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] 5 6

Author Topic: [0.98a] NEON's Ship Pack (v3.0.1)  (Read 62404 times)

|NEON|

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: NEON's Ship Pack (v2.3)
« Reply #45 on: February 12, 2025, 01:25:53 AM »

the Invictus (XIV)'s improved ablative armor hullmod only cuts the armor rating to 50% instead of the normal ablative armor's 10%, this results in the invictus XIV having an unreasonablely high amount of actual armor (5000,not counting further improvements like the armored weapon mounts hullmod), and makes the ship very unfair to fight against
I'd suggest the improved ablative armor hullmod be nerfed to like maybe reduce the armor rating to 15% or something, unless the OP-ness of the ship is intented

It is kinda intended given the fact there's currently only one that you can face in it's own custom fleet, and can only be acquired via a rare blueprint otherwise. But I am probably going to end up tweaking it, yes
Logged

Village

  • Ensign
  • *
  • Posts: 26
    • View Profile
Re: NEON's Ship Pack (v2.3)
« Reply #46 on: February 12, 2025, 03:09:12 PM »

the Invictus (XIV)'s improved ablative armor hullmod only cuts the armor rating to 50% instead of the normal ablative armor's 10%, this results in the invictus XIV having an unreasonablely high amount of actual armor (5000,not counting further improvements like the armored weapon mounts hullmod), and makes the ship very unfair to fight against
I'd suggest the improved ablative armor hullmod be nerfed to like maybe reduce the armor rating to 15% or something, unless the OP-ness of the ship is intented

It is kinda intended given the fact there's currently only one that you can face in it's own custom fleet, and can only be acquired via a rare blueprint otherwise. But I am probably going to end up tweaking it, yes

Oh, was just curious if it's supposed to be in the same custom fleet or if it's a different one. Reason I ask is after starting a new save the fleet where you normally see it in Corvus doesn't have the new Invictus but a Nebula instead.
Logged

|NEON|

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: NEON's Ship Pack (v2.3)
« Reply #47 on: February 12, 2025, 03:12:06 PM »

the Invictus (XIV)'s improved ablative armor hullmod only cuts the armor rating to 50% instead of the normal ablative armor's 10%, this results in the invictus XIV having an unreasonablely high amount of actual armor (5000,not counting further improvements like the armored weapon mounts hullmod), and makes the ship very unfair to fight against
I'd suggest the improved ablative armor hullmod be nerfed to like maybe reduce the armor rating to 15% or something, unless the OP-ness of the ship is intented

It is kinda intended given the fact there's currently only one that you can face in it's own custom fleet, and can only be acquired via a rare blueprint otherwise. But I am probably going to end up tweaking it, yes

Oh, was just curious if it's supposed to be in the same custom fleet or if it's a different one. Reason I ask is after starting a new save the fleet where you normally see it in Corvus doesn't have the new Invictus but a Nebula instead.

Oops! Must have forgotten to change the id correctly
Will change it asap
Logged

Village

  • Ensign
  • *
  • Posts: 26
    • View Profile
Re: NEON's Ship Pack (v2.3)
« Reply #48 on: February 12, 2025, 03:42:27 PM »

the Invictus (XIV)'s improved ablative armor hullmod only cuts the armor rating to 50% instead of the normal ablative armor's 10%, this results in the invictus XIV having an unreasonablely high amount of actual armor (5000,not counting further improvements like the armored weapon mounts hullmod), and makes the ship very unfair to fight against
I'd suggest the improved ablative armor hullmod be nerfed to like maybe reduce the armor rating to 15% or something, unless the OP-ness of the ship is intented

It is kinda intended given the fact there's currently only one that you can face in it's own custom fleet, and can only be acquired via a rare blueprint otherwise. But I am probably going to end up tweaking it, yes

Oh, was just curious if it's supposed to be in the same custom fleet or if it's a different one. Reason I ask is after starting a new save the fleet where you normally see it in Corvus doesn't have the new Invictus but a Nebula instead.

Oops! Must have forgotten to change the id correctly
Will change it asap

Haha no worries! The only other thing that I noticed was the autofit for the Mace's standard layout having missile autoloader instead of expanded missile since that what I'm assuming is intended since it only has medium missile slots.

Will report anything else I find!
Logged

Village

  • Ensign
  • *
  • Posts: 26
    • View Profile
Re: [0.97a] NEON's Ship Pack (v2.6.1)
« Reply #49 on: March 01, 2025, 03:32:06 PM »

Sweet, will have to play around and try out the Hammerhead variant!
Logged

|NEON|

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: [0.97a] NEON's Ship Pack (v2.6.1)
« Reply #50 on: March 01, 2025, 03:43:43 PM »

Sweet, will have to play around and try out the Hammerhead variant!

I do hope you enjoy it!
Logged

c00lgal07

  • Ensign
  • *
  • Posts: 2
  • If I could change my actual username, I would.
    • View Profile
Re: [0.97a] NEON's Ship Pack (v2.6.9)
« Reply #51 on: March 11, 2025, 11:03:40 PM »

I remember writing some things for this! I completely forgot about it until I saw who posted it!


The Benard lives on, hunting those that COMSEC refuses to acknowledge exists.
Logged

Cryovolcanic

  • Captain
  • ****
  • Posts: 456
    • View Profile
Re: [0.98a] NEON's Ship Pack (v2.7.4)
« Reply #52 on: April 06, 2025, 07:31:57 AM »

Did you just nerf the Sentinel ships from vanilla by making them cost 4-5 DP more? In exchange for +5% flux?

Or do they get some other benefit?

IMO this is an awful change. Why are you messing with stuff from vanilla?
Logged

|NEON|

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: [0.98a] NEON's Ship Pack (v2.7.4)
« Reply #53 on: April 06, 2025, 11:01:08 AM »

Did you just nerf the Sentinel ships from vanilla by making them cost 4-5 DP more? In exchange for +5% flux?

Or do they get some other benefit?

IMO this is an awful change. Why are you messing with stuff from vanilla?

I chose to give them extra DP cost with their hullmod because, with their no_auto_penalty tag, they can utilize ai cores with no penalty to their CR and without the automated ships skill. This is, of course, stronger than the base XIV hulls, which is why I made the change.
Logged

sigvard

  • Ensign
  • *
  • Posts: 42
    • View Profile
Re: [0.98a] NEON's Ship Pack (v2.7.4)
« Reply #54 on: April 06, 2025, 11:18:12 AM »

Thank you for you work on the ship pack, been using it recently and I like several of the designs

The absolution is my favorite looking ship in the pack, flows well, almost has a fish motif to it. The XIV Invictus is good fun as well.

I would definitely chime in with agreeance that I would highly prefer vanilla stuff to not be touched, as it's by its nature of vanilla balanced exactly as intended, and its unexpected to find a mod changing something outside of scope. The sentinels also have non-removable D mods to reflect their strange nature already. I'm unsure if this was something done a long long time ago or recently, just noticed a comment on it, and haven't played around with the sentinel fleet in 0.98 yet.

Logged

|NEON|

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: [0.98a] NEON's Ship Pack (v2.7.4)
« Reply #55 on: April 06, 2025, 11:23:35 AM »

Thank you for you work on the ship pack, been using it recently and I like several of the designs

The absolution is my favorite looking ship in the pack, flows well, almost has a fish motif to it. The XIV Invictus is good fun as well.

I would definitely chime in with agreeance that I would highly prefer vanilla stuff to not be touched, as it's by its nature of vanilla balanced exactly as intended, and its unexpected to find a mod changing something outside of scope. The sentinels also have non-removable D mods to reflect their strange nature already. I'm unsure if this was something done a long long time ago or recently, just noticed a comment on it, and haven't played around with the sentinel fleet in 0.98 yet.

Thank you! The Absolution is my favorite, too.

And, changes to the XIVictus' improved ablative armor hullmod are also coming in the next update, as I'm reducing it down from 0.5 to 0.3, meaning 30% effectiveness instead of 50%.

On the topic of Safeguard's DP changes, though, they've been a feature of the XIV-A hullmod since the mod's initial release, so it's not a recent change by any means
Logged

Cryovolcanic

  • Captain
  • ****
  • Posts: 456
    • View Profile
Re: [0.98a] NEON's Ship Pack (v2.7.4)
« Reply #56 on: April 06, 2025, 12:28:59 PM »

Obviously, it's your mod and you can do whatever you want.

I personally prefer Alex's vision of how ships he designed should be used in the game he made. I appreciate the effort you put into creating content at no charge for the enjoyment of others, but I don't like you making changes to Alex's stuff. As far as I know, 99% of ship packs out there only add new things, but don't change or remove things from vanilla. That was also my expectation with your mod.

I won't be using your mod going forward.
Logged

|NEON|

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: [0.98a] NEON's Ship Pack (v2.7.4)
« Reply #57 on: April 06, 2025, 12:31:48 PM »

Obviously, it's your mod and you can do whatever you want.

I personally prefer Alex's vision of how ships he designed should be used in the game he made. I appreciate the effort you put into creating content at no charge for the enjoyment of others, but I don't like you making changes to Alex's stuff. As far as I know, 99% of ship packs out there only add new things, but don't change or remove things from vanilla. That was also my expectation with your mod.

I won't be using your mod going forward.

Very well, then
Logged

Island

  • Ensign
  • *
  • Posts: 31
    • View Profile
Re: [0.98a] NEON's Ship Pack (v2.7.4)
« Reply #58 on: April 11, 2025, 05:23:56 AM »

I like the designs
Spoiler
(except the upside down Onslaught I'm sorry)
[close]
, and some ships like Explorator, Wolf and small Invictus fits really well into vanilla, so I don't mean to sound only negative when I say that a lot of ships seem to be overpowered at the moment.

Most have too many OP, while otherwise pretty on par with vanilla.
Grox - has nowhere near Ox's logistical footprint, while being a double use combat + logistics ship. The other addition - capital combat hauler has appropriately increased logistics cost, so I feel like it would make sense for combat tug also being more expensive to run than normal tug.
Invictus XIV - ridiculously OP, as other users mentioned. IMO it's way too strong even if you replaced it with normal 10% armour, because just having 6 large missile is kinda bonkers. In this state (or even with 30% armour) it's taking forever to bring down as an enemy, and ez win as your capital.

Like don't get me wrong, it's perfectly fine to mod OP ships, but then you probably shouldn't call it Vanilla+
Logged

|NEON|

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: [0.98a] NEON's Ship Pack (v2.7.4)
« Reply #59 on: April 11, 2025, 09:01:53 AM »

I like the designs
Spoiler
(except the upside down Onslaught I'm sorry)
[close]
, and some ships like Explorator, Wolf and small Invictus fits really well into vanilla, so I don't mean to sound only negative when I say that a lot of ships seem to be overpowered at the moment.

Most have too many OP, while otherwise pretty on par with vanilla.
Grox - has nowhere near Ox's logistical footprint, while being a double use combat + logistics ship. The other addition - capital combat hauler has appropriately increased logistics cost, so I feel like it would make sense for combat tug also being more expensive to run than normal tug.
Invictus XIV - ridiculously OP, as other users mentioned. IMO it's way too strong even if you replaced it with normal 10% armour, because just having 6 large missile is kinda bonkers. In this state (or even with 30% armour) it's taking forever to bring down as an enemy, and ez win as your capital.

Like don't get me wrong, it's perfectly fine to mod OP ships, but then you probably shouldn't call it Vanilla+

A lot of the balancing is held-over from when I didn't know as much about the game's balancing and was just kind of throwing stuff at the wall, so-to-speak. I've been adjusting them overall over the past couple of weeks while working on the next update to the mod, so I do appreciate the input.

As for the Invictus (XIV), it isn't integrated into the .faction file of the Hegemony and spawns only in a unique fleet within the Corvus system, as well as having the rare_bp tag for the event in which the fleet is destroyed and the player doesn't get the derelict. My thought process behind it is that since it's unique, and the player can only make more if they're at an end-game level anyways(needing a developed colony with heavy industry), it has more of an excuse to be as strong as it is.

That doesn't mean I won't be nerfing it, of course, as I am still adjusting it's balancing. I just wanted to explain my reasoning and thought process behind it. Once again, thank you for the input!
Logged
Pages: 1 2 3 [4] 5 6