Ship Section fixes Mod 1.8 (rev 19137b )

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Rayp
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Re: Ship Section fixes Mod 1.4 (rev 18645b)

Post by Rayp » Sat Dec 24, 2011 7:59 pm

Darloth wrote:They were compared to what was there originally, but lots of things have changed since then. I'll play vanilla a bit more and see what it feels like. Need to get up to DNs and LVs really to make a proper judgement of how fast things should move/turn - also with the reduced system sizes and hull strengths, difficult to tell.

(Some sort of expression parser that changes all of a specific value would make replacing values across many section files easier, but it would also take quite a bit to write. Might have a go later, but no promises I'm afraid.)


Well, there is no real standard in the files on how agile ships should be; you have dreads that can out accelerate cruisers, or turn around faster if not have a better top speed (at same tech level). I tried to make some consistency between the ship class and design types and make ships perform in a manner that seem more like what we would expect (ie small ships being more agile than huge ones, heavily armored/gunned designs being slower, support ships being less agile/armored ...). They did improve things in the last few patches, but my "comparing-itis" makes me unsatisfied with the current balance.

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Rayp
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Re: Ship Section fixes Mod 1.4 (rev 18645b)

Post by Rayp » Sun Dec 25, 2011 8:03 pm

I'm almost done updating the mod, will probably post it later today or tomorrow. Besides my balancing of speed, acceleration and turn rates, my mod still fix a few sections that are still broken, like some propagandas, sdbs and other one section ships that have missing values to them. Will also make some checks for missing mass, probably missed a few during the merge with the new patch files.

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Rayp
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Re: Ship Section fixes Mod 1.5 (rev 18846b)

Post by Rayp » Mon Dec 26, 2011 3:55 pm

New version is up. Basically updated the files to rev 18846b while keeping the balance changes i made. Also fixed the first post that was missing a good chunk of what i meant to be there (failed the cut and paste last version change).

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zaknafein
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Re: Ship Section fixes Mod 1.5 (rev 18846b)

Post by zaknafein » Fri Dec 30, 2011 7:39 pm

Hey Ray, been playing both your mods a lot lately.. not sure how (maybe because you modded accuracy), but the weapon mod saves the plasma cannons :) I found them useless in vanilla.. Fought as tarka against a human gauss armed survey fleet, my plasma/hvy plasma fleet got heavily damaged nearly defeated :( even though tarka have more guns than Solforce. With your weapons mod I finally feel plasma is more effective :) Kudos man !

I also have a suggestion: would you consider (not sure if even possible) reducing all races' strategic speed? Seems a bit annoying that most races reach a system in 1-2 turns

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SpardaSon21
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Re: Ship Section fixes Mod 1.5 (rev 18846b)

Post by SpardaSon21 » Fri Dec 30, 2011 11:25 pm

I haven't played SotS2, but it does take place in the Fusion era, so all ships should be using similar speeds to the Fusion engines in SotS1. I don't know if the Level 2 drive techs are starter techs, but if they were, that would explain the high speed.

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zaknafein
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Re: Ship Section fixes Mod 1.5 (rev 18846b)

Post by zaknafein » Sat Dec 31, 2011 9:41 am

Yea, I played Prime so I know they should be faster.. but now it seems like most drive techs are soo similar. In prime you could feel the difference between Morrigi and Tarka. Besides we are almost forced to have a garrison at each planet due to the speed of enemy fleets.. exception being if you are playing hiver or against hivers ;)

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Rayp
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Re: Ship Section fixes Mod 1.5 (rev 18846b)

Post by Rayp » Sat Dec 31, 2011 4:24 pm

zaknafein wrote:Hey Ray, been playing both your mods a lot lately.. not sure how (maybe because you modded accuracy), but the weapon mod saves the plasma cannons :) I found them useless in vanilla.. Fought as tarka against a human gauss armed survey fleet, my plasma/hvy plasma fleet got heavily damaged nearly defeated :( even though tarka have more guns than Solforce. With your weapons mod I finally feel plasma is more effective :) Kudos man !


Thanks :).

I also have a suggestion: would you consider (not sure if even possible) reducing all races' strategic speed? Seems a bit annoying that most races reach a system in 1-2 turns


I can give it a look.

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Rayp
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Re: Ship Section fixes Mod 1.5 (rev 18846b)

Post by Rayp » Fri Jan 06, 2012 11:22 pm

About "giving it a look"... Well, i can easily change how fast ships go, what i don't know is what balance give them. It's a lot of files to tweak, don't want to redo-it multiple times testing things out...

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zaknafein
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Re: Ship Section fixes Mod 1.5 (rev 18846b)

Post by zaknafein » Sat Jan 07, 2012 7:46 pm

Rayp wrote:About "giving it a look"... Well, i can easily change how fast ships go, what i don't know is what balance give them. It's a lot of files to tweak, don't want to redo-it multiple times testing things out...


Yea, your right, hope Kerb is gonna address this eventually :)

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Rayp
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Re: Ship Section fixes Mod 1.6 (rev 19007b)

Post by Rayp » Fri Jan 20, 2012 11:40 pm

Updated the mod to the latest game version. No further tweaks added.

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Rayp
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Re: Ship Section fixes Mod 1.7 (rev 19137b )

Post by Rayp » Wed Jan 25, 2012 3:24 pm

Updated the mod to the latest game version. Added my experimental fleet templates; you will probably see new AI fleet types if all work well. I also made it easier to install, now you only have to copy the factions directory instead of all the subdirs (it was silly of me of doing otherwise, sad no one complained). Also corrected the install instructions, there is no weapons dir...

Railgun
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Re: Ship Section fixes Mod 1.7 (rev 19137b )

Post by Railgun » Sat Jan 28, 2012 11:20 am

Hi,

Can you fix the Morrigi/Tarkas/Zuul heavy drone bug in your mod, please? It's a minor bug, but it prevents them for firing on target:
Example (Morrigi heavy drones):

<Mount>
<NodeName>turret_medium_01</NodeName>
<YawMin>10</YawMin>
<YawMax>-10</YawMax>
<PitchMin>10</PitchMin>
<PitchMax>-10</PitchMax>
<SectionFireAnimation>
</SectionFireAnimation>
<SectionReloadAnimation>
</SectionReloadAnimation>
</Mount>

should be

<Mount>
<NodeName>turret_medium_01</NodeName>
<YawMin>-10</YawMin>
<YawMax>10</YawMax>
<PitchMin>-10</PitchMin>
<PitchMax>10</PitchMax>
<SectionFireAnimation>
</SectionFireAnimation>
<SectionReloadAnimation>
</SectionReloadAnimation>
</Mount>

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Rayp
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Re: Ship Section fixes Mod 1.7 (rev 19137b )

Post by Rayp » Sat Jan 28, 2012 3:05 pm

Railgun wrote:Hi,

Can you fix the Morrigi/Tarkas/Zuul heavy drone bug in your mod, please?


Sure, i'll check that out.

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Rayp
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Re: Ship Section fixes Mod 1.8 (rev 19137b )

Post by Rayp » Sat Jan 28, 2012 4:41 pm

Posted a new version including the fixes Railgun proposed. If anyone find similar bugs in other sections, please report them so i include the fixes.

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Rayp
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Re: Ship Section fixes Mod 1.8 (rev 19137b )

Post by Rayp » Sat Feb 04, 2012 5:34 am

Gave a look at the last update. Well, seem about every ship files have been changed again... Load of fun for me.

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