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Poll

Increase OP on some frigates (counterparts of vanilla frigates)

Yes, please up the OP
- 74 (76.3%)
No, leave it as it is now
- 19 (19.6%)
No, other...
- 4 (4.1%)

Total Members Voted: 97


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Author Topic: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin  (Read 353879 times)

RawCode

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #30 on: March 08, 2013, 09:08:01 PM »

iam working on universal compatability solution in this thread:

http://fractalsoftworks.com/forum/index.php?topic=5782.msg90927#msg90927

if you interesting please help.
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #31 on: March 10, 2013, 09:52:59 AM »

Tried each of the ships out in the mission setup. Could easily take down the hound (PD drones and all that). Vigilance/Sentinel was a more challenging fight, but still pretty doable. Couldn't beat the lasher without a highly specialized setup and an unstable injector to stop kiting.

On the whole they seem like interesting setups-- kind of like some of the IFed ships you simply don't have enough flux/OP to max out those hardpoints. Thus, you have to choose part of the hull to emphasize, which is nice. However, their starting stats (particularly OP) are so low that even with a decent amount of tech leveling you can just barely make it on par with a standard unleveled frigate (particularly the poor, slow striker). Used the sentinel a bit in Corvus after leveling up to decent tech (roughly 40% of total OP upgrades) and found the frigate of limited use.

I'm curious to see how they work out for a high level character at the upper ends of OP/flux upgrades. The way they're implemented as upgrades in Corvus seems a nice fit-- starting with one of these would be unpleasant, at least with the current setup of combat being the only interaction.

The PD drones on the Foxhound definitely help in one on one situations with single frigates. The Foxhound's hull points are lower than those of other starting ships as a result. Still, it is easier to start off in the Foxhound than in one of the other frigates. The Sentinel has received a few minor upgrades. I've increased the armour by 25 and made its shields more efficient for the next version. The Striker received more efficient shields and I've raised its durability a bit to make up for its large OP penalty. It will also be slightly faster in the next update.

If the frigates are still of limited use after 40% of OP upgrades, I may have to raise their starting OP slightly. Thanks for the feedback! I'll release the updates as soon as the Timberwolf is done.

Timberwolf: (an elongated high-tech Wolf's hull, turned into a low-tech frigate)


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Uomoz

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #32 on: March 10, 2013, 09:59:40 AM »

You know I'd love a package with all the mods together for a quicker U'sC update <3.
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #33 on: March 10, 2013, 10:03:51 AM »

However, when I've completed a whole series of starting ships, I might just merge them into one bigger mod, so they all show up when you pick the "Did something else" career choice.

I was planning on putting them all in one package. I'll do it when there's more ships though.

[edit]

The Timberwolf and the updates to the other 3 ships will be done tonight! So you might want to wait in downloading the starterships!
« Last Edit: March 10, 2013, 10:31:46 AM by Erick Doe »
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Uomoz

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #34 on: March 11, 2013, 03:17:16 AM »

How's the Timberwolf progressing?
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #35 on: March 11, 2013, 03:44:55 AM »

Timberwolf is up!

Updated the Striker, Sentinel and Foxhound.


[edit]
Ack! Forgot to set the Timberwolf as a starting ship. Stand by.

[edit #2]
Now fixed! Download is up!
« Last Edit: March 11, 2013, 04:03:54 AM by Erick Doe »
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RawCode

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #36 on: March 11, 2013, 04:02:42 AM »

Here is sample code for foxhound, if my system used, this code will allow to replace hound in compatable with other mods way.

Code
package data.scripts.plugins;

import com.fs.starfarer.api.characters.CharacterCreationPlugin.CharacterCreationData;
import com.fs.starfarer.api.characters.CharacterCreationPlugin.Response;

public class CharacterCreationPluginImpl_27 {

public static Response Responce_get(String Tag){
return CharacterCreationPluginImpl._ResponsePool.get(Tag);
}

public static void init(){}


public static void getPrompt() {}

public static void getResponses(){}

public static void submit() {

Response _Response = CharacterCreationPluginImpl._Response;
CharacterCreationData _Data = CharacterCreationPluginImpl._Data;

if (_Response == Responce_get("SOMETHING_ELSE_2"))
{
_Data.removeStartingShipChoice("hound_Assault");
_Data.addStartingShipChoice("foxhound_Basic");
}

}

public static void startingShipPicked() {}

}

If this sub API used, your mods will be compatable with each other and any other mod using this system.
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #37 on: March 11, 2013, 04:07:15 AM »

Thanks RawCode,

I'll take a look at it.
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RawCode

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #38 on: March 11, 2013, 04:14:35 AM »

this jar contains vanilla (plugin_0) and two samples, including foxhound.

Sourcecode attached, everything commented.

It work perfectly well with jared mods, shoud work with plaintext too, if you allow, i will download and recompile your minimods and attach  cross compatable versions, or just send you patched versions of script files.

[attachment deleted by admin]
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Uomoz

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #39 on: March 11, 2013, 04:32:04 AM »

Updated U'sC with Timberwolf and releasing 17.1 (finally!).
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #40 on: March 11, 2013, 05:09:49 AM »

Nice!

Now working on the Wrestler:



Think I'll do a Tarsus after this.
« Last Edit: March 11, 2013, 06:53:18 AM by Erick Doe »
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Cycerin

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #41 on: March 11, 2013, 10:50:40 AM »

I think you should bump up the base OP from the normal variant by at least 5 on each of them - they're mostly a liability unless you have 10 points in combat for the skill that substracts OP cost from weapons as well as a heavy technology investment. Its not like they would be overpowered by this, being low tech frigs that are hard to attain.

Love the Wrestler, by the way.
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Uomoz

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #42 on: March 12, 2013, 02:15:51 AM »

Small design suggestion: a character with 5 points in tech and 5 points in a OP-giving skill (+15% OP total) should be able to fully fit this ships,after all, it "forces" you to invest in tech so it's some kind of sacrifice.

A decently fitted Foxhound is around 50 OP (final), -15% = around 40 OP (starting). This ships are unique and should feel a little more powerful then their vanilla counterpart.

Keep up the awesome work!
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #43 on: March 12, 2013, 07:50:42 AM »

According to my calculations, a decent investment in OP for an early character (level 5) is:

3 points in Technology skill = +3% OP
3 points in Computer Systems = +6% OP
3 points in Mechanical Engineering = +6% OP

Total of +15% OP

Foxhound has 25 starting OP

15% of 25 = 3.75 OP

A total of 28.75 OP on the Foxhound for a level 5 character, currently.


I do want to buff this up a little. But I still want to keep progression challenging, so I'll see what I can come up with.

[edit]
Upped the OP of the Foxhound from 25 to 30
Sentinel from 30 to 32
Striker from 35 to 38
Timberwolf from 40 to 42

Plus some other tweaks. Have not updated the downloads yet.
« Last Edit: March 12, 2013, 08:24:40 AM by Erick Doe »
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Erick Doe

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Re: Tore Up Plenty - Alternate Starting Ships
« Reply #44 on: March 12, 2013, 09:18:35 AM »

Added the Wrestler. All other ships updated.
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