Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Pages: 1 2 [3] 4

Author Topic: [0.97a] Tri-Tachyon Expansion - V0.6.1 08/26  (Read 32427 times)

Fenrir

  • Captain
  • ****
  • Posts: 292
    • View Profile

And is this essentially just Diktat Enhancement ala Tritach? If so, im down to clown!
Yes, I figured there were mods that enhanced Hegemony like Iron Shell, Luddic Enhancement for the church, Kazeron Navarchy for the Persean League and as you mention Diktat not only has Enhancement but an entire re-write with Phillip Andrada Gas Station Manager. Now I am no greatly skilled mod maker but I felt the Corporation needed some buffing up to keep up with all those other faction enhancements so here we are.
We need Sun, TriTach Tri-pads and Graphics Cards Industry CEO mod
« Last Edit: August 21, 2024, 09:22:37 AM by Fenrir »
Logged
*cough* try tossing the PK into a black hole *cough*

Dazs

  • Admiral
  • *****
  • Posts: 1201
    • View Profile

And is this essentially just Diktat Enhancement ala Tritach? If so, im down to clown!
Yes, I figured there were mods that enhanced Hegemony like Iron Shell, Luddic Enhancement for the church, Kazeron Navarchy for the Persean League and as you mention Diktat not only has Enhancement but an entire re-write with Phillip Andrada Gas Station Manager. Now I am no greatly skilled mod maker but I felt the Corporation needed some buffing up to keep up with all those other faction enhancements so here we are.
We need Sun, TriTach Tri-pads and Graphics Cards Industry CEO mod
Hey there Fenrir, first off I'd like to thank you for resurrecting Hegemony Auxiliary. I am interested in your comment but I think more information is needed. I am always up for adding to my mods or creating new ones, but I think the discord mafia would have my head if I made an 8th. ;)

Anyway, I *think* what you are saying is there should be a planetary industry the player can build with those pads as a custom commodity output. But that is just my miswired brain interpreting so any clarity would be nice.

Fenrir

  • Captain
  • ****
  • Posts: 292
    • View Profile

Anyway, I *think* what you are saying is there should be a planetary industry the player can build with those pads as a custom commodity output. But that is just my miswired brain interpreting so any clarity would be nice.
No really what's in my mind, I was saying we need a TriTach re-write semi-joke mod like PAGSM, where TriTach is not a capitalism vampire but the dream company of CEO Sun that make the best Graphics Cards and advance graphics card industry XD
Logged
*cough* try tossing the PK into a black hole *cough*

Dazs

  • Admiral
  • *****
  • Posts: 1201
    • View Profile

Anyway, I *think* what you are saying is there should be a planetary industry the player can build with those pads as a custom commodity output. But that is just my miswired brain interpreting so any clarity would be nice.
No really what's in my mind, I was saying we need a TriTach re-write semi-joke mod like PAGSM, where TriTach is not a capitalism vampire but the dream company of CEO Sun that make the best Graphics Cards and advance graphics card industry XD
Ahh ok now it makes sense, thank you for clearing that up. WMGreywind is a much more talented mod maker than I am but it is an interesting idea and I like it. Sort of a public relations face for the company while it does it's grey industry behind the scenes. I am struggling to find time to keep all my mods updated atm so I do not think I could do such a thing but you have me thinking and that usually leads to something. :)

Toad

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5.1 08/21
« Reply #34 on: August 22, 2024, 01:26:11 AM »

Love the mod!

On the Azadian battleship the front left medium is a turret and the right one is a hardpoint, on purpose?
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1201
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5.1 08/21
« Reply #35 on: August 22, 2024, 01:44:02 AM »

Love the mod!
Comments like yours really makes all the work I put into these mods worth while, thank you so much!
On the Azadian battleship the front left medium is a turret and the right one is a hardpoint, on purpose?
Um yea it's not a flaw, it's a feature! - For real though, that is an oversight on my part which I can easily correct in the next update.

AlmondsAI

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5.1 08/21
« Reply #36 on: August 26, 2024, 02:06:40 AM »

Hello! I've loved the mod so far, but I just recently found an annoying bug.

The AI is seemingly incapable of using the Ion Burst weapon, it doesn't even aim it at the enemy, instead kiting around the target and not firing at all. I've tested this with only required mods, as well as with several ships, yet nothing seems to have worked. Other weapons are working fine, from what I've seen, only the Ion Burst is affected.
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1201
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5.1 08/21
« Reply #37 on: August 26, 2024, 03:02:35 AM »

Hello! I've loved the mod so far, but I just recently found an annoying bug.
Hello, happy to hear you are enjoying the mod.
The AI is seemingly incapable of using the Ion Burst weapon, it doesn't even aim it at the enemy, instead kiting around the target and not firing at all. I've tested this with only required mods, as well as with several ships, yet nothing seems to have worked. Other weapons are working fine, from what I've seen, only the Ion Burst is affected.
That is odd for sure, I have seen the AI using it on my end, well at least I think so. I did a quick lookover at the files thar pertain to the weapon but saw nothing amiss. Thank you for the report, it is a bit of a puzzler but I'll give it a deeper look when I get the time.

AlmondsAI

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5.1 08/21
« Reply #38 on: August 26, 2024, 03:29:24 AM »

Quote
I have seen the AI using it on my end, well at least I think so. I did a quick lookover at the files thar pertain to the weapon but saw nothing amiss.
That's odd, maybe it is just on my end? I might have to do a fresh install and see if that works. Nonetheless, it's great to hear that you'll give it a look.
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1201
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5.1 08/21
« Reply #39 on: August 26, 2024, 04:24:39 AM »

Quote
I have seen the AI using it on my end, well at least I think so. I did a quick lookover at the files thar pertain to the weapon but saw nothing amiss.
That's odd, maybe it is just on my end? I might have to do a fresh install and see if that works. Nonetheless, it's great to hear that you'll give it a look.
Please let me know if that fixes it. I have some time later today to look into it but if you do fix it then I can spend that time on the JYD update I've been trying to push out for a bit now. Either way hopefully we can solve this.

Dazs

  • Admiral
  • *****
  • Posts: 1201
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.5.1 08/21
« Reply #40 on: August 26, 2024, 05:12:37 AM »

Quote
I have seen the AI using it on my end, well at least I think so. I did a quick lookover at the files thar pertain to the weapon but saw nothing amiss.
That's odd, maybe it is just on my end? I might have to do a fresh install and see if that works. Nonetheless, it's great to hear that you'll give it a look.

Ok a quick follow up. I used a standard Braijsa, which has 4 Ion Burst in it's loadout, in the refit screen simulator as both an AI controlled player ship as well as a AI controlled enemy ship and in both cases all four weapons fired. I took a deeper look into the weapons files and I *think* I know what is causing your issue. On the Ion Burst and the Light Plasma Cannon I have the STRIKE hint which means that these weapons will only be used against ships destroyer-size or above. My guess is that you were using the Ion burst vs a frigate and the AI was following the code and not firing. I added this tag to both weapons because they mostly miss vs smaller faster ships and use so much energy.

Please let me know that if this was the case on your end (using the weapon against a frigate). Either way, I'll change the description on both weapons to point out this *feature*. I have two other reported issues with TTE so I will bundle all that in an update later today so please let me know if I need to take a deeper look before then.

I appreciate your patience while I address this.

Dazs

  • Admiral
  • *****
  • Posts: 1201
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.6.1 08/26
« Reply #41 on: August 26, 2024, 07:50:30 AM »

v0.6.1 released today - Save Game compatible
   - Fixed a mount mismatch on the Azadian front hardpoints- TY Toad for noting it and letting me know
   - Fixed a graphics error with the nonex version of the mod - TY denil380 for informing me and sorry for the hassle it caused you
   - Removed the STRIKE hint on the Ion Burst - Initially this weapon was slow firing but the current version no longer needs this tag
   - Changed the primary role of the Pulse Blaster to Anti-Armor and the Ion Burst to Anti-Shield - Had them as General which is for energy weapons

My apologies for the mistakes involved with this mod. It is my latest and most prone to these little errors as I am a lone mod maker with multiple mods to oversee and sometimes the trees get to be so many I cannot see them. ;)

Enjoy!

EnigmaniteZ

  • Commander
  • ***
  • Posts: 136
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.6.1 08/26
« Reply #42 on: November 25, 2024, 03:14:53 PM »

smol typoish thing:
TTSC Plasma beam has an underscore in the display name
Logged
Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

Dazs

  • Admiral
  • *****
  • Posts: 1201
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.6.1 08/26
« Reply #43 on: November 25, 2024, 06:35:15 PM »

smol typoish thing:
TTSC Plasma beam has an underscore in the display name
Whoops, I just checked the file and yes you are correct. I'll add it to the next update but in the mean time you can go to data\weapons and open the file weapon_data.csv and change line 14 from TTSC_Plasma Beam to TTSC Plasma Beam if it is an OCD emergency. :)

TY for the comment, small things always seem to get by me for some reason and I apprecaite when players notice and let me know.

KalHirol

  • Ensign
  • *
  • Posts: 14
    • View Profile
Re: [0.97a] Tri-Tachyon Expansion - V0.6.1 08/26
« Reply #44 on: December 17, 2024, 05:51:29 PM »

Ive been using this mod for a few days and I have no big complaints  8)

But I wanted to give you the same feedback that I gave to another mod (Diktat) because I think you have the same problem.
And that is that I think basically all ships added are overpriced in terms of DP to power ratio by about 2-3 points.

I have found and looked at many ships and I understand they get a hullmod buff, but I cannot really justify using these ships simply because they cost to many deployment points.
Its not a big deal but I think basically all ships are overpriced by 2 points at least and they cannot even compete with vanilla ships like the Heron for example (or the Eagle).

And they most definitely cannot compete with any modded ships which are usually overpowered.

Its kinda sad because in my current endgame fleet there is not a single Tri-Tachyon ship, while I am using vanilla, PMM/Pirate, luddic path, imperium, tahlan, diktat, redacted, Kazeron and Big Beans ships.

I think all Tri-Tachyon ships, except for very small ones, should cost 2-3 points less in terms of deployment points.

Because like I said even just comparing them to Heron, Condor, Eagle or Sunder from the base game I dont see myself ever using these ships because of their bad power ratio.

Also on a side note I think the IR PD pulse laser is little bit to strong.
Its basically a IR pulse laser for -1 OP and it gets the point defense tag which can be exploited by putting an AI or officer with elite point defense on there => laser with +200 base range kinda op.
If you have an officer or AI ship and you have a small energy slot there is not a reason to put anything else on there because it is PD on one hand and a good energy weapon on the other hand with the +200 range buff and it costs 4 OP instead of 5  ;D

But in general thank you for making this mod, I think all ships are pretty cool and since the TT bases are finally to be found Im making good money selling them all my cores  ;)
« Last Edit: December 17, 2024, 05:53:37 PM by KalHirol »
Logged
Pages: 1 2 [3] 4