Shrike's Mines & Missiles ++

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Re: Shrike's Mines & Missiles ++

Post by Shrike » Mon Oct 17, 2016 10:16 am

Xephyr's LOTOR station graphics are in and operating as intended. The faction's pretty much done for now...although given that these guys are extremely dangerous I may end up nerfing them somewhat later on. Here's a second teaser of a settlement. If you get this close with insufficient armor, you are going to die. Unlike many factions, the Lords of the Outer Realm take settlement defense very seriously indeed.
LOTORTeaser2.png
I mean, REALLY seriously.
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Generally speaking, the rewards of attacking a settlement do not yet match the difficulty. Between the Knight and escorting Corsair Deluxe gunships (which may get renamed), the high chance of a Draken missileship (with M1 missiles) and more escorts (this time, Snekke-class stealth gunships, formerly the VIking IIa), plus a final dose of guarding Snekke-class and Barbary deluxe-class gunships, plus the defensive lasers on the settlements plus the armor-piercing howitzer on the Keep itself...and...um....there's not really anything else to between it with. Not sure where I was going with that. Anyway.... While it's not a fortress, this is not a station you can run up to and just derp away at in its current form.

I'm still balancing the rewards for these guys, but suffice to say, they're pretty well loaded.

Here's the fortress, which I'm still tweaking:
LOTORFortressTeaser.png
Sir Not Appearing In George's Stream..but you'll get to see the watered-down prototype version at least.
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I'm cutting down the number of frigates and reworking defenses still. Old saves will not have the surrounding habitat modules, and I'm still working on the map icon stuff so it looks a little messy for now.
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Re: Shrike's Mines & Missiles ++

Post by Shrike » Tue Oct 18, 2016 3:39 am

Lots of big changes:

-New gun: Aspis AM-7. It's an IM90 with slightly-better-turbolasers, based on the AM-5
-Tevlar composite armor is now EMP immune

-New ship: Antares V armored freighter. This is a lategame version of the Antares V, with an after-market modification. It has fairly strong defenses, but has pretty terrible armor.
-New ship: Antares II armored freighter. This is a lategame version of the Antares II, with an after-market modification. It's weaker than the V, but still has some strong guns for self-defense.

-Overrode the COmmonwealth Traffic table to add in the V&S ships and the new freighter varients.

-Protector 1 and 2 altered to their intended setup
-Armor changed on Protector 3 and 4

-More interaction changes to various guns

-Dragonfly Missile System altered to remove multitargeting, reduce missile speed and agility. It's still a powerful gun, just not as uniformly absurd as it used to be (it still cheats at its launch config for reasons I can't fix thus far)

-Final tweaks to LOTOR before patching the mod. The rewards for attacking them are now rather high....but so is the risk of doing so.....
-Snekke gunship now does not have the chance to spawn with a kunitomo
-Snekke can spawn with a Dragonfly missile system and Moskva 21
-LOTOR gunships are generally softer and easier to kill
-Reduced ROF on Knight's Frigate
-Removed chance for Tsar on frigate (higher chance of IMP9)
-Improved chance of Makayev omni launcher on Knight
-Reworked frequency of missiles across all ships
-Added more names to random tables
-Renamed stations
-Reduced frequency of the nasty gunships, increased number of Snekke-class gunships to counter.

-LOTOR station encounters reworked. Won't affect old saves, but they're pretty much done now
-Cargo randomisation added to LOTOR T55 transports on habitation modules. These guys are loot pinatas, so remember to chase them down. :)


Alpha 1.9e (d is getting skipped because it had issues) should be up in the next day or so. :)
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Re: Shrike's Mines & Missiles ++

Post by Shrike » Wed Oct 19, 2016 8:07 am

-Renamed all the remaining LOTOR ships
-Started renaming stations
-Removed unique names on ships (they'll come back eventually)
-Rebalanced ships a little more
-Karve-class missileship can (5%) have a Tsar launcher with a handful of rockets for it. Don't get hit by these.


-Aquila has different missile probabilities now


-NAMI heavy ROF reduced
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Re: Shrike's Mines & Missiles ++

Post by AssumedPseudonym » Wed Oct 19, 2016 10:36 am

Shrike wrote:-Removed unique names on ships
 Aw, but I liked Lord Scotland! 0/10; deleting.

 …

 <.< >.> <.<

 More seriously, though, yeah, you know where to find me when you’re ready to get started on unique names for both stations and ships. Furthermore, I’ll probably do it in a generally different way than George handled unique CSC naming. How did he do that, anyway? *Digs up CommonwealthFleet.xml and source-dives.* …Huh. Neat. Definitely not what I have in mind, but neat.
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Re: Shrike's Mines & Missiles ++

Post by Shrike » Wed Oct 19, 2016 11:03 pm

AssumedPseudonym wrote:
Shrike wrote:-Removed unique names on ships
 Aw, but I liked Lord Scotland! 0/10; deleting.

 …

 <.< >.> <.<

 More seriously, though, yeah, you know where to find me when you’re ready to get started on unique names for both stations and ships. Furthermore, I’ll probably do it in a generally different way than George handled unique CSC naming. How did he do that, anyway? *Digs up CommonwealthFleet.xml and source-dives.* …Huh. Neat. Definitely not what I have in mind, but neat.
The unique names were mostly for testing purposes....they let me identify and follow specific ships more easily.
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Re: Shrike's Mines & Missiles ++

Post by AssumedPseudonym » Fri Oct 21, 2016 3:38 am

 Hey, remember when I asked you about the reinforcement tables for outlaw miners and complained about Sothos and Borer IIs showing up en masse which you said was a result of level weirdness in TBR and TSB? Yeah, I’m getting that in level 2 systems. Speaking for TBR, that means the third and fourth system into the game, not unlike vanilla. If you’ve had poor luck with loot spawns, you’ll still have a potentially sizable portion of your starting equipment by then and Domina help you if you’re puttering around in either a freighter or anything with ceramic armor and get a pack of vengeful Sothos hellbent for leather peeled out of your smoldering corpse coming after you if you shot up their asteroid while they were inbound. I really think you need to take another look at those tables.
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Re: Shrike's Mines & Missiles ++

Post by Shrike » Fri Oct 21, 2016 5:23 am

AssumedPseudonym wrote: Hey, remember when I asked you about the reinforcement tables for outlaw miners and complained about Sothos and Borer IIs showing up en masse which you said was a result of level weirdness in TBR and TSB? Yeah, I’m getting that in level 2 systems. Speaking for TBR, that means the third and fourth system into the game, not unlike vanilla. If you’ve had poor luck with loot spawns, you’ll still have a potentially sizable portion of your starting equipment by then and Domina help you if you’re puttering around in either a freighter or anything with ceramic armor and get a pack of vengeful Sothos hellbent for leather peeled out of your smoldering corpse coming after you if you shot up their asteroid while they were inbound. I really think you need to take another look at those tables.
*Adds Sotho-II spawns*



But yes, I'll nerf them. :P
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Re: Shrike's Mines & Missiles ++

Post by Shrike » Mon Oct 24, 2016 10:06 am

With the recent buffs to the Aquila, I've made some changes to the CSCs to make them fit better. They're now capable of killing particle-immune foes even in Block II configuration (4X TeV9's in a split-secondary setup, 2 Odachi starcannons as omni secondaries), and the sole Block III carrier (Terra) can handle ion immunity as well (4 Katana starcannons as split-secondaries, two omnified bushido positron cannons also as secondaries + that NAMI heavy launcher). Block III carriers also get a bit of an armor upgrade (enhancement for +HP) and improved point defense (I did buff the BLock II's PD as well, so a block III is kinda insane to watch).The Antarctica's setup is a hybrid between the two (defensively it's a Block III, offensively it's a Block II with a missile launcher).



These minor changes required over-riding about four and a half thousand lines of unrelated code, BTW. If anyone has any minor changes to fleet missions they want...I guess I can do those for free now?


Anyway. The Aquila was almost incapable of killing the Aquila after those changes, and so I've now buffed it as well by giving it a full ROF. This may make the Antarctica mission a bit hectic/impossible/insane, but I'll test that before rolling out these changes in the public build. If necessary I'll tone down the ROF on one or both ships.



More practically, I've added a new set of lategame freighters and added them into the commonwealth traffic tables, as well as editing an old one:

-EI100/M: Reworked from stock format. Increased ROF, changed launcher to EI Pod Launcher.
-EI200/M: New ship based on EI200. Increased ROF over standard ship. Omni-mounted DM1500 launcher.
-EI7000/M: New ship based on EI7000. Changed gun to single X-ray laser, increased fire rate adj. Launcher is an IMP9.
-EI100/S: New ship based on EI100 (not the /M). Stealth armor, titan drive. Omnidirectional EMP cannon for self defense. Considering overwriting some more stock stuff to make these get used by trading posts for custom orders.

Each of these new ships has a unique name table, so once you've played with them around a lot you get to know what ship is a regular and what is an enhanced freighter. Generally speaking, missileship conversions operate at the same level as the regular freighter, but are rarer. The EI7000/M operates at a higher level (because the IMP9 is a powerful launcher) than the EI7000, slightly. The stealth version of the EI100 is a lategame version and only starts to show up after regular EI100's stop appearing.

In other news, here's a rasiermesser factory wiping out some Sung:
FactorySplash.png
I need to update these factories so that they use the modern dockscreens before I put them in the public build. The gun seems to be working though.
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Re: Shrike's Mines & Missiles ++

Post by Shrike » Sat Oct 29, 2016 4:06 am

With the latest public build having to override thousands of lines of outdated mission code (because CSCs were never updated in vanilla to use the newer system) just to change the guns on carriers, I've taken the opportunity to update a few missions. Right now just as a test (because I'm awful at Tlisp) I've added a couple of fleet-variant wolfens to the "intercept freighter" mission (although the mission result does NOT track if they get killed, because I can't work out how to do that just yet), changed one of the later missions to use Centurion/X's instead of basic centurions, and altered the "refugee convoy" mission to use the EI100/S in place of the EI100, and the Antares V lategame varient in place of the Scarab.

As may have been hinted above, I've also added a fleet version of the Wolfen. It's a bit more fragile than a centurion, but uses stealth armor and has significantly more firepower (note: this leads to Britannia-like shenanigans). Due to the "AI can't be bothered firing missiles" bug, only half of all wolfens spawned will fire their launcher. I can't fix this, it's a longstanding George Bug.


So the changelist thus far on my WIP for the next build:
-Block II carriers now have ion blasters, not Odachis.
-New fleet-grade Wolfen gunship. Sporting stealth armor, an R-1, a dual TeV-9 and either XM400 'Demon' or KM550 missiles, this is a fast interceptor, but extremely fragile in sustained combat.
-Wolfen (Fleet) added to commonwealth guard and elite guard tables.
-Fleet intercept mission now adds Wolfens as support (incomplete implementation due to Tlisp skills lacking, will be updated eventually)
-Some fleet missions now use the Centurion/X
-Refugee convoy mission changed to use EI100/S and Antares V (lategame) ships instead of EI100 and Scarab freighters. This makes them tougher, but please note that friendly fire is a thing.

-Britannia primary weapon changed to Odachi starcannon (from Katana)
-Started playing around with various AI tweaks. I'm considering stopping them running when their shields go down, and buffing their frontal armor to compensate...but I haven't coded it in yet beyond a few tests.
-Centurion missile launcher no longer secondary (since George broke that workaround for getting it firing, there's no point in trying to use it any more)

-Aquila patrols will have centurion/X gunships, not centurions
-Aquila patrols will always have either wolfens or Britannias in addition to their centurions

-EI100/S is now immune to ion effects to stop them EMPing each other during the refugee convoy mission (Antares V [lategame] is fine because SM&M++ makes tevlar composite armor immune to EMP)
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Re: Shrike's Mines & Missiles ++

Post by Shrike » Sat Oct 29, 2016 9:02 am

Extra-extra changes coming up:

-Massive Manticore nerf. I've copied the weapons positions from Corporate Command, altered the ship setups somewhat and generally made these things less likely to one-shot the stations they're guarding. To help with aiming, they have some minor swivel built into the gun that the CC playership doesn't have. I can't give them the Novaya because that's CC gear, and SM&M++ does not require CC.
Note that the nerfed Manticore can still have weapons like the Shtorm Repeater, so it's still dangerous...it's just not stupidly broken.
-Modernised Ronin/C implemented. I've had this as a placeholder for a while to use as a testing craft (most recently for LOTOR). Now I've given it a large number of possible setups (over 2,400) and made it both a guard and a random traffic craft.
-Commonwealth-owed ships that usually spawn as enemies. Borer II and III, Sotho and Sotho II, Oromo and Oromo II, Zulu and Zulu II, and the T55 now spawn as commonwealth traffic (and guards, in some cases). I have plans to expand this a bit more.
-Reworked the reworked Makayev factory a little more. Their defenses seem allright now
-Tweaked availability of some high-level guards
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Re: Shrike's Mines & Missiles ++

Post by JohnBWatson » Sat Oct 29, 2016 8:36 pm

Shrike wrote:With the latest public build having to override thousands of lines of outdated mission code (because CSCs were never updated in vanilla to use the newer system) just to change the guns on carriers, I've taken the opportunity to update a few missions. Right now just as a test (because I'm awful at Tlisp) I've added a couple of fleet-variant wolfens to the "intercept freighter" mission (although the mission result does NOT track if they get killed, because I can't work out how to do that just yet)
Look at the OnObjDestroyed section of the Task Force CSC class. Basically, you add them to a list(stored on the CSC), register them for events with the CSC, and then, whenever an object is destroyed, loop through your list to check if it was one of the things on said list. PBL, time - worn as it is, shows how to do this for a single object rather than a list, if you need another reference - it's effectively the same thing.
-Britannia primary weapon changed to Odachi starcannon (from Katana)
I'd buff the Katana if you're looking for a straight power increase - it's a pretty level - appropriate weapon for the Brit, it's just too weak for its level.

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Re: Shrike's Mines & Missiles ++

Post by relanat » Mon Oct 31, 2016 3:22 am

I enjoyed this so much I went back for another go.

In the Hades Missile description there is "some have fallen into unscrupuous hand" which I think should be "unscrupulous hands"

And the Rasier SmartShield is a brilliant idea.

You might consider a name upgrade too. This is much more than just mines and missiles as the name implies. Personally, I didn't realise how much new and exciting stuff is in this mod.

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Re: Shrike's Mines & Missiles ++

Post by Shrike » Mon Oct 31, 2016 7:10 am

relanat wrote:I enjoyed this so much I went back for another go.

In the Hades Missile description there is "some have fallen into unscrupuous hand" which I think should be "unscrupulous hands"

And the Rasier SmartShield is a brilliant idea.
Fixed for next version, and thanks. It's a bit buggy, but it works fairly well for a system using stock code.

You might consider a name upgrade too. This is much more than just mines and missiles as the name implies. Personally, I didn't realise how much new and exciting stuff is in this mod.
I'm not very good at names. But yes, I think a rename will be in order soon enough. Might do that for the 2.0 release. I'll probably rename it to "Elemental Shift", since that was the name I had an overhaul attempt that failed, but was similar in concept to what SM&M++ has become.


New Stuff:

-Excruciator class destroyer now has heavy ceralloy armor and a ceratops shield because I don't like it being a tripoli clone.
-Penitent cannon now 'Absolution cannon', interaction value lowered massively, projectile speed increased slightly (45->50)
-CSS Changeling now has Block III setup (Katana secondaries, Bushido Positron Cannon primaries. This is probably overpowered but I don't care) [EXPERIMENTAL]
-CSS Changeling dialogue changed to be gender-neutral ("Stand down, gentlemen" ----> "Stand down, troopers.") [It bugged me]
-Bolide blaster no longer NotForSale, updated product description.
-EI200/M changed to use NAMI launcher. ROF nerfed.
-Adventurer Outfiters now have more health and NoFriendlyFire set to "true" to work around this issue.
-Startons now have defensive weapons, also have NoFriendlyFire set to "true" (EXPERIMENTAL)
-Renamed the corporate cruiser to it's manufacturer's name (Eir), changed over to V300 armor (as it's a Rasiermesser product). Kate Morgental has not been altered.
-Updated the ship tables to include George's extras from 1.7b1
-Eir-class cruiser is a very rare traffic entry at all levels.
-New monitor based on the Armstrong class. The Aldrin is basically the same to look at, but has a legendary punch. ;)

To-Do in short duration:

It has come to my attention that NAMI has no armors between the very low level titanium armor, and the very high level ithalium. So I'm gonna make that a focus.
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Re: Shrike's Mines & Missiles ++

Post by Shrike » Tue Nov 01, 2016 12:19 am

Even newer stuff:


-Added Asterion-class heavy gunship to commonwealth guard tables and traffic
-Increased ROF on Asterion a bit.
-Added lategame Asterion varient to use my various tritium cannon variants.
-Edited some guard probabilities.
-Britannia is a less common guard than it was (to make room for others)
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Re: Shrike's Mines & Missiles ++

Post by Shrike » Sat Nov 05, 2016 9:02 am

Got around to updating the corporate trade post. It now has no friendly fire, a few more hitpoints, and uses an EI100/S for custom orders, not a standard EI100.

I've also taken the liberty of updating the corporate guard tables, which were in even worse shape than the commonwealth ones.

I'll be pushing a hotpatch to fix a few bugs in the latest public release....probably tomorrow.
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