Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Pages: 1 [2] 3 4 ... 6

Author Topic: [0.98a] Tri-Tachyon Expansion - V0.9 04/01/25  (Read 74412 times)

Dazs

  • Admiral
  • *****
  • Posts: 1344
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.4 08/03 - Wide Release Candidate
« Reply #15 on: August 03, 2024, 08:01:22 AM »

Oh well all the celestial bodies in the Mayasura system have to do with Indian culture/ Hindu mythology

https://starsector.wiki.gg/wiki/Mayasura_Star_System#Trivia

Each system usually has a theme
Ah ok that makes sense, thank you for the clarification. I went with renaming them with the prefix of what they were orbiting followed by their function.

Dazs

  • Admiral
  • *****
  • Posts: 1344
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5 08/09
« Reply #16 on: August 09, 2024, 11:47:06 AM »

v0.5 released today - Save Game compatible
   - I've read discussions on reddit and the forums regarding the lack of variety of non-beam energy in the medium slot so I added the following weapons to the TT lineup:
      - Added a new Medium Energy High Explosive weapon, the Pulse Blaster - Has the effect of removing armor on armor and hull hits
      - Added a new Medium Energy Kinetic Weapon, the Ion Burst - Has the effect of disabling weapons upon armor and hull hits
      - Added a new Large Energy Weapon, the Light Plasma Cannon - A scaled down version of the Plasma Cannon for ships with a tighter OP budget
   - Added a new Heavy Cruiser, the Braijsa - I noted a conversation on r/starsector regarding the lack of a Dominator style tank role ship for High Tech
   - Added the new ship to the "All Ships Image" on the mod forum

I feel the mod is ready for wide release and will be asking for it to be moved to the main mod forum. I am always open to suggestions, comments, criticism, or just a friendly a hello. :)

Enjoy!

AdamLegend

  • Commander
  • ***
  • Posts: 144
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5 08/09
« Reply #17 on: August 09, 2024, 01:25:21 PM »

Thanks for the update! I think the mod is very well-polished now and I'm excited to try out the new weapon additions
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1344
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5 08/09
« Reply #18 on: August 09, 2024, 04:30:09 PM »

Thanks for the update! I think the mod is very well-polished now and I'm excited to try out the new weapon additions
That is quite kind of you AdamLegend thank you for the kind words. I look forward to any comments you may have once you try out the new update.

Dazs

  • Admiral
  • *****
  • Posts: 1344
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5 08/09
« Reply #19 on: August 11, 2024, 05:43:22 PM »

QUICK FYI: I received a discord report that TTE crashes when used in random core world mode. I am not able to look into it until tomorrow but I wanted to post a message for anyone else with this issue to know I am aware and will be working on it.

Dazs

  • Admiral
  • *****
  • Posts: 1344
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5.1 08/12
« Reply #20 on: August 12, 2024, 05:56:08 AM »

v0.5.1 released today - Save Game compatible*
   - Added Nexerelin as a dependency to support Random Core Worlds mode - *This will work with games saved with the 5.0 version using Nexerelin
   - Added a secondary download link to a version for players who do not use Nexerelin - *This version will work with games saved with the 5.0 version if it was saved w/out Nex installed
      - Note: In Random Core Worlds mode the mod will not generate stations and become a ship/weapon pack, the added simple event will still function
   - Added the above Note to the "mod technical notes" spoiler tab on the forum page

AdamLegend

  • Commander
  • ***
  • Posts: 144
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5.1 08/12
« Reply #21 on: August 13, 2024, 09:42:29 AM »

I was wondering, would it be possible to add a mod option to disable the new Tri-Tachyon stations from spawning? I love the content this adds, but I feel like the added stations combined with the Special Circumstances faction makes them a bit too OP for my tastes. Thank you!
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1344
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5.1 08/12
« Reply #22 on: August 13, 2024, 12:24:39 PM »

Hello again AdamLegend,
I was wondering, would it be possible to add a mod option to disable the new Tri-Tachyon stations from spawning?
The purpose of the mod is to counter balance the other mods that buff up other factions. Those stations put them on par with the added planets and stations those other mods add.
I love the content this adds, but I feel like the added stations combined with the Special Circumstances faction makes them a bit too OP for my tastes.
Yes I agree that those stations make Tri-Tac OP if used alone. However, there is already a high quality High-Tech ship pack, https://fractalsoftworks.com/forum/index.php?topic=30075.0 made by theDragn and I did not want to compete with that by making this only a ship pack. That being said, here are instructions on how to disable the stations from being spawned in a new game (note this will not work in a game that they already exist and it is not needed if using random core world mode)

Starting from the mod folder navigate to data\world and you will see a file named "generators.csv". You can either rename or delete this file as the first step, rename if you plan to reenable the stations at some point in the future. Next, navigate to data\scripts\world and look for a file named "TTEGen.java" and do the same (delete/rename). One level down from that is a folder named "TTE_systems" in that folder is a file named "TTE_Generator.java" and either delete or rename that file. Doing these steps will convert the mod into a Ship/weapon pack for the high tech blueprint and still enable the Tri-Tac simple event. The ships and weapons will still be used and sold by Tri-Tac and since they are on the high-tech blueprint they will sometimes show up in other NPC spawned fleets that pull from the BP.  You can always reinstall the mod if you fear you may make a mistake so go for it! :)
Thank you!
Thank you for your kind words and I hope the steps I laid out are easily followed, if not please reach out and I will assist as best as I can.

Enjoy!

last_misadventure

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5.1 08/12
« Reply #23 on: August 15, 2024, 01:26:28 PM »

Dazs,

Thanks for another great mod! :)

On the Hofoen, the right-forward outboard mount is large, but it's mirrored mount is medium.

Nothing seems too OP (to me) compared to a highly tuned vanilla High Tech fleet (Omens, Furies, and Paragons, etc).

I think i've been seeing some of these ships in markets that high tech ships don't ordinarily get offered at, but don't have any examples at the moment. I'll make notes if I see it again. I did enable the mod in an ongoing save.
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1344
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5.1 08/12
« Reply #24 on: August 15, 2024, 02:31:02 PM »

Dazs,

Thanks for another great mod! :)
That is so nice to read thank you. I moved this mod to the main forum in hopes of getting more eyes on it so your message is quite welcome.
On the Hofoen, the right-forward outboard mount is large, but it's mirrored mount is medium.
I looked over the Hofen and sure enough I made an oopsie. I'll have it fixed in the next update, thank you.
Nothing seems too OP (to me) compared to a highly tuned vanilla High Tech fleet (Omens, Furies, and Paragons, etc).
Thank you, I did my best to keep it in balance but making High-Tech ships with weak shields and a weapon enhancing hull mod and not having them wind up as blue low tech ships was quite the fun time. :)
I think i've been seeing some of these ships in markets that high tech ships don't ordinarily get offered at, but don't have any examples at the moment. I'll make notes if I see it again. I did enable the mod in an ongoing save.
I wish there was a Tri-Tachyon specific blueprint that I could assign them to to keep them specific to the faction. I looked over the bp usage for vanilla factions and some of them do use high tech. If it is a mod faction then all bets are off but either way I'd be curious to know what you find.

Thank you so much for the feedback, at this stage I feel I have implemented a majority of the ideas I had for this mod. Input from players is key to open my eyes to things I have overlooked like the Hofoen mismatch. If you (or anyone else) has any more feedback or ideas for the mod, I would be more than happy to to read it.

Thanks again!

Village

  • Ensign
  • *
  • Posts: 24
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5.1 08/12
« Reply #25 on: August 15, 2024, 11:56:12 PM »

Having fun playing around and trying stuff out, especially the new weapons. I do think some of the non-PD weapons could use a range reduction for how strong they are such as maybe reducing from base 1000 range to base 700/800 range to balance them compared to similar equivalents.
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1344
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5.1 08/12
« Reply #26 on: August 16, 2024, 12:39:03 AM »

Having fun playing around and trying stuff out, especially the new weapons. I do think some of the non-PD weapons could use a range reduction for how strong they are such as maybe reducing from base 1000 range to base 700/800 range to balance them compared to similar equivalents.
Hello there, I am happy to hear you are enjoying the mod. I sort of struggled with the non-Pd additions I added last patch. They are based on what I read players complaining about on reddit and the forum here. One of the top issues was the short range of pulse energy weapons limiting them to brawler type ships. I wanted to introduce this line for players who wanted to use this type of weapon while using the standard high-tech kiting at range technique.

That being said, I'll look over them and see what I can do to reduce them a little w/out nerfing them too much. I am working on a CFT update atm and free time is tight but I already have an issue with TTE that needs addressing so I will try and have an update including both changes out this weekend if I can.

Thank you for your input, I appreciate it.
Enjoy!

GoldenGlory

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5.1 08/12
« Reply #27 on: August 16, 2024, 09:31:38 PM »

wow i really like how you designed these, they look really professionally rendered and are just nice to look at. gonna download it, hope theyre not crazy op or something lol
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1344
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5.1 08/12
« Reply #28 on: August 17, 2024, 12:30:06 AM »

wow i really like how you designed these, they look really professionally rendered and are just nice to look at. gonna download it, hope theyre not crazy op or something lol
I truly appreciate that, this mod is a culmination of kit bashing I've learned after dozens of ships between my other mods and I did my best to give them smooth transitions. As to their OP level, I used vanilla stat baselines and modified them to balance out the built in hull mod by lowering the shield efficiency and raising the armor (but not to low tech levels) as well as a few other minor adjustments.

After you have given it a try I would be happy to hear your reaction and or commentary. This is still in a release beta state and the more feedback I receive the more dialed in the mod can be.

Enjoy!

Dazs

  • Admiral
  • *****
  • Posts: 1344
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5.1 08/21
« Reply #29 on: August 21, 2024, 07:59:13 AM »

v0.6 Released Today - Save Game compatible
   - Fixed a weapon size mismatch on the Hoefen - You may need to rearm it if one is in your current fleet - TY last_misadventure for letting me know
   - Reduced the range of the Pulse Blaster, Ion Burst, & Light Plasma Cannon from 1k to 800 and the OP to 12 Medium, 18 Large - Ty Village for your cometary
   - Added a line (s,m,l) of Frag/EMP suppression Ion pulse weapons - Does equal amounts of Frag and EMP damage  - Test case idea, I'd appreciate feedback
   - Fixed a mismatch with the nonoex version file - TY ButtercupSandwich and Nissa, Typo Fairy for letting me know

The new weapons are an idea that I had but I am not 100% sure of the balance and would appreciate any feedback. OK back to the JYD update and the Hiver forum re-write. I swear one day I'll have the free time to catch up ;)

Enjoy!
Pages: 1 [2] 3 4 ... 6