Shrike's Mines & Missiles ++

A place to discuss mods in development and concepts for new mods.
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With the latest (very good) news coming out about weapons tweaks, changes and new effects in 1.7, I'm postponing further development of SM&M++. I might release an extra version with what I have now....but other than that, I'm shifting to another project.
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That other project has also stalled until post 1.7, so I've returned to planning out SM&M++ 2.0.

I'm probably going to remove most of the weapons overhauls to start out with. 1.7 sees enough changes that I'm not going to keep up with them. I might be able to do some interesting things using the standardised effect codes. Weapon sounds are also coming out: they've moved onto a separate project that I'm working on with AssumedPseudonym (in theory at least. In practice we're waiting for 1.7 to fix some bugs) which handles it far better.

.....all in all, I'm removing most of my content to start out with, because it's become obsolete. However the plan is to start work on new stuff. Assuming I've got the time and things work out, I'm currently hoping to introduce:

-Between one and three small weapons companies. These are likely to be high-end gear manufacturers. You pay through the teeth for their stuff, and their stations are uncommon at best.....but it's useful equipment if you can get it working.
- Reworking some of the new weapons from SM&M++. The bushido energy launcher in particular needs a rework, and might end up being booted to a different manufacturer. Also un-nerfing the Nandao because the stock gun is a lot better than I'd thought.
-Building new weapons that use obsolete weapon effects from SM&M++. While I fully intend to use George's new effect stuff to make my own stuff better and replace stock effects as applicable, there's some guns that have changed too much. Weapons like the APA can't have my effects any more, and don't really need them. So I'll be working on some weapons that do use those effects (in one form or another), so they're not lost forever.
-Even-numbered makayev howitzers. I've got some plans for these.
-I might try adding some more tinker recipes to replace the stock ones as well, since I heard some good things about people liking the quadruple turbolaser. There's sure to be a few things I can add in that fit with their theme.
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So I've gotten back into rewriting the mod. Lots of problems with the new particle effect system...it's partially documented, partly a mystery. It's because of this that I can't work out why some failures are happening. Sometimes particle effects don't render at all, other times they do render, but don't obey colour coding and revert to stock colours, and other times they render as flat white. Not fun, and not productive. So I'm actually making more plasma weapons with moltenbolt effects, and then finding ways to justify them. It's going reasonably well. Currently working on a tinker weapon that fires a missile that emits plasma as it goes (thus, moltenbolt). This one's easier to justify: the particle system generally speaking hates tracking (haven't tried using the new comet effect. But it's ugly when you shrink it so.....eh, not planning to). And that's all the excuse I need.


I'm also starting to pull older content over to the next version, having cleaned it out. With the changes to weapon balance I have a lot to strip out and replace. I'm also considering changes to some of the stock effect code. particularly positron, because it's incredibly dull compared to the old effects.


....I've also just started work on what is going to be without a doubt the best tinker recipe ever:
I'm not sure if I should hide this somewhere or just leave it in the main tinker recipes on the basis that no one reads through them all.
I'm not sure if I should hide this somewhere or just leave it in the main tinker recipes on the basis that no one reads through them all.
MeatArmor1.png (23.56 KiB) Viewed 9488 times
I do find it absurd that even with quite bad penalties, it still looks like it's got bonuses everywhere. I hate the resistance curve.....
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Ported over the NAMI mine launcher and some altered missiles. Looks like I'll still be overriding a lot of things...mostly for their effects rather than for balance. There's some fun to be had with improving the explosion effects though.


..Unfortunately I'm running into the "missiles don't explode" bug and thus I can't really test the fancy thermo weapons. Oh well.
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This morning I've been working on tinker recipes. Proper ones, not meat armor or plasma cannons (although I may yet keep those in modified form...I have a few ideas)

It's been going well.


New stuff thus far:

Makayev-Energia

Mark II Howitzer: It's a Mark I on an omni mount. One level high, more expensive, more power drain, more recoil, slightly lower ROF for now but may regain full speed later (I don't have balance equations for 1.7 so I'm doing it by feel)

Mark IV Howitzer: Same as above, but for Mark III.

Mark VI: Omni mark V.

----------------------------

Tinkers Guild

Side-mounted laser cannon: Extra firepower, but costs a bit and is delicate.

Quadruple laser cannon: Competes with the dual turbolaser.

Put together they look like this:

Image

Side-mounted turbolaser cannon: What it says on the tin.

Tinker ablative armor. Successor to the joke "meat armor". It's a level 4 armor with more hitpoints than polyceramic, and is less specialised. You can make it out of salmonite, titanium ore, organic acid, and liquid oxygen. Will need tuning, of course.

I'm also altering the existing recipes that I'm not removing. Generally they don't require as many rare components, but have a larger number of cheaper ingredients.

---------------

Edit:

Tinker weapons are quite interesting so far. Generally, the quad-mounts fit the niche of the dual weapon of the tier above (so a quad laser is about equal to a dual turbolaser). They do more equipment/slot damage because of the higher number of shots (which might also affect WMD).....but have worse performance against heavy armor.

And the side-mounts, unlike the superior designs by Omnithor, are not slotless. You need an extra slot for them. Thus they're quite good on a wolfen or Saphire, but an EI500 will generally not like them. I'm thinking about what I might be able to do for freighter pilots though.
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Now trialing an anti-ship autodefensedevice. It's more powerful than an ICX, at the same level....but has very limited range, and you need to craft it. It's working quite well so far.
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Added the new recipes to the tinker recipe list. They now should be craftable.....but tinkers aren't spawning conveniently in my test games so I can't test that yet.

I've tested the weapons themselves though.....and they're working very well apart from some quirks in the RNG that makes the sidemounted turbolaser more common than it should be. I'm considering making that one even rarer or not random, because it's an extremely powerful weapon on certain ships (particularly the Freyr).


I've also added two auton recipes to the Tinkers. Here they are without quantities (assume that rare stuff only has one or two units):

200A (Defective) Auton + Plasteel ore (may change this to plasteel armor)----> 300D Defender (Explanation: They're exactly the same auton, but with a software patch and heavier armor on the 300)

Titanium ore+ gold ore + helium fuel rods +laser cannon (may also make you have to ------> Hornet Sentinel



The hornet sentinel is an automated version of the Hornet Battlepod. It has superior armor and mounts a (terrible) shield (because it died too quickly otherwise), but has poor reactor capacity. They die quite quickly in stock format but can be useful all the same.

I'm also considering adding a recipe for the tenhove sentinel, plus some improved versions of it. Something for EI500 and Constellation pilots.
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Over the last few days I've made some serious changes to armor. It's an area that's suited to SM&M++ for now. George has yet to review it, and there's clearly problems with it. So I'm taking a look. First off, the matter-resistant early game armors.

Heavy and Advanced reactive armor now have HP penalties to energy damage types to offset their matter resistance. I basically flipped the Ceramic resistance profile. This should make them better balanced (interestingly normal and light ceramic and reactive armors don't have any penalties. I'm not changing that for now).


I have also nerfed blast plate. Massively.

Because George's damage curves basically double laser and kinetic resistance from "Massive" to "Ludicrous" as you go from level 5 to 6, but the main damage types that Blast Plate faces (except when the fleet uses it) are still....laser and kinetic....Blast Plate acts like a hyper-specialised armor against them. While still having balanced HP, radiation resistance, pretty good mass, and bonuses against the most annoying early-mid game damage type (blast) while having no penalty to particle damage to offset it. This is more down to the availability problem: the game is designed so that light blast plate should be the standard armor for a level 5 system (and it's what George's debug/test preset for that level uses). Whereas actually the player generally is using level 6 or 7 armor at that point, because it's fairly easy to get.

I have absolutely no way to fix that, but I can nerf the armor to make it less effective against the lower damage types.

So I've given it a 50% penalty to laser resistance. For now. I may (in fact, probably will if I can work it out) replace this with a change to the underlying balance curves instead since this is a systemic issue, not a specific one.
In changes that are definitely staying, light blast plate, blast plate and heavy blast plate have gained penalties to particle and ion resistance.This is mirroring the Ceralloy damage profile.

Because this indirectly nerfs the Centurion, I've given them ion resistance coatings to their armor, and slightly buffed their gear. Unfortunately due to an AI bug my attempts to give them missile launchers don't work.
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Welp, turns out you can't override the default armor curves because they're set to engine defaults, and overriding the SOTP: part I adventure is......difficult if not impossible. So that idea is gone....for now. I might eventually try working out how to clone it as a separate option.
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Started testing and revising some tinker recipes I've added. Generally I underestimated the cost, so I'm cutting back on ingredients....mostly. Thanks to AssumedPseudonym helping me with some technical issues, I've discovered that G.O.D breaks the tinker crafting system.So I'm starting to learn some debug console commands.

The hornet sentinel may be getting removed from the crafting list, and made into a bought item. The 300D will remain as-is....I'm reasonably happy with it right now although I may need to retune the cost of it.

Several crafted armors I've added need really serious rework, and may end up getting ditched. That's not that big a deal though. I think I'll switch from trying to make unique armors to trying to make extensions and heavy variants of existing ones: Multilayered ceramics, tevlar armor that doesn't suck...that sort of thing.

The laser weapons are generally functioning well, once some coding errors were fixed. I need to retune the credit cost of some of them, however.


I have also made the Akan-based defense gun (the "Akan 1200" in older versions, thinking about a rename for the new one) craftable at the tinkers. It's an incredibly powerful forward-firing weapon, with a huge DPS margin over the next most effective blast weapon in the game. The cost for that is that it's an extremely heavy (30t in older versions, probably dropping down to 20t for the next one), multiple slot (4 slots in current version, may drop to 2) weapon that eats ammunition at an amazing speed. This is a station defense weapon, and it's very impractical on a starship.

....on the the other hand it's a level 6 (8 in the old version) weapon that spits out fifteen akan 30 shells every second. If you can afford the mass, the slots, the crafting cost (which isn't cheap) and the huge piles of ammunition.....you'll have a ball of a time right up until the armor resistance curve makes it completely useless. It also sounds fantastic if you're running SNAPSS. But this is not a weapon you'll be crafting and using every game.


Other than that, things are looking reasonable. Next step for me is to refine those tinker recipes and strip out a few obsolete UNIDs and resources that were left over from the older versions. They're from the M2, which I'm going to rework with the new effect system (probably) or by messing with Luminous (less likely, but still an option). I do like the new effects, but I like the complexity you can get out of Luminous-rendered explosions.
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I'm reintroducing older stuff that's fine for use in 1.7. This includes fixed Urak Howitzers (which use a different approach to how George did it, and also fix an error he made that breaks the projectile effect) and advanced mass drivers. Something that George did to the particle system in 1.7 has completely broken the hit effect of the advanced urack mass driver.....and I'm not entirely sure what. Not a big deal, but at some stage I'll probably have to ask him how to get it working again.

Other stuff I'm porting:

-Better centauri, and revised CLAW cannon
-Heliotrope changes (experimental: May be incredibly overpowered for this version)
-Various graphical effects (Eg. Shuriken Neutron blaster), but not the changes to the weapons themselves if they got altered for 1.7
-Ion blaster tweaks (See below)
-Omnidirectional Makayev launcher
-Some of the bushido energy weapons I introduced in SM&M++


Testing this stuff out.....it's obvious that I'm going to need to redo the ion blasters. Again. Right now you just can't kill the ICS with the heavy ion blaster. It fires too slowly and can't hurt the internals enough. I couldn't kill the thing at all until I spawned in some virus cubes to knock out the sentinels, waited for it to run out of Qsphere ammo, knocked out all its guns with other weapons....and then sat on autopilot. An extreme case, but this gun is pretty awful.

Not sure what I'll do, but it'll have to be pretty serious to make it worth using. Honestly, the Thera cannon at level 7 is a better weapon.
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Newer new stuff:

-Fixed some bugs on the Bushido laser weapons caused by the introduction of stock muzzle-flash effects.
-Renamed Akan 1200 to "Akan 30 quad-mount". Cleaned up item description, reduced slot requirement from 4 to 2 slots.
-Nerfed the heliotropes (they're still fairly tough)
-Introduced the akan 30 quad-mount as a semi-rare spawn on Ranx Dreadnoughts. When running SM&M++ there is a 25% chance that a dreadnought will use three quad-mounts in place of the stock Akan 30's. Firerateadj is 20, so it's not too insane. Altered item description to hint at how this works.\

(Note: An Akan quad-mount is fairly viable at endgame against things that aren't immune to blast weapons, but is very expensive to run and struggles against hardened targets. A ranx DN goes down in about 700-800 rounds. A Phobos takes exactly 1905 shells. Which is about 2 minutes and 10 seconds of continuous firing, assuming you can aim perfectly and not lose any shells to return fire. And survive. So yeah, don't use the quad-mount against endgame capital ships)



Planned:

-Akan 30 enhancement device for Rasiermesser & Ranx. Will add armor-penetrator attribute to all Akan 30 based weapons (including quad-mount). Might alternatively be a ROM of some sort.
-Continue stuff I was doing before getting side-tracked
-Port over the NAMI howitzer lineup. Nerf massively to fit in with 1.7?
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NAMI howitzers are ported over...I'm leaving them as-is for now. Later on I'll run everything through Transdata for a balance pass.


I've added two new weapon companies:

Voss und Szell make a set of launcher-slot cannons with a choice between standard fragmentation ammo, and armor-shredding (non-fragmenting) shells. Currently only one of these is implemented: the 'Auto40'. It only has two shells right now. Tempted to add a third, but I think it's probably fine as-is. The lategame counterpart will be the 'Auto90', when I code it in.

I'm also planning some rapid-fire, low damage kinetic and blast weapons for them. Possibly tracking as well.

Archimedes Industrial currently only have a single weapon. I'm considering giving them a focus on heavy energy weapons, potentially including moving the Sunflare cannon over here. However for now, I've built them something brand new. The ICARUS laser cannon is a powerful launcher-slot weapon that uses disposable cartridges. You currently have a choice of three beams....one of which I need to redo from scratch because it doesn't work properly. They use non-standard laser beams. The two functional ones are a blue laser and a gamma-ray laser (light purple/pink). I need to add WMD to these, which will make them the only laser weapons in SM&M++ with significant WMD.



On that note, I've added WMD1 back to the ion blaster and heavy ion blaster, and may increase that back to the SM&M++ 2015 level (WMD3). I've also added WMD1 to the Bushido laser blaster and turret.


I've also ported over my older changes to the XM900 series of weapons, including my version of the XM300 (which is a non-tracking XM900, with the old reaper losing its numerical code). Might do some renaming there.
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Today I discovered, while reading through Digdug's most excellent Changelog......that stealth apparently works on stations. Got added in 1.06a. if it still works, this has intriguing possibilities.

Edit: Turns out, it doesn't. But hey! It's something I can ask George to reimplement.
Edit2: Relevant ticket
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Annnd it turns out I misread it. Ok, back to regular work.


SM&M++ has been added to the schedule for the Twitch stream on May 5th. This is great, now I've just got to make the thing work by then.


Today I added a new level 5 laser weapon to the Bushido lineup. The Bushido Laser Repeater is an omnidirectional weapon that fires the standard bushido low-power laser beam that's also shared with the bushido laser blaster and turret. It fires 30 shots per second in bursts, with a capacitor. DPS is extremely high during bursts, but a combination of inaccuracy and the long recharge time means that it's a fairly tricky weapon to use, and definitely not the best level 5. This is deliberate, so you've got a reason to craft the omni X-ray. I'll be trying to make this a fairly cheap weapon to run, to compensate for that.


I'm still tuning it up, of course....right now it's a little too weedy. I think I'll need to reduce the spread for starters. Still, it looks nice:

Image
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