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

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Author Topic: !! OUTDATED !! The Thule Legacy  (Read 230759 times)

phyrex

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Re: The Thule Legacy UPDATE DEV 0.1.5
« Reply #270 on: April 03, 2013, 02:30:51 PM »

whats the ship system do tho ? was it the weird purple "shockwave" at the end ?
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Sproginator

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Re: The Thule Legacy UPDATE DEV 0.1.5
« Reply #271 on: April 03, 2013, 02:33:48 PM »

whats the ship system do tho ? was it the weird purple "shockwave" at the end ?
Yep :P
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FlashFrozen

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Re: The Thule Legacy UPDATE DEV 0.1.5
« Reply #272 on: April 03, 2013, 02:36:16 PM »

I really like that system, though doesn't seem to do much damage, seems like a neat trick, how about scaling smaller shockwaves timed with the warning sirens? It'll gradually build up it that one shockwave, very neat regardless =p
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silentstormpt

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Re: The Thule Legacy UPDATE DEV 0.1.5
« Reply #273 on: April 03, 2013, 02:53:13 PM »

It does a small push to all ships in a predefined area and seems like it spawns a projectile for each ship that blows instantly, unless you can do directly on the code like ship.[method]
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phyrex

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Re: The Thule Legacy UPDATE DEV 0.1.5
« Reply #274 on: April 03, 2013, 03:20:22 PM »

seeing how long it took to charge it up, it better be powerful because its gonna be easy to evade somewhat
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Uomoz

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Re: The Thule Legacy UPDATE DEV 0.1.5
« Reply #275 on: April 06, 2013, 06:27:59 AM »

Hey bro, you removed the light flak but you forgot to remove it from the contract script aswell :).
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Thule

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Re: The Thule Legacy UPDATE DEV 0.1.5
« Reply #276 on: April 06, 2013, 06:52:17 AM »

oops, thanks and yes you're right, aaand i renamed it so it's still there.
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Thule

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Re: The Thule Legacy UPDATE DEV 0.1.5
« Reply #277 on: April 07, 2013, 11:03:25 PM »

For the next update a new destroyer called "barghest"


and a small updated design of the berserker
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Thule

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Re: The Thule Legacy UPDATE DEV 0.1.5
« Reply #278 on: April 09, 2013, 04:15:50 PM »

Further refining of the redesign of the berserker

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phyrex

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Re: The Thule Legacy UPDATE DEV 0.1.5
« Reply #279 on: April 15, 2013, 12:41:07 PM »

yeah so, just wanted to drop by and say im really liking your mod (the monarch is insane)

also, your barbarossa cannon is awesome  ;D knowing myself ive probably already said that but i feel its worth repeating  8)

only shadow on this impeccable mod tho, the test mission could use a little clean up. its flagship is a hammerhead (which isint in the fleet at all, so no flagship until transfer) and its text is still the one from whatever previous star wars mission you made/copied as basis for the thule one. a minor gripe i guess :P
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Wyvern

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Re: The Thule Legacy UPDATE DEV 0.1.5
« Reply #280 on: April 15, 2013, 02:23:04 PM »

Huh.  I actually found the swap to everything doing energy damage to be kinda meh; prior to that, I was quite happy using a mix of HPVC and slugger weapons, with large slots usually using non-thule guns (as I tend to prefer being heavier on kinetic damage than HE.)  Now, I just avoid thule weaponry entirely*, in favor of needlers, heavy maulers, and the like.  Not to mention that Thule now has two different medium guns with overly-similar stats; when would you want to use a heavy HPVC over a slugger?  I can't come up with an answer.

_____
* Excepting light hunkers; small slot flak-like PD guns are still very very nice.
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Thule

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Re: The Thule Legacy UPDATE DEV 0.1.5
« Reply #281 on: April 15, 2013, 02:47:34 PM »

@phyrex
Yeah i know ;) But it's just a test mission. Bear with me

@Wyvern
I feel you, i am not entirely statisfied with the change myself. BUT, TL were prior to the change a quite binary faction, VERY punchy, and i wanted the fights to get a bit longer.
My testing showed that the switch to energy Dmg achieved that. At this point i am quite uncertain where to go.
The lorentz force weapons Thule has now is a nice niche weaponry which can deliver a constant stream of dmg, longer fights with a overall sustained survivability of the ships.

I would love to hear your thoughts about that issue as i am quite undetermined.
« Last Edit: April 15, 2013, 02:52:25 PM by Thule »
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Wyvern

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Re: The Thule Legacy UPDATE DEV 0.1.5
« Reply #282 on: April 15, 2013, 03:22:59 PM »

Hm... It really depends on what they're fighting against, honestly; most of their default variants were heavy on HE weaponry, which made them overall pretty non-threatening to my preferred tactic of using very shield-tank-y ships - the only thule fleets I really made sure I avoided were those with lots of fighters, since the fighters all had decent kinetic guns, and a swarm of fighters + gunships could easily ruin your day.

Now, one thing I could see as a possible faction theme would be going heavy on the kinetic damage - taking the thought process of "If we don't have shields, you don't get to use shields effectively either." - in this case, swapping the Barbarossa Cannon & Heavy Slugger (& maybe that one extreme-range medium gun I forget the name of) to energy damage would make sense, and then use a mix of those & HVPCs to have loadouts that rips through shields, but are merely okay against armor.

Generally, though, I think this falls into the same issue that the Gedune's Tenzen Cruiser had: You're trying to balance your ships by adjusting the weapons - which only works for the AI; if you weaken Thule-specific guns, the player will just buy classic weapons; if you strengthen the Thule-specific guns, the player will use those on classic hulls.  Have to balance the two components individually.

As for lengthening combat with Thule ships... I might try things like doubling their hull hit points (or making a thule specific hull mod that reduces hull damage taken?) and then reducing overall firepower as needed (fewer slots, or slots that don't overlap as much, or even just reduce flux vent rate).  ...On the other hand, that'd make it even less likely for me, as a player, to want to use Thule hulls; if I expect them to take hull damage in an even fight, I'm going to install a front shield generator, or just not use them at all.
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Wyvern is 100% correct about the math.

Sproginator

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Re: The Thule Legacy UPDATE DEV 0.1.5
« Reply #283 on: April 15, 2013, 04:07:10 PM »

Too.........Many..........Saucers...........
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A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Thule

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Re: The Thule Legacy UPDATE DEV 0.1.5
« Reply #284 on: April 23, 2013, 09:41:35 AM »

Changed the TL weapons damage type back to the original.

Not connected to this i get an error message, anyone has a clue where i could start looking?

Code
3443 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
3444 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: Expected a ',' or '}' at 7931 [character 7932 line 1]
org.json.JSONException: Expected a ',' or '}' at 7931 [character 7932 line 1]
at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
at org.json.JSONObject.<init>(JSONObject.java:227)
at org.json.JSONObject.<init>(JSONObject.java:311)
at com.fs.starfarer.loading.LoadingUtils.void(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.Ö00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
at com.fs.starfarer.loading.H.super(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
3459 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.BattleObjectivesFleetPointsPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
3459 [Thread-9] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: data.scripts.plugins.BattleObjectivesFogOfWarPluginImpl
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