Modding Picture of the day.

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Talverin
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Re: Modding Picture of the day.

Post by Talverin » Sat Apr 22, 2017 4:01 am

That Tarka skin actually looks pretty awesome, lol.

Fixed my game! Turns out, I just had to delete all of my saved games, and even my profile.

. . . . .

. . . . .

As soon as I'm done mourning I'll play it again.

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Rossinna-Sama
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Mon Apr 24, 2017 11:08 pm

Talverin wrote:That Tarka skin actually looks pretty awesome, lol.

Fixed my game! Turns out, I just had to delete all of my saved games, and even my profile.

. . . . .

. . . . .

As soon as I'm done mourning I'll play it again.


Dunno why a profile save would stop the game from launching, but save games, yes, could see that. Quite unusual.

----------
Next version should be done within a few days, hopefully before the week is done. Dealing with my inspection and impending house move so I don't really have much else to do.
Anyway to help people (and me) decide if I'm going to keep the skin swap, here's a few more screenshots. I do not have a late-game tarkas save so no DN or LV screenshots yet.

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For reference, the PH-accurate colors per faction are:

Humanity:
EarthCom - Blue
MasCom - Red
Section 7 - White

Tarkas - Yellow
Hivers - Green
Liir - Black or Red
Morrigi - Purple
Zuul - Black or White
Loa - Green
Sword of the Stars 2 - Project Hiver modder - work in progress.
Creator of the upcoming Seimei universe.

Talverin
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Re: Modding Picture of the day.

Post by Talverin » Tue Apr 25, 2017 3:08 am

Gorgeous skins. I really like the rework.

Finished my first full game as SolForce using PH (thus far). Fantastic! However, the Carrier LV was not properly adjusted as far as build time and cost.

Damn, and double damn BRs are beastly with the new weapons, even if the BRs themselves haven't really been updated. Shoals of smaller ships equipped with faster engines and antimatter cannons dealing horrible damage to the flanks of enemy fleets!

Drones themselves are pretty wonderful. By the times of larger ships, instead of using drones for ship to ship combat, I was actually using my heavy drones more in an independent role, targeting platforms and fringe cruisers away from the battle itself. Supply, R&S, command CR's etc all learned to fear my swarms of drones!

Aside from that, I'm still working on figuring out the 'experimental' weapon types that the research allows me. Curious to see what all can be used there.

Pulsed Grav Beam + Reflex Cutters on a Blazer hull is horrifyingly effective. Pin a ship in place, and then methodically cut it to pieces! Changing them to be combat lasers instead of large mounts was an interesting choice, and while the ability to pin them like tiny butterflies is pretty cool, I miss being able to put them on large broadside mounts and drag enemy ships along behind me. However, I feel it is a good enough trade that I would not be opposed to it remaining a combat laser mount.

Lastly, I'm looking forward to the ballistics overhaul. Even using HEAP implosion rounds, the high deflection chance and slow projectile speed and ROF make ballistics feel really weak, especially in comparison to minigun AM cannon mounts (A weapon which, by the way, still absolutely rules the late game with an iron fist.)

Good work, Rossina! Keep being awesome.

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Rossinna-Sama
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Thu May 04, 2017 4:51 am

Talverin wrote:Gorgeous skins. I really like the rework.

Finished my first full game as SolForce using PH (thus far). Fantastic! However, the Carrier LV was not properly adjusted as far as build time and cost.

Damn, and double damn BRs are beastly with the new weapons, even if the BRs themselves haven't really been updated. Shoals of smaller ships equipped with faster engines and antimatter cannons dealing horrible damage to the flanks of enemy fleets!

Drones themselves are pretty wonderful. By the times of larger ships, instead of using drones for ship to ship combat, I was actually using my heavy drones more in an independent role, targeting platforms and fringe cruisers away from the battle itself. Supply, R&S, command CR's etc all learned to fear my swarms of drones!

Aside from that, I'm still working on figuring out the 'experimental' weapon types that the research allows me. Curious to see what all can be used there.

Pulsed Grav Beam + Reflex Cutters on a Blazer hull is horrifyingly effective. Pin a ship in place, and then methodically cut it to pieces! Changing them to be combat lasers instead of large mounts was an interesting choice, and while the ability to pin them like tiny butterflies is pretty cool, I miss being able to put them on large broadside mounts and drag enemy ships along behind me. However, I feel it is a good enough trade that I would not be opposed to it remaining a combat laser mount.

Lastly, I'm looking forward to the ballistics overhaul. Even using HEAP implosion rounds, the high deflection chance and slow projectile speed and ROF make ballistics feel really weak, especially in comparison to minigun AM cannon mounts (A weapon which, by the way, still absolutely rules the late game with an iron fist.)

Good work, Rossina! Keep being awesome.


Have been tremendously depressed recently; as usual, people who say they'll assist me are not doing their jobs and then I get the blame for them not doing it. If someone needs to be called every f'n day to be reminded to do their paid for job... then perhaps they shouldn't be doing that job! /sighs

Anyway.

PH is actually on a separate HD right now while I install Adamut's mod to see if I can assist with tracking down that missing element. I have a theory as to what it is, but I want to go through a clean install using his installer on a clean SOTS2 install to verify that it is indeed what I suspect it may be.

In regards to PH itself, I've not done anything since last time I posted due to my depression. When one constantly fights with oneself trying to justify why I'm still alive, its not quite the correct mindset to be modding with. :(

Drones tend to scale fairly well into the late game now, but I find myself using them early game for ship vs ship then switching later on to a more dedicated PD role to allow my DN\LVs to not waste slots on PD-type weaponry. Remember, there's no "variable" weapons in PH as I always considered them unbalanced - even if that's just my personal opinion. Unless I needed to put something else on for some specialist reason, Variable Phasers were the only medium weapon I used once it was researched for example.

Grav beams and Pulsed grav beams in SOTS2 as far as I can tell have no effect on ships mobility and don't have a tractor effect. I'm not even sure tractor beams work in the vanilla game's version as the AI doesn't use Morrigi Colony Traps and there's no random Colony Trap encounters in SOTS2. (Colony traps actually crash MP games, unless that was fixed by Kerb somehow.)
They were mostly put on HCL class mounts due to the bloom they produce. They are due for a minor rebalance, but most weapons are.

There's severe power escalation once you get to Reflex-era techs - that's intentional. Ripping through the GMs isn't terribly hard once you've gotten the reflex-era stuff, but as I've not gotten around to doing power rebalancing requirements yet (Solforce has a Reactor command section after all for cruisers which currently has no role), they are not as hard to field as they should be.

Ballistics... yeah, that's taken some time due to my depression. There's no implosion rounds anymore due to the revamp, but there's plenty of new toys to make up for that. The only issue is the sheer number of icons required, and since I can't edit\make my own, there's a lot of duplicates. A minor annoyance, but an annoyance is still what it says it is on the tin.

Keep in mind that Solforce\Humanity is still the "generalist" faction due to their weaknesses in the nodeline network and severe weakness to certain GMs like SK. Other factions should have more pronounced differences once complete.
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Rossinna-Sama
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Fri May 05, 2017 11:32 am

-The following screenshots are not from Project Hiver. They are from Adamut's SOTS2 Reforged.-

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Doing a test run with all 7 factions, 200% randoms, 5 GMs and the CommonAssets file changed to ensure all systems have a random encounter.

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It does what it sets out to do in my opinion - it feels very much like the vanilla game, just with plenty of new additions and tweaks.

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It has been a long time since I've seen the AI even use missiles...

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Interesting how the default fleets have BR carriers and that the AI (usually) fills them with appropriate BRs.

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Fans of my screenshots may have noticed a certain difference... you can see the screen due to less bloom! :blush:

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Stuff like this is why I want SOTSHD\SOTS3 to have actual effects when things like windows and cockpits get destroyed - imagine watching the crew get sucked into space. Morbid? Sure. Fun? Yes.

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Though the bridges would need to actually not be giant-sized...

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Poor\Silly Zuul, declaring war on me already while I'm playing with the Randoms in order to test them...

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Not used to such large fleet sizes anymore, taking some getting used to due to its FPS impacts. Its probably my only real concern for the mod. Otherwise its done a very good job.

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Uh-oh... Too close to the planet...

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I know I've got my detail settings much higher than normal, but if my PC actually gets down to single digit FPS rates then there's a problem.
I highly suggest either lowering the rate of fire (dramatically) or lowering the number of shrapnel from the Bursters and the AP variant.
Would also suggest making a unique projectile for the shrapnel if not already done which has a much shorter lifetime so they don't linger when they've already missed all targets.

EDIT- I wonder if I could make Planets which fire Polaris-size interceptor missiles... That'd seem fun. :googly:
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Rossinna-Sama
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Sat May 06, 2017 12:02 pm

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Okay, so a long time ago I asked if anyone else could actually take over Asteroid Monitors in SOTS2. Never got an answer. However there was a system with them nearby...
And in SOTS2 Reforged, this option appeared. So yes, I actually broke the monitors somehow in PH. Which is an important find.

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This is why I don't do trade. Does it cause a large amount of income loss? Sure. But I don't have to waste time watching even "Q-ships" get captured by one single boarding pod even when it is armed with PD. That and its annoying and I find using Science stations instead offsets the loss of trade income.

Up to about turn 200ish, and I think I'll stop. Not finding any crashes and, well... as much as I like Adamut's mod, its still what it set out to be - a redo of the base game. Besides, I do have to get back to work on PH eventually.

I will say that I certainly endorse the mod but like the base game, it suffers from FPS issues in a number of places. Drone Platforms for example hold a lot of drones and only cost 1 defense point, when defense point numbers were increased too. The AI built so many of them around their homeworld the game crashed every single time until I edited the platforms to not cost 1 CP.
Otherwise the AI performed okay, though Zuul as usual was the first AI to die - even though I was forced to leave them alone as my one connecting nodeline kicked the bucket due to a Supernova.
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adamut100
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Re: Modding Picture of the day.

Post by adamut100 » Sat May 06, 2017 3:29 pm

I will take a look at the defense points and drone counts. I like the notion of attacking heavily fortified worlds but if you cant actually fight due to fps crashes that negates the whole point. Might rework it so that drones are more durable but fewer in number. As for the zuul, they should be super weak right now. None of there sections are improved and I restricted their tech a lot on preparation for their rework in the mod. Glad you aren't seeing crashes though.

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Rossinna-Sama
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Sat May 06, 2017 4:11 pm

adamut100 wrote:I will take a look at the defense points and drone counts. I like the notion of attacking heavily fortified worlds but if you cant actually fight due to fps crashes that negates the whole point. Might rework it so that drones are more durable but fewer in number. As for the zuul, they should be super weak right now. None of there sections are improved and I restricted their tech a lot on preparation for their rework in the mod. Glad you aren't seeing crashes though.


It is a hard balancing act. Drones cause a lot of FPS loss in larger numbers. How PH has done it is that missiles (which don't have the same level of FPS impact) are the 1\2 CP cost platforms while the drone one is actually 6 CP. The rest are 3 or 4 with the Asteroid Monitor at 12 due to the fairly insane buffs to it - I prefer the SOTS1 Asteroid Monitors actually being a real threat which influenced that decision. Heck if I really do commit to it, I might make Mining Platforms actually Asteroid Monitors - unsure yet.

There's also a large range of drones including AM versions.

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Dunno what changed but the Asteroid Monitors in PH are now capturable again. It allows me to actually make them how I wanted to make them - a massive threat if they happen to be in the system.

New Stuff: I've added back in the Antimatter Warhead tech (not Reflex though) and changed it so it unlocks some advanced types of IOBMs as well as doing its hard coded damage boost as without it, missiles were underperforming.
The Sniper system I was using for ballistics do not work properly, so I'll have to think of some other long-range option which isn't just "long range".
I also buffed Solforce's defensive platforms again. Why have a defensive platform if it dies to a single cruiser?
Torpedo platforms are now Heavy Missile Platforms - in another words, they use IOBMs instead of torpedoes. The Grapple platform wasn't working properly.

I want to bring back Bio-weapons, but don't really know how to do such. They are either useless or terribly overpowered.
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Talverin
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Re: Modding Picture of the day.

Post by Talverin » Sat May 06, 2017 8:23 pm

Out of curiosity, is there any way to allow SolForce ships to use Zuul nodelines? If so, that could have some very interesting consequences in game... Whether you're on the same side, or enemies.

*Contemplation.*

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Lord Primus
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Re: Modding Picture of the day.

Post by Lord Primus » Sat May 06, 2017 8:25 pm

Hi R-S.

I want to bring back Bio-weapons, but don't really know how to do such. They are either useless or terribly overpowered.


I have replaced the plague system with a bio-cloud siege system. It just uses the tech nodes and none of the hard coded plague stuff.

Essentially it is meant as a biological cloud agent that requires an atmosphere to work. Its a two fold system. The obvious first part is the biomissiles are still in play but they do a set amount of destruction to the planet based on their cloud type (I have 5 plus nano). They are also basically massive missiles so are not a one shot weapon but have long reload times. In addition I have made smaller unguided payloads for strafe mounts. Each cloud does damage generally to all three aspects of a planet but are not necessarily incremental over an earlier researched cloud. I also wanted this as I have massively nerved the damage most weapons can cause to a planet. Seemed a bit daft to me that a basic gauss round can kill 3500 population when a single crew member can probably lug it around a weapon bay in their hands.

The second part of my system is that it can also work well against the insides of a ship. This means it has a very high critical % and extra rolls. In keeping with the idea of needing an atmosphere to work, it would deflect easily if the armour is in the way and would also do virtually nothing to the armour. The space vacuum would dissipate it too fast to erode armour. The corrosive and nano cloud still remains for working outside a ship in space.

Feel free to use or improve on this idea if it helps.

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Rossinna-Sama
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Sun May 07, 2017 3:26 am

Talverin wrote:Out of curiosity, is there any way to allow SolForce ships to use Zuul nodelines? If so, that could have some very interesting consequences in game... Whether you're on the same side, or enemies.

*Contemplation.*


I've tried it but so far, no luck. Having a Nodebore ship outside of the Zuul faction prevents it from being built\selectable, sort of how The Black works for Liir.
Problem though is that there is no non-hardcoded flag to enable the bore function short of editing the .DLL file so renaming the ship will have it act just like any other.
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Rossinna-Sama
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Sun May 07, 2017 1:34 pm

VON NEUMANN EXPERIMENTAL DIVISION.

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Experiment #01 - Combat Seeker Drones.
Status - FAILURE
Reason - Drone Subroutines refused to activate. Directive to cleanse planet too strong. Project re-purposed.

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Experiment #02 - Gravity Shield Installation
Status - SUCCESS
Reason - Analysis of combat field trials report 700% increase in Seeker Mothership survival rate. Seeker Drones Refitted to have shield system and basic weapon array.

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Experiment #03 - Missile Battery Installation
Status - SUCCESS
Reason - Long range weaponry is required to deal with recent hostile lifeforms escalation of firepower. "Storm Burster" Phaser Missiles are now in use by all forces.

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Experiment #04 - Tri-barrel Electrical Array
Status - FAILURE
Reason - Overload in energy matrix on test Seeker Mothership rendered unable to fire weapon.

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Experiment #05 - Single Barrel Electrical Array
Status - SUCCESS
Reason - Recent combat evidence reveals that Seeker Drones are not effective against heavily defended worlds. Electrical Array causes massive energy storm on planet surface removing large portions of lifeform infestation as well as their 'infrastructure'. Can be re-purposed to target hostile lifeform vessels to disable them for several seconds.

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Experiment #06 - Collector Mothership Upgrade
Status - SUCCESS
Reason - Seeker Upgrade program considered successful. Resources diverted to upgrade Collector Motherships. Additional weaponry and Gravity shields installed. Collector Mothership survival rate increased by 2000% in combat encounters with hostile lifeforms.

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Experiment #07 - Berserker Point Defense Shielding System
Status - INCONCLUSIVE
Reason - Solid-State Shielding System installed to increase Berserker survivability rates. Current field deployments inconclusive. Vessel survival time increased, Vessel still destroyed by majority of infested worlds.

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Experiment #08 - Berserker Cleansing Beam Activation
Status - SUCCESS
Reason - Cleansing Beams activated. Increased damage potential against infested worlds observed. Beams rotate around vessel in order to spread planetary damage.

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Experiment #09 - Pyramid Cleaning Beam Upgraded
Status - INCONCLUSIVE
Reason - Current results unsatisfactory. Research into 'Infestation Beam' begun to convert infestation into mindless servants.

Experiment #10 - Berserker Program Status
Status - FAILURE
Reason - Berserker destruction rate maintaining at 100%. Inefficient use of resources. Improvements to Berserker survivability imperative.
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adamut100
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Re: Modding Picture of the day.

Post by adamut100 » Sun May 07, 2017 6:49 pm

Rossinna- You mentioned you had figured out how to add more defense platforms than the base game has. Can you explain how or what files you are editing? I was looking to incorporate this to bring back the scanning satellite and create a new heavy weapons platform.

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Rossinna-Sama
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Mon May 08, 2017 5:15 am

adamut100 wrote:Rossinna- You mentioned you had figured out how to add more defense platforms than the base game has. Can you explain how or what files you are editing? I was looking to incorporate this to bring back the scanning satellite and create a new heavy weapons platform.


Rossinna-Sama wrote:
Lord Primus wrote:I love some of your ideas for your mod. Keep up the fantastic work.

Can I ask how you managed to add in 3 extra platform variations please?


By naming the new platforms one of the three "unused" platform names for the faction.

For example, Liir have their drone platform named as sn_dronesat but there's two other variants of that name, sn_drone and sn_drone_satellite. So if you put platforms in as the last two names for the Liir, the ingame battlemanager will treat them as drone platforms for their CP cost (and placement icon) but otherwise, they can be whatever you want.

So that's two - there's another platform I don't recall offhand which has another naming variant.

TL:DR - Find the drone platform for your faction. Use the two unused names for another platform and it'll work fine. Only downside is that it will use the CP cost of the drone platform.



Lord Primus wrote:I quickly went through the files, and if the previous find about defence platforms hold true for all original six, then you can get up to 12 variants in total as follows;

File Name:
sn_asteroid_monitor
sn_brsat
sn_br_satellite
sn_drone
sn_dronesat
sn_drone_satellite
sn_missile_satellite
sn_scansat
sn_scan_satellite
sn_torpsat
sn_torp_satellite
sn_torpedo_satellite

Rossinna-Sama has tested the drone versions, but they should all work. I can't see anything in the section files that limits them to being a particular platform, just the above namings.

Hope you have fun with this info.



The way I directly did it was to name the new files the same as the two unused ones within that specific race's faction folder. However it is feasible (though not personally tested) that if you keep the same name scheme (such as sn_torpsatheavy) that it should also count, as I use this particular technique with some of the BRs to get them to act in a different way.

So even though the section file is named after a drone platform for example, the contents of the file are those for something else.
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Rossinna-Sama
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Mon May 08, 2017 6:56 am

VON NEUMANN EXPERIMENTAL DIVISION.

Image
Experiment #11 - Enhanced Point Defense Shield System
Status - FAILURE
Reason - Unable to generate sufficient sized shield system to reach out to where hostile ordinance is impacting Berserker. Repurposing of Shield System in progress.

Image
Experiment #12 - Possessor Disk Upgrade
Status - INCONCLUSIVE
Reason - Assimilation Podules fail to launch after initial target is captured. 100% capture rate against all non-LV sized infested vessels.

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Experiment #13 - Disk Upgrade Program
Status - SUCCESS
Reason - Resources increased in Disk Program. Results impressive. Additional weaponry added to existing weapon platforms. Combat effectiveness increased exponentially.

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Experiment #14 - Cloaking Device Alteration
Status - SUCCESS
Reason - Cloaking-type Disk reprogrammed to remain at a distance and support other long-range type Disks to protect them from hostile fire. EMP effect less visible on hostile lifeform sensor arrays. (I changed the effect so it doesn't cover the screen.)

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Experiment #15 - Tempest Array Installation
Status - SUCCESS
Reason - Emitter-type disk re-purposed. Now fields Tempest Array-class weaponry. Results proven to be highly effective.

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Experiment #16 - Posessor Enhanced Armor System
Status - FAILURE
Reason - Requirements for improved Assimilation Podules has resulted in unforeseen catastrophic explosion within Possessor-type Disks.
(It didn't destroy its attached boarding pods when it died, so its now got a strong enough death explosion to do that. No more pods sitting in space doing nothing.)

NEW DIRECTIVE RECIEVED. HOSTILE LIFEFORMS DETECTED ON INTERCEPT COURSE FOR HOMEWORLD.
INITIATE NEO-BERSERKER ACTIVATION.
DIVERT ADDITIONAL RESOURCES TOWARDS THE FINAL SOLUTION IF DEFENSES BREACHED.
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