Hi, interesting mod, but have some questions about balance, is warmasters suppose to be that weak(on destroyers they just got hammered by random pack of gunship and corvet while fleet ship is ok)? Is constant spawn of fleet on enemy terrytory ok(cant even complete 1st conquest mission as my frigate pack get into infinite fight as soon as i step inside red territory)? On lvl 15-16 i get 3-4 cruisers and 1-2 dread every wave after initial low class pack and it most annoying thing right now as i cant do any mission on red territory, combine it with heavy weapon bombardment from every ship and most of a time i got almost oneshoted if not engage cloak and run(as i say warmasters got obliterated instantly and even dread wont last long in that situation)
This mod increases enemy counts greatly, and I warned that it needs some prior experience with the game. This mod is created after the game got too easy for me, and I wanted some excitement. Anyway, here are some tips.
At early stage your fleet is weak. So better flight than fight. Navigate past them, your fleet will catchup. Actually in early stages more economical to fly solo. Consider mining and trading. About warmasters, I did add damage soak in inverse to level to help fleet ships survive harsher mod environment, but from time to time you may need to tell them to fall back or repair from dialogue option, or simply flee. Zone with platforms are easier to take than zone with stations. Hostile zones' fleet powers are proportional to faction power, so check that to work on easier zones first. Zone fleet power also scales to game difficulty. Fleet spawn mechanics:
[Zone] defense fleet per entry to zone, in this mod (if power >50k) I staggered to spawn into 4 waves at 5s interval to reduce freeze up.
[Civil] civilian fleet per entry to zone
[Outer] the station defense fleet start to warp in endlessly if you are inside the outer perimeter of the station, but outside the inner perimeter. These are the measures I added to stations to counter type-C ships sniping the station from afar.
[Inner] structure defense fleet when you get inside the inner perimeter.
So if your objective is to conquer a zone, fly into the zone and fly around the zone without entering the outer perimeter, make the Zone fleets spawn away from the structure(while not moving out of the zone, going up or down is good), then speed off around to attack the structure. No need to defeat the Zone or Outer fleet, just the Inner fleet and structures.
Make use of the (both new and old) equipment, I need to, even as mod maker. Items I use includes: HullCoating at early games, decoys, damage amps, SpeedBoost, ... Also ShieldECharger, PanicButton & Cataclysm for station attacks.
Again, even as mod maker, I got obliterated from time to time, but the challenge was the excitement.
v1.5 is the final version. I can imagine the frustration of playing into the mod then found newer version and have to restart, again. Actually you don't have to restart if you are on v1.3 or v1.4. You can finish the current playthrough, then get v1.5. As v1.5 are not really changing much.
As mentioned in Change Log v1.5, there will likely be no more updates after this for some indefinite time. Unless some critical bugs are found.
If possible, can you increase the ship max camera distance by 50 percent for all ships? I can change it by editing save files, but it returns back to default values if i press the zoom keys accidentally.
As far as I know, min max zoom is not moddable. It is not defined in shp or asb, or game settings file. camera SetZoom 0.01 ; script function does change it, but immediately reverted back, apparently the game continuously set zoom to the defined level.
Type-C ships are ship variants with fixed forward mounts designed for large main cannons. The forward mounts have very limited firing arc.
Type-C ships have lower hull & shields, lower maneuverability and lower number of standard turrets.
The mechanics is high long range burst damage with relatively long firing cooldown. It kinda feels like a sniper.
To prevent powerful type-C weapons being placed onto standard ships, these weapons have really high energy comsumption, thus placing them on other than type-C ships result in even lower DPS than using standard weapons since standard ships do not have high battery capacity like type-C ships.
Also the first 1 or 2 turret slots of type-C ships' left, right & back have same limited arc like the main cannon, so that a type-C ship cannot be a machine of destruction on all directions by putting type-C weapons on all 4 sides, since doing so will cause the ship to have really long firing downtime, effectively making it ineffective.
Can you please tell me what is the BEST mod manager to unpack the file with? Should I use Vortex? Is there a way to install the mod manually? I really appreciate the work you have put into this. In fact it was THIS mod that motivated me to purchase the entire DLC so that I could actually use it properly. So I am going to play stock vanilla for a little, yet soon after I would like to try this. I would like to install it the same way you yourself would. Thank you again! Actually while I was typing this I FOUND the mod manager in the installation folder of the games directory. SO NOW I KNOW which is the best one to use, so this is for anyone else who may wish that knowledge! Peace out!
15 comments
Anyway, here are some tips.
At early stage your fleet is weak. So better flight than fight. Navigate past them, your fleet will catchup.
Actually in early stages more economical to fly solo. Consider mining and trading.
About warmasters, I did add damage soak in inverse to level to help fleet ships survive harsher mod environment, but from time to time you may need to tell them to fall back or repair from dialogue option, or simply flee.
Zone with platforms are easier to take than zone with stations.
Hostile zones' fleet powers are proportional to faction power, so check that to work on easier zones first.
Zone fleet power also scales to game difficulty.
Fleet spawn mechanics:
So if your objective is to conquer a zone, fly into the zone and fly around the zone without entering the outer perimeter, make the Zone fleets spawn away from the structure(while not moving out of the zone, going up or down is good), then speed off around to attack the structure. No need to defeat the Zone or Outer fleet, just the Inner fleet and structures.
Make use of the (both new and old) equipment, I need to, even as mod maker. Items I use includes: HullCoating at early games, decoys, damage amps, SpeedBoost, ... Also ShieldECharger, PanicButton & Cataclysm for station attacks.
Again, even as mod maker, I got obliterated from time to time, but the challenge was the excitement.
Thanks for playing.
english / steam / latest version but kept getting this error from the log:
Version: S: 2.041.0
Error!!! CContainer operator[] element:7, MaxElement:7, type: <class CBaseField>
810 passive and the 30 new equipment?As mentioned in Change Log v1.5, there will likely be no more updates after this for some indefinite time. Unless some critical bugs are found.
camera SetZoom 0.01 ; script function does change it, but immediately reverted back, apparently the game continuously set zoom to the defined level.
Type-C ships have lower hull & shields, lower maneuverability and lower number of standard turrets.
The mechanics is high long range burst damage with relatively long firing cooldown. It kinda feels like a sniper.
To prevent powerful type-C weapons being placed onto standard ships, these weapons have really high energy comsumption, thus placing them on other than type-C ships result in even lower DPS than using standard weapons since standard ships do not have high battery capacity like type-C ships.
Also the first 1 or 2 turret slots of type-C ships' left, right & back have same limited arc like the main cannon, so that a type-C ship cannot be a machine of destruction on all directions by putting type-C weapons on all 4 sides, since doing so will cause the ship to have really long firing downtime, effectively making it ineffective.