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Author Topic: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27  (Read 695959 times)

Hussar

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Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
« Reply #255 on: January 02, 2019, 11:17:57 AM »

It's the only turret/gimble/"wide-arc"/non-hardpoint mount on the ship so yes! It seems like whatever you put in it, it have the same abysmal turn rate which absolutely cripples even the fastest turning weapons into the ground (or space so to speak). It's a first time I had come across an issue like this where one particular ship/mount - no other - have such a problem as far as I'm aware. As for high maintenance, the ship in my mind is too weak to suit the role you describe? To me it's clearly a fast capping recon frigate, maybe escort one at times. Lovely early addition to boost up your sensor range while keeping up with the wolves if you wanna go with a blue themed fleet.

Ah, I see! Well it explains it, but they do still show up in game. Just as wrecks (seen A LOT of badgers floating in space) that are unrecoverable. So perhaps the badger is still quite prominent?

So a clarification. The Hail's and pirate versions (including fake XIV) spawn in the SP mode, while rest is Kadur exclusive? What about the weapons, since they show up. The 'degraded' versions are easy to find on the markets across the sector - while from ruins & stations I had quite often got the heavy plasma cutters and the like.
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Vayra

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Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
« Reply #256 on: January 02, 2019, 09:51:19 PM »

It's the only turret/gimble/"wide-arc"/non-hardpoint mount on the ship so yes! It seems like whatever you put in it, it have the same abysmal turn rate which absolutely cripples even the fastest turning weapons into the ground (or space so to speak). It's a first time I had come across an issue like this where one particular ship/mount - no other - have such a problem as far as I'm aware. As for high maintenance, the ship in my mind is too weak to suit the role you describe? To me it's clearly a fast capping recon frigate, maybe escort one at times. Lovely early addition to boost up your sensor range while keeping up with the wolves if you wanna go with a blue themed fleet.

Ah, I see! Well it explains it, but they do still show up in game. Just as wrecks (seen A LOT of badgers floating in space) that are unrecoverable. So perhaps the badger is still quite prominent?

So a clarification. The Hail's and pirate versions (including fake XIV) spawn in the SP mode, while rest is Kadur exclusive? What about the weapons, since they show up. The 'degraded' versions are easy to find on the markets across the sector - while from ruins & stations I had quite often got the heavy plasma cutters and the like.

Right, well I'll take a look at the Hail's balance again and see if I can't fix that turret issue while I'm at it. :)

And Ship Pack Mode, specifically: Removes the two star systems (Mirage and Gehenna), all non-pirate ships with the Kadur "design type", most if not all weapons with the Kadur "design type", and sets the Kadur Remnant faction to 'hidden' which -- since without those two star systems it doesn't have any markets -- effectively removes it from the game.
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Hussar

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Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
« Reply #257 on: January 02, 2019, 10:52:28 PM »

Right, well I'll take a look at the Hail's balance again and see if I can't fix that turret issue while I'm at it. :)

And Ship Pack Mode, specifically: Removes the two star systems (Mirage and Gehenna), all non-pirate ships with the Kadur "design type", most if not all weapons with the Kadur "design type", and sets the Kadur Remnant faction to 'hidden' which -- since without those two star systems it doesn't have any markets -- effectively removes it from the game.

Well, if anything please focus on fixing the broken gimble on that turret before doing any balancing. Since my impression upon the ship had been skewed by the fact it cannot mount anything there which would make it useful, you know~

And I see. But as I had said, some of them pops from the derelict stations and such? Also rarely was shown on a single pirate vessels. But yeah, thanks that's all I wanted to know. I've already tried the full version, but by accident I had found myself with hegemony so it might be a while to unravel this to get a full glimpse on them as a faction xD
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Vayra

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Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
« Reply #258 on: January 04, 2019, 07:05:22 PM »

Well, if anything please focus on fixing the broken gimble on that turret before doing any balancing. Since my impression upon the ship had been skewed by the fact it cannot mount anything there which would make it useful, you know~

Oof, found the culprit. It was set as a hardpoint rather than a turret, hahaha. Will be fixed in the next release.
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Hussar

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Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
« Reply #259 on: January 04, 2019, 07:57:55 PM »

Oof, found the culprit. It was set as a hardpoint rather than a turret, hahaha. Will be fixed in the next release.

Ha, I'm surprised that it then was turning at all! But yeah, glad to help. I'm looking forward to testing how it fares after the fix~
« Last Edit: January 05, 2019, 01:50:27 AM by Hussar »
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Vayra

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Re: [0.9a] Kadur Remnant v2.2.0 (updated Jan 5th 2019) - Nexerelin Compatible
« Reply #260 on: January 05, 2019, 02:09:51 PM »

Aaaaaand update! Highlights include Nexerelin compatibility, a script to kill raider base spawning when the parent faction is destroyed, and other changes -- grab the file and read the full changelog in the OP. :)
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Unreal_One

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Re: [0.9a] Kadur Remnant v2.2.0 (updated Jan 5th 2019) - Nexerelin Compatible
« Reply #261 on: January 05, 2019, 08:01:13 PM »

So you've got 2.2.1 in the patch notes, but no link?
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Vayra

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Re: [0.9a] Kadur Remnant v2.2.0 (updated Jan 5th 2019) - Nexerelin Compatible
« Reply #262 on: January 05, 2019, 08:39:55 PM »

So you've got 2.2.1 in the patch notes, but no link?

2.2.1 is the version I'm working on right now -- I update my patch notes as I go, so the latest release version will be the one in the OP, and the changelog will usually have partial patch notes for the next version still unreleased.
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Hussar

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Re: [0.9a] Kadur Remnant v2.2.0 (updated Jan 5th 2019) - Nexerelin Compatible
« Reply #263 on: January 08, 2019, 07:16:27 AM »

So, since i've begun new playthrough I got a chance to test Hail up again.

And well, finally it's not crippled combat-wise thanks to that turret being fixed. But... 8 supplies a month with high maintenance is totally out of whack in my opinion. I understand the justification for that system being there (and the flavor it brings as it's a rarer ship with an experimental technology - however some fancier phase ships don't have it despite being described as "state of the art" type of crafts) - but 8 supplies per month seems to be too excessive. It places it higher than Omen's SpM and on par with quite a few phase frigates SpM - while having a less effective system (Hail indeed is fast but you can dance around only the considerably slower ships) and lesser peak time than any of them in it's class. In my mind, I'd would either drop the high maintenance hullmod out of it and raise the base SpM from 4->5. Or I would keep it but lowered base SpM from 4->3. That's without touching the peak operating time performance that's subpar to any ship at it's tier (with exception to the luddities of course). Unless PoT would be extended up to 180s, I'd would see 5 SpM to be perfect. While with 180s, I believe that 6 SpM would be acceptable.

Either way, that is my personal opinion which I hope you'll find also as constructive critique.
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Vayra

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Re: [0.9a] Kadur Remnant v2.2.0 (updated Jan 5th 2019) - Nexerelin Compatible
« Reply #264 on: January 08, 2019, 10:11:36 AM »

So, since i've begun new playthrough I got a chance to test Hail up again.

And well, finally it's not crippled combat-wise thanks to that turret being fixed. But... 8 supplies a month with high maintenance is totally out of whack in my opinion. I understand the justification for that system being there (and the flavor it brings as it's a rarer ship with an experimental technology - however some fancier phase ships don't have it despite being described as "state of the art" type of crafts) - but 8 supplies per month seems to be too excessive. It places it higher than Omen's SpM and on par with quite a few phase frigates SpM - while having a less effective system (Hail indeed is fast but you can dance around only the considerably slower ships) and lesser peak time than any of them in it's class. In my mind, I'd would either drop the high maintenance hullmod out of it and raise the base SpM from 4->5. Or I would keep it but lowered base SpM from 4->3. That's without touching the peak operating time performance that's subpar to any ship at it's tier (with exception to the luddities of course). Unless PoT would be extended up to 180s, I'd would see 5 SpM to be perfect. While with 180s, I believe that 6 SpM would be acceptable.

Either way, that is my personal opinion which I hope you'll find also as constructive critique.


Hmm yeah, the PPT is way too low right now, especially with Temporal Shell -- I'll up it to 180. And re: supplies... I'm gonna do something weird and drop base supplies/mo to 3 but keep supplies/rec at 4. :)
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MajorTheRed

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Re: [0.9a] Kadur Remnant v2.2.0 (updated Jan 5th 2019) - Nexerelin Compatible
« Reply #265 on: January 09, 2019, 01:05:07 PM »

I've tried (and adopted) your mod. Here is some thoughts on it, even if I've not played that much so far:
-Love the lore. I was happily surprised to find a new faction on the brink of extinction, and not a new uber-powered high-tech faction with incredible might.
-In the same way, I found the systems with a story to told. A really nice touch. Now I saw it I think I will add something like that for some of my home-made systems.
-I like the quality of sprites. They blend very well in the vanilla game.
-Most of ships are interesting and relevant. Not sure about the Dire Wolf, looks too much like an over-sized Wolf but that just my personal taste.
-The backdrop in the new systems are really nice

As a negative note (there should be one), I think you should advertise more your mod. You've put a lot of work in the new weapons which are a great surprise.
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cjuicy

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Re: [0.9a] Kadur Remnant v2.2.0 (updated Jan 5th 2019) - Nexerelin Compatible
« Reply #266 on: January 10, 2019, 12:40:10 PM »

I've tried (and adopted) your mod. Here is some thoughts on it, even if I've not played that much so far:
-Love the lore. I was happily surprised to find a new faction on the brink of extinction, and not a new uber-powered high-tech faction with incredible might.
-In the same way, I found the systems with a story to told. A really nice touch. Now I saw it I think I will add something like that for some of my home-made systems.
-I like the quality of sprites. They blend very well in the vanilla game.
-Most of ships are interesting and relevant. Not sure about the Dire Wolf, looks too much like an over-sized Wolf but that just my personal taste.
-The backdrop in the new systems are really nice

As a negative note (there should be one), I think you should advertise more your mod. You've put a lot of work in the new weapons which are a great surprise.
Not sure if you're on the Discord, but there is a lot of love and talk there. Its a good way to keep tabs on a lot of mod progress.
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Vayra

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Re: [0.9a] Kadur Remnant v2.2.1 (updated Jan 10th 2019) - Nexerelin Compatible
« Reply #267 on: January 10, 2019, 09:00:01 PM »

Pushed a small update just now, hopefully fixing the bounty issues people had been reporting. Grab it from the OP and be warned it might not break saves, but also it might and even if it doesn't the bounty fixes probably won't take effect until you start a new save!

Code
2.2.1
Badger Mk.II added
- and drones to support it
Colossus Mk.XIV upgraded
Handful of Nexerelin starting fleets added to Pirate start menu
Dervish speed increased by 50, flare launcher downgraded to single
Fixed some weird behavior on the fancy faction bounty manager
- Default bounty behavior now back to "SOMETIMES"

and

I've tried (and adopted) your mod. Here is some thoughts on it, even if I've not played that much so far:
-Love the lore. I was happily surprised to find a new faction on the brink of extinction, and not a new uber-powered high-tech faction with incredible might.
-In the same way, I found the systems with a story to told. A really nice touch. Now I saw it I think I will add something like that for some of my home-made systems.
-I like the quality of sprites. They blend very well in the vanilla game.
-Most of ships are interesting and relevant. Not sure about the Dire Wolf, looks too much like an over-sized Wolf but that just my personal taste.
-The backdrop in the new systems are really nice

As a negative note (there should be one), I think you should advertise more your mod. You've put a lot of work in the new weapons which are a great surprise.

Thanks a ton for the feedback! I'm glad you're liking it. I do post a lot (probably too much) on the discord -- I'm pretty much just on the forums to update this thread.  :P
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grinningsphinx

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Re: [0.6a] Kadur Theocracy v1.0
« Reply #268 on: January 11, 2019, 12:05:10 AM »

Great mod, I'm not entirely sure about the short phase jump system on the larger ships though- in cruiser battles they  trigger it, ending up facing the wrong way and waste a bunch of time rotating back to face the front line.

The Dread Eagle from sylphon has this issue fixed. borrow the code?
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Vayra

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Pushed another small update -- grab it from the OP. Mostly tournament cost/price tweaks, but there's a fun little half-finished feature you can turn on in KADUR_SETTINGS.ini too if you're feeling brave.  ;)

Note that this will break saves and is currently incompatible with Vesperon Combine v1.1.1 and earlier if you do not also have Junk Pirates. Yeah, I know, that's a weird edge case.

Vesperon has updated to fix the crash. If you're still experiencing it please check that you have the latest version of Vesperon (1.1.2).
« Last Edit: January 24, 2019, 06:33:28 PM by Vayra »
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im gonna push jangala into the sun i swear to god im gonna do it
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