with my fleet's cargo capacity, which was 100k, but I literally got 18k supplies, 4k heavy machinery, 40k metals and 1m credits from the battle salvage.)

I haven't tested much of the ships yet, except for the extremely early game, when I bought the ship that's similar to the Aurora, trying to fit a classic safety overrides build. I must say it was miserable--- The shields were okay, but as soon as a Kite so much as sneezed on my general direction, the ship would blow up. It is so incredibly fragile. And I'm guessing this is kind of a trend for most of the other ships, too. Still, about 4k hull on a cruiser... damn.
Asides from that, the ship with the super laser capable of obliterating everything is super broken. But there's so many ridiculous drawbacks to it, that I consider it balanced in the end, and I wouldnt judge any player for using it. If anything, I'd praise them for bearing to use something so slow. Didn't try the other ships, but they seem fine and balanced to me, due to their high DP costs.

For the weapons, I am also a huge fan of lightning and fast but heavy hitting projectiles, but I must say that there are two weapons that stood out to me. First, the Lightning Projector. It's way too busted. It's literally on the same tier as the OMEGA Weapon that launches those red EMP arcs, and for cheaper DP, and it also deals actual damage. The fact that it can penetrate shields and arc to engines makes literally any 1v1 a joke.
The other weapon is one of the story weapons you get. I'm bad remembering names, but it's the one that fires a mote that destroys the enemy's hull and armor over time. This thing is far more overpowered, because it pierces shields, and the enemy can't do anything about it. Once they get hit by the projectile, they WILL die. The other story weapons are also very strong, but this one is just unfair. I really suggest you tone it down the effects of shield-piercing weapons so that they're only 1/4th as effective if they pierced shields, or make them work similar to a tachyon lance (pierce only happens at high flux).

Lastly, the hullmods seem ridiculously powerful... But in particular, the Logistics mod that decreases the DP cost is the kind of delicate effect that can really break the game's balance. I personally really discourage this kind of thing, because you can put it in literally any ship. One suggestion is to make it cost much twice the OP, and to add drawbacks to it that reduces the ship's damage/resistance/etc. That way, the hullmod won't be as strong, but still very useful for carriers who don't engage in battle directly, or ships that fit a very specific niche (Like Omens, Monitors, Afflictors).

Overall, this mod is really great, and I can't wait to play more with it. Definitely a mod I'm including in all my future playthroughs. It's earned its place among my top ones, like the UAF and Lost Sector. Thank you for the reccomendation! I really have found gold in what I thought was a copper vein.  :D
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VladimirVV

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #175 on: October 11, 2024, 11:03:02 PM »

Hello! I'm the person you reccomended your mod from reddit. Although I haven't thoroughly played the mod yet, I wanted to share my thoughts so far.
First of all, I must admit, I really underestimated this mod. The forum post only shows a lot of ships that are just straight-up pallete swaps of vanilla ships, which gave me a really bad impression. But I'm glad to know that playing the mod, I can say that there were plenty of original cool ship designs. And the mod is so much more than that, too. But I really gotta say, you should showcase a bit more of the mod, be it with some more images or a video. That single image doesn't do it justice. Many people like me are gonna see this mod, and click away because it didnt seem unique. (I will admit I checked this mod out prior twice too).

I still haven't finished the story yet, I'm currently at the quest where I had to go to the black hole in the abyss, but if I had to guess, I'm really close to the end. I like the ambition of the mod and the number of boss fights, but both boss fights against that megalomaniac dude were a complete joke. Like, it didn't take me more than 10 seconds to defeat the flagship. But I'm not complaining, because it is comically fitting, considering how pathetic this dude actually is. The boss in the blackhole system was actually quite tough though.

For the story and characters, I was really surprised at the length and detail. It's not just simply 'take a tough bounty and claim ship', it really did feel like a storyline of its own, rather than a means of getting to another point. While I'm not an avid reader, I'm enjoying myself so far, and I like the old man that you meet in the fight against the four OMEGA Doritos. It was really cool how you meet him in the invasion quest again, feels like an old comrade joining you to repay a favor. Overall, great storyline so far.
(On a side note, I don't know if this is a bug or not, but the boss fights drop an absolutely ridiculous amount of supplies, metals, machinery and credits. I don't know if its cause it scales with my fleet's cargo capacity, which was 100k, but I literally got 18k supplies, 4k heavy machinery, 40k metals and 1m credits from the battle salvage.)

I haven't tested much of the ships yet, except for the extremely early game, when I bought the ship that's similar to the Aurora, trying to fit a classic safety overrides build. I must say it was miserable--- The shields were okay, but as soon as a Kite so much as sneezed on my general direction, the ship would blow up. It is so incredibly fragile. And I'm guessing this is kind of a trend for most of the other ships, too. Still, about 4k hull on a cruiser... damn.
Asides from that, the ship with the super laser capable of obliterating everything is super broken. But there's so many ridiculous drawbacks to it, that I consider it balanced in the end, and I wouldnt judge any player for using it. If anything, I'd praise them for bearing to use something so slow. Didn't try the other ships, but they seem fine and balanced to me, due to their high DP costs.

For the weapons, I am also a huge fan of lightning and fast but heavy hitting projectiles, but I must say that there are two weapons that stood out to me. First, the Lightning Projector. It's way too busted. It's literally on the same tier as the OMEGA Weapon that launches those red EMP arcs, and for cheaper DP, and it also deals actual damage. The fact that it can penetrate shields and arc to engines makes literally any 1v1 a joke.
The other weapon is one of the story weapons you get. I'm bad remembering names, but it's the one that fires a mote that destroys the enemy's hull and armor over time. This thing is far more overpowered, because it pierces shields, and the enemy can't do anything about it. Once they get hit by the projectile, they WILL die. The other story weapons are also very strong, but this one is just unfair. I really suggest you tone it down the effects of shield-piercing weapons so that they're only 1/4th as effective if they pierced shields, or make them work similar to a tachyon lance (pierce only happens at high flux).

Lastly, the hullmods seem ridiculously powerful... But in particular, the Logistics mod that decreases the DP cost is the kind of delicate effect that can really break the game's balance. I personally really discourage this kind of thing, because you can put it in literally any ship. One suggestion is to make it cost much twice the OP, and to add drawbacks to it that reduces the ship's damage/resistance/etc. That way, the hullmod won't be as strong, but still very useful for carriers who don't engage in battle directly, or ships that fit a very specific niche (Like Omens, Monitors, Afflictors).

Overall, this mod is really great, and I can't wait to play more with it. Definitely a mod I'm including in all my future playthroughs. It's earned its place among my top ones, like the UAF and Lost Sector. Thank you for the reccomendation! I really have found gold in what I thought was a copper vein.  :D

Hello! Thanks for your feedbacks!

For the showcases, I have to apologize, it's really my problem. Since version 0.5.0 (The earliest alpha test version), I was thinking about adding in some more screenshots and vedios showing some combat scenes. However It just turns that I don't know how to do it besides taking photos of my screen using my phone. Some people from the forum suggests that I can take the screenshots by pressing F12 key or something similar, I have to learn this technique. And for many of the unique ships, they are supposed to be unlockable contents through all different missions, and I'm not sure what to do with them. I don't want to put them in the visible ship lists, as they are supposed to be 'unlocked'. But for most of the available ships on markets, they indeed are just some plain ships. I have to admit that I need to learn a lot when trying to make good showcases for my mod, which is heavily story-based.

For the quest, I believe that should be 'Pilgrimage'. And actually, if you are playing with update 1.6.0 or 1.6.1, you are just halfway through, and there are more stories after that. For the boss fights, actually I designed them to be like that: If your ideas and fleet compositions are correct, then they should be relatively easy, and once you defeat the flagship, the rest of the fleet is just a piece of cake. However, if you try to blindly fight the boss just with some 'in general strong fleets' and not thinking carefully, the boss fights will actually be very hard. Those fights should be more like puzzles to solve before you unlock more stories (And if the fights are too hard during my local tests, I'll add story options for players to skip them without loots, though this only happens very occasionally).

I'm glad that you enjoy the stories, those are supposed to be the heart and most important parts of this mod. As I planned, Domain Phase Lab is afterall, a story-based mod. For the boss fight drops, they are supposed to be that much, because you are actually fighting big fleets, and big fleets should drop a lot of loots. It's just that DPL ships are in general very easy to kill, and that fact makes the boss fights much easier than a fight against fleets made of other ships of similar sizes.

For the DPL ships, they all are really supposed to be glass cannons. If you make a random fleet out of their ships, most of the time it's not gonna work at all. Everyone would die very quickly. And most of their ships are never 'generally good', none of their ships are actually powerful in their DP level. So you really have to think carefully if you want to build a good fleet using their ships, it's like forming a band of all different performers. But once you get a good fleet composition, you'll get the fun part of playing glass cannons with all sorts of different gadgets.

For the weapons, thanks to your advices! That gives me a good amount of hints on how to adjust their values. Indeed the Lightning Projector is way too OP, so I'll nerf its range and damage. For the OP cost, I think you refer to the Phase Charge Lance, that costs 26 OP, and Lightning Projector costs 30 OP. Nonetheless, all their OP will be adjusted to 30 as well. And for the 'mote' weapon, I think that's 'Song of Time', and I agree that its current state is more or less unreasonable. What I plan to do is that I'll increase its usual damage from 1000 to 3000, nerf its real damage from 300% to 100%, and nerf its shield piercing ability so that the shield piercing arcs only cause 25% of its damage. For the hullmods, the Logistic Center is still under dynamical change stage, and I agree that increasing its OP cost is reasonable.

I will add you to the appreciation list.
« Last Edit: October 11, 2024, 11:07:25 PM by VladimirVV »
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #176 on: October 11, 2024, 11:30:41 PM »

Hello! Thanks for your feedbacks!

For the showcases, I have to apologize, it's really my problem. Since version 0.5.0 (The earliest alpha test version), I was thinking about adding in some more screenshots and vedios showing some combat scenes. However It just turns that I don't know how to do it besides taking photos of my screen using my phone. Some people from the forum suggests that I can take the screenshots by pressing F12 key or something similar, I have to learn this technique. And for many of the unique ships, they are supposed to be unlockable contents through all different missions, and I'm not sure what to do with them. I don't want to put them in the visible ship lists, as they are supposed to be 'unlocked'. But for most of the available ships on markets, they indeed are just some plain ships. I have to admit that I need to learn a lot when trying to make good showcases for my mod, which is heavily story-based.

For the quest, I believe that should be 'Pilgrimage'. And actually, if you are playing with update 1.6.0 or 1.6.1, you are just halfway through, and there are more stories after that. For the boss fights, actually I designed them to be like that: If your ideas and fleet compositions are correct, then they should be relatively easy, and once you defeat the flagship, the rest of the fleet is just a piece of cake. However, if you try to blindly fight the boss just with some 'in general strong fleets' and not thinking carefully, the boss fights will actually be very hard. Those fights should be more like puzzles to solve before you unlock more stories (And if the fights are too hard during my local tests, I'll add story options for players to skip them without loots, though this only happens very occasionally).

I'm glad that you enjoy the stories, those are supposed to be the heart and most important parts of this mod. As I planned, Domain Phase Lab is afterall, a story-based mod. For the boss fight drops, they are supposed to be that much, because you are actually fighting big fleets, and big fleets should drop a lot of loots. It's just that DPL ships are in general very easy to kill, and that fact makes the boss fights much easier than a fight against fleets made of other ships of similar sizes.

For the DPL ships, they all are really supposed to be glass cannons. If you make a random fleet out of their ships, most of the time it's not gonna work at all. Everyone would die very quickly. And most of their ships are never 'generally good', none of their ships are actually powerful in their DP level. So you really have to think carefully if you want to build a good fleet using their ships, it's like forming a band of all different performers. But once you get a good fleet composition, you'll get the fun part of playing glass cannons with all sorts of different gadgets.

For the weapons, thanks to your advices! That gives me a good amount of hints on how to adjust their values. Indeed the Lightning Projector is way too OP, so I'll nerf its range and damage. For the OP cost, I think you refer to the Phase Charge Lance, that costs 26 OP, and Lightning Projector costs 30 OP. Nonetheless, all their OP will be adjusted to 30 as well. And for the 'mote' weapon, I think that's 'Song of Time', and I agree that its current state is more or less unreasonable. What I plan to do is that I'll increase its usual damage from 1000 to 3000, nerf its real damage from 300% to 100%, and nerf its shield piercing ability so that the shield piercing arcs only cause 25% of its damage. For the hullmods, the Logistic Center is still under dynamical change stage, and I agree that increasing its OP cost is reasonable.

I will add you to the appreciation list.

I'm just halfway through the story?!! Jesus Christ! Now that legitimately impresses me.
So the bosses are supposed to drop 18k supplies, 40k metals and such? If I'm being honest, that's a tad bit ridiculous... Cause even defeating that huge wave of invasion fleets and contributing 48% to the total damage, I only got like 1k supplies. But the boss ships alone are the ones that ramp up the drops to those ridiculous levels.
Well... honestly? Not gonna complain. I'm definitely gonna do this story quest every playthrough just for those free supplies. :3
And not gonna lie, I really like the idea of boss fights being more like puzzles.
The balance changes sound good! I appreciate the quick and receptive response.
Could I add you in discord? I would really like to tell you more of my thoughts as I go on my playthrough!
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Re: [0.97a-RC11] Domain Phase Lab
« Reply #177 on: October 11, 2024, 11:34:47 PM »

Hello! Thanks for your feedbacks!

For the showcases, I have to apologize, it's really my problem. Since version 0.5.0 (The earliest alpha test version), I was thinking about adding in some more screenshots and vedios showing some combat scenes. However It just turns that I don't know how to do it besides taking photos of my screen using my phone. Some people from the forum suggests that I can take the screenshots by pressing F12 key or something similar, I have to learn this technique. And for many of the unique ships, they are supposed to be unlockable contents through all different missions, and I'm not sure what to do with them. I don't want to put them in the visible ship lists, as they are supposed to be 'unlocked'. But for most of the available ships on markets, they indeed are just some plain ships. I have to admit that I need to learn a lot when trying to make good showcases for my mod, which is heavily story-based.

For the quest, I believe that should be 'Pilgrimage'. And actually, if you are playing with update 1.6.0 or 1.6.1, you are just halfway through, and there are more stories after that. For the boss fights, actually I designed them to be like that: If your ideas and fleet compositions are correct, then they should be relatively easy, and once you defeat the flagship, the rest of the fleet is just a piece of cake. However, if you try to blindly fight the boss just with some 'in general strong fleets' and not thinking carefully, the boss fights will actually be very hard. Those fights should be more like puzzles to solve before you unlock more stories (And if the fights are too hard during my local tests, I'll add story options for players to skip them without loots, though this only happens very occasionally).

I'm glad that you enjoy the stories, those are supposed to be the heart and most important parts of this mod. As I planned, Domain Phase Lab is afterall, a story-based mod. For the boss fight drops, they are supposed to be that much, because you are actually fighting big fleets, and big fleets should drop a lot of loots. It's just that DPL ships are in general very easy to kill, and that fact makes the boss fights much easier than a fight against fleets made of other ships of similar sizes.

For the DPL ships, they all are really supposed to be glass cannons. If you make a random fleet out of their ships, most of the time it's not gonna work at all. Everyone would die very quickly. And most of their ships are never 'generally good', none of their ships are actually powerful in their DP level. So you really have to think carefully if you want to build a good fleet using their ships, it's like forming a band of all different performers. But once you get a good fleet composition, you'll get the fun part of playing glass cannons with all sorts of different gadgets.

For the weapons, thanks to your advices! That gives me a good amount of hints on how to adjust their values. Indeed the Lightning Projector is way too OP, so I'll nerf its range and damage. For the OP cost, I think you refer to the Phase Charge Lance, that costs 26 OP, and Lightning Projector costs 30 OP. Nonetheless, all their OP will be adjusted to 30 as well. And for the 'mote' weapon, I think that's 'Song of Time', and I agree that its current state is more or less unreasonable. What I plan to do is that I'll increase its usual damage from 1000 to 3000, nerf its real damage from 300% to 100%, and nerf its shield piercing ability so that the shield piercing arcs only cause 25% of its damage. For the hullmods, the Logistic Center is still under dynamical change stage, and I agree that increasing its OP cost is reasonable.

I will add you to the appreciation list.

I'm just halfway through the story?!! Jesus Christ! Now that legitimately impresses me.
So the bosses are supposed to drop 18k supplies, 40k metals and such? If I'm being honest, that's a tad bit ridiculous... Cause even defeating that huge wave of invasion fleets and contributing 48% to the total damage, I only got like 1k supplies. But the boss ships alone are the ones that ramp up the drops to those ridiculous levels.
Well... honestly? Not gonna complain. I'm definitely gonna do this story quest every playthrough just for those free supplies. :3
And not gonna lie, I really like the idea of boss fights being more like puzzles.
The balance changes sound good! I appreciate the quick and receptive response.
Could I add you in discord? I would really like to tell you more of my thoughts as I go on my playthrough!

Yes, and in the coming update of 1.6.5, you'll be half way through the story of only Eliza's quest line. Because Ross' quest line is getting ready. All the writings and ideas are made and more or less polished. I just need some more time to bake them into the game through programming.

For my discord, feel free to add me! I'll accept your request as long as I receive it from you.

My user name should be: vladimirulyanov.

Please let me know whether it works or not, I think it should work.
« Last Edit: October 11, 2024, 11:42:07 PM by VladimirVV »
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Greetings from the P-Space! --Captain Vladimir
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Resaith

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #178 on: October 12, 2024, 12:43:07 AM »

Just press the print screen to get a screen shot. The screen shot should be saved in starsecto/screenshot folder.

If you want to snip and cut, you can press windows button+shift and s to bring out windows snipping tool that you can make for a focus cut. This is just the basic though, im sure you can use software for a more elegant display of the mod.
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Senku_Craft

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Re: [0.97a-RC11] Domain Phase Lab
« Reply #179 on: October 13, 2024, 03:58:45 PM »

Hey mate do you need some help with ship sprites?
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