After some pricing adjustments... I've picked up the 2nd level variations of the SF weapons on my current test run, and I've made it as far as Point Juno. The RNG hates me, I don't have enough military rank to get the Juno missions, so I'm stuck backtracking to see if I can find more military missions to increase my rank in previous systems. However, both weapons are still balancing well with the current opponents, although the PPC projectiles may need a higher speed with a reduced time to live.
Until I changed their base value, the PPCs were so expensive no station could afford to buy one from me, and I couldn't afford to buy the PPC Mark II with all the credits in the game but, fixed for now I'm eventually going to take a hard, long look at the http://wiki.neurohack.com/transcendence ... eapon_list and see if I can match prices and energy usage to something a little less off-kilter, but that's going to be some OCD fun there.
The Phasers are great for dogfighting and defense against swarms of ships, and with some cleverness, work well for sniping a targeted enemy whilst playing cat&mouse with a planet, sun, or other obstacle to hide on. The capacitance function is the balancing factor that keeps them from being overpowered. The PCCs are working out best as long range base-killers but are pretty useless for dogfighting, more tweaking will be needed to avoid having them be a weapon that nobody really wants to use. The Bussard Ramscoop works great for fueling as long as you remember to head to a star before you run out, but in essence it may as well be a preloaded solar array with a faster refueling factor, so it's a little unbalancing but more along the lines of a playability convenience than god-modding. The SF LCARS CPU may as well be a preloaded quantum CPU, but by the time it's useful as such, you could have found a quantum CPU anyway, so it's hardly unbalancing at all.
The ship itself has too many available device slots but that's more for testing, I knew I was going to have to reduce that for the final release from the get go. My target is to make it about half-way between the Sapphire and the EI500 playerships.
Ok, that's enough babbling, back to shooting stuff
Addendum: Something screwed up, probably me... but it seems I missed the Huari mission (prolly cause I blasted several of their ships before I remembered they were some kinda special), and after going all the way back to Starton, I cannot find any more CW Militia stations any where, which I'm assuming I would need in order to accept missions and gain the militia rank needed for the Point Juno missions to unlock.
I have the following player extension going for this run:
TechAnalyzer
VisibleDamage
ICXOverhaul
AssemblyHangar
DealerStations
EmptyWrecksExplode
USS_Defiant
AssemblyHanger and DealerStations are the only two extensions I can think of without digging through code that have significant impact on system generation, but it looks like this run is toast unless I want to go all out for Heretic, or start over without those extentions added. Anybody got any suggestions? YASD indeed
USS Defiant Playership (Beta)
- Cygnus.X1
- Militia Lieutenant
- Posts: 245
- Joined: Sun Feb 24, 2008 6:21 pm
- Location: Elysium Fields... I mean System
- Contact:
I think I'm causing potential crash problems, as I have been using my webspace (FTP FTW?) to transfer my game files from one PC to another and back again, and I think I really need to use an external/removable drive instead to avoid missing any files and/or extensions. Anyway, I got tired of losing CSC sponsored missions to my underpowered weapons vs Areas fleets during superfreighter escort missions so I tried to pop through to Heretic via Elysium to check out the updates there that I've missed... and the game crashed.
Looks like I need to start over after I dust off one of my old thumbdrives but if anybody smarter than I am can look at that debug log and tell me what I screwed up I'd really appreciate it
Addendum: Save file officially corrupted
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snipped wall'o'text
Addendum: Save file officially corrupted
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again
Last edited by Cygnus.X1 on Wed Oct 03, 2012 5:25 am, edited 2 times in total.
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- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
Send save file to George? I've been hearing more about these crashes lately...
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
Get on Discord for mod help and general chat
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
- Cygnus.X1
- Militia Lieutenant
- Posts: 245
- Joined: Sun Feb 24, 2008 6:21 pm
- Location: Elysium Fields... I mean System
- Contact:
I wuz cheating pretty badly, but only with the console and the cheaters mode...
on gating, windows crash report:
Aaaaand this time I didn't delete all my save files in disgust
http://mysticwolfmusic.com/tinkerer/lin ... 1-0541.sav
on gating, windows crash report:
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snipsnip
http://mysticwolfmusic.com/tinkerer/lin ... 1-0541.sav
Last edited by Cygnus.X1 on Wed Oct 03, 2012 5:26 am, edited 1 time in total.
- Cygnus.X1
- Militia Lieutenant
- Posts: 245
- Joined: Sun Feb 24, 2008 6:21 pm
- Location: Elysium Fields... I mean System
- Contact:
http://xelerus.de/index.php?s=mod&id=1201
From modID 311 to modID 1202... yeah, it's been a while
But I'm very pleased to announce my first Release Candidate for the balanced playership version of the USS Defiant.
I have not finished balancing the upgraded versions of the Starfleet weapons, your end game results may vary. To Be Continued...
From modID 311 to modID 1202... yeah, it's been a while
But I'm very pleased to announce my first Release Candidate for the balanced playership version of the USS Defiant.
I have not finished balancing the upgraded versions of the Starfleet weapons, your end game results may vary. To Be Continued...
Last edited by Cygnus.X1 on Thu Oct 04, 2012 3:27 pm, edited 1 time in total.
- Cygnus.X1
- Militia Lieutenant
- Posts: 245
- Joined: Sun Feb 24, 2008 6:21 pm
- Location: Elysium Fields... I mean System
- Contact:
Progress continues.
I have heavily modified the LCARS device, it now automatically enhances the SRS and adds the targeting computer when the device is installed by Docking Services or activated via , and as a bonus it removes them both when the device is uninstalled or disabled. I also want it to act as a passive CyberDefense item, but at this time, the value has to be hardcoded into the playership attributes. A ticket is in place to request that functionality via Tlisp, and once that's done I'll add it to the automatics.
I also figured out how to keep the ship select screen from being too cluttered, and I've adjusted all the playership infos and starting equipment to create balance. In all my playtesting, it doesn't really matter what you start with in Erendi, you can beat everything with just a little skill or luck regardless of which ship you choose. As such, the Defiant may be a little over powered in the first few systems, but you will wind up needed to look for upgrades in short order.
The hit effects for the PPC need more tweaking
Any suggestions, criticisms, off-balance issues, bug reports, etcetcetc are more than welcome. Don't worry, I can take it
I hope to have an RC2 uploaded by the end of the day today. Upgraded versions of the phaser/plasma-based weapons are still commented out.
I have heavily modified the LCARS device, it now automatically enhances the SRS and adds the targeting computer when the device is installed by Docking Services or activated via , and as a bonus it removes them both when the device is uninstalled or disabled. I also want it to act as a passive CyberDefense item, but at this time, the value has to be hardcoded into the playership attributes. A ticket is in place to request that functionality via Tlisp, and once that's done I'll add it to the automatics.
I also figured out how to keep the ship select screen from being too cluttered, and I've adjusted all the playership infos and starting equipment to create balance. In all my playtesting, it doesn't really matter what you start with in Erendi, you can beat everything with just a little skill or luck regardless of which ship you choose. As such, the Defiant may be a little over powered in the first few systems, but you will wind up needed to look for upgrades in short order.
The hit effects for the PPC need more tweaking
Any suggestions, criticisms, off-balance issues, bug reports, etcetcetc are more than welcome. Don't worry, I can take it
I hope to have an RC2 uploaded by the end of the day today. Upgraded versions of the phaser/plasma-based weapons are still commented out.
- Cygnus.X1
- Militia Lieutenant
- Posts: 245
- Joined: Sun Feb 24, 2008 6:21 pm
- Location: Elysium Fields... I mean System
- Contact:
RC4 uploaded at 48 D/L's
I tried to put too much info on the mod's description, so I created a readme file instead:
http://mysticwolfmusic.com/tinkerer/lin ... readme.txt
I'm inviting people to pick on my statistics, little adjustments can make a lot of difference, so if anybody thinks I should change some of these numbers, please reply to this thread.
I tried to put too much info on the mod's description, so I created a readme file instead:
http://mysticwolfmusic.com/tinkerer/lin ... readme.txt
I'm inviting people to pick on my statistics, little adjustments can make a lot of difference, so if anybody thinks I should change some of these numbers, please reply to this thread.
Last edited by Cygnus.X1 on Wed Oct 10, 2012 12:21 am, edited 1 time in total.
- Cygnus.X1
- Militia Lieutenant
- Posts: 245
- Joined: Sun Feb 24, 2008 6:21 pm
- Location: Elysium Fields... I mean System
- Contact:
Re-uploaded at 55 D/L's
All major and minor bugs squashed. If I missed one please let me know right away.
All Godmod type code removed.
Please delete older versions of this mod before uncompressing, as the internal folder structure has changed.
So... this is it, the final release candidate ^_^ I am happy with this version, and can move on to other projects for now. I have some ideas for more functionality to be added to the LCARS device, but it can wait for another rainy day.
All major and minor bugs squashed. If I missed one please let me know right away.
All Godmod type code removed.
Please delete older versions of this mod before uncompressing, as the internal folder structure has changed.
So... this is it, the final release candidate ^_^ I am happy with this version, and can move on to other projects for now. I have some ideas for more functionality to be added to the LCARS device, but it can wait for another rainy day.
- Cygnus.X1
- Militia Lieutenant
- Posts: 245
- Joined: Sun Feb 24, 2008 6:21 pm
- Location: Elysium Fields... I mean System
- Contact:
I am very pleased to announce that Version 1 of the USS Defiant has been uploaded (at 80 d/l's if yer curious).
As the <OnEvent> bug was kindly fixed by George, I can now say the LCARS is working as intended, and all coding is pretty much optimized. All godmodding/testing code has been removed.
As always, comments, criticisms, and suggestions for improvements are more than welcome ^_^
Note: Only tested on ver 1.08j, may not be backwards compatible...
As the <OnEvent> bug was kindly fixed by George, I can now say the LCARS is working as intended, and all coding is pretty much optimized. All godmodding/testing code has been removed.
As always, comments, criticisms, and suggestions for improvements are more than welcome ^_^
Note: Only tested on ver 1.08j, may not be backwards compatible...