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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.95a] Roider Union 1.2.2  (Read 137580 times)

SafariJohn

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Re: [0.9.1a] Roider Union 1.0.9
« Reply #135 on: December 21, 2020, 06:34:03 PM »

It would not be hard to do. However, it is outside the scope of this mod. If you want to make that mod, though, feel free to use the Roider retrofit code.
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SafariJohn

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Re: [0.9.1a] Roider Union 1.1.0
« Reply #136 on: December 23, 2020, 08:23:26 PM »

Roider Union v1.1.0

Download in the OP

Post-tournament balance update! New hullmod transfer system for armor modules! Save compatible.

Known bug: Gunnery Implants skill interacts weirdly with Spike Driver and Pile Driver's non-zero minimum shot spread.

Version 1.1.0
 New Features
 - Added automatic hullmod transfer from parent hull to armor modules
 - Added support for Unknown Skies' parasitic spores condition
 - Added Atlas Mk.2 to Telamon conversion
 - Added MIDAS to fighters
 
 Changes
 - Roider Dives and Union HQs can harvest from same-faction planets
 - Union HQs spawn more/less patrols depending on colony size
 - Raised Roider Neutral/Friendly Encounter music's volume slightly
 - Nerfed Spike Driver
   - Increased flux per shot from 220 to 240
   - Increased minimum spread from 0 to 5
 - Buffed Pile Driver
   - Projectiles now pierce missiles
   - Reduced flux per shot from 650 to 600
   - Nerfed minimum spread; increased from 0 to 5 to match Spike Driver thematically
 - Pile Driver shots now pierce missiles
 - Buffed Sharpshooter's rate of fire by 20%
 - Increased Bolt-class interceptor's wing size from 3 to 4
 - Tweaked Hopskip Mk.2 bomber and Hazard MRM's visuals
 - Buffed Dragline-class support fighter
   - Mini Sharpshooter turrets can rotate 360 degrees
   - Annihilator Pod can fire continuously
 - Nerfed Rocksaw-class heavy assault fighter
   - Reduced roam range from 4000 to 3000
   - Reduced chaingun's burst size from 40 to 20
   - Nerfed chaingun's DPS by 10%
 - Buffed Breaker drone's speed from 180 to 200
 - Buffed Duster's sustained kinetic DPS by 40%
 - Reduced Roach-class heavy frigate's DP from 8 to 6 to make it more useful late-game
   - Gave it High Maintenance to compensate early-game
 - Buffed Aurochs-class destroyer
   - Increased flux capacity from 4000 to 4500
   - Improved shield efficiency from 1.0 to 0.7
 - Buffed Cowboy-class light carrier
   - Changed rear turrets from BALLISTIC to COMPOSITE
   - Increased flux dissipation from 100 to 150
   - Increased maneuverability
 - Buffed Onager-class destroyer
   - Increased main hull's armor from 600 to 650
   - Increased armor module's armor from 800 to 950
 - Buffed Firestorm-class destroyer
   - Reduced forward turret coverage to improve AI performance
   - Increased main hull armor from 500 to 600
   - Increased armor module armor from 750 to 800
   - Increased flux capacity from 5000 to 6000
   - Increased flux dissipation from 200 to 250
   - Increased OP from 40 to 60
   - Increased speed from 50 to 65
 - Buffed Gambit's maneuverability
 - Buffed Ranch-class carrier
   - Increased armor module's size to cover entire front
   - Increased armor module's hull from 700 to 1000
   - Added 2 new small ballistic turrets at the front
   - Increased OP from 90 to 100
   - Increased flux capacity from 4500 to 5000
   - Increased maneuverability
   - Nerfed supply/DP cost; increased from 20 to 22
 - Rebalanced Telamon as fast battleship
   - Buffed speed from 25 to 35
   - Nerfed armor from 1300 to 1250
   - Buffed front module's hull from 2000 to 2500
   - New hullmod transfer system removed armor modules' unintended super-durability
 
 Bug Fixes
 - Buffalo Mk.2 to Aurochs conversion now requires commission
 - Made giving yourself Union HQ BP through Console Commands safe
   - Was possible to malform the command and get a save-corrupting BP
   - Save-fix here: https://fractalsoftworks.com/forum/index.php?topic=9547.msg303345#msg303345
 - Fixed bug causing bar rumors for fringe bases to disappear if not viewed immediately
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Yubbin

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Re: [0.9.1a] Roider Union 1.1.0
« Reply #137 on: December 23, 2020, 08:29:16 PM »

Looks great, I'll definitely play a roider run next time.
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Farya

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Re: [0.9.1a] Roider Union 1.1.0
« Reply #138 on: December 28, 2020, 09:38:50 PM »

Is it intended that Collossus (R) could only be converted from pather conversion but not a stock or pirate variant?
Would also be good to have new pather ships from Luddic Enhancement included into list of ships that could be converted into roider variants.
Also what about some new modular hullmod that is a nerfed version of salvage gantry? Or they could have mining drones/shuttles that give you this hullmod - boosts amount of fuel recovered and gives additional fleetwide boost for recovered crew.
UPD: That's actually an idea for some cool logistic vessel which gives fleetwide bonus to repair/crew recovery out of combat. I think that fits nature of roiders perfectly.
« Last Edit: December 28, 2020, 11:35:20 PM by Farya »
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SafariJohn

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Re: [0.9.1a] Roider Union 1.1.0
« Reply #139 on: December 29, 2020, 08:22:52 PM »

Is it intended that Collossus (R) could only be converted from pather conversion but not a stock or pirate variant?

The standard Colossus can be converted to the Roider Colossus at a Union HQ with Heavy Industry, such as at Korovin in the Atka system.
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Farya

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Re: [0.9.1a] Roider Union 1.1.0
« Reply #140 on: December 29, 2020, 09:16:26 PM »

Quote
The standard Colossus can be converted to the Roider Colossus at a Union HQ with Heavy Industry, such as at Korovin in the Atka system.
But that was exactly where I was converting my ships IIRC, I even sold them corrupted nanoforge. Only pather variant was shown as allowed base hull for conversion.
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Helldiver

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Re: [0.9.1a] Roider Union 1.1.0
« Reply #141 on: January 06, 2021, 06:48:40 PM »

Love the ship designs and how well the faction fits into the lore. Feels like a natural subfaction for the Independents.
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Farya

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Re: [0.9.1a] Roider Union 1.1.0
« Reply #142 on: January 07, 2021, 01:28:54 AM »

Roider HQ works good now. Though it's sad how greately it is tied to commission to operate at full capacity. And if they are at war with you even independent roiders would avoid you - making industry completely useless. Shouldn't pirate roiders visit you instead in such case if you are at good relations with pirates? And considering that you are leasing an industry slot for RU to have their HQ wouldn't it make sense for them not to demand a commission there? Maybe their shipyard would simply sell less/less quality ships made by independent roiders when you lack one. I think it would make sense to add a check for Independent and Pirate relations for non-union roiders contribution. And reduce default resource collection as result, boosting it when at good relations with more then one of these factions.
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SafariJohn

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Re: [0.9.1a] Roider Union 1.1.0
« Reply #143 on: January 07, 2021, 06:33:02 AM »

I hear you that it's not very interesting to be hostile with the Roider Union. There are a lot of reasons to be friends with them and negative incentives to be enemies. While Union HQ will stay as-is because, like credits, good relations are part of its price, I have plans that will make it worthwhile to cross the Roiders.


Love the ship designs and how well the faction fits into the lore. Feels like a natural subfaction for the Independents.

Glad to hear that!
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Golde

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Re: [0.9.1a] Roider Union 1.1.0
« Reply #144 on: January 30, 2021, 08:39:40 PM »

y does the piledriver exist. literarily the worst thing to put on your ship and the worst thing to be up against. It's even the worst map in blr.
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imperialus

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Re: [0.9.1a] Roider Union 1.1.0
« Reply #145 on: February 26, 2021, 06:54:55 PM »

Hey, just figured I'd toss this in here since it seems relevant. I've started recording a Lets Play where I do a Roider start.  Going for a scrappy low-tech space miner vibe.

https://youtube.com/playlist?list=PLHpPhPNbuNsFZ4huoJoghlYQ_804gDUS1
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SafariJohn

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Re: [0.9.1a] Roider Union 1.1.0
« Reply #146 on: February 26, 2021, 07:29:35 PM »

Hey, just figured I'd toss this in here since it seems relevant. I've started recording a Lets Play where I do a Roider start.  Going for a scrappy low-tech space miner vibe.

https://youtube.com/playlist?list=PLHpPhPNbuNsFZ4huoJoghlYQ_804gDUS1

It's great to see people playing Roiders. Saw you pass over Fighter Clamps a couple times - don't miss out on early-game fighter spam!
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imperialus

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Re: [0.9.1a] Roider Union 1.1.0
« Reply #147 on: February 26, 2021, 09:04:32 PM »

Yeah, I've been trying to figure out how to get them to work off camera.  It's tough to balance the OP on the small ships though. It's actually one of the reasons I wanted to play Roiders. I don't normally play carriers so I'm excited to try a different playstyle than I'm used to. Especially since most the Roider ships seem to be more along the lines of combat carriers, which will be a nice contrast from either drover and/or astral spam you normally see with carrier fleets.
« Last Edit: February 26, 2021, 09:14:41 PM by imperialus »
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Sundivingdownloader

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Re: [0.9.1a] Roider Union 1.1.0
« Reply #148 on: March 05, 2021, 10:08:18 PM »

I think that (at least with Nexerelin) fighter clamps prevents the attached fighters from mining.  They don't show up on the list of mining ships (or at least their values aren't calculated).  It could be said to be balanced badly if they could mine efficiently (maybe if possible put a -50% mining modifier because they mine slower??).  It would be good to have that fact show up on the tool tip though.  Just built an early game fleet of miners that now have no mining ability.

edit:  Confirmed, I did the math and checked with multiple fighters that are listed on the "what ships/fighters can mine" list.
« Last Edit: March 05, 2021, 10:16:43 PM by Sundivingdownloader »
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SafariJohn

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Re: [0.9.1a] Roider Union 1.1.0
« Reply #149 on: March 06, 2021, 07:02:04 PM »

It seems to work for me - the wing's mining strength is included as part of the ship's strength. I checked with Converted Hangar and Fighter Clamps, with Mining Drones and Breaker Drones, and with fighters and without.
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