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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1115507 times)

CopperCoyote

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Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
« Reply #540 on: April 23, 2014, 01:27:10 PM »

I've been paying close attention to the kobold missiles. They look like annihilators. I think the inaccuracies are do to how much kobolds wobble as they strafe around a target. So the issue seems to be that unguided missiles maintain the velocity of the launching ship like bombs do. Aiming reapers and annihilators in a strafing frigate is really hard. I haven't checked to see if vanilla ships have the same trouble with annihilators, but i know they do with reapers.

I can think of a couple possible solutions:

First give them the smallest amount of homing so the missiles turn toward the target compensating for drift

Second make an AI that takes into account missile drift from lateral movement

The first one would be easier, but might make the kobold substantially more powerful. The second one requires more effort than i can even guess at.
Despite their inaccurate missiles i still make extensive use of kobolds tying up enemy PD and as escorts for my sargasso. Their PD doesn't pack much punch, but it has great range, and i use it like an early warning system so i can easily see which way i need to turn to take the missiles on the shield.

The Neriad might do better with blackcaps in addition to their shrike (even the 2 op one). I think because the shrikes are ASMs the AI fires them as an opening attack. If you have enough to overwhelm the PD it is a wonderful tactic, but it also means it is out of missiles and wants to rearm. They sometimes leave as an enemy is overloaded with shields down. Very frustrating. When i'm pursuing tarsuses i don't deploy anything with flightdecks so they stay and shoot at it. I also like to 1 - 2 punch with neriads and thunders. The thunders stay even after they've shot their harpoon. I think because they have plenty of swarmers so don't feel the urgent need to rearm.
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MShadowy

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Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
« Reply #541 on: April 23, 2014, 09:34:51 PM »

Alright, dev update updated again.  Hopefully this'll be the last time.

Mostly this time I ended up playing around with the scripting, though I did add a small mount version of the rocket launcher used by the Kobold (though it does not yet have any descriptive text); in terms of scripting I got the Pandora array producing lightning strikes even on missed shots now.  I also did some work on the Neriads system use logic, but managed to only get it to replicate it's existing behavior somehow.  Blast; I guess I'll need to ask for some help in composing the system AI.

Not much else of note.

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CopperCoyote

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Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
« Reply #542 on: May 02, 2014, 12:44:44 AM »

A couple of small observations:
First the lambent requires 0 crew so it is always only over rookie skill level. Bad for fleeing but good for big big stompy fleets

The second it the splinter launcher homing phase is really quite short so there is frequently 1 to 3 missiles that fly out at the initial launch speeds and never accelerate. If the AI does it they usually miss, but i've found they're really handy for laying down a stream of missiles for ships to fly into. Especially while fleeing. So what i do is fire it ahead of the target ships path and the 2 or 3 pointing at it zoom toward it and pressure it to keep the shields up. The slower ones traveling at launch speeds are slower and arrive where they're likely to be in a half second. Not sure it's worth the extra op because i can do a similar thing with annihilators (not from such a perpendicular angle though).

The neriads no longer fire their gun at frigates (and possibly larger i didn't check yet). Is this intentional?
Edit: The AC17 appears to have the strike tag because it doesn't fire at fighters either, but will fire at destroyers and above
« Last Edit: May 03, 2014, 11:10:21 PM by CopperCoyote »
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MShadowy

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Re: (0.6.1a) Shadowyards Heavy Industries v0.4.4
« Reply #543 on: May 07, 2014, 08:20:58 PM »

Wellp, finally ready.


0.4.4 Changelog:
  • Added a new hullmod to most Shadowyards vessels -- Harmonic Shield Conduits; these flux systems increase passive flux dissipation at higher hard flux.
    • Also added icons for all Shadowyards hullmods.
  • Added the Kobold class support fighter to SHI's fleets.
  • Added the Splinter type rocket launcher in both small and medium sizes.
  • Completely reworked the Elysium-class Light cruiser.
    • Entire different and asymmetrical turret layout.
    • Replaced buggy Pandora array with much nastier Pandora which shoots a fan of damaging emp/lighting bolts --  a lightning shotgun if you will.
    • Replaced absurd Engine thrust system with a new Remote Engine Inhibitor System, which can remotely cause engine malfunctions in ships hit with the device.
  • Added an on hit effect to the Wavebeam to allow it to occasionally deal extra damage on hits to the enemies hull.
    • Also changed it's name to the Wavepulse Cannon
  • Adjusted maintenance costs for all ships to account for general balance changes in 0.6.2a
  • Additional balancing and adjustments to maintenance costs for the following Shadowyards destroyers.
    • Morningstar adjusted to 4.5 supplies/day and 3.5% repaired/day
    • Sargasso adjusted to 3 supplies/day and 3% repairs/day.
    • Solidarity adjusted to 3 supplies/day and 3.5% repaired/day.
    • Potnia-bis adjusted to 2.5 supplies/day and 3.5% repaired/day.
      • It's possible that this may be a bit much. Please let me know if I've overdone it.
  • Numerous changes to Shadowyards fightercraft:
    • Skinwalker - minor adjustments to main weapon power.
      • Additionally now comes with a pair of option like drones armed with weaker particle beams that follow it around.
    • Neriad - Main armament replaced with a rapid fire, reasonably accurate machine gun type weapon; this should make it more effective as an interceptor.
      • Additionally adjusted the logic for it's afterburner type system to hopefully be more intelligent about when it fires is speed boost.
    • Raksasha bomber given a short range phase skimmer with 2 charges and a somewhat slower charge rate than the regular version.  Also has a wider spread.
    • Added additional descriptions for a number of ship systems.
« Last Edit: May 07, 2014, 08:24:31 PM by MShadowy »
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Nanao-kun

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Re: (0.6.1a) Shadowyards Heavy Industries v0.4.4
« Reply #544 on: May 07, 2014, 08:43:55 PM »

Ohoho.
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ValkyriaL

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Re: (0.6.1a) Shadowyards Heavy Industries v0.4.4
« Reply #545 on: May 08, 2014, 08:28:11 AM »

"It's Time..."
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MShadowy

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4
« Reply #546 on: May 09, 2014, 06:18:58 PM »

Just a quick fix kinda update:


Changelog 0.4.4a -

  • Cleaned and optimized all java used by SHI.
    • Also moved a great deal more java scripts to the jar file.
  • Redid a couple variants and made sure that medium sized splinter launcher was being correctly shipped.
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Harmful Mechanic

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4
« Reply #547 on: May 11, 2014, 11:07:40 PM »

I'm getting an error when I try to enter the game; existing characters won't load and new characters crash the game after the skill screen. Anyone else having this issue?
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pyg

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4
« Reply #548 on: May 12, 2014, 07:46:07 AM »

This is my favorite faction and I mostly play Uomoz's Sector.  Anyway the UsS dev version includes the updates and I have the following comments.  Upping the logistics of the destroyers was definitely a good move.  I play almost exactly like HELMUT (carriers/fighters leadership/technology) and the Sargasso was almost too good to be true at 2 logistics per flight deck parked downwind and fronted with some capital distraction.  Aside: what is the range of the Fighter Relay Control?  Returning Bit Drones sometimes/often/always(?) crash into the carrier when docking.  I haven't tried the other Splinter missiles but the one on the Kobold will most certainly hit something other than what they where aiming at.  They are currently banished from my fleets due to "friendly fire" issues.  I'm starting to use Raksasha's now that they have 2 Tusks.  They are worth using now.
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MShadowy

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4
« Reply #549 on: May 12, 2014, 08:53:48 PM »

I'm getting an error when I try to enter the game; existing characters won't load and new characters crash the game after the skill screen. Anyone else having this issue?

Curious, it's definitely working fine on my end.  Could you include the crash log so I can hopefully figure out what the deal is?

This is my favorite faction and I mostly play Uomoz's Sector.  Anyway the UsS dev version includes the updates and I have the following comments.  Upping the logistics of the destroyers was definitely a good move.  I play almost exactly like HELMUT (carriers/fighters leadership/technology) and the Sargasso was almost too good to be true at 2 logistics per flight deck parked downwind and fronted with some capital distraction.  Aside: what is the range of the Fighter Relay Control?  Returning Bit Drones sometimes/often/always(?) crash into the carrier when docking.  I haven't tried the other Splinter missiles but the one on the Kobold will most certainly hit something other than what they where aiming at.  They are currently banished from my fleets due to "friendly fire" issues.  I'm starting to use Raksasha's now that they have 2 Tusks.  They are worth using now.

Thanks for the comments.

Anyway, some specific responses - The Fighter Control Relay's range is 5,000, subject to change.  As the Sargasso is intended to hang back well outside of the fight I figured it's system should be able to effect fighters in a rather large area.  Initially this was 3,000, but I boosted it a bit when the combat area expanded a few Starsector releases ago.  I'm still trying to come with a visual effect to demarcate the edge of it's range of effect.

The logistics rebalancing definitely did seem like a generally good idea, yeah, and it sounds like it's working out pretty well.

As for the Kobold, ach.  I even made a few changes in an effort to make them less inaccurate but it sounds like it's still an issue.  Well, guess it's to be expected, at least a bit, with how they wildly slew around.

In any case, I'm currently setting up ShaderLib compatibility with Shadowyards, and I've noticed a few errors (the splinter pod is way too cheap right now, a few typo's) and will release a second fix, probably tomorrow with these things handled.  After which my plan is to experimentally kit-bash together more pirate/mercenary ships derived from SHI hulls for the next major version change.
« Last Edit: May 12, 2014, 08:55:50 PM by MShadowy »
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Harmful Mechanic

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4
« Reply #550 on: May 13, 2014, 04:55:02 PM »

I'm getting an error when I try to enter the game; existing characters won't load and new characters crash the game after the skill screen. Anyone else having this issue?

Curious, it's definitely working fine on my end.  Could you include the crash log so I can hopefully figure out what the deal is?

Weirdly, I redownloaded and it seems to be working fine now. Never mind!
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pyg

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4
« Reply #551 on: May 13, 2014, 06:17:28 PM »

As for the Kobold, ach.  I even made a few changes in an effort to make them less inaccurate but it sounds like it's still an issue.  Well, guess it's to be expected, at least a bit, with how they wildly slew around.

In any case, I'm currently setting up ShaderLib compatibility with Shadowyards, and I've noticed a few errors (the splinter pod is way too cheap right now, a few typo's) and will release a second fix, probably tomorrow with these things handled.  After which my plan is to experimentally kit-bash together more pirate/mercenary ships derived from SHI hulls for the next major version change.

I'm not sure how up-to-date Uomoz is with all the factions, maybe the Kobold is better now.  I have been dipping my toes into modding and was jokingly going to suggest ShipAIPlugin.setDoNotFireDelay(10000000).  More seriously I like how the Laserhead LRM mostly lands not on me and may a bit better than Pilum for Sargasso artillery.  Not sure what mod it's from or if it will apply to fighter ai but looking at it may be helpful as I think I've noticed it holding fire during a furball.  Picking when not to shoot may be good enough.  I have to retract what I said earlier as when facing Kobolds I've been hit plenty which I'm sure was intentional.  Nothing like having your engines taken out by your own team to make you notice though.
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MesoTroniK

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4
« Reply #552 on: May 13, 2014, 06:26:41 PM »

The Laserhead LRM weapon is from the Mayorate mod :)

MShadowy

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
« Reply #553 on: May 13, 2014, 07:53:21 PM »

Alright, this is pretty much just bugfixes and lighting.  Shadowyards is now ShaderLib compatible, but it is not required to play with the mod (you just get pretty lights if you do.)


Changelog 0.4.4b

  • Fixed a couple of typos/grammatical errors I'd noticed in ship descriptions.
  • Fixed a foul up the splinter pods cost, as well as mixing up the reload speed and volley size.
  • Added support for ShaderLib by Dark Revenant.
  • Forgot to mention, new launch sounds for the Shrike and Tusk, courtesy of Cycerin.
« Last Edit: May 13, 2014, 09:18:50 PM by MShadowy »
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Sabaton

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
« Reply #554 on: May 16, 2014, 11:15:48 AM »

 The old Elysium sprite looked good as well, any chance well see that come back as a ship of itself?
 Perhaps as a fast skimmer?
« Last Edit: May 16, 2014, 11:18:04 AM by Sabaton »
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