Succession #4
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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?
Actually they're still at St. Kat's. I didn't bring them because I didn't want them to die but now we can upgrade them so >:D
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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.
So we have six ships fully kitted out with VII+ weapons, VIII+ sheilds and IX+ armor...RPC wrote:Actually they're still at St. Kat's. I didn't bring them because I didn't want them to die but now we can upgrade them so >:D
Your play (I suggest you immediately upgrade the ancora reactors, because they will power down as soon as you pilot them)
I wonder if we can actually completely defeat the Iocrym... that means rescuing all of the research stations, i think it might work, but we'll need IX weapons on all the Ancoras.
Have fun!
Save 11
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
Well I took the turn and let me just say, I don't know how you guys stand having so much CRAP in your holds, so I sold everything that I thought no one would miss.
In the end I left everything where I found it, just not like I found it. I got a Ranx Dessie with two Katanas and a bishido something or another. Other than that all the supplies and basic junk have been sold to either ringers or cw. If I sold your fav thing, sorry. Oh and I bought a few shields.
Link to save on Xelerus --> http://xelerus.de/index.php?s=mod&id=1294
BTW: congrats RPC! You are now a fleet admiral just like Ttech and Wolfy! I salute you man! o_o7
In the end I left everything where I found it, just not like I found it. I got a Ranx Dessie with two Katanas and a bishido something or another. Other than that all the supplies and basic junk have been sold to either ringers or cw. If I sold your fav thing, sorry. Oh and I bought a few shields.
Link to save on Xelerus --> http://xelerus.de/index.php?s=mod&id=1294
BTW: congrats RPC! You are now a fleet admiral just like Ttech and Wolfy! I salute you man! o_o7
I posted a fix in your Visible Damage topic. You know what to do.RPC wrote:Also noticed that PSD ships don't have Visible Damage on them o.o
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Yeah many of the mods add items, many of which are superfluos, but damaged devices of high level can be used in the fabricator to produce fixed devices.Jay2Jay wrote:Well I took the turn and let me just say, I don't know how you guys stand having so much CRAP in your holds, so I sold everything that I thought no one would miss.
[...]
Other than that all the supplies and basic junk have been sold to either ringers or cw. If I sold your fav thing, sorry. Oh and I bought a few shields.
Link to save on Xelerus --> http://xelerus.de/index.php?s=mod&id=1294
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
Jay2Jay: What did you do to the map? There's tons of pointers to every ship in the system :S


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.
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
Will post save in ~10 hours.
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.
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
Still in PJ, going to try and make a beeline to Heretic.
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.
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
We're at Heretic now.
Save Turn 13
Couple things/issues with the Succession:
#1: We become too powerful too early. Middle game becomes late game and late game is a huge grind. We had a few million credits by the time we hit St. Kats whereas in the vanilla game that amount of cash is seen only during late game. This surplus cash allows us access to *everything* and at that point we're only limited by what the RNG spawns.
Couple ideas for fixes:
Get rid of money sources. This would mean:
-modify Banks to give out less money over time
-Have Dynamic Systems destroy wrecks (so that there's less loot)
OR
-have more salvagers/ friendly gaians as competition for wrecks
Make enemies harder
-Have Dynamic Systems buff enemies (this idea will probably get shot down)
Another issue related to #1 is that we got the Eagle which has seven (7!) weapon slots very early during the game (around the first ~10 systems). Had we been forced to stick with other ships with less slots we might not have gotten as powerful as we did.
#2: We have too many items. There's tons of usables that we don't even use, and most of them are left unidentified for the rest of the game. Ammo piles are left untouched and there's no actual use of launchers. We stick with the ammoless weapons, and we're fine for the rest of the game.
Couple ideas:
-remove some item mods? Maybe WE5 is enough?
Right now we have 800 New Weapons, WE5, Freelancer Pack, New armors, Items 912, PD mod, Mining Pack and Utility Items adding stuff to our cargo hold. I'm sure around 4 of those mods add around ~100 items to the game, and the question is when will we ever find a use/ even *use* them at all?
#3: Nanite shield is definitely overpowered for PSD ships. Even at 25000 credits we can still afford it due to massive amounts of loot. Is there another way to fix the nanite shield, or should we remove it altogether?
Save Turn 13
Couple things/issues with the Succession:
#1: We become too powerful too early. Middle game becomes late game and late game is a huge grind. We had a few million credits by the time we hit St. Kats whereas in the vanilla game that amount of cash is seen only during late game. This surplus cash allows us access to *everything* and at that point we're only limited by what the RNG spawns.
Couple ideas for fixes:
Get rid of money sources. This would mean:
-modify Banks to give out less money over time
-Have Dynamic Systems destroy wrecks (so that there's less loot)
OR
-have more salvagers/ friendly gaians as competition for wrecks
Make enemies harder
-Have Dynamic Systems buff enemies (this idea will probably get shot down)
Another issue related to #1 is that we got the Eagle which has seven (7!) weapon slots very early during the game (around the first ~10 systems). Had we been forced to stick with other ships with less slots we might not have gotten as powerful as we did.
#2: We have too many items. There's tons of usables that we don't even use, and most of them are left unidentified for the rest of the game. Ammo piles are left untouched and there's no actual use of launchers. We stick with the ammoless weapons, and we're fine for the rest of the game.
Couple ideas:
-remove some item mods? Maybe WE5 is enough?
Right now we have 800 New Weapons, WE5, Freelancer Pack, New armors, Items 912, PD mod, Mining Pack and Utility Items adding stuff to our cargo hold. I'm sure around 4 of those mods add around ~100 items to the game, and the question is when will we ever find a use/ even *use* them at all?
#3: Nanite shield is definitely overpowered for PSD ships. Even at 25000 credits we can still afford it due to massive amounts of loot. Is there another way to fix the nanite shield, or should we remove it altogether?
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.
- Autohummer
- Militia Lieutenant
- Posts: 238
- Joined: Fri Jan 06, 2012 10:51 am
I initially intended for the Eagle and Falcon to be sold in high-level Ringer/CW armoured stations only. Must have forgotten to fully code that in. I admit it is way OP with 7 hardpoints, though.
The FL pack is actually quite modular, if the new weapons/shields are proving too much of a clutter, simply leave out their XMLs.
The FL pack is actually quite modular, if the new weapons/shields are proving too much of a clutter, simply leave out their XMLs.
Has resurfaced!
I made a patch for your FL ships, which weakens them a bit. Still a bit overpowered compared to other ships, though. Since dual laser/recoilless and the like can count as two guns, I halved the hardpoints (rounding down). Starflier and other small fry get no linked fire slots. (dual recoilless plus launcher should emulate Starflier's three gun configuration). Hawk has two slots, a primary on the left wing (missiles fire from the middle), and linked fire slot on the right. Falcon adds the rear slot. Eagle has primary weapon slot in the middle, and three linked fire slots, including turret in the back. Eagle now has six armor segments. All ships except for Starflier have been slowed to .25c, and I might slow them further to .22c. The patch is done, barring trivial tweaks, but the PSD6 update is not.Autohummer wrote:I initially intended for the Eagle and Falcon to be sold in high-level Ringer/CW armoured stations only. Must have forgotten to fully code that in. I admit it is way OP with 7 hardpoints, though.
The FL pack is actually quite modular, if the new weapons/shields are proving too much of a clutter, simply leave out their XMLs.
Eagle/Falcon sold at late game stations does not help much if all ships are selectable at the start. I did what I could to make them weak enough as starter ships, and they are bending the power boundaries.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
The problem is the loot that you can get. You have extremely powerful, yet balanced weapons that are sufficiently expensive to be balanced, however if you find and sell these weapons then you become a kazillionaire and can eventually buy anything else in the game. We actually need to either make some of the weapons less expensive, reduce the chance of finding these weapons as salvage, or put them on a different item table so that we can control to a finer extent where and when they spawn. Or maybe even increase the sell penalty greatly.