Shrike's Mines & Missiles ++

A place to discuss mods in development and concepts for new mods.
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Song
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SM&M++ V1.0 is OUT NOW


I'm hoping to swap this over to more frequent small patches over time, and there's definitely still stuff I'd like to fix in the near future. But I promised myself I'd have this released for 1.6, and today I managed to complete enough to get it to that state. Now I need a break.

Download my mod! It's doubleplusgood!
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Song
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It's been a nice break, but I'm almost ready to start work on a first patch. This will (try to) bring things up to the current API standard (currently the mod runs on API14 or so) and clean up the file arrangement.
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Song
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Currently smashing some bugs and replacing dummied-out content. Tinkers should now be able to manufacture the two weapons I've made for them (still need to tweak one of them)...and I think I've squashed a bug where the counterfeit eridani mineral water wasn't being classed as illegal properly, so you couldn't sell it anywhere. I'm testing on the steam branch, so I'm lacking my usual debug tools. It's making me test things better, but it's a bit slower than I'm used to.


In addition to that, I've made a little patching to a known 1.6 issue: mining charges (seismic and excavation) now have 100% passthrough, removing the false negative rate. I've also slightly buffed the damage of the mining laser so it's a bit more effective. Keep in mind that at very low levels this makes borers potentially quite dangerous to the player.


One issue I am having is a very long gating time when the mod is set up....up to 40 second times to load a system while gating. This may be due to edits I'm making on the fly during tests, or it may be an underlying issue in the steam version (or 1.6 in general). These load times are a lot worse than 1.5 ever was (or indeed the 1.6 betas).
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Song
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Starting to nerf the centurion. It's....well....just a little too hardcore in the early game.
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JohnBWatson
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Shrike wrote:Starting to nerf the centurion. It's....well....just a little too hardcore in the early game.
I'm under the impression that the early ones are military surplus, rather than an extension of the Fleet. Might make sense to split the ship class into two versions and keep those ones as they used to be, given that (IIRC) the vanilla config was balanced for the New Beyond.

I've heard George was considering removing or reducing the firerateadj for the ones in the Fleet only, so you'd be in good company.

On another note, do you think a Fusionfire with slight inaccuracy and an AOE impact would be balanced? I've considered creating something like that in the past and I remember you were looking for a way to set the FF apart.
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Oh. An older centurion model would be interesting. Perhaps some old, but powerful equipment to supplement it.

Description of Centurion F-2100:
An early Centurion model. This ship was made en masses due to the extreme resistance of the Ares Orthodoxy. It was made to be durable and powerful enough to confront any Ares warships relative to that era. The ship was battle proven within the war and lasted 30 years as the backbone of Commonwealth Fleet until it was retired. It is now a popular warship within the civilian population of the Commonwealth.

Equipment:
100 mw Nova-Reactor
4 Orthosteel Armor
1 X-ray Laser
Class III EI Shield
Acceleration/Man. and etc. are equivalent to current Centurion models.
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Song
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Splitting the centurion is too much work. I just need to tone down the missile launcher since some buffs in 1.6 make it a little too good.
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Atarlost
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The Centurion has no missile launcher. Do you mean the Ronin?
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 The vanilla Centurion doesn’t. I seem to it got reworked a bit for SM&M++.
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Song
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Correct. The SM&M++ mod overhauls several ships that don't perform well in Vanilla. One of these is the centurion.
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Atarlost
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Did the Centurion really need buffing? It's a match for the Sung and against the Ares I think it's supposed to be weak.
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Song
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Atarlost wrote:Did the Centurion really need buffing? It's a match for the Sung and against the Ares I think it's supposed to be weak.
Yes it did. Not by as much as I did, but it needed a buff. The overpowering comes from an older bug workaround that is no longer needed.
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Song
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I've been doing a little testing of some weapons that didn't quite make it into 1.0. I think for 1.1 I might revamp the tinker recipes so that most of their stuff is more like the dual Mark III: hard to get, but unique and interesting. Initially I'd just planned to add stuff...but I think this way will work better. There was a bit too much overlap.


Here's the quad turbolaser (which I think will eventually replace the recipe for the dual turbolaser) in action, rapidly killing everything it faces in the arena (this one is optimised, the regular one has a lower rate of fire):

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Not the most exciting weapon out there....but it's rather effective until you start getting laser-resistant enemies, it seems.
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JohnBWatson
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That might be a bit too effective for what it takes to get it, if you're using the current dual turbolaser recipe. I can get that many damaged lasers in a single system of Korolov missions, and for a weapon more powerful than the X - Ray laser that's somewhat too easy.

I'd suggest either a lower ROF or a more hard to find recipe.
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Shrike wrote:Here's the quad turbolaser (which I think will eventually replace the recipe for the dual turbolaser) in action, rapidly killing everything it faces in the arena (this one is optimised, the regular one has a lower rate of fire)
That is really cool. It looks like it shoots fast enough to make it an effective base-buster in midgame. (That's 20 turbolaser blasts a second, right?)
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