Attention! Wall of text ahead.
Yes, everyone has bought the game via Steam and installed your mod. Funny thing is, the autosave from the game we've played now does load.
Okay, that's a relief. Hopefully it was 'just' the game itself misbehaving
Those are some great ideas, and I see a lot of potential in them. Maybe even some more research fields could get some lovin'.
That's one of the things I'm currently missing as well. Don't know about the implementation yet, but something to counter the stealth at least a bit is, IMHO, a must have.
Thanks a lot!
As for the content, I don't want to go too much "over the top"; however, that does not mean I don't want to see some uttlery brutal and devastating weapons in this mod. It's just that they need to be expensive and time-consuming at the very least to be balanced. I also like concepts that are both clever and believable (however advanced they may be). In the end, things need to be fun.
Also how about an automated security system which protects the ship against boarding parties? It's quite annoying that ~10mins into the game you get attacked by pirates who just fun-capture your defending ships then drain your resources 'till all eternity...
I don't like having my ships boarded, either... But shouldn't crew quarters do the trick?
Still, the idea isn't bad; maybe something similar especially for AI core-piloted ships.
Playing your mod a bit more, i have to say shields are ways too weak:
So to get to the point, shields don't have their glory in this game. I pretty much think they SHOULD be the late-game defenses for everything that dares to leave the surface of a planet. Early-mid game could be for armors, but when things get rough, shields should be your best frends (maybe make them harder to access).
Generally, I have to agree with you. I did some tinkering with the shield HP and charge rate in settings.txt in the initial development phase. Couldn't find a good middle-ground though, so changed it to default values for the time being. Still thinking about how this can be solved without making them too powerful, either. In the end, they'll most probably be a good deal more useful than now.
Well but currently, what do shields do? Ain't no good... Let me just put an example here:
Are those numbers pulled from the mod or vanilla SR? Just asking because I'm not sure.
So to sum up, shields are overally weaker, heal less (wtf come on, you only need to pump power into shields and they regenerate while repairing armor is a lot more complicated, yet it goes faster?!?!), and have no damage reduction at all, so a lot of small ships can destroy a huge shielded one, but cannot even scratch an armored one... ye riiiiiiight...
Absolutely agree there. The armor repair ratio is ridiculous compared to that; that's one of the reasons I decreased it. But realistically speaking, it'd have to be even A LOT less.
Instead of super-fast repairing armor (it's also strange that nano armor repairs more slowly than powered armor + repair bay...) I propose to multiply armor HP and slow down the repair bay/crew quarters even more.
But the worst thing about shields is that the HP, the regeneration and the "resistance" parts all consume subsystem space, meanwhile for the armor, only the regeneration part costs you subsystem space (the hp part you can put any amount you want on your ship.. it slows the ship down thats right, but still, it's just plain silly... and if your ship is a station, even the slow-down factor is gone, and you can easily give it billions of HP), and you have a lot more free space remaining for weapons and such... (ok, armor is heavyer and requires you to use bigger engines, but not that much bigger, all this scales very badly...)
Shields also draw more power, which might require you to put a stronger generator in your design, consuming further space...
Looking at the armor entries in the data files - what's responsible for them not consuming any space? Is the the "Equips To: Armor" line?
Because I'm thinking of levelling the playing field here...
(Although it's more 'realistic' to have armor not to take up much or any space at all; it's easier to make the hull more bulky outwards than stuffing more complex systems inside; then again, you wouldn't have dozens or hundreds of different layers making up the surface).
Yep i'm unhappy, but to be honest it's not your fault, its mostly the game devs who made it this way... I'm just pokeing modders (they're my only faith left in this game) because whatever i throw at the devs, they just keep rejecting and refusing it with some nonsense excluses...
I wouldn't be so harsh on the devs to be honest; they're still at this point more concerned with making the game more stable and more complex. That's something that only they can do.
The overall balance can be altered easily, however. So, in a way, if we as modders change and tweak the game to something we like (more than the vanilla game), we're just doing what the devs are hoping for - creating a living, evolving game.
XTRMNTRK2, i think there is a problem with your HP formula regarding the big hulls. Overall tech level was about 20 where it was possible to build a gigantic hull at scale 5... with ten times (or so) the hp of the standard hull at a marginal cost increase. The two biggest hulls should always have negative HP built < 1000.
Thanks for the hint. Technically the hulls' limits were meant to change as research evolves, but that example is, of course, too extreme.
Maybe I'll replace the fixed penalty for megastructure and gargantuan hull with a better formula for the next version after 1.1.0.
Autocannons are cool so far, really enjoyed them.
Thanks! I'm glad to hear that. No balancing or performance issues with them, I hope?
One thing you could adress with your mod if you feel the same as i do: All ship subsystems get way too powerful way too early. I mean, at tech lvl 1 its usually enough to put an 0.25 power generator on a ship... thats so lame. Every item on a ship should consume control, except for the hull. I'd vote for a much higher energy and control cost for all items. Its just lame that nearly everything can be powered by a tiny generator and controlled by a tiny bridge. The efficiency increase each tech should be much much less. At lvl 20, you can build allmighty superships that don't need fuel, ammo or anything. And lvl 20 is not hard to reach in a 150+ systems galaxy with like 5 or 6 opponents. Don't really like this, as the whole "I need to support my fleet" stuff just... vanishes. What do you think about this?
It's easy to understand why you feel that way. There's rarely any reason to increase the size of most support/control subsystems beyond 0.5 or 1.0. Power and control demand will probably be increased, especially for more powerful subsystems.
While I do like big, self-supporting ships (as far as ammo and fuel in the lategame are concerned), I also agree that you should have a stronger feeling of needing to support your fleet. The main reason for this is IMHO currently the inefficient AI of haulers and tankers. Having dedicated support ships that actually work would make it more desirable to up the amount of ammunition and fuel that's consumed.
@Galactic Armory 1.1.0
I will try and release it ASAP. Includes some tweaks to engines as well as new propulsion technology.
Thanks for the support, guys. Being able to create something that others enjoy (despite my lack of any real skills!
) really makes me happy.
Galactic Armory version 1.1.0 has been released!