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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1115516 times)

MShadowy

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Re: (0.53a) Shadowyards Heavy Industries
« Reply #60 on: August 08, 2012, 06:53:56 AM »

i just think that the stick thing looks completely out of place, if you move the med turret back abit it would look alot nicer

Well, I'm not really sure what to say.  I did play around with the turrets position before posting it and I like it where it is.  The design is it what it is and I probably won't be changing it any further.

are you going for the capital ship next?

Well I was planning on trying for a simultaneous release of the phase frigate and maybe a support fighter if I can up with one that doesn't look terrible, but it probably won't hurt to get the Yardies some capital support; granted my current plans mean they probably won't have heavier than a battlecruiser so keep in mind that they likely will have only one or two capital ships (battlecruiser: definitely, carrier: maybe).
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MShadowy

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Re: (0.53a) Shadowyards Heavy Industries
« Reply #61 on: August 08, 2012, 10:43:54 PM »

Alrighty then.  It's gotten a little late, so it'll probably be tomorrow morning before release.  The weapons are fun to play around with and they seem pretty well balanced, excepting the Medium CEPC; for the amount of punishment it can throw downwind, even with the limited ammo well, it's just seems... too efficient.   Like it doesn't chew through enough flux and can sustain too much firepower.

I'll see if I can't get access to a PC to run Codex on tomorrow and run the numbers on it.  Bloody thing just crashes in wine.

Some screenshots of me playing around with 'em:

Spoiler
[close]
Charybdis in action with the new guns.  Guess I need to make a heavy version, eh?

Spoiler
[close]
The Morningstar kitted out in Shadowyards finery; the Sunder seem rather unimpressed.

Spoiler
[close]
The Seski flying about with the 'Space Shotgun'; the Lasher seems to be taking it rather hard.

I should probably replace the generic blaster shots for these things.

On a related note, I finally managed to get Balancesuite 5000 working in LibreOffice (I had to replace a lot of "iferror" arguments) and have finally been able to see the balance on more numerical and less intuitive level; the next patch is going to feature a lot of balance changes, mostly to the Charybdis.  I'll have a changelog out tomorrow.

If I could get codex running in wine, things would probably be running a lot smoother; as is I'm mostly guessing at weapons values.

That's all for now.

Edit:  Alright, having slept some I'm no longer feeling quite so loopy.  I've been able to finish up the changelog for this release; it should be coming out later today.

v. 0.3.2a Changelog
   Charybdis substantially improved due to finally being able access to Balance Suite:
      FP Cost reduced from 20 to 18
      Flux Capacity increased from 12000 to 14000
      Shield Upkeep reduced to 0.3 from 0.7, Shield efficiency reduced from 0.7 to 0.8
      Max Speed increased to 70, Turn Rate to 40, and Turn Acceleration to 45  (possibly)
      Fuel Efficiency (like that matters) improved from 3.5 to 2.75
      Range increased from 86 to 90 just so it's a multiple of 5.
   Morningstar:
      Shield Upkeep is now 0.2, Efficiency is 0.7
      Price reduced to 11000
   Enlil:
      Increased speed from 90 to 110
      Increased Acceleration and Deceleration to 80 (from 70 and 55, respectively)
      Shield Upkeep is now 0.2, Efficiency is 0.7
      Increased cost to 6500
   Added the Seski Class-Corvette, with three variants, Standard, Attack, and Blockade Runner
   All ships: Improved bounds fidelity and accuracy thanks to Trylobots ship editor (running in wine, sadly).
   Added weapons systems:
      The CEPC line of weapons, heavily focused on high burst damage but fairly low sustained damage (4):
         Standard CEPC - General all purpose small energy gun
         Light CEPC - Point Defense focused small turret, high rate of fire
         Medium CEPC - Well rounded and deadly weapon, suited for Strike operations
         Scatter CEPC - Murderous short ranged assault gun, fires a cone of CEPC rounds
         I type CECP when I'm not paying attention, which caused some serious errors yesterday
      Finished the Shrike and Blackcap line of missiles (2):
         Shrike Missile Pod - Double barreled Shrike missile system with a reserve of twelve missiles
         Blackcap Missile Pod - Double barreled Blackcap launcher with a reserve of twenty missiles
   Added Missions:
      Super Eluder Bros: Escape from a doomed Shadowyards facility under attack from an overwhelming Hegemony naval force.
      Stricken: A small Shadowyards Security Force is attempting to evade a Hegemony taskforce; don't let them escape!
      Sudden Guts Pill: Shadowyards Security has launched an unexpected raid on a remote Hegemony outpost; with only minimal defenses, plus an outdated Onslaught, drive them back... with your guts!
      Nuts ta this!: As commander of a Shadowyards sponsored techmining operation, resolve a claims dispute with a similar Tri-Tachyon group... forcefully.
   Rebalancing the Bender again, as the upgraded Charybdis rather makes light of the Falcon.
« Last Edit: August 09, 2012, 12:23:24 PM by MShadowy »
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Darloth

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Re: (0.53a) Shadowyards Heavy Industries
« Reply #62 on: August 09, 2012, 12:05:38 PM »

Have to say I used to think that the shield efficiency on the Charybdis was just about right.  I know it has more flux now, but even so I'm leery of that particular change... Beforehand, it wasn't all that tough but could produce a nice short spike of hurt.  Nowadays I'm worried it's going to be weaker but with even more damage output until it collapses and explodes - is that what you were aiming for? If so, it'll probably work... I'll try and report back after I've actually played this new version mind you!

I liked your new missile systems and ship balance and layouts a lot, so I have high hopes for the energy weapons!
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MShadowy

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Re: (0.53a) Shadowyards Heavy Industries
« Reply #63 on: August 09, 2012, 12:21:32 PM »

Well... in truth I'm also a bit leery about it.  It's important to keep the numbers in mind, but they only tell part of the story; I basically figured that this would have to be rebalanced later... perhaps a couple times.  Thinking about it now, that's probably not the best plan.  It would probably be better to introduce the planned changes in stages and see the results; I'll probably start with the FP cost reduction and maybe the mobility enhancements.
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MShadowy

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Re: (0.53a) Shadowyards Heavy Industries
« Reply #64 on: August 09, 2012, 08:07:52 PM »

Version 0.3.2a is now ready for download.  Please let me know of any balance issues you come across.

v. 0.3.2a Changelog
   Charybdis improved due to finally being able access to Balance Suite:
      FP Cost reduced from 20 to 18
      Max Speed increased to 70, Turn Rate to 40, and Turn Acceleration to 45
      Fuel Efficiency (like that matters) improved from 3.5 to 2.75
      Range increased from 86 to 90 just so it's a multiple of 5.
   Morningstar:
      Shield Upkeep is now 0.2, Efficiency is 0.7
      Price reduced to 11000
   Enlil:
      Increased speed from 90 to 110
      Increased Acceleration and Deceleration to 80 (from 70 and 55, respectively)
      Shield Upkeep is now 0.2, Efficiency is 0.7
      Increased cost to 6500
   Added the Seski Class-Corvette, with three variants, Standard, Attack, and Blockade Runner
   All ships: Improved bounds fidelity and accuracy thanks to Trylobots ship editor (running in wine, sadly).
   Added weapons systems:
      The CEPC line of weapons, heavily focused on high burst damage but fairly low sustained damage (4):
      Standard CEPC - General all purpose small energy gun
      Light CEPC - Point Defense focused small turret, high rate of fire
      Medium CEPC - Well rounded and deadly weapon, suited for Strike operations
      Scatter CEPC - Murderous short ranged assault gun, fires a cone of CEPC rounds
   Finished the Shrike and Blackcap line of missiles (2):
      Shrike Missile Pod - Double barreled Shrike missile system with a reserve of twelve missiles
      Blackcap Missile Pod - Double barreled Blackcap launcher with a reserve of twenty missiles
   Added Missions:
      Stricken: A small Shadowyards Security Force is attempting to evade a Hegemony taskforce; don't let them escape!
      Nuts ta this!: As commander of a Shadowyards sponsored techmining operation, resolve a claims dispute with a similar Tri-Tachyon group... forcefully.


-Click image for Download-

I'm afraid the other two missions I mentioned aren't going to be added just yet; Super Eludo Brothers is, well, escape missions are kind of hard to make fun with super fast frigates it seems.  Sudden Guts Pill isn't going to be viable until SHI has a bomber and/or more weapons and ships capable of threatening capital ships.
« Last Edit: August 10, 2012, 02:20:56 PM by MShadowy »
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Darloth

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Re: (0.53a) Shadowyards Heavy Industries
« Reply #65 on: August 10, 2012, 12:47:36 PM »

Just downloaded and noticed you've got lots of .ship~ or .java~ (and so on) extensions - I assume that the tilde means they're a backup from something?

(Also, a GRModGen.java - presumably from the gunrunners mod?)
« Last Edit: August 10, 2012, 01:03:57 PM by Darloth »
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MShadowy

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Re: (0.53a) Shadowyards Heavy Industries
« Reply #66 on: August 10, 2012, 01:11:29 PM »

Eh?  I didn't see them when I zipped up the file; oh, just checked hidden and yep, there they are.  Doh!

Yeah, the stuff a tiled on the end of it is Ubuntu auto-saving backups.  Normally it doesn't hide them though.  Weird.  Or maybe I'm just and idiot and never noticed before.  Whatever, why the hell does it hide the backup files?

Well, I've got a typo to fix anyway so I may as well fix this too.

Edit:  Eh, while I'm here, next thing I was in the process of designing.  medikohl suggested a capital ship and my brain took that as an excuse to start mulling over a potential battlecruiser design.

This... is probably not quite there yet.  Too stubby looking... and a little to reminiscent of the Onslaught.

« Last Edit: August 10, 2012, 01:19:47 PM by MShadowy »
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Darloth

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Re: (0.53a) Shadowyards Heavy Industries
« Reply #67 on: August 10, 2012, 01:39:09 PM »

A typo eh? I'm gonna have to diff everything again but that's okay :)

Nice looking concept, but I honestly don't think anyone is going to mistake it for the onslaught.  For a start it'll be blue and green, and secondly (perhaps more importantly) it's got a single asymmetric sticky outy frontâ„¢, and smooth rounded curves.

If you want to follow the same pattern as some of your smaller ships though, how about pulling the middle part of the ship back to expose some of the gray understructure, sortof as a separated command-bridge?

Could also stick another chunk on the front, so it looks almost like a scaled up Seski?  I think it looks quite good anyway, and I've really loved all of your previous things, so I imagine whatever comes out at the end will be good!
« Last Edit: August 10, 2012, 01:46:00 PM by Darloth »
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Sunfire

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Re: (0.53a) Shadowyards Heavy Industries
« Reply #68 on: August 10, 2012, 01:46:30 PM »

A typo eh? I'm gonna have to diff everything again :)

Nice looking concept, but I don't think anyone is going to mistake it for the onslaught.  For a start it'll be blue and green, and secondly (perhaps more importantly) it's got a sticky outy front, and smooth rounded curves.

If you want to follow the same pattern as some of your smaller ships though, how about pulling the middle part of the ship back to expose some of the gray understructure, sortof as a separated command-bridge?

Could also stick another chunk on the front, so it looks almost like a scaled up Seski?  I think it looks quite good anyway, and I've really loved all of your previous things, so I imagine whatever comes out at the end will be good!

I like it, it still carries the same feel as your other ships, but also is just diffeent enough not to feel like a copy
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MShadowy

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Re: (0.53a) Shadowyards Heavy Industries
« Reply #69 on: August 10, 2012, 02:20:03 PM »

Alright, typo's fixed and the bloat stripped out.  Not much of an update, but eh.

Download

Now to fix all the other links.

A typo eh? I'm gonna have to diff everything again :)

Nice looking concept, but I don't think anyone is going to mistake it for the onslaught.  For a start it'll be blue and green, and secondly (perhaps more importantly) it's got a sticky outy front, and smooth rounded curves.

If you want to follow the same pattern as some of your smaller ships though, how about pulling the middle part of the ship back to expose some of the gray understructure, sortof as a separated command-bridge?

Could also stick another chunk on the front, so it looks almost like a scaled up Seski?  I think it looks quite good anyway, and I've really loved all of your previous things, so I imagine whatever comes out at the end will be good!

Well... true enough.  It still looks rather too stubby to me though.  I was kinda hoping for a more sweeping feel--this seems a bit too stolid.  Currently I'm thinking I'll extend the bow out (and maybe try pulling back the centre part like you suggested) as well as pull the "wings" in a bit and make the angle of their sweep outward a bit sharper, which I think should give it a bit of a faster feeling.  Hopefully.  The engine area is a bit of mess but generally it's the right idea; the central bunch of engines I'll probably just make into a cluster of nozzles, replacing the usual spar pointing out the centre back.

I like it, it still carries the same feel as your other ships, but also is just diffeent enough not to feel like a copy

Ah, thank you!  I've worried a couple time it might be a bit hard to differentiate these things, especially when I was finishing up the Enlil.
« Last Edit: August 10, 2012, 02:31:32 PM by MShadowy »
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MShadowy

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Re: (0.53a) Shadowyards Heavy Industries
« Reply #70 on: August 10, 2012, 08:28:29 PM »

Alright.  I'm afraid I'll be out of town til next Wednesday so I'm afraid any serious issues that pop up will probably remain unfixed until at least the day after.

Still, I'm hesitant to just leave it at that, and so I'll give you a final sketch of the Battlecruiser, which I'm tentatively titling the Vanir-class: proposed armament slots are 4 large, 5 medium and 9 lights plus a Sekrit Wepon.  Proposed armour is mostly depleted rolls of paper towels.



This is probably (vaguely) what the final version will look like.
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Jonlissla

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #71 on: August 11, 2012, 12:57:43 AM »

Design looks great.

I have to say that I thought the colour scheme was a bit ugly when I first saw your work, but after playing for a while now I think it fits perfectly well. Good job, really looking forward to the next update.
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Darloth

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #72 on: August 11, 2012, 05:50:12 PM »

That looks lovely.
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Uomoz

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #73 on: August 14, 2012, 01:22:11 PM »

I think that weapons of this mod (that I absolutely love btw), need some nerf. Comparing to same class and role weapons they're fairly better in most aspects (like CEPC vs Pulse Lasers).

Keep up the good work!
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MShadowy

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #74 on: August 16, 2012, 10:11:30 PM »

Well, I'm back from my journey, and pretty tired.  Let me fill out the responses, eh?

Design looks great.

I have to say that I thought the colour scheme was a bit ugly when I first saw your work, but after playing for a while now I think it fits perfectly well. Good job, really looking forward to the next update.

Well, glad you like it, even if you didn't care for it at first.  Here's hoping my next release is up to par.

That looks lovely.

Thank you.  I'll probably modify it slightly (perhaps making the superstructure a bit more exposed, since it's intended to be rather lightly armored) but the above picture is close to the final form.

I think that weapons of this mod (that I absolutely love btw), need some nerf. Comparing to same class and role weapons they're fairly better in most aspects (like CEPC vs Pulse Lasers).

Keep up the good work!

Yeah, I kinda suspected they'd be unbalanced somehow, I just really didn't have time to figure out how so last week.  I was hoping the limited cache of available shots would help keep them from being too broken but it sounds like it might not have worked out as I had planned?  I was planning for them to do big upfront damage but for their output to peter off severely in fairly short order.  Well, I'll try some things and see if that'll help.  I'll probably have more detailed notes on my planned course of action when I'm more awake.

Anyway, while I was away I did a bit of more concept work in my notebook.  Ruled paper, yay.  Anyway, doesn't really matter as I lack a scanner, but I have reasonably final designs for the Shamas class phase frigate, an as yet unnamed broadside focused frigate, a support fighter and bomber, and a Destroyer sized escort carrier.  I'll try and get them transcribed to digital in short order.
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