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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Author Topic: [0.95.1a] Kyeltziv Technocracy [1.7.2]  (Read 58469 times)

Amazigh

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Re: [0.95.1a] Kyeltziv Technocracy [1.4]
« Reply #30 on: March 02, 2022, 01:23:50 PM »

Feedback: Kyeltziv ships with drone systems don't have a system "weapon" set, causing drones to appear from the center of the ship instead of the drone bays visible on their sprites. Setting a hidden system weapon there fixes the issue.
Noted, Currently working on an update for Rotcesrats, but i'll add this to the list of things i'm gonna sort out for the next Kyeltziv update.

I bet that ramming interactions will also see some oddities.  You might want to double check your mass or whatever calculates that compared other ships of the same class.
Did a check of the mass values of the ships, and they are pretty much in line with vanilla content. So no idea why this is happening for you.
One thing is that Kyeltziv ships are extremely reliant on their shields for survivability, so being "hit" from the sides/rear with the collisions from the magnetic impulse is going to give them a bad time even without any weird mass/speed issues.
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balordezul

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Re: [0.95.1a] Kyeltziv Technocracy [1.4]
« Reply #31 on: March 02, 2022, 02:32:43 PM »

Thanks for checking and that must have been it, beautiful faction and fun to fight against. It is on my list to use them as a main playthrough, keep up the good work.
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ArbuzBudesh

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Re: [0.95.1a] Kyeltziv Technocracy [1.4]
« Reply #32 on: March 16, 2022, 07:16:52 PM »

Hey i've being breaking my head over doing minor DIY modifcation to this mod. Issue im having by default mod adds a system which still present in Nexerlin random core system, and i'd prefer Kyeltziv being random as all other factions. I've had similar issue few other mods in the past but managed to somehow rip out the system\planets from gen, while here im kind of stuck removing it from generation without crashing the game.
Can i get a tip what i need to edit\delete to achieve this?
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Amazigh

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Re: [0.95.1a] Kyeltziv Technocracy [1.5]
« Reply #33 on: March 18, 2022, 04:37:17 PM »

Update 1.5



New Ships:
- Vartio Frigate
- Xinzang Artillery Destroyer
Kyeltziv Technocracy planets now feature a custom station.
New Weapon:
- Packet Ribaldequin
Various Balance Changes and Tweaks

New weapon is a somehwat inaccurate anti-armour weapon, serving as a sidegrade alternative to the small slot Fusion Buster.

Update is Save Compatible, but Kyeltziv colonies will not have the custom station unless you start a new game.

Full Changelog:
Spoiler
1.5
New Ships:
- Vartio Frigate
- Xinzang Artillery Destroyer
Kyeltziv Technocracy planets now feature a custom station.
New Weapon:
- Packet Ribaldequin
Balance Changes:
- Helianthus Armour increased from 40 to 60
-- Missile placement tweaked to look better
- Asteryx Speed increased from 200 to 220 (shipsystem removed, but now has a significant improvement to base maneuverability)
-- Weapon damage from 50 to 55 per shot
- Ilex Speed increased from 160 to 180
-- Weapon damage from 40 to 45 per shot

- Carriers now have the Parallel Nanoforge Processor hullmod, reducing fighter replacement times.
- Mass of both capitals increased moderately
- Ilkut OP increased by 15
- Narva OP increased by 15
- Strekoza OP increased by 10
- Bystro OP increased by 5
- Podenka OP increased by 5
- Dazhbog OP increased by 5
- Xiezhi OP increased by 5
- Yinglong OP increased by 5
- Perun OP increased by 5
- Znatok OP increased by 5
-- Armour from 450 to 500
-- Fuel capacity from 80 to 120
-- Fuel/ly from 3 to 2
- Ruslan OP increased by 5
- Otkryt Rarity changed to 0.8
- Shock Culverin reload reduced from 0.5 to 0.4 (DPS from 130 to 162.5)
- Fusion Buster flux/shot from 50 to 45 (from 1.0 to 0.9 flux/dam)
- Twin Fusion Buster:
-- Damage from 65 to 70
-- Reload from 1 to 1.15 (1.45 second cycle to 1.6 second, DPS from 358 to 350)
-- Flux/shot from 60 to 58 (from 0.92 to 0.82 flux/dam)
- Particle Discharger flux/shot from 75 to 60
- Heavy Particle Discharger flux/shot from 160 to 119
Other:
- Kyeltziv Rangefinders UI icon now renders correctly
- Katsoja Shock Mine explosion effects improved
- Assigned all ships System ports to determine shipsystem drone launch location
- Added Magictrail to all Fusion Buster shots
- Visual effects on both Particle Dischargers Improved
[close]

Hey i've being breaking my head over doing minor DIY modifcation to this mod. Issue im having by default mod adds a system which still present in Nexerlin random core system, and i'd prefer Kyeltziv being random as all other factions. I've had similar issue few other mods in the past but managed to somehow rip out the system\planets from gen, while here im kind of stuck removing it from generation without crashing the game.
Can i get a tip what i need to edit\delete to achieve this?
Full source is included with the mod so you can look at that, but you'd have to go into data/scripts/world/kyeltzivGen.java and stop it from running kyeltziv_koltsevayaGen and then recompile the .jar
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Amazigh

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Re: [0.95.1a] Kyeltziv Technocracy [1.6]
« Reply #34 on: May 05, 2022, 12:33:11 PM »

Update 1.6

Mostly a wide range of balance tweaks, but also adds one new weapon.
The new weapon is a long(ish) range HE weapon, with higher-end performance against heavier armour, in exchange for having DPS on the lower end of the spectrum.

Update is Save Compatible.

Full Changelog:
Spoiler
1.6
New Weapon:
-- Fusion Houfnice

Balance Changes:
- Shipsystem drones now feature different PD weapons per type
-- Targeting Drones, feature Shock Tapanca/Avtomat
-- Spotter Drones, feature Single/Twin Niitti autoguns
-- Piper Drones, Improved Siren Flare Launch reliability

- Lakeija drone now features a rear facing Niitti Autogun
- Sorkkia drone now features a Micro Stutter Beam

- Support Package Energy Weapon range bonus now scales down as flux levels increase, like with the rangefinder hullmod.

- Shock Mines now deal some EMP damage that can generate arcs


- Pereskia
-- Tappi Autogun replaced with a Micro Stutter Beam
-- Thap Support Missile (Fighter) Range increased from 2000 to 2500
-- OP cost reduced from 18 to 16

- Solanum
-- Tappi Autogun replaced with a Micro Stutter Beam
-- Galvanic Mortar range increased from 1000 to 1200
-- OP cost reduced from 24 to 22

- Cynara Armour increased from 180 to 220

- Vassily
-- Speed increased from 150 to 160
-- DP reduced from 4 to 3

- Ilya
-- DP reduced from 5 to 4

- Perun
-- Speed increased from 110 to 115
-- DP reduced from 7 to 6

- Kiilto
-- DP reduced from 12 to 11

- Podenka
-- Speed increased from 70 to 75
-- DP reduced from 14 to 13

- Ilkut
-- Minor boost to maneuverability


- All Fusion Busters
-- Reworked to no longer have random detonation chance before reaching max range, and instead deal a bonus variable damage explosion on impact.
-- Flux/Damage raised to 1.0 to compensate for new onHit explosion damage.
- Fusion Buster
-- Reload from 0.95 to 1.0 (DPS from 173.9 to 166.66)

- Shock Palliser
-- Damage from 220 to 250
-- Reload from 0.65 to 0.666 (DPS from 338 to 375)
-- Shield hit bonus damge from 30 to 50
-- Base EMP from 30 to 40
-- OP cost reduced from 25 to 22

- Lorentz Rifles (Both)
-- Cycle time from 1.1 to 1.2 (DPS from 363/727 to 333/666)
-- Fragment damage from 30 to 25
-- EMP from 80 to 50

- Packet Ribaldequin
-- Ammo Regeneration from 1 to 0.833333 (Sustained DPS from 60 to 50)

- Tappi Autogun
-- Range from 200 to 240

- Niitti Autogun
-- Range from 300 to 320

- Heavy Particle Discharger
-- Flux/Shot reduced from 119 to 105

- Stutter Beam
-- Ammo from 4 to 6

- Halke ASM (Small)
-- OP cost reduced from 4 to 3
- Halke ASM (all)
-- Top speed from 300 to 350
-- Overall engine performance improved

- Bellis Missile Pod
-- OP reduced from 10 to 8
[close]
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Lightning Dog

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Re: [0.95.1a] Kyeltziv Technocracy [1.6]
« Reply #35 on: May 05, 2022, 09:59:54 PM »

I just want to make mention I'm a huge fan of the faction weapons, I love the electric-themed ballistics and it puts a really solid image in my head for how they work. Cool mod, keep going!
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Big Bee

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Re: [0.95.1a] Kyeltziv Technocracy [1.6]
« Reply #36 on: May 06, 2022, 03:28:20 AM »

I like this mod! It's a solid faction with fairly distinct looking ships and a unique battle-style and identity. Also shock drivers are great.
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Hi I'm not very used to forums sorry

balordezul

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Re: [0.95.1a] Kyeltziv Technocracy [1.6]
« Reply #37 on: May 06, 2022, 01:18:18 PM »

Only got a chance to try out the changes for about an hour but overall this is very much welcome.  The top three changes for me are the Pereskia, Shock Palliser and the Fusion weapons.  The Pereskia OP change makes it more competitive and the extra 500 range on the Thap lets the Pereskia keep firing even when sitting behind Ilkut or a Narva.  The shock palliser went from the worst time to kill out of the large weapons to now being the fastest.  The galvanic large is still good with the range and special ability but now falls into second place.  The twin Lorentz has a worse TTK but at 20 OP and the constant rain of fire it is still a good weapon plus when paired with a twin fusion blaster they create a great anti fighter/missile stream between the target the ship. 

The change to the fusion weapons feels good and variable damage is a neat system.  The Fusion Houfnice is cheaper and slightly lower damage than the twin fusion blaster but when paired with armor weapon mounts for the improved recoil they work fairly well even at long range. 

The Cynara still die to enemy fire but they can take a few hits now.  In a set of 4 simming vs an onslaught I would lose between 1 to 3 of them now vs all 4 going down every in the past. 
« Last Edit: May 06, 2022, 02:04:16 PM by balordezul »
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Amazigh

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Re: [0.95.1a] Kyeltziv Technocracy [1.7.1]
« Reply #38 on: June 22, 2022, 02:34:34 PM »

Update 1.7.1
A minor compatibility patch for linux users.

Update 1.7

Two new ships and three new weapons. Alongside various smaller updates, being a combination of QoL and balance. Also Ind.Evo support and a Magicbounty Chain.

The new ships are:
The Paimen is a combat freighter frigate that deploys a swarm of Kiusa drones, most effective as a point defense escort if actually deployed into a battle.
The Zlatko adds another option for use as a line-combat destroyer, with a good shield and a pack of escort gun drones.

The new weapons are:
A medium-slot PD blaster with tracking projectiles, highly effective against fast/evasive targets.
A mid-long range beam weapon that can slow/disable ships with concentrated fire.
A medium-slot modular shock-driver that acts as long range kinetic damage, albeit with lowish DPS.

Update is Save Compatible.

Full Changelog:

Spoiler
1.7.1
- Minor compatibility patch

1.7
New Ships:
-- Paimen
-- Zlatko

New Weapons:
-- Smart Blaster
-- ESP Beam
-- Compact Shock-Driver

New MagicBounty Chain:
-- The Symmetrist Bureau

Other Changes:
- Mod now Features Industrial.Evolution Compatibility.
- Removed Commerce from Kuzminki and Yasenevo.
- Refining moved from Yasenevo to Solntsevo.
- Kiusa Drone weapon swapped from Niitti Autogun to Piikki Burst Rifle.
- Perennis Shock Missile Pod - New Sprite.
- Katsoja - Sprite Updated.
- Minor Station tweaks, altered armament on "blocker" and should be more aggressive with missile usage.
- Shock-Driver and Shock Palliser shield/hull OnHit vfx improved.
- Shock-Driver shells no longer turn into funny hyper knockback projectiles when hit by an EMP arc or in the "fizzled" state past max range.
- Lorentz Rifle (both single and twin)
-- Kinetic Subprojectile range from 850 to 800

New Ships:
-- Paimen
-- Zlatko

New Weapons:
-- Smart Blaster
-- ESP Beam
-- Compact Shock-Driver

New MagicBounty Chain:
-- The Symmetrist Bureau

Other Changes:
- Mod now Features Industrial.Evolution Compatibility.
- Removed Commerce from Kuzminki and Yasenevo.
- Refining moved from Yasenevo to Solntsevo.
- Kiusa Drone weapon swapped from Niitti Autogun to Piikki Burst Rifle.
- Perennis Shock Missile Pod - New Sprite.
- Katsoja - Sprite Updated.
- Minor Station tweaks, altered armament on "blocker" and should be more aggressive with missile usage.
- Shock-Driver and Shock Palliser shield/hull OnHit vfx improved.
- Shock-Driver shells no longer turn into funny hyper knockback projectiles when hit by an EMP arc or in the "fizzled" state past max range.
- Lorentz Rifle (both single and twin)
-- Kinetic Subprojectile range from 850 to 800
[close]
« Last Edit: June 22, 2022, 07:24:02 PM by Amazigh »
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travhill20

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Re: [0.95.1a] Kyeltziv Technocracy [1.7.1]
« Reply #39 on: June 22, 2022, 09:27:50 PM »

I love new faction mods. I see this one is actually old but its new to ME! Somehow I've missed it. I check the mod page literally every day. Anyway, I like your other ship pack. Going to give this a try. I love the ship designations/names. Using very governmental letters and numbers for the ships is strangely super rare. Everyone uses a "class" name. I like what you've done.
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Amazigh

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Re: [0.95.1a] Kyeltziv Technocracy [1.7.2]
« Reply #40 on: July 09, 2022, 02:11:44 PM »

Update 1.7.2

QoL, Balance and Tweaking patch.

Update is Save Compatible.

Full Changelog:

Spoiler
1.7.2
- Garaj
-- Trail VFX Added.
-- Reworked:
--- Now constantly deploys chaff while in flight, rather than a single burst shortly before impact.

- Zlatko
-- Missile Mounts changed from being erroneously sized as medium to being correctly sized as small.
-- Shield flux/damage from 0.5 to 0.6

- Kiilto
-- DP from 11 to 10
-- Armour from 550 to 600
-- Flux Capacity from 4000 to 4500
-- Shield Arc from 70 to 80

- Shock Springald
-- EMP Damage from 200 to 180

- Light Shock Springald (Drone mounted)
-- Damage from 100 to 90
-- EMP Damage from 180 to 100
-- Spread from 5-10 to 6-12

Heavy Killcloud Projector
-- Range Increased from 400 to 450
-- Reload from 1.0 to 0.8 (DPS from 800 to 1000)
-- Projectile spread Reduced.
-- Pellet count halved, per-pellet damage increased. (total per "shot" damage is unchanged)
[close]
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