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

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Author Topic: [0.98a] Missing Ships Mod 2.0.4a  (Read 62802 times)

IceFire

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[0.98a] Missing Ships Mod 2.0.4a
« on: December 19, 2024, 12:56:04 AM »

Click me
The update is not safe compatible.

Hello,

just some ships to either plug perceived holes in the range of ships, or to add faction specific ships.





Spoiler
Capital ships

Paradigm

Midline Fast Battleship, with 3 large centerline Ballistic mounts and a large missile hardpoint, very flexible. Improved PD armor and shields. Slower.
Spoiler

Paradigm Process 0.9.1-0.97
[close]

Allegiant

Heavy Carrier. Focus on pilot survivability. High strike capability.

Chrysaor

Fleet Carrier, either with decend support weapons, pd or limited direct striking capability.

Cruiser

Scoophead

Large Hammerhead

Small Crafts

Claymore

A Superheavy Strike Craft, with high range and good staying power.

Cutlass

DEM Strike Fighter.

[close]



Spoiler
Cruisers

Gamble

Heavy escort cruiser, with slim support profile for traders and other independent fleets

Hawk

Training Carrier used in actual combat by traders or other independent fleets, slim support profile.

Destroyers

Nyx

Affordable destroyer escort, slim logistical profil.

Buffalo Mk3

A major conversion of the standard Buffalo-class freighter hull, the Mk.III sacrifices almost all of its cargo capacity in exchange for mounting twin Fighter Bays.

[close]



Spoiler
Cruisers

Venture (A)

Fully Militarized.

Colossus (A)

Militarized.

Destroyers

Condor (A)

Slight adjustments.

Mule (A)

Slightly Uparmored.

Frigates

Mudskipper (A)

Militarized wing carrier.

Lasher (A)

Missile mounts converted to ballistic.

Fighters

Broadsword Mk.II

Broadsword, with two fighter swarmers added

[close]



Spoiler
Cruisers

Starliner Mk.III

Fast makeshift carrier.

Dominator (LP)

Fast Missile Cruiser.

Destroyers

Condor (LP)

Fast Carrier.

Frigates

Wolf (LP)

Convoy hunter, with stripped down technologie.

Mercury (LP)

Path supplyfleet runner. (Should only spawn in those).

Hermes (LP)

Path supplyfleet runner. (Should only spawn in those).

Mudskipper Mk.III (LP)

High speed missile boat. Naturally with build in hammers.

Small Craft

Snake

Superheavy makeshift bomber.
[close]



Spoiler
Capital ships

Atlas Mk.III (P)

Heavy carrier for pirates.

Cruisers

Starliner Mk.II (P)

Reconnaissance and electronic warfare support carrier.

Destroyers

Nebula Mk.II (P)

Electronic warfare support carrier.
[close]



Spoiler
Large weapons
Atropos TVAT

Salamander Barrage

Heavy Graviton Beam

Varunastra(Not active)

Medium weapons
Swarmer SRM Launcher

Mjolnir SB

Atropos Pod

Small weapons
Stub
Stub
Strike Craft
Zweihander DEM Bomber

Slow, no shield, logistically taxing but packing a punch.
[close]



Spoiler
Management of spawning of the supers in factions the idol at all and weather or not the supers  are boardable can be achived via the new executables in the missing supers mod folder. Checking if the idol will load or not or if the supers are boardable will have to be done manually for now but markers after a # in the second line of the concerning json in the factions folder and csv in the hulls folder have been added. The faction files should be selfexplainatory. Executables for mac and linux can be found in the so named folders they have to be moved out into the missing supers folder to be executed.

The baseline is: idol does not spawn, the supers are unboardable and wont spawn in factions they will always be discoverable as blueprints.

Superlarge Vessels

Triumph

Midline Weapons Platform, carrying 3 long range dual gauss cannons and 2 lrm dem missiles tube arrays.  A rarely used system subjugator and symbol of domain power. (the model and looks of the build in missiles and tubes is still not done)
Spoiler

Progress up to 0.97a
[close]

Crescendo

Midline strike platfrom, self explainatory. Boosted strike craft damage through shipsystem

Anchor

Exploration Vessel, originaly used for the rare occasion that a survey mothership and its drones found something of such note, that it had to be investigated befor the colonization fleets arrived.

Sovereign

Old Weapons Platform reportedly, used to intimidate newly accuired systems or, subjugate rebelling ones on occasion.

Ragnarok

A gargantuan platform with no clear manufacturer could be a modifyed mass coveyor of old.
Spoiler

The one below is Special Edition or circumstances only.
[close]
[close]


Download

Link to version 0.98a
Link to version 0.97a

Special Editions:
Spoiler
Click me

This Edition and the regular version can be run side by side
Credits:
Nautilus81-Original-DESCRIPTION OF SHIPS:Staple, Albatross/Pelican, Atlas Mk.III,Patrol Craft,Expedition,Buffalo Mk.III,Nyx, Pelagornis, Ragnarok
Archaeon-Original-DESCRIPTION OF SHIPS:Broadsword Mk.II, Colossus, Condor, Mudskipper, Mule, Nagato, Nail, Nebula Mk.II, Starliner Mk.II, Venture, Pirate Venture
[close]






Spoiler
Upcoming ships:
Spoiler
[close]
2.0.4-20.04.25-09.05.25:
Ships:
Allegiant: Front bays sprite harmonised with the rest and a general bow sprite improvement. Shipcore sprites harmonised with conquest parts.
Paradigm: Entire shipcore sprites harmonised with conquest parts.
Scoophead: Scoophead Fast-Cruiser/Cruiser added
Buffalo Mk3: Hangar sprite coverage increased even further.
Wolf LP: more spritework done.
Snake: sprite cleaned up.
Mudskipper LP: done something to the sprite.
Weapons:
Single Barrel Mjolnir: Weapon Body size increase.
Octuple Machine Gun: activated. Micro update range increased to 600. Thx scarface.
Atropos Pod: added.
Website:
Varunastra plus note added. It was a failure but the files are still accessible.
Mod files:
Readme added

2.0.3 Hotfixes:
Ships:
Paradigm: Independent Spawn rates adjusted (hopefully no paradigm only merc fleets)
Many many bug fixes.
2.0.3-07.04.25-20.04.25:
Ships:
Paradigm: Price raised to 400000, added to independent markets should be very extremly rare.
Allegiant:Price raised to 400000, Ship text adjusted, added to independent markets should be extremly rare.
idol: increased mass to 16000, and changed manouverability
Weapons:
Heavy Graviton Beam: Flux per second raised to 260
Regular version:
Management of spawning of the supers in factions the idol at all and weather or not the supers  are boardable can be achived via the new executables in the missing supers mod folder. Checking if the idol will load or not or if the supers are boardable will have to be done manually for now but markers after a # in the second line of the concerning json in the factions folder and csv in the hulls folder have been added. The faction files should be selfexplainatory. Executables for mac and linux can be found in the so named folders they have to be moved out into the missing supers folder to be executed.
The baseline is: idol does not spawn, the supers are unboardable and wont spawn in factions they will always be discoverable as blueprints.
Retro version:
Pelagornis sprite put back into place
Ergonomics:
Added Version Checker intigration added
Direct download link added to version checker file
Missions:
Bad Timing: Changed a ship name

2.0.2-09.03.25-30.03.25:
Ships:
Reaper: added back unchanged as an optional vessel. Will be activated with for now with the boardables ship.csv
Nebula Mk.II (P): visuals adjusted
Condor (A): visuals adjusted. Stats changed back to vanilla stats. Stats changed back to the vanilla stats
Lasher (A): visuals adjusted. Stats changed back to vanilla stats. Stats changed back to the vanilla stats. Missile mounts changed to ballistic. Removed ballistic range finder.
Venture (A): hullmod changed to militarised subsystems. Stats changed back to the vanilla stats
Mudskipper (A): hullmod changed to militarised subsystems. Stats and arcs changed back to the vanilla stats. Launch bay added shipsystem changed to flare launcher hints to "CARRIER, LINER" behaviour. Mount changed to composite. DP increased to 4. visuals adjusted.
Colossus (A): hullmod changed to militarised subsystems. Stats changed back to the vanilla stats
Mule (A): hullmod removed. Stats changed back to the vanilla stats. Build in armored weapon mounts
Triumph: Small aft mount sprites changed to 9 (3) o clock -i finally understood Kokadosh-
Hawk: Left small missile hardpoint changed into an actual hardpoint. Bounds, shields and collision radius adjusted.
Crescendo: Shipsystem reverted back to targeting feed on everythign with hangars.
Triumph: More work done on aft, dual gauss center pushed further to the back.
Ragnarok: Some sprite rework done on the front and secondary bay modules.
Weapons:
Mjolnir SB: shot/energy reduced to 500
Website:
Old thread changed reverted to 0.96 look due to the emergence of legacy mod index.
New version:
Special version added with many of the 0.97 changes reverted back and non modular supercapitals, Due to the work starting a few hours befor the 0.98 release it will release in that version.
Missions:
Stopped showing bad timing mission over last hurra as i think that the method i used to achive that might mess with the listing of missions from other mods. It will now be displayed at the bottom like all other mod missions.

2.0.1 Hotfixes:
Mjolnir SB: flux per shot raised to 550
Chrysaor: changes now actuall  included
Zweihander: Removed from midline ship.csv

2.0.1-02.01.25-09.03.25 A Hotfix to add somestuff and to fix mistakes you guys or I find is pretty likely. Just keep the last version around in a backup folder for a while.
General Changes
-Cutlass: Cutlass dual machine gun changed to machine gun. Cutlass is now a DEM Strike Fighter, hull and armor reduced by 200 and 10. cutlass rr reduced to 15 range reduced to 4750 overall manouverability reduced. Added no weapon flux hullmod to cutlass.
-Chrysaor: Crysaor max flux reduced to 13750 op points increased to 240 armor increase to 1100 hullpoints increased to 10500 Flux vents reduced to 700 Chrysaor redesign. Deployment points increased to 45 turn acc reduced to 4 accel reduced to 25 max turn reduced to 7.
-Paradigm: Adjusted mount idnumbers on Paradigm. Paradigm all variants adjusted so that they use broadsides when appropriate. Paradigm armor around medium missile launchers adjusted. Paradigm observation bridge adjusted, advanced turret gyros build in.  Paradigm armor reduced to 1500 flux reduced to flux cap 22000 hitpoints reduced to 15000 .
-Ragnarok: Path markings removed from ragnarok completely. Ragnarok the bonk is back and exactly like it was in 0.9.1.
-Anchor: added delicate machinery to the 2 industrial and the core ship.
-Broadsword MkII: missile position adjusted. Broadsword Mk2 crew increased to 2
-Triumph: missile now look like they can fit dragon warhead and missiles are now hidden "in the tubes", tubes now have "shadows on the tube "below" it. Dual gauss weird looking shape comming from the wird shine put on it mittigated by flipping the barrels glow adjusted. Triumph middle of the front reworked to high hull points of left/right bow module reduced to 10000 Module and core size exchanged. Triumph observation deck (bridge) look adjusted. Triumph aft visuals improved. 2nd Triumph variant (for now) based on Kokadoshs variant.
-Sovereign: corner propulsion flux cap reduced to 10000 battery flux cap increased to 16000.
-Atlas Mk3: weapon arcs adjusted.
-Wolf (Path): safety overrights bulid. Engine Shield Center on the wolf path adjusted to wolf vanilla look aditional thrusters added. Wolf LP redrawn.
-missp_idol now missp_continuum done might be nerfed if I ever make something bigger at the moment it is the replacement for the reaper as i try to use as little ai sprites as possible and knowingly havent yet.
-Allegiant redesign reclassification rebalance displayed class name fix. Allegiant flux cap reduced to 10000 dissipation reduced to 500 Allegiant and Chrysaor Skeleton Crew reduced by 200 and 275.
-venture pirate: will be removed as it is not "missing". Allegiant DP points increased to 55.
-Missing weapons modpack created contents: Atropos large, salamander large, graviton large, swarmer medium, mjolnir single barrel, atropos medium.
-Mjolnir sb: name adjusted, per shot flux damage increased to 550
-Gamble: Gamble renamed to that. Price adjusted.
-Zweihander DEM 2 Gorgon Launchers created.
-Warliner: now Hawk class Carrier. Redesigned
-Buffalo Mk3: touched up. 2 small missile launchers added
-Crescendo: temporary pelagornis rework created.
-Dominator: path ship system changed to fast missile racks, flux capacity reduced to 5000 vents to 200.
Bug Fixes:
-Super Ship modules now show up on the superships in the production and doctrin ship lists not only looking better but making them easier to find in the production screen.
-Snake: rr reduced to 17
Other Changes:
-All platforms now hidden in codex.
-Mod icon changed.
-Link to version 0.9.1 fixed.
-Ship spawn rarity (especially) in fleets now actually reduced. All faction files updated to current layout.
-Modular ship strike craft control now implemented.
-Slowdown upon module loss has been implemented.
-Icon changed of, the linked hullmod.
-Operations center removed from all supersized vessels.
-Modules while now appear as frigates to the enemy ai (at least they should, its beyond me how to test that) if not the module size will go back down in the next one.
Lore:
-Claymore, Paradigm, Chrysaor, Triumph, Allegiant have had their text rewritten. Other text have been added as well. Some text will be held back for now. Bad Timing Mission text adjusted.
General notes:
-Linked Hull: Turns out there was no difference between the prercompiled and uncompiled files. Still had to put some work in to get things to work. Weapon control is not in the works as it was not actually part of SWP Linked Hull.
-Factions files have been added to the data/world folder to make super ships spawn again you have to move alll the faction files out of the world/factions/Ai usable folder in to the world/factions folder.
If you then also replace the ship csv in the data/hulls folder with the ship.csv in the folder data/hulls/boardable super vessels will become salvagable.
-This update will replace the current 0.97 version.
-There are changes that slipped through the cracks or where to small to mention. For example loads of changes for the supersized ships are unmentioned.

2.0.0-18.12.2024 IceFire takes over mod.
-Lots of small things i did befor taking notes or just where not of note not mentioned here.
-Superships now multipart vessels. The ships speed gets reduced when propulsion modules get destroyed.
-Nagato renamed to Triumph. Triumph designition changed to Artillery Platform.Siege Coil Gun renamed to Siege Gauss Cannon.
-Dominion renamed to Sovereign. Sovereign designation changed to Assault Platform.
-Anchor designation changed to Expedition Vessel.
-Pelagornis removed (might be added back).
-Ragnarok designetion now Improvised Weapons Platform. Shipsystem now changed to dynamic_stabilier.
-Pelican renamed to Allegiant, Allegiant flux dissipation reduced to 1100 speed increased to 45 mass reduced to 2800.
-Staple renamed to Paradigm, Paradigm shield efficency improved to 1.3, max fuel reduced to 350, 4 small energy and 2 medium missile mounts removed, reduced op points to 315,reduced armor to 1550 and hull to 17500, reduced burnfactor by 1, some weapon arcs changed , number 1 (old number 2) large ballistic turret moved forward a pixel, added large missile hardpoint.
-Removed unnecessary ships that weakend the fleets that used them or did not fit the mods stated purpose.
-Crysaor price reduced to 310000, cargo reduced to 345.
-Cutlass Space Superiority Fighter added.
-id_idol removed for redesign.
-claymore shields and armor reduced reduced to 900.
-(hopefully) fixed the msm ships blocking other ships from spawning.
-added safety overrights to path mudskipper.
-Starliner MkIII  added a wing.
-Lowered fleet points of all heg aux to one over their regular version, reduced op to vanilla levels.
-Mule (A) Slower, cargo reduced to 225.
-Venture (A) speed lowered to 35.
-Raised condor (A) armor by 200 reduced speed by 5.
-Colossus (A) should now behave like a civilian freighter, ship speed reduced by 5, reduced Colossus (A) op by 5.
-Lasher speed lowered by 5.
-Release day fixes to the missile tubes.
-Starliner MkII decreased wings to 1. Removed Civ hullmod. Removed ecccm and high resolution sensors.
-Civie Buffalo Tech Level changed to midline, engine style also changed to midline.
-Nebula Mk.II removed civ hullmod. Removed Civ hullmod. Removed eccm.
[close]
« Last Edit: Today at 11:56:09 AM by IceFire »
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Dazs

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Re: [0.97a-RC11] Missing ships mod 2.0.0 19/12/24
« Reply #1 on: December 19, 2024, 09:38:30 AM »

Hey IceFire
I understand why scarface needed to step away and I wanted to thank you for taking on direct stewardship of the mod with it's own page with your updates. Looking forward to giving it a run after the holidays (and I am done my backlog of mod updates :) )

IceFire

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Re: [0.97a-RC11] Missing ships mod 2.0.0 19/12/24
« Reply #2 on: December 19, 2024, 12:24:37 PM »

Hey IceFire
I understand why scarface needed to step away and I wanted to thank you for taking on direct stewardship of the mod with it's own page with your updates. Looking forward to giving it a run after the holidays (and I am done my backlog of mod updates :) )
Thanks for all the tips and guidance. Looking forward to your feedback when you are done.
« Last Edit: December 21, 2024, 11:31:51 AM by IceFire »
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EnigmaniteZ

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Re: [0.97a-RC11] Missing Ships Mod 2.0.0 19/12/24
« Reply #3 on: December 25, 2024, 03:39:42 AM »

do you have github set up for this mod? plenty of text stuff to fix (bad grammar, mostly) and github would make contributions to much easier
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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)

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itsANHonor

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Re: [0.97a-RC11] Missing Ships Mod 2.0.0 19/12/24
« Reply #4 on: December 27, 2024, 05:49:00 PM »

I'm having trouble even loading this mod. Currently using TriOS+Java23. My load order is very heavy so there's a chance this set of mods is the straw that broke the camel back, but I wanted to flag this if other people are running into this.

Edit: Well modding be modding. I removed all these mods and then added them back one at a time... and it all works now. So if anyone else is running into issues, give it a shot.
« Last Edit: December 27, 2024, 06:24:34 PM by itsANHonor »
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Kokadosh

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Re: [0.97a-RC11] Missing Ships Mod 2.0.0 19/12/24
« Reply #5 on: December 28, 2024, 08:56:40 AM »

Hi, as someone who played alot with the OG version, I have some questions:
1. Is there any plans on making a High-tech super ship?
2. The pelagorin is removed and you said there might be a chance of it being added back. So if it does come back, will you redesign it like how you did with the triumph?

Btw, I like the design of the Triumph. Good work!
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IceFire

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Re: [0.97a-RC11] Missing Ships Mod 2.0.0 19/12/24
« Reply #6 on: December 28, 2024, 03:09:04 PM »

do you have github set up for this mod? plenty of text stuff to fix (bad grammar, mostly) and github would make contributions to much easier
No to github. Most grammar wont be fixed in this (0.97) update, however grammar and many ship texts will be completly rewritten for the next one.
Hi, as someone who played alot with the OG version, I have some questions:
1. Is there any plans on making a High-tech super ship?
2. The pelagorin is removed and you said there might be a chance of it being added back. So if it does come back, will you redesign it like how you did with the triumph?

Btw, I like the design of the Triumph. Good work!
One supersized ship "which is not the pelagronis" is behing redesigns. I have some ideas but the pelagroins is at the back of my list. Happy to hear that you like it.
« Last Edit: March 29, 2025, 04:51:56 AM by IceFire »
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anti-iridium

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Re: [0.97a-RC11] Missing Ships Mod 2.0.0 19/12/24
« Reply #7 on: December 29, 2024, 09:11:15 AM »

Stupid question, other than dropping the 6 individual folders into the mods folder, and selecting the six mods, do i need to do anything else to get this running?
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IceFire

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Re: [0.97a-RC11] Missing Ships Mod 2.0.0 19/12/24
« Reply #8 on: December 29, 2024, 11:48:39 PM »

Stupid question, other than dropping the 6 individual folders into the mods folder, and selecting the six mods, do i need to do anything else to get this running?
No. Best experience comes with Nexerelin. But that goes for the entire game.
« Last Edit: January 02, 2025, 03:30:42 PM by IceFire »
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Reaver_666

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Re: [0.97a-RC11] Missing Ships Mod 2.0.0 19/12/24
« Reply #9 on: January 01, 2025, 07:02:50 AM »

It's good to see that this mod wasn't abandoned. I am testing it out, as we speak. I was going to say that it was sad to see The Nagato go, but after closely at the new ship, it seems it was reforged into something better. I look forward to testing it out and with new updates hopefully coming later this new year. Thank you, IceFire. :)

Edit: A couple of things I'll say about the Triumph is that it lives up to it's name, just as The Nagato did before. I'm already having a fun time with the ship. I only have one concern for the ship (or at least in terms with the super capital ships, in general). I don't see the need and use of the modular system the ship has (that also applies to the Anchor and Ragnarok). Unless the seperate modular parts of the ship is used to evenly distribute the Ordnance Points to add more weapons to the ship, I can see the need for it. But I don't see the benefit in it.
« Last Edit: January 02, 2025, 09:20:41 AM by Reaver_666 »
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GoldenGlory

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Re: [0.97a-RC11] Missing Ships Mod 2.0.0 19/12/24
« Reply #10 on: January 01, 2025, 02:42:36 PM »

i just want to say how much i appreciate you having the consideration to make each section of ships into its own mod. so many of these add in a ton of cool ships, but they add in a bunch of super ships too that bork the balancing or even just something that doesnt work with the current setup, so i really appreciate being able to mix and match them to suit
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IceFire

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Re: [0.97a-RC11] Missing Ships Mod 2.0.0 19/12/24
« Reply #11 on: January 02, 2025, 02:28:00 PM »

It's good to see that this mod wasn't abandoned. I am testing it out, as we speak. I was going to say that it was sad to see The Nagato go, but after closely at the new ship, it seems it was reforged into something better. I look forward to testing it out and with new updates hopefully coming later this new year. Thank you, IceFire. :)

Edit: A couple of things I'll say about the Triumph is that it lives up to it's name, just as The Nagato did before. I'm already having a fun time with the ship. I only have one concern for the ship (or at least in terms with the super capital ships, in general). I don't see the need and use of the modular system the ship has (that also applies to the Anchor and Ragnarok). Unless the seperate modular parts of the ship is used to evenly distribute the Ordnance Points to add more weapons to the ship, I can see the need for it. But I don't see the benefit in it.
Ships with super values, which supercapitals would have where i to combine the individual values, mess with the calculations from skills and to some extend hullmods, making the ships really imbalanced.

The Triumph would have been the Nagato had scarface stayed. The name change was made a few hours befor release. I changed the names i didnt like to something imo more fitting but still similar to the old name.
i just want to say how much i appreciate you having the consideration to make each section of ships into its own mod. so many of these add in a ton of cool ships, but they add in a bunch of super ships too that bork the balancing or even just something that doesnt work with the current setup, so i really appreciate being able to mix and match them to suit
Splitting the mod was not my idea I would have tried to make every single ship toggle able from a settings file, something I am not even now sure if it is possible. Splitting the mods removed the need to do so.

I would not say the superships are borking the balance instead they are doing what it says on their tin. I did change the classification because no ship is supposed to be more powerful than the paragon. While some vanilla description are not consistend among themself, i did try to balance the all the ships around what they say.

I did and will continue to play around with the values to make it really annyoing to travel far with a platforms (exept the anchor) outside of perfoming a system hop and than taking said system, which is their purpose. Think of the anchor as a B5 Explorer class. You should not be able to patrol in these; instead you should keep them in storage until they are needed. The ship discription will state as much.

Which ships do not work with the current vanilla setup?

Attached is the "Triumph" a month after i started working on it december 2023. I had the overall look down quite quickly the details and the linked engines and failing at linking up weapons shipsystemengine effects or fighters took the rest of the time or in other words i am not going to unmake the multipart ships.

[attachment deleted by admin]
« Last Edit: March 06, 2025, 03:40:32 AM by IceFire »
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Reaver_666

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Re: [0.97a-RC11] Missing Ships Mod 2.0.0 19/12/24
« Reply #12 on: January 02, 2025, 07:05:50 PM »


Ships with super values, which supercapitals would have where i to combine the individual values, mess with the calculations from skills and to some extend hullmods, making the ships really imbalanced.

The Triumph would have been the Nagato had scarface stayed. The name change was made a few hours befor release. I changed the names i didnt like to something imo more fitting but still similar to the old name.


Ok. It's more of a coding thing then? That makes more sense. I still like the ship though and praise you for it. The shape of The Triumph reminds me of an Imperial Star Destroyer, but with heavier guns and missiles.
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mllhild

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Re: [0.97a-RC11] Missing Ships Mod 2.0.0 19/12/24
« Reply #13 on: January 07, 2025, 03:33:56 AM »

The Mudskipper Mk.III is mislabeled in the files as "Mudskipper Mk.II (LP)" instead of "Mudskipper Mk.III (LP)"
Also its hilarious when massed.
Best ship of the mod pack!

The Dominator (LP) is hilariously OP, since it fixes almost all the dominators downsides.

Wolf (LP) is nice to fly.

Overall the Pirate, Path and Independents seem like a nice modpacks, the other 3 though not so much.
 - More armor makes ships take too much time to blow up.
 - Supercapital  :P.
 - And the midline ships go against the midline doctrine of missles and standoff laser / energy weapons due to the high amount of ballistics and fighters. (If a faction can field everything it somewhat loses its identity and appeal)
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IceFire

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Re: [0.97a-RC11] Missing Ships Mod 2.0.0 19/12/24
« Reply #14 on: January 07, 2025, 12:56:53 PM »

The Mudskipper Mk.III is mislabeled in the files as "Mudskipper Mk.II (LP)" instead of "Mudskipper Mk.III (LP)"
Also its hilarious when massed.
Best ship of the mod pack!

The Dominator (LP) is hilariously OP, since it fixes almost all the dominators downsides.

Wolf (LP) is nice to fly.

Overall the Pirate, Path and Independents seem like a nice modpacks, the other 3 though not so much.
 - More armor makes ships take too much time to blow up.
 - Supercapital  :P.
 - And the midline ships go against the midline doctrine of missles and standoff laser / energy weapons due to the high amount of ballistics and fighters. (If a faction can field everything it somewhat loses its identity and appeal)
-Grammar correcting will be part of the next update as stated. The LP mudskipper is something i could well imagine in vanilla; i really like it.

-
Spoiler
The Dominator LP is one of the easier ships to deal with in this mod, imo; with vanilla ships only, mind you. But that might be up to play style. As far as I have experience with them, they get held back by the ill-advised modifications hullmod. When it comes to player use, I have yet to get to it, so there might be changes in the next update, but without missile-centric ship systems and the OP points being nearly halved, I thought it balanced enough for an initial release, not that I changed all that much. While we are at it, which downsides were fixed?
[close]
I think about 'building in' the large hammers and swapping the movement system for something else letting it keep the unstable injector. The restored version is to powerful and mobile.

-I think about giving the wolf LP the Paths signature build in hullmod, safety overrides (might be too much fun with 200 speed, but it's already in the current working version).

-Good to hear that you like the path P and civ modpacks. They have been described as bloat, and I cut and rebalanced a bunch of them.

-Supercapitals 
:P as in bad, dont use them. I largely didnt either in the past. Now they arent ships that should be used often anyways. The new ship texts will reflect that, the balancing should already do that. At least at a release ready level, some work will still go into it.
:P as in good, I am happy to hear.

-There is so much wrong with that statement that I at first just wanted to ask for a citation.
I follow what the vanilla game gives me when it comes to balancing. The unofficial wiki definition fits what is in the midline pack and does not agree with your statement.

If you talk about the league doctrine, you might be right. The league being standoff focused instead of just using midline ships in general is still relatively new. It is funny; I envisioned the Staple as it is in its now for the Persean League befor their doctrine was made standoff centric and now that it has the form I thought of, it does not fit the league anymore  :D. At least not snugly.
The League still uses the eagle, Heron, Hammerhead and Brawler, just to a lesser extend which is good as when the racks are empty you still want something with a functioning primary weapon. The Paradigm could be among those ships; in appropriate numbers. All of that is at most an issue with the contents of the midline pack world folder or at the most the variants folder, not the midline hulls in general.

Thank you for the feedback. While I mostly disagreed, I did look at everything from what I took as your pov, and there are now some more things I want to give some attention to.
« Last Edit: May 05, 2025, 01:50:11 AM by IceFire »
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