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 Post subject: Re: Insanity Mod
PostPosted: Fri 16 Nov, 2012 7:42 am 
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@Scyris; Sounds about right. I'd have to check the exact numbers, but you got the right idea. V5.1 should make PDs competitve now. Key word should. Dunno if it'll work or not.

Made several new changes to the mod. Major changes:

-> Chapter 2 quests have been redesigned.
-> Asteroids will no longer produce explosive wisps.
-> Drone Hives produce fewer drones.
-> PD "should" fire faster now.
-> CIV/Basic lasers "should" fire faster now, and drain less energy per shot.

Insanity 8 = http://www.mediafire.com/?ml64k73c5gm8lvt
Insanity 6 = http://www.mediafire.com/?zxi2oqalt2bllcd


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 Post subject: Re: Insanity Mod
PostPosted: Fri 16 Nov, 2012 12:12 pm 
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Gyro

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The no explosive Wisps fixed alot of the mining base fps drops I was getting, I can actually move when near a higher level mining base now. Fps still drops when too much rez is on screen but at least its not a 0.5 fps slideshow now XD.


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 Post subject: Re: Insanity Mod
PostPosted: Fri 16 Nov, 2012 6:48 pm 
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I'm thinking for the next update, to change mining stations to have fewer mining beams and more defensive turrets instead. Since, I can modify how asteroids spawn, I don't need as many mining beams to make mining stations efficient for mining a lot of rez, which should reduce framerate drop some too. It'll also make mining stations a bit better at defending themselves. I'm also planning on taking a look as Science/Colony stations and making them better at defending themselves... Colony stations are brutal when your shields are down, and Science stations are brutal as they are a massive supply of drone hives.

So changes for next patch (V5.20):
-> Change Chapter 3 quests
-> Modify CIV stations
-> Modify more Ambient Events
-> Modify crate drops (ie Ancient Artifact)

Question: Do Novax Torpedoes/Surplus Torpedoes still explode when they are launched?
-> If they do, then I'll look into fixing that (As I knew it was an issue back in V4.5/4.6 or something).


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 Post subject: Re: Insanity Mod
PostPosted: Fri 16 Nov, 2012 7:46 pm 
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Tug

Joined: Fri 26 Oct, 2012 11:55 am
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What i think Civ stations should focus on is:
Mining: Core miners, mining beams and defensive beams, some drones.
Colony: Maybe Crew Weapons(if you can set the station crew to infinite/non-changeable), missiles/torpedoes, support ships, and something else.
Science: Drones, lots of drones, something else.
UTA: Tons of beams and PD.


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 Post subject: Re: Insanity Mod
PostPosted: Fri 16 Nov, 2012 7:54 pm 
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Ok here is V5.20; Mining/CIV bases haven't been touched yet, but the other features are in. Tell me how it goes!

Insanity 8 = http://www.mediafire.com/?vf4q6s34flhys2o
Insanity 6 = http://www.mediafire.com/?ps4guvrfojb0v1d

Enjoy!


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 Post subject: Re: Insanity Mod
PostPosted: Sat 17 Nov, 2012 2:59 am 
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Palandus wrote:
K, I've now changed the Engine, Hull, and Armor files tweaking settings. All in the Changelog. Working now on Ambient Missions.


Palandus wrote:
K, tweaked a bunch of things. PD, Drones, Missiles, etc... will be in next update. Here is V5.0

EDIT: Urgh. Uploader still giving me problems... will do Mediafire again.

Insanity 8 = http://www.mediafire.com/?dodfqkjod8fo4t1
Insanity 6 = http://www.mediafire.com/?7vcrukns1q8prl0


Palandus wrote:
K, so playtesting V5.00, on my own machine... and ya.. Drones (particularly zappers) are getting nerfed. Had 4 on one of my ships, and they destroyed it in less than a second... with full medium armor, lvl6 hull, and lvl6 armor.

Shields and Armor is much more manageable now.


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 Post subject: Re: Insanity Mod
PostPosted: Sat 17 Nov, 2012 3:05 am 
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I quadruple posted actually. XD

I took your double posting... AND THEN I DOUBLED IT!

On the mod note... is your PDs firing now?


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 Post subject: Re: Insanity Mod
PostPosted: Sat 17 Nov, 2012 7:44 am 
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Gyro

Joined: Fri 13 May, 2011 10:41 pm
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Hmm Pala there is one issue with yoru mod as a whole that kinda breaks the balance, its the diff between player AI forces and the enemy AI. In my game my lasers/cannon range is so long that I can hit stuff from 3500 away with the 2nd beam type, you know the blueish one thats shorter range but higher damage than the first? The problem is once I start attacking all my other ships do, and I destroy most of the Ai forces (anything medium and below) well before the AI gets close enough to start firing, since the enemy ai seems to be set so they won't fire till they close to you even if their weapons range would allow it. Which means on Godlike I can pretty much decimate the enemys forces long before they are even in range to shoot at me. Only ships that actually live long enough to get to me, tend to be large and huge. all the rest die pretty damn near instantly at 3500-4000 away. This is probally why in vanalla spaz the cannon/beam range is so short, so that you can't fire at a range the ai cannot fire back. Its kinda made godmode quite easy,

Also some things including my ships regen shields so fast that on godmode it takes like 6 or 7 ships to drop the shields on my one large ship. The thing just can tank the hell out of most of the enemies least up to medium, and some large ships if they are using non-particle or energy burst cannons. My shield regens faster than they can damage it. Even with mutiple attacking me at once. Course this works both ways, its really hard to get a large ships shields down without beams. To the point I took beams to 6 and have a set of beams on the ship I as a player control (which for me I control the biggest ship I got usually). Currently usign the grinder myself, decent missle rack set and a large turret I use a double turret with beams. Huge weapon slot I shoved a beam booster on it, thing rips down shields decent fast. Then the rest of my forces using cannons kill it in seconds.

Anyway yeah, I think the max range on the weapons in Insanity needs a major reduction, maybe 1500 or so max distance for beams, and up to 2k max for cannons. Because as it is, like I said, most ships even in godmode cannot even get a shot off at me before they die due to distance. I've actually rarely if ever lost a ship in godmode do to this and when I do its usually one of my tiny scouts which are nothing of value.

I also feel the pace of the game has been sped up far to much. I actually like the slower grinder gameplay of vanallia, but I also love how fast and insane combat is in your mod. Maybe keep combat/ship stats as is, but revert exp(data) gain back to how vanallia is? On this note I also hate how almost all mmorpg's these days are pretty much 1-3 day to cap solo fests, where's the community? the grouping? the helpign each other to advance that older mmo's had (I hate wow for destroying mmo's fyi). Only games still like this afaik that are sub fee based mmo's are ff11 and ff14, ff11 less so than it used to be because of abbysea and the double exp in old lands and the book quest change that lets you get the exp reward as much as you want, but the tab and gil reward once an hour. Anyway enough about my mmo preferences. Back to Insanity mod.

Also I like how you toned down drone hp, but now they die too easly, I don't even need PD cuz if I put my beams on them for even a split second they die. These things gonna be hard to balance I think lol. I can on my beam ship I control just sweep across an area with drones and pretty much kill them all in 1 sweep.


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 Post subject: Re: Insanity Mod
PostPosted: Sat 17 Nov, 2012 8:15 am 
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@Scyris; Many excellent points made.

For the next patch I'll:

-> Revert it to 3 tech points per level instead of 4. (as a temporary solution; will look into improving it better later, but this should make levelling seem a little bit slower).
-> Modify research for Beams/Cannons so that they have far shorter range (I agree it is a bit too long a range)
-> Shield Regen is interesting, and I'll look into. If they have quick charge, its really hard to keep them from getting their shields back while Fortess on the other hand takes forever to get their shields off.
-> I'm planning on creating a new damage type: Energy Blaster (BLASTER), for EBCs. This will deal high shield damage but nonexistent armor and HP damage. Why? Well, I have a Right Hook with 3 Large EBCs, and it takes forever to down a ship's shields when they have in excess of 25000 shields.
-> Drones are a finicky topic. Either they seem to be underpowered, or overpowered. Not a nice balance. Just like PD.


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 Post subject: Re: Insanity Mod
PostPosted: Sat 17 Nov, 2012 9:03 am 
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Gyro

Joined: Fri 13 May, 2011 10:41 pm
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Palandus wrote:
@Scyris; Many excellent points made.

For the next patch I'll:

-> Revert it to 3 tech points per level instead of 4. (as a temporary solution; will look into improving it better later, but this should make levelling seem a little bit slower).
-> Modify research for Beams/Cannons so that they have far shorter range (I agree it is a bit too long a range)
-> Shield Regen is interesting, and I'll look into. If they have quick charge, its really hard to keep them from getting their shields back while Fortess on the other hand takes forever to get their shields off.
-> I'm planning on creating a new damage type: Energy Blaster (BLASTER), for EBCs. This will deal high shield damage but nonexistent armor and HP damage. Why? Well, I have a Right Hook with 3 Large EBCs, and it takes forever to down a ship's shields when they have in excess of 25000 shields.
-> Drones are a finicky topic. Either they seem to be underpowered, or overpowered. Not a nice balance. Just like PD.


On my ship I mentioned I was just using standart shield, and I don't think in a bunch of battles my large ship ever had its shields dropped, it may be fixed once the weapons ranges are under control so stuff gets more hits in on me. The problem wasn't so much the skill points per level, it was the massive amount of data pickups the enemy dropped, even stuff way under my level was dropping 50 and 100 data pick ups, I'd do one side mission/those red ! missions and sometimes gain 3 or 4 levels in it, just from the sheer amount of data drops.


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 Post subject: Re: Insanity Mod
PostPosted: Sat 17 Nov, 2012 8:37 pm 
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@Scyris; The reasoning behind the faster levels, is less to gain techlevels quickly but to be able to level those darn specialists. As I don't think the specialists are in this toolkit, the only way to level them is to gain a level, and it usually takes like 12 levels to fully level a single specialist.

Here is V5.30; Major changes:
-> Beacon has been given a Fortress shield instead of a Basic Shield. Should keep it alive longer.
-> Modified levels of stars for quests and the like. Should show up in a new game.
-> Modified distribution levels of blueprints so that they don't get so bunched up.
-> Reduced research levels for Projectiles and Beams so that they have a lower maximum range.
-> Reverted Level-ups to 3 skills points instead of 4.
-> Increased Level-up xp requirement from 10, to 25.
-> Created a new damage type for the EBC = Blaster. Vs armor/Hull = 0.25, Vs shield/cloak = 3.5; Should be ultra effective at destroying shields, but next to useless against armor and hulls.
-> Created new multipliers, that I will use at a later date.
-> Modified shield regen speed so that smaller ships get their shields back faster... and without armor or light armor on them they do die very quickly.
-> Modified shield create time for smaller ships, so that their shields are created again quicker.

Insanity 8 = http://www.mediafire.com/?ypjdz8ksc84f7rx
Insanity 6 = http://www.mediafire.com/?rdi619ti95b98vx


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 Post subject: Re: Insanity Mod
PostPosted: Sat 17 Nov, 2012 11:50 pm 
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Working on V5.4;

Zapper Drones are getting a new damage type. Vs Shield/Cloak = 4.0; Vs Armor = 0.5; Vs Hull = 0.25; This should make them great for keeping enemy shields and cloaks offline, but shouldn't be overkill otherwise. Currently, they are just too nasty, so this should make them excel against shielded opponents but not be overpowered at the same time.

Doing some preliminary work on creating a new class of ships to bring into the game. Keyword preliminary. It's not finished, but it'll be there. Should be harmless until I bring it into the game. You can take a look if you so desire.

PS: I prefer to do seperate posts, rather than edit. Otherwise my posts get too long and too many disjointed idea.s


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 Post subject: Re: Insanity Mod
PostPosted: Sat 17 Nov, 2012 11:59 pm 
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Gyro

Joined: Fri 13 May, 2011 10:41 pm
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Yeah it would be nice if speclist leveling was changed to X number of ship kills with tiny ships being worth 1 point, huge worth like 10 or something, it being based on level up's was kinda a bad design choice by the devs, since it makes higher level specalists useless due to being nearly unable to level them.


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 Post subject: Re: Insanity Mod
PostPosted: Sun 18 Nov, 2012 12:05 am 
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Exactly my point. At low levels you can easily improve specialists, because you gain levels quickly. But at high levels you are kinda stuck with your old specialists as you can never level up enough to upgrade it... (unless you are abusing santa's little helper)

EDIT: Here is v5.40;

Doing some testing on new ideas.
-> Adding in more dialog to add to the story. Have a little bit added in Chapter 1.
-> Looking into creating a new ship hull type: Titan. Which will be bigger than Huge Size.

Insanity 8 = http://www.mediafire.com/?vw1x7a88486tovg
Insanity 6 = http://www.mediafire.com/?zrdx8dxm679mm4q

EDIT2: Except for a few grammatical mistakes, the dialogs are a success, and my next version will have more attached to it.


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 Post subject: Re: Insanity Mod
PostPosted: Sun 18 Nov, 2012 6:12 am 
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Here is V5.5;

Added some more dialog stuff, tweaked ship spawning tables, and added more entries for Titans.

Enjoy!

Insanity 8 = http://www.mediafire.com/?ot67m562zodqozz
Insanity 6 = http://www.mediafire.com/?7ntr1g75678x2mb


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 Post subject: Re: Insanity Mod
PostPosted: Sun 18 Nov, 2012 6:13 am 
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Gyro

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Palandus wrote:
Exactly my point. At low levels you can easily improve specialists, because you gain levels quickly. But at high levels you are kinda stuck with your old specialists as you can never level up enough to upgrade it... (unless you are abusing santa's little helper)

EDIT: Here is v5.40;

Doing some testing on new ideas.
-> Adding in more dialog to add to the story. Have a little bit added in Chapter 1.
-> Looking into creating a new ship hull type: Titan. Which will be bigger than Huge Size.

Insanity 8 = http://www.mediafire.com/?vw1x7a88486tovg
Insanity 6 = http://www.mediafire.com/?zrdx8dxm679mm4q

EDIT2: Except for a few grammatical mistakes, the dialogs are a success, and my next version will have more attached to it.


Titan? Thats going to be one huge ship, as it is the huge ships are pretty large and I run the game at 1920x1080. Started a new game with the spaz rebalance mod, decided to go cloaking and the game trolled the hell out of me but not having any of the initiaL systems or the ones attached to the level 5 system you start in with the blueprint, funny thing is it has everything else except that. I got trolled by the Blueprint RNG -_-


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 Post subject: Re: Insanity Mod
PostPosted: Sun 18 Nov, 2012 7:44 am 
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As far as the Titan goes (which will take a while, even if it works), it is going to be much bigger than huge.

Huge size can be no bigger than 384 x 384. Titan Size can be no bigger than 640 x 640. Titans will get their own sized weapons, armor, reactors, etc...

Dialog improvements are going well, and will add more in next update.

As far as V5.5 goes, things I've noticed:
-> EBCs aren't working as intended, so going to look at them some more.
-> Zappers are still too powerful to hull and armor. Will look into them as well.
-> Recloaking for smaller ships is too slow.
-> Gravity Missile slowing effect is too powerful, and can immobilize you for several seconds.


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 Post subject: Re: Insanity Mod
PostPosted: Sun 18 Nov, 2012 10:57 am 
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Tug

Joined: Fri 26 Oct, 2012 11:55 am
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For the Titan, maybe give it really slow-turning Siege turrets(with powerful Titan Beams), so that it has turrets, but not op turrets.


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 Post subject: Re: Insanity Mod
PostPosted: Sun 18 Nov, 2012 1:08 pm 
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Volley
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That would put those Titan ships near or on the Mothership class.

How about trying to make the mothership size class flyable? (Minus the clockworks ships)
Might be less of a hassle.

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 Post subject: Re: Insanity Mod
PostPosted: Sun 18 Nov, 2012 3:45 pm 
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Tug

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Well, motherships are Titan Class Carriers/smaller than Titans.


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 Post subject: Re: Insanity Mod
PostPosted: Sun 18 Nov, 2012 7:23 pm 
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Well, again it is a bit down the road. First, I need to make sure all the code is in the right places, then I need to do the art, and the actual work of getting it ingame. (which if you use ShipSpawning.cs you can make it spawn randomly, tho proly not the best idea). Which will proly be a sidequest or something. Haven't really decided yet.

As far as the Mothership goes, I think I'll (once I figure out the art stuff) proly remove the clockwork, and replace it with something more menancing. Also, the mothership I would consider it to be a "Carrier class titan". Unfortunately, I think the mothership class is hard-coded (in that the code needed isn't exposed yet) to not be flyable. Hence, a brand new tier of ships is needed.

For the Titans, I will probably look into an Assault Class Titan (The Armaggedon), a Mining Class Titan (The Planetcracker), and a Zombified Alienisc Titan (ie one from beyond the alien gate). Each Titan will have firepower equal that of 2-3 Tier 3 Stations, with at least a single Titan Beam (hence the name Titan; Titans are ships that can use the Titan Gates). Dunno if I'll allow them to be pilotable though. But again, long time into the future.

EDIT: As an fyi, instead of the beacon having a Fortress Shield, it will have a Stable Cloak. I'm still finding that it dies too easily.. this should help.


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 Post subject: Re: Insanity Mod
PostPosted: Sun 18 Nov, 2012 8:22 pm 
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Here is V5.6;

Major changes:
-> Trying out having shooters in missile slots (and vice versa), and utilities in turret slots (or vice versa).
-> Beacons now use a stable cloak.
-> Zapper Drones should now do less damage to hull and armor.
-> EBCs should be fixed now.
-> Added more dialog for chapter 1 and 2.
-> Gravity Missiles have had their slowing effect nerfed. Should make Pelicans a bit less nasty.

Insanity 8 = http://www.mediafire.com/?2agwqi4sxoovszt
Insanity 6 = http://www.mediafire.com/?9n8gzm77bd8xhan


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 Post subject: Re: Insanity Mod
PostPosted: Wed 21 Nov, 2012 4:31 am 
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I think I figured out why it takes next to forever to kill a huge ship, ie Starcruiser.

With Max Shield tech, they take 0.25x Damage (75% damage resistance), with a Fortress Shield would explain why they can have in excess of 250k shields, and take forever to destroy, as any shot fired at then only deals 1/4 damage. So if your shot normally deals 100 damage, it will only take 25 damage.

I increased the dmg of EBCs, and turned on damage numbers... and I do about 16 damage per EBC bolt, and as there is 9 bolts, that means that I do 16x9 damage if all hit, which is nothing compared to 250k shields. However if that is the 25% damage, than normally each bolt would deal 72 damage per bolt = 72x9, which is a significant amount of damage against opponents with low shield tech.


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 Post subject: Re: Insanity Mod
PostPosted: Wed 21 Nov, 2012 8:10 pm 
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Gyro

Joined: Fri 13 May, 2011 10:41 pm
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Palandus wrote:
I think I figured out why it takes next to forever to kill a huge ship, ie Starcruiser.

With Max Shield tech, they take 0.25x Damage (75% damage resistance), with a Fortress Shield would explain why they can have in excess of 250k shields, and take forever to destroy, as any shot fired at then only deals 1/4 damage. So if your shot normally deals 100 damage, it will only take 25 damage.

I increased the dmg of EBCs, and turned on damage numbers... and I do about 16 damage per EBC bolt, and as there is 9 bolts, that means that I do 16x9 damage if all hit, which is nothing compared to 250k shields. However if that is the 25% damage, than normally each bolt would deal 72 damage per bolt = 72x9, which is a significant amount of damage against opponents with low shield tech.


Hmm, Still though 250k shields is a little bit nuts especally when you can only do 25% of normal damage to them. Thats almost like it has 1 mil shields if it had 0 damage resistance


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 Post subject: Re: Insanity Mod
PostPosted: Wed 21 Nov, 2012 9:36 pm 
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Aye, so I'll do some tweaking to shields, and the like so that they are powerful, but not overtly so. And doesn't take you the better part of 2 minutes to take out a starcruisers shields.


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