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Author Topic: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19  (Read 363714 times)

Plasmatic

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Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
« Reply #345 on: September 22, 2018, 11:33:36 AM »

As far as I can tell your mod should be compatible and the error reads like its something missing in a csv file?
You know this mod hasn't been updated for the current version of Starsector, yes?

I just realized that :)
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Midnight Kitsune

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Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
« Reply #346 on: November 06, 2018, 08:20:33 PM »

Dong when? I have a mighty need to blast ships with the triple mauler
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The2nd

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Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
« Reply #347 on: November 07, 2018, 03:04:19 PM »

Dong when? I have a mighty need to blast ships with the triple mauler

At this point I doubt we will see an update for 0.8, looking foreword to the 0.9 version though  :P   
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Lopunny Zen

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Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
« Reply #348 on: November 07, 2018, 05:46:28 PM »

This faction still needs a Capital carrier to complete the loadout. Also maybe have some missiles exclusive to some ships that reloud ammo slowly like some other factions
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MesoTroniK

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Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
« Reply #349 on: November 12, 2018, 01:04:37 AM »

At this point I doubt we will see an update for 0.8, looking foreword to the 0.9 version though  :P   

Heh, well you would be wrong.

This faction still needs a Capital carrier to complete the loadout. Also maybe have some missiles exclusive to some ships that reloud ammo slowly like some other factions

A capital carrier? Heh, probably someday! But it would be something unusual or it just wouldn't fit THI. At the same time though, I would hardly say they *need* a capital carrier :)
Also, I have literally no idea what you mean by what you suggested for missiles... What mod factions even do such weapons more than once in a blue moon besides DA and Exi?

--


Evening folks, here is the long awaited update of Tiandong Heavy Industries so go ahead and grab the new version from original post.

TL;DR
Whew, it has been a long time coming and I am sorry to disappoint you all. But this update contains no new content, or updated ship / weapon art. But does have lots of balance changes, polish, tweaks, bug fixes, neat new stuff in the campaign etc etc. The new content and art will go in a future update, hopefully the next one.

The full ramble
Spoiler
It is a long hard road out there, life as it is known...

Those that travel down the long road known as life without dreaming and shooting for any great goals walk a short distance through a barren plain. At the end, they will look back and see little of anything that is of note. Those that dare to dream are doomed to be disappointed. But even at the end of their journey, their failures in their attempts shooting for the stars means they will still fall among the heavens. My eyes were bigger than my stomach, my eyes being what I wanted to do, and my stomach being what I *could* do within a reasonable time frame while also dealing with so many complications of my life as of late. As much as I desire to be a machine, I, too, am only human.

I shot for the stars and failed, but still fell within heaven. For here we are now, and all the work that put into the sprites is not wasted for it will be going in a future update. As much as it hurts to say this, I was wrong and should have indeed did a "incremental compatibility" update, IE what I did just now. I looked back and saw how foolish I was, and learned from my mistakes and changed the plans. As much as I hate going back on my word, can instead consider this just a delay for some of what I said I would do. I hope you all forgive me, and enjoy the return of Tiandong Heavy Industries to the Persean Sector.
[close]


Also a big thank you to Histidine for helping with this update, and to Deathfly as well for assisting with naming shenanigans.

Keep in mind if you use DynaSector that you *must* update it for this version of THI.


Anyways, feel free to leave feedback, complaints and suggestions!

Changelog
Spoiler
1.2

Campaign stuff:
- Campaign rig in general tweaked for 0.8.1a compliance.
- Shaanxi star system moved to -18533, -10200, now has a custom procgen rig past the orbit of Tiexiu that also has a custom entity naming system, now has a custom procgen outer system wide nebula, Shanghai had its Barren condition removed, Mogui had its Uninhabitable condition removed, Silk Road Gate now at Gan's L5, Comm Relay now at Silk Road's old location (outer edge of second asteroid belt), removed Botai Feng Belt (old outer most third asteroid belt), improved its background image, and added a hidden *something* somewhere in the system (heh).
- Macau had its Orbital Station condition removed.
- Chaozhou had its Orbital Station condition removed.
- Fuxin had its Trade Center condition removed.
- THI mining fleets now use the Trade Fleet memory tag (relates to various interactions with other fleets).
- THI mercenary fleets had their custom AI, behaviors and ability usage massively improved with various hax, and will now have reduced rep impact with the player if fought against while they are escorting a NPC fleet.
- THI now has custom survey fleets that fly out to procgen space and survey planets, like the player does (though doesn't actually reveal conditions).
- Retrofitting submarket can no longer refit fighters (duh), can no longer refit the Venom, and added so many pertinent mod ships to the refit table that is it not worth it list them all.
- Updated faction relationships with vanilla and various mod factions.
- Additional fleet interaction chatter lines added.

Ship stuff:
- Ship stats in general tweaked for 0.8.1a compliance.
- Many ship variants were adjusted, and some new ones were added.
- Added Combat Autoloader ship system, increases ballistic and missile rate of fire by 30% while also reducing flux cost to fire those weapon types by an equal amount. Currently only used by the Xiakou, but expect it on other (new) ships in the future.
- Xu now has the Heavy Ballistics Integration hullmod built in, ordnance points reduced to 285 from 315, cargo reduced to 300 from 350, fuel reduced to 300 from 500, and credit cost increased to 180500 from 160500.
- Xiakou had its Accelerated Ammo Feeder ship system replaced with Combat Autoloader.
- Shouren ordnance points increased to 150 from 135, cargo reduced to 150 from 250, and fuel reduced to 100 from 200.
- Wuzhang fuel reduced to 100 from 150.
- Dingjun now has the Surveying Equipment hullmod built in, converted its modular fighter bay to a built in Armored Mining Drone wing, ordnance points increased to 115 from 105, cargo reduced to 325 from 500, fuel reduced to 120 from 300, and Nexerelin mining strength increased to 8 from 6.
- Tianshui fleet points increased to 11 from 9, armor increased to 450 from 350, ordnance points increased to 75 from 50, max speed increased to 55 from 50, acceleration increased to 35 from 30, max turn rate increased to 25 from 20, turn acceleration increased to 20 from 16, min crew increased to 85 from 45, max crew increased to 145 from 130, cargo reduced to 100 from 125, fuel reduced to 300 from 400, credit cost increased to 23500 from 22500, CR to deploy increased to 12 from 8, peak CR time reduced to 360 from 420, supplies/rec and supplies/mo increased to 11 from 8, and added COMBAT ship AI hint (in addition to CARRIER which it already had).
- Chengdu one of its two modular fighter bays was converted to a built in Borer wing, ordnance points increased to 35 from 30, min crew increased to 60 from 50, max crew reduced to 110 from 140, fuel reduced to 70 from 90, peak CR time reduced to 360 from 420, supplies/rec and supplies/mo increased to 7 from 6, and Nexerelin mining strength increased to 9 from 6.
- Qianzi ordnance points increased to 90 from 85, shield upkeep reduced to 0.4 from 0.5, and fuel reduced to 50 from 80.
- Hujing ordnance points increased to 95 from 80, and fuel reduced to 60 from 110.
- Hanzhong ordnance points increased to 95 from 85, and fuel reduced to 90 from 130.
- Tuolu fuel reduced to 140 from 150.
- Guandu ordnance points increased to 70 from 65, and fuel reduced to 80 from 120.
- Wujun fuel reduced to 25 from 40.
- Nanzhong ordnance points increased to 45 from 40, and fuel reduced to 20 from 40.
- Luoyang ordnance points increased to 38 from 35, and fuel reduced to 30 from 50.
- Laohu ordnance points increased to 40 from 35, and fuel reduced to 35 from 50.
- Shen hit points reduced to 750 from 850, max flux reduced to 450 from 650, flux dissipation reduced to 25 from 100, max speed increased to 225 from 150, acceleration increased to 280 from 110, deceleration increased to 200 from 40, max turn rate increased to 100 from 80, turn acceleration increased to 200 from 170, fleet points reduced to 7 from 8, mass reduced to 55 from 60, refit time increased to 15 from 10 seconds, and credit cost reduced to 10500 from 19000. OP cost is 15, and roaming range is 4000.
- Hefei now has the vanilla PD decoy Flare Launcher Fighter ship system, removed its rocket launcher, traded its pair of Light Autocannons for a pair of hard-hitting Fission Mortars, hitpoints reduced to 775 from 800, armor increased to 225 from 200, max flux reduced to 600 from 800, flux dissipation reduced to 110 from 150, max speed increased to 130 from 90, acceleration increased to 180 from 90, deceleration increased to 150 from 70, max turn rate increased to 100 from 90, turn acceleration increased to 200 from 180, wing size reduced to 2 from 3, and credit cost reduced to 9050 from 18500. OP cost is 12, and roaming range is 4000.
- Dadao rocket volley sized reduced to 4 from 10, bomb volley size reduced to 2 from 5, removed the pair of Punisher Torpedos and replaced with a pair of Concussion SRMs, hitpoints reduced to 750 from 900, armor reduced to 100 from 125, max speed increased to 160 from 90, acceleration increased to 200 from 85, deceleration increased to 200 from 60, mass reduced to 50 from 65, and credit cost increased to 13000 from 12000. OP cost is 22, and roaming range is 4000.
- Jian hitpoints reduced to 525 from 550, armor reduced to 75 from 125, max speed increased to 290 from 145, acceleration increased to 390 from 115, deceleration increased to 290 from 45, max turn rate increased to 140 from 85, turn acceleration increased to 290 from 175, mass reduced to 45 from 50, credit cost reduced to 10050 from 16500, and changed its classification to Heavy Interceptor from Heavy Fighter. OP cost is 10, and roaming range is 4000.
- Armored Mining Drone hitpoints reduced to 1000 from 1200, max speed increased to 125 from 70, acceleration increased to 75 from 45, deceleration increased to 75 from 20, max turn rate increased to 45 from 40, turn acceleration increased to 90 from 80, mass reduced to 55 from 90, wing size reduced to 2 from 3, credit cost reduced to 4000 from 11000, and Nexerelin mining strength increased to 8 from 6.6. OP cost is 4, and roaming range is 2000.
- Yiling has received the Type-6 SRM Launcher to bolster its firepower, hitpoints reduced to 230 from 460, armor reduced to 30 from 60, max flux reduced to 30 from 460, flux dissipation reduced to 20 from 60, max speed increased to 300 from 170, acceleration increased to 375 from 130, deceleration increased to 275 from 300, max turn rate increased to 140 from 100, turn acceleration increased to 275 from 205, and credit cost reduced to 2050 from 4500. OP cost is 0, and roaming range is 4000.
- Liberty fuel reduced to 100 from 160, credit cost increased to 202000 from 170000, fixed an old bug that allowed the scripted flare launchers to be added to a variant in game, and is now hidden from the codex.

Weapon stuff:
- Weapon tags added and tweaked in general for 0.8.1a compliance.
- Adjusted all custom missile AI for 0.8.1a compliant retargeting behavior.
- Added Fission Mortar (fighter only weapon used by the Hefei), a high alpha damage small HE weapon, expect a modular version in the future.
- Added Type-6 SRM Launcher (fighter only weapon used by the Yiling), essentially is the submunition of the Muscle LRM but fired directly from a launcher.
- Added Concussion SRM (Single) (fighter only weapon used by the Dadao), essentially is an SRM version of the Concussion Missile.
- Macro Cannon projectile and on hit visuals improved, AOE frag damage / push force now respects shield arcs more accurately including not damaging modules and fighters under shields, now plays damage sound properly (thank you Alex!), and no longer can damage missiles with collision class NONE or phased asteroids (heh).
- Burst Flak Cannon and Bulwark Flares AOE frag damage / push force now respects shield arcs more accurately including not damaging modules and fighters under shields, improved proximity fuze to be more precise, now plays damage sound properly (thank you Alex!), no longer can damage missiles with collision class NONE or phased asteroids (heh), and can no longer deal double damage in some edge case scenarios (for real this time, really, seriously).
- Concussion Missile (same missile fired from multiple weapons) direct hit single target contact damage increased to 700 from 600 (bonus AOE damage unchanged), AOE frag damage / push force now respects shield arcs more accurately including not damaging modules and fighters under shields, now plays damage sound properly (thank you Alex!), and no longer can damage missiles with collision class NONE or phased asteroids (heh).
- Superheavy Machine Gun now uses PD,PD_ALSO (instead of just PD) AI hints so it now is like the Devastator Cannon (fires at ships and fighters first, missiles second), and changed visible role to Assault from Point Defense.
- Rotary Autocannon max spread decreased to 16 from 20.
- Heavy Mining Laser damage/second and energy/second increased to 140/140 from 125/125, now fires in a slow sweeping motion, and improved its firing and cooldown visuals.
- Muscle LRM submunitions got some hax to make them always remain armed after engine fizzling (unless hit by EMP arcs or whatever).
- Light Thumper (fighter only weapon used by the Shen and Jian fighters) damage increased to 100 from 90, flux per shot increased to 50 from 30, chargedown increased to 1.2666667 from 0.8, burst delay reduced to 0.1 from 0.2, min shot spread increased to 12 from 0, max shot spread increased to 12 from 2, spread/shot reduced to 0 from 0.2, spread decay/sec reduced to 0 from 2, and projectile speed increased to 800 from 600 (these changes somewhat mirror in some ways the changes to the vanilla Thumper in 0.8.1a).
- Standard Bomb (special version for Dadao bomber) renamed to Standard Bomb (Single), damage reduced to 400 from 600, projectile speed increased to 170 from 20, flight time reduced to 25 from 60, and projectile hitpoints increased to 150 from 100 (these changes somewhat mirror in some ways the changes to the vanilla Standard Bomb Bay in 0.8.1a).

Miscellaneous stuff:
- Missions in general tweaked for 0.8.1a compliance.
- Improved the Random Battle missions in various manners, fixed a bug where objectives could sometimes overlap and also improved their distribution, and also added a pair of hidden features (heh).
- Custom console commands added that warps the player fleet to the location of THI custom fleet types, GoToTHIMerc, GoToTHIMiner, and GoToTHISurvey.
- Abrahamo Lincolni portrait massively improved and he can no longer be picked as a portrait for the player.
- Gave THI additional portraits from recent updates of vanilla.
- Improved descriptions for various things.
- Refactored, optimized, bug-fixed, and improved various scripts, also reduced RAM and VRAM usage via leveraging various tricks and methods some of which are rather esoteric (heh).
- Added some main menu / loading screen tips.
- Probably some things I don't recall and a secret thing or three as well.
[close]

Obsidian Actual

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Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
« Reply #350 on: November 12, 2018, 01:16:56 AM »

There is nothing to forgive, only elation and gratitude for your contributions thus far.
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Nikopol

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Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
« Reply #351 on: November 12, 2018, 01:27:28 AM »

OMG! The impossible has happened. Thanks for the update. Finally I can replace my temporal Tiandong fix and upgrade to the normal version that was meant to play with.  ;D
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DrakonST

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Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
« Reply #352 on: November 12, 2018, 03:38:53 AM »

Wow. Meso faster than Alex! ;D
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A Random Jolteon

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Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
« Reply #353 on: November 12, 2018, 06:34:58 AM »

Ahem.

AAAAAAAAAHHHHHOMGTHEDONGHASUPDATEDAAAAAAAHH

Done...Also there goes my plan to play again when 0.9 comes out. (0.9 when Alex??)
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cjuicy

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Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
« Reply #354 on: November 12, 2018, 11:37:26 AM »

Its been 84 years....



Just kidding. Glad to see an update before 0.9. Installing right now.
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Botaragno

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Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
« Reply #355 on: November 12, 2018, 12:05:54 PM »

After so many eons.... we have finally achieved..... D O N G
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Mr. Nobody

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Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
« Reply #356 on: November 13, 2018, 02:33:18 AM »

Spoiler
[close]
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Bastion.Systems

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Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
« Reply #357 on: November 13, 2018, 11:20:23 AM »

Wait, what.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAa

who needs 0.9 anyways.
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Lopunny Zen

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Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
« Reply #358 on: November 13, 2018, 08:33:01 PM »

Not only would a capital carrier give them a good huge fighter based ship but imagine the mining ops they could do with one of those. Would carry their supplies too
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Sy

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Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
« Reply #359 on: November 15, 2018, 05:49:45 AM »

if it's used as freighter too, it sounds more like a (semi-)civilian ship than a proper carrier. generally speaking, capital combat ships are meant to be *very* expensive to produce and maintain (in lore, if not in gameplay), and are themselves dependent on having logistics ships to carry supplies and fuel. so a carrier that is about as powerful in combat as an Astral or Legion, but also can carry a meaningful (for a capital ship) amount of supplies or mined resources, would be a little overpowered.

that's not to say that a hybrid mining and combat capital ship couldn't be fun though, one that has only about as much carrier power in combat as you'd normally expect from a cruiser, just like capital sized combat freighters.
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