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Voting closed: October 28, 2014, 01:20:16 PM


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Author Topic: Metelson Rework in Progress  (Read 267482 times)

Histidine

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Delete the following from Metelson/data/world/factions/metelson.faction:

Code: json
"interceptor":{
"talon_wing":10,
"grudiver_wing":30,

"thunder_wing":10,
"fallback":{"fighter":1},
},
"fighter":{
"negl_wing":40,
"golgata_wing":30,

"gladius_wing":10,
"fallback":{"interceptor":1},
},
"bomber":{
"dagger_wing":10,
"piranha_wing":10,
"obex_wing":30,
},

(also graphics/meti/ships/Pala.png and graphics/meti/weapons/irMaser have Linux filename case crashes)
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Az the Squishy

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Derp is derp is derp.... Fighters aren't ships anymore they're flying weapons. So, yay for throw-back code.

Patch will be out shortly.
For those that don't allready know, Dynasector and metelson (at the time of this writing) will not play nicely due to how fighters are handled. You can remove the code manually just as Histidine stated:
Delete the following from Metelson/data/world/factions/metelson.faction:

Code: json
"interceptor":{
"talon_wing":10,
"grudiver_wing":30,

"thunder_wing":10,
"fallback":{"fighter":1},
},
"fighter":{
"negl_wing":40,
"golgata_wing":30,

"gladius_wing":10,
"fallback":{"interceptor":1},
},
"bomber":{
"dagger_wing":10,
"piranha_wing":10,
"obex_wing":30,
},

(also graphics/meti/ships/Pala.png and graphics/meti/weapons/irMaser have Linux filename case crashes)

and in the mean time I will deal with the fighter and linux issue (this is somewhat why I miss developing ON a linux OS.)

EDIT: It should work now, easy fix easy fix... and linux should function now as well.(knowing my luck it won't...)

« Last Edit: August 12, 2017, 02:43:05 AM by Azmond »
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Drokkath

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*has trouble continuing playing SS while pondering what is missing*

Ah, this mod! *downloads the mod*


EDIT: *cue the haunting moment of realization*: Iconic Hullnodes, Metelson Specs + Reactive Armor from SCY if more explosive resistance is needed? Awesomely splendid. O_O

Stat-wise those two hull mods seem really useful to me along with the explosive weaponry protection hullmod from the other mod because for some strange oddball reason I get killed by explosive stuff most of the time if I lose my shield bubble or if I forget or don't notice that being nearby a large or larger ship that is about to blow and go down is a very bad idea or predicament to be in. Happens only when I use default stuff or one of my nerfed super-ship prototypes for field testing. That and I've started using energy weapons more often which I have found useful so; Iconic Hullnodes? Heck yes!
« Last Edit: June 19, 2017, 04:50:51 PM by Drokkath »
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Az the Squishy

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Auuh, no... No no no, you should not have metelson Specs as a hull mod... That is a bug. That is a very very very bad bug.
That is being patched RIGHT now, RIGHT BLOODY NOW! OOH GODS CRAP!!!
Get ready for 4.2.3  (this is a very minor thing and won't kill a game but you SHOULD NOT be able to get that hullmod.)
The MI Specs were for two vanilla ships with metelson logos.  The Hammerhead (MI) and the Hound (MI)
I am so bad at this sometimes...


Also, be aware that the beams are what'll kill you... 75% incraease to beam damage for the 25% less projectile dmage This mitigation do NOT effect missiles.
« Last Edit: June 19, 2017, 09:20:47 PM by Azmond »
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Drokkath

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Ack! Me sides, me poor sides! :D

I did wonder why that hullmod didn't show up when installed, good thing is that I can remove it by stripping the ship.
Was basically my dumb luck noticing that hullmod first, thought it as a new addition as I've not seen it before but I did get the idea that it mainly adds more energy weapon damage only.

By the way I used the Console Commands' AllHullMods command and is probably why I got it, usually ship specific hullmods don't get added so I agree.
Thanks for the in-game warning though, usually when my hull points start going down fast I'm barely able to keep watching what is shot at me and so I notice missiles first. Exactly the reason I find Temporal Shell so useful as my thinking is slow and it makes it easier for me to see what's going on and plan ahead without pausing the game.


And I know what it feels like to mess something in a mod up and notice some stupid error much later on, it's why I burst out laughing right now because I know more or less what one feels like in such situation. At first it's not funny at all but later on thinking back it suddenly can become hysterical. Like the times I'm tired and wanna find out why the heck a game keeps crashing still and then about 2 hours later I'm like; "Argh, this small bloody thing! *headdesk*" ..it happens.


EDIT: Thinking of creating a secondary character just to experience the game as a Metelson's miner, salvager, freelance mercenary and an explorer combined. What makes me relate to Metelson ships and weaponry is that they are quite close to default game weapons and putting some default weapons on the Metelson ships fits like a glove due to their paint schemes matching more or less together quite well like chaingun, high-velocity driver, mauler and a few others.

As for the look of the ships, Metelson's own unique designs that look like mish-mash variations of spheres and oval shaped hulls which makes sense for them to be able to take more natural punishment and yet they are still awesome to see, its this practical look-wise thing I like about them, heck I find so many factions in their own way likeable that sometimes I have a hard time to decide who to join with! Pretty much anything that isn't Sindrian Diktat, Luddic Church, Luddic Path, and the infamous Templars.
Tri-Tachyon and Hegemony are kinda in my grey list. Metelson though made me wanna try out a bigger fleet consisting of tanky escorts and other faster storage ships, which is a first, tbh. usually I just have two or three ships and not +8 of them like I ended up doing in 0.7 of the game. Tiandong has similar effect on me but their slow speed is why it's rather painful to catch faster ships or at all.

Enough said for now as I have some Templars to maim, Luddic Path to kill and Luddic Church to burn.
« Last Edit: June 20, 2017, 01:06:30 AM by Drokkath »
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Death_Silence_66

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This mod is quite nice and the ships look great, nice job. Something to note, many of the variants have unused OP and empty flight decks.

In terms of balance, the Obex seems way too strong for only 10 OP and crackers are a bit too good at for their size and OP cost.
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Kwbr

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Varingurs got a typo in its description; "...respectable cargo cargo capacity"

Glad to see this mod updated, it always felt unique
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Az the Squishy

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This mod is quite nice and the ships look great, nice job. Something to note, many of the variants have unused OP and empty flight decks.

In terms of balance, the Obex seems way too strong for only 10 OP and crackers are a bit too good at for their size and OP cost.

Balance is something very hard to get I've found. At least for myself. As far as the Obex goes, that probably is the main blaster weapon it has and the flux.  Due to how the AI works I gave the Obex the Molrais blaster and the flux to fire it at least a few times, otherwise it'd never fire the thing! @[email protected]
And previously Obex had a wing of 3 which was way too much. So, I removed one but buffed the speed slightly while also lowering the acceleration and deceleration.

Cracklers on the other hand might be given a slight inscrese to spread to make them more inaccurate. As I feel that'd help temper it though, I'll have to see while I'm working on other things. xD

In regards to the Variants however, I honestly just piled weapons on some of the ships forgoing flight-bays in certain cases, or leaving some unused for the sake of a weapon. That and some of the variants likely should only show up in fleets for flavor. nyeah hell.

Varingurs got a typo in its description; "...respectable cargo cargo capacity"

Glad to see this mod updated, it always felt unique

Thank you, and the typos will continue to catch me and others up.... D'oh!
Ack! Me sides, me poor sides! :D

I did wonder why that hullmod didn't show up when installed, good thing is that I can remove it by stripping the ship.
Was basically my dumb luck noticing that hullmod first, thought it as a new addition as I've not seen it before but I did get the idea that it mainly adds more energy weapon damage only.

By the way I used the Console Commands' AllHullMods command and is probably why I got it, usually ship specific hullmods don't get added so I agree.
Thanks for the in-game warning though, usually when my hull points start going down fast I'm barely able to keep watching what is shot at me and so I notice missiles first. Exactly the reason I find Temporal Shell so useful as my thinking is slow and it makes it easier for me to see what's going on and plan ahead without pausing the game.


And I know what it feels like to mess something in a mod up and notice some stupid error much later on, it's why I burst out laughing right now because I know more or less what one feels like in such situation. At first it's not funny at all but later on thinking back it suddenly can become hysterical. Like the times I'm tired and wanna find out why the heck a game keeps crashing still and then about 2 hours later I'm like; "Argh, this small bloody thing! *headdesk*" ..it happens.


EDIT: Thinking of creating a secondary character just to experience the game as a Metelson's miner, salvager, freelance mercenary and an explorer combined. What makes me relate to Metelson ships and weaponry is that they are quite close to default game weapons and putting some default weapons on the Metelson ships fits like a glove due to their paint schemes matching more or less together quite well like chaingun, high-velocity driver, mauler and a few others.

As for the look of the ships, Metelson's own unique designs that look like mish-mash variations of spheres and oval shaped hulls which makes sense for them to be able to take more natural punishment and yet they are still awesome to see, its this practical look-wise thing I like about them, heck I find so many factions in their own way likeable that sometimes I have a hard time to decide who to join with! Pretty much anything that isn't Sindrian Diktat, Luddic Church, Luddic Path, and the infamous Templars.
Tri-Tachyon and Hegemony are kinda in my grey list. Metelson though made me wanna try out a bigger fleet consisting of tanky escorts and other faster storage ships, which is a first, tbh. usually I just have two or three ships and not +8 of them like I ended up doing in 0.7 of the game. Tiandong has similar effect on me but their slow speed is why it's rather painful to catch faster ships or at all.

Enough said for now as I have some Templars to maim, Luddic Path to kill and Luddic Church to burn.

Aye, it's how development hell works! Try try, try, burn, try try fuagh!

And thank you for the compliments. ^ ^  Be warned, Metelsons are rather crew-strict and repair-heavy. In otherwords, always have supplies on you for repairs and always have a surplus of crew it'll help! Personally I agree about most factions. SRA (ShadowYards) is orangic and flowing with a very unique pallet of colors, II is an imperial-themed golden might, THI is in the same vain of Metelson- and beat Metelson to the punch in theme -with a gritty ascetic of the Asian descent, SCY is scientific endeavors and experimental theories,  EXI is just as experimental as SCY with even more demension folding (I mean, FFS, if I remember they had a BLACK HOLE that they went into!) and the sister faction Aramanithen Association (I know I'm mispelling it) is a living asteroid fleet man!
Black Rock Drive Yards is a fan favourite for it's superb sprites and crazy weapons! (Fear the floating wisp that is secretly a missile!), and then my personal faveorite and the oldest mod still going (IIRC) Junk Pirates. I love junk pirates for the shapes, weapons and attitude of the mod in general, as well as the smaller mods that've been cobbled with it. :)

Drokkath

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Indeed. :D To me modding SS is at least more interesting somewhat and also more fun when testing ships or weapons or both and with high replay-ability of the core game along with Command Console which is a personal must-have as it all makes starting a new game easier and not that much of an issue as either way I'll see some sort of 2D Star Control 2-esque battlescape action but with more ships, at slower pace and more choices.

Haven't tried majority of the mods out yet as about half of the installed ones I'm still getting to know still, so it's pretty much a plus-one-mod at a time strategy more or less that works for me.

Aside from that, looks like it's finally the time again to reboot my secondary character who's a part of Metelson. Will have to switch off Dynasector though as it has given me nothing but misery and about 4-6 failed attempts at playthroughs due to most of the mods still not being entirely compatible with it, kept running into a fleet or two from other mods too that failed to generate from a port at random times and me checking if I have the latest updates of every mod after the game crashed. All I know for now is to keep Dynasector locked away or have a miserable time running into yet another kraken of CTD. x_x

Thanks though about mentioning of the crew-strict and repair-heavy element of the ships, did notice the repair time being more longer even in 0.7 version of the game using a small Metelson fleet of my own in-game. Already did a quick test run too to see how an over-hullmod-modified Securi fares against fleets in normal difficulty and it looks like thanks to changes to the core game in .8 version I have to go with difficulty set to easy mode this time around as it's too stressful for me to keep the piloted ship from blowing up and piloting bigger ships is just as stressful when trying to catch evading ships.
With less perk/skill elements of .8 compared to more perk/skill elements in previous .7 version of SS, I'm even worse trying to use default/mod-default ships normally, had to even increase my personalized ships' values to a higher level just to survive heavier punishment from Templar ships than before.


EDIT: Heh, seems like I don't need easy mode after all if I add and spawn an edited variant file with hullmods and hullmods like shielded cargo holds that can't be bought, sweet. Gives me just enough edge more or less that I need to be able to play comfortably anyway. Only a couple of escorts and other small combat ships in my fleet away from being able to steamroll bigger fleets in a small swarmer-like fashion, hit hard and quick, shoot while gliding and sliding, get some distance to re-focus, rinse and repeat while checking if the engine pipe-ends are out of harm and check where my support ships are to keep them from harm too and give some orders to other officers with their own set of escort and support ships.

Basically the only strategy and tactics that I'm able to keep track of the best as it gives me some thinking space to have officer ships protected by escorts or supports or both to have larger chance of pulling the whole fleet from losing a ship. Worked the last time I tried a Metelson playthrough.

This post got quite long again in a short span of time. I think slow but upon putting them into words I type it down quite fast and in long lengths. 'scuse me.
« Last Edit: June 21, 2017, 07:26:33 PM by Drokkath »
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Death_Silence_66

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The reason the Obex is OP are its 4 hammer torpedos. One wing can force down the shields of a destroyer and then annihilate it with point blank hammer launches.

There are a few other issues I found. Many of the frigates (Cavos and Pala and Pala:L) are very fast, and can kite most vanilla frigates. Additionally, due to their higher peak times, Metelson frigates can win any engagement with stock non-phase frigates.

The Thrudgelmir has higher flux capacity than and nearly the same shields as a Paragon, which I assume is unintentional based on the midline-ish look of the ship. the Drengur is borderline overpowered with its mix of high speed, large ballistics, thick armor and 4 fighter bays.
« Last Edit: June 21, 2017, 11:01:27 PM by Death_Silence_66 »
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Drokkath

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Good grief, that's overpowered? Yikes, I can't even borderline function without a ship that isn't overpowered with capacitors, vents and about 90% of hullmod galore added along with more powerful weapons in the game.

I can't even use stock Securi Stout in its default state as it's just miserable for me trying to only function and rely on extremely very limited choices, no matter what combinations one would recommend to me, Sorry but no, I have RL to consider and in a game and by default I'd rather be free and cheat to my hearts content to feel joy and bend the rules of a game a bit than be restricted and limited like in RL.

Basically I have only flown Securi Stout in its hullmodded to-the-brim glory with help from the Console Commands and that's the custom variation version I like the most. I like that the ship can be turned superior in such a way I find it awesome and a useful dakka-dakka commando ship without having to make a separate copy of the ship.
« Last Edit: June 22, 2017, 02:11:49 AM by Drokkath »
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JDCollie

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Good grief, that's overpowered? Yikes, I can't even borderline function without a ship that isn't overpowered with capacitors, vents and about 90% of hullmod galore added along with more powerful weapons in the game.

I can't even use stock Securi Stout in its default state as it's just miserable for me trying to only function and rely on extremely very limited choices, no matter what combinations one would recommend to me, Sorry but no, I have RL to consider and in a game and by default I'd rather be free and cheat to my hearts content to feel joy and bend the rules of a game a bit than be restricted and limited like in RL.

Basically I have only flown Securi Stout in its hullmodded to-the-brim glory with help from the Console Commands and that's the custom variation version I like the most. I like that the ship can be turned superior in such a way I find it awesome and a useful dakka-dakka commando ship without having to make a separate copy of the ship.

I'm fairly certain that any ship you enjoy is in dire need of severe and immediate balancing, Drokkath  ;D
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Az the Squishy

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The reason the Obex is OP are its 4 hammer torpedos. One wing can force down the shields of a destroyer and then annihilate it with point blank hammer launches.

There are a few other issues I found. Many of the frigates (Cavos and Pala and Pala:L) are very fast, and can kite most vanilla frigates. Additionally, due to their higher peak times, Metelson frigates can win any engagement with stock non-phase frigates.

The Thrudgelmir has higher flux capacity than and nearly the same shields as a Paragon, which I assume is unintentional based on the midline-ish look of the ship. the Drengur is borderline overpowered with its mix of high speed, large ballistics, thick armor and 4 fighter bays.

The frigates will be de-buffed regarding CR and Flux was lowered on the Obex... The 8 (4 per obex) hammer torpedoes however are staying, with the ship losing speed to help destoryers keep away or at least have more time to dodge... Might also increase the attack-run range so there's more of a chance for AI or players to dodge.

I'll futz around with it. :)


@JDCollie and Drokkath
Uh, that's subjective. Some people think it's OP (the actel being an example among others...) So, I couldn't tell you one way or another percisely. However, I will tell you that Death is correct as far as frigates go. They're somewhat broken from CR being a bit much. Most frigates have now been lowered to either 200 (20 seconds more than the standard frigate) or a standard 180 with the highest being 240 for most Military frigates.

@Death_Silence_66
As far as that goes in more specifics. I was trying to balance the cost of repair and CR, but, I went overboard and didn't touch it since last editions having focused on so many other things in the mean time. So, I'll add this as a patch, 4.2.4 shortly after some play testing and tweaking.

Drokkath

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I'm fairly certain that any ship you enjoy is in dire need of severe and immediate balancing, Drokkath  ;D

Heh, if that balancing means turning it into a steamroll variant or a completely copied into another ship config-wise then yeah. :D
Was merely baffled is all, I did test default Securi Stout and my variant file of it where I had put a bunch of hullmods only so I can apply it to a default Securi Stout with ease after setting the ordnance points extremely high with Console Commands. Comparisons of the two were more than just night and day.
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Morbo513

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Would you be able to make it so the H35's shells ignore/punch through those tiny asteroids, and missiles? It's kinda frustrating to have that one shot you get to make every 5 or so seconds interrupted by something so insignificant
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