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Re: [MOD] Obsidian Cruiser v1.2
Posted: Sat Nov 10, 2012 7:47 pm
by Kieve
VoidInsanity wrote:Kieve wrote:I'll look into it further, since I'm not totally tone-deaf to complaints of OP'ness, but I have found in my own games (Normal, for those wondering) that depending on the SP to open / win a fight is dicey at best, and suicide at worst.
Its overpowered because you simply time the cloak to dodge the first volley of shots while the weapon is charging then target their weapons with it. After that they are sitting ducks since they have to fix the breach and the weapons to even attack you back. Rinse and repeat until they die, slowly but surely with no missile or drone cost. You will not take any damage at all ever unless the first attack misses, and even then you can still upgrade shields first since you do not need to save for new weapons to keep up with other ships. This weapon scales too well because it bypasses everything and instantly destroys it, not even the artillery beam is this strong.
That's a fair assessment I suppose. Initially I'd tested with 8 power instead of 9, which meant using the SP barely left you with enough to power shields, O2, and Engines (or other 1-power subsystems). Nerfing the starting power back down to 8 would restore the same balance, to a degree - you
could temporarily depower O2 in favor of cloaking for the first dodge, but repeatedly doing so would carry obvious risks, even with crystal crewmembers.
We'll see, I suppose. The inspiration for the black hole was the old "Vortex" weapon from the UT99 "Chaos UT" mod, and is every bit as evil as it sounds.
Re: [MOD] Obsidian Cruiser v1.2
Posted: Sat Nov 10, 2012 11:30 pm
by VoidInsanity
Is there any reason you cannot make it a modified artillery beam instead of bomb weapon? That would solve all balance issues and allow you to make it as powerful as you see fit, since then you'd have to invest to unlock its full potential.
Re: [MOD] Obsidian Cruiser v1.2
Posted: Sat Nov 10, 2012 11:43 pm
by Kieve
VoidInsanity wrote:Is there any reason you cannot make it a modified artillery beam instead of bomb weapon? That would solve all balance issues and allow you to make it as powerful as you see fit, since then you'd have to invest to unlock its full potential.
Targeting, weapon animation, the fact that it'd replace the artillery for the Fed cruisers (and, by extension, mess with any other mods that also affect the artillery subsystem)... If Overdrive sees the light of day and custom subsystems become available, I could hard-wire the SP in as an artillery-style weapon (though I'd still code it to allow specific targeting). For now though, it'll stay a weapon system.
Obsidian Cruiser v1.2.1 Update
Posted: Sun Nov 11, 2012 11:09 pm
by Kieve
IMPORTANT!:
The download is now in .rar form and includes both a readme and the proper .FTL file. For the mod to work properly with GMM, extract the .FTL to your "Faster than Light\mods" folder.
- Included a readme! - Something I should've done from the start. Ah well, live & learn.
- Restored Advanced Hull augment from Blueprints - This one was commented out by the devs and never used.
*Some other mods may have also restored this augment. They may conflict if they make any changes to the aug, but it is included here in its original form.
- Replaced Crystal Vengeance augment with Advanced Hull - 25% chance to nullify hull damage. It was a toss-up between this or System Casing, but in the end I decided Adv. Hull best reflected the ship's "tough" offensive design.
- Included Mini-ship image for score screen - Derp. Should've thought of that a long long time ago.
- Several back-end changes to filenames - Should no longer overwrite original circle_cruiser_2 files. Thanks for reminding me about this one, shark.
Balance Tweaks
- -Reduced starting ship power from 9 to 8
- -Increased Cooldown on Singularity Projector from 20 to 22
- -Removed Hull Damage from Singularity Projector. Still does full damage to systems and personnel.
- -Increased Cooldown on Disruptor from 14 to 15
I'll be honest here, I haven't done much more than poke at those interiors in the past few weeks. There's a good chance I may never finish them, simply because I hate doing such fiddly sprite-work. If someone else wants to step up and give it a go, I'll be happy to include it along with proper credit in the readme (provided the designs are useable). In the mean time, I'd much rather turn my attention to a new ship.
Re: [MOD] Obsidian Cruiser v1.2.1
Posted: Thu Nov 15, 2012 5:20 pm
by Kieve
Well I'm a dunce. Turns out the Advanced Hull Armor does nothing, even when 'reactivated.' Pity, but I suppose 25% chance to negate damage is a bit high. Guess I'll drop it down to Rock Armor and scrub the Adv. from the files. No point in keeping them if they're not going to function.
I also need to bump the SP's damage back up to 1. I had thought it would still do damage to ships from killing systems (1 Hull Damage from a system being destroyed), but in practice that isn't happening. Makes it ideal as an antipersonnel weapon but that wasn't really the intent.
Any feedback on the balance tweaks thus far?
Re: [MOD] Obsidian Cruiser v1.2.1
Posted: Fri Nov 16, 2012 5:24 pm
by VoidInsanity
Why not add a +1 heal to the weapon with the 1 Damage? Would that work to allow the weapon to not damage the hull?
Re: [MOD] Obsidian Cruiser v1.2.1
Posted: Fri Nov 16, 2012 6:21 pm
by Kieve
VoidInsanity wrote:Why not add a +1 heal to the weapon with the 1 Damage? Would that work to allow the weapon to not damage the hull?
You misunderstand. The SP isn't doing any hull damage now, even when it destroys a system. The intent is for it to at least deal the same amount of hull damage as any other weapon when a system goes red. Right now it's acting more like a super-effective Anti-Bio beam with shield bypass, which isn't really the function I intended for it.
Also, Damage / Heal is mutually exclusive, since negative damage values repair the hull.
Re: [MOD-WIP] Obsidian Cruiser
Posted: Wed Nov 21, 2012 4:41 pm
by thashepherd
Kieve wrote:Morning update:
I stayed up a lot longer than I should've, playing with the Singularity Projector spritework.
Got a prototype of the "explosion" part of the bomb done. Will probably go back and tweak this a lot, but for now it seems functional.
Do you mind if I use this art as the basis for the hit effect of my mod's Baryon-Gravitophoric Cannon?
Code: Select all
<weaponBlueprint name="SOWER_CANNON_4">
<type>MISSILES</type>
<title>Baryon-Gravitophoric Cannon</title>
<short>BG Cannon</short>
<desc>To create is truly more precious than to destroy. Baryon-Gravitophoric cannons fire massive shells fitted with baryon/antibaryon annihilation reactors. The reactors are fitted to a modified Mag recoil device. On impact, the reactors seeminly shred the conventional theory of electroweak baryongenesis and symmetry; the Mag devices funnel millions of tons of baryons into a 1 millimeter cube. Some shots impact with the density of a neutron star; most collapse into miniature black holes. When the magnetic bottle containing the leftover antibaryons needed to maintain symmetry is released, they mutually annihilate whatever is left.</desc>
<tooltip>Turn out the sun. Boss killer.</tooltip>
<damage>5</damage>
<missiles>2</missiles>
<shots>1</shots>
<sp>4</sp>
<fireChance>0</fireChance>
<breachChance>5</breachChance>
<cooldown>20</cooldown>
<power>4</power>
<cost>120</cost>
<bp>2</bp>
<rarity>5</rarity>
<image><image>SOWER_CANNON_PROJ_4</image></image>
<launchSounds>
<sound>smallMissile1</sound>
<sound>smallMissile2</sound>
</launchSounds>
<hitShipSounds>
<sound>smallExplosion</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>SOWER_CANNON_4</weaponArt>
</weaponBlueprint>
Re: [MOD-WIP] Obsidian Cruiser
Posted: Wed Nov 21, 2012 6:48 pm
by Kieve
thashepherd wrote:Kieve wrote:Morning update:
I stayed up a lot longer than I should've, playing with the Singularity Projector spritework.
Got a prototype of the "explosion" part of the bomb done. Will probably go back and tweak this a lot, but for now it seems functional.
Do you mind if I use this art as the basis for the hit effect of my mod's Baryon-Gravitophoric Cannon?
Code: Select all
<weaponBlueprint name="SOWER_CANNON_4">
<type>MISSILES</type>
<title>Baryon-Gravitophoric Cannon</title>
<short>BG Cannon</short>
<desc>To create is truly more precious than to destroy. Baryon-Gravitophoric cannons fire massive shells fitted with baryon/antibaryon annihilation reactors. The reactors are fitted to a modified Mag recoil device. On impact, the reactors seeminly shred the conventional theory of electroweak baryongenesis and symmetry; the Mag devices funnel millions of tons of baryons into a 1 millimeter cube. Some shots impact with the density of a neutron star; most collapse into miniature black holes. When the magnetic bottle containing the leftover antibaryons needed to maintain symmetry is released, they mutually annihilate whatever is left.</desc>
<tooltip>Turn out the sun. Boss killer.</tooltip>
<damage>5</damage>
<missiles>2</missiles>
<shots>1</shots>
<sp>4</sp>
<fireChance>0</fireChance>
<breachChance>5</breachChance>
<cooldown>20</cooldown>
<power>4</power>
<cost>120</cost>
<bp>2</bp>
<rarity>5</rarity>
<image><image>SOWER_CANNON_PROJ_4</image></image>
<launchSounds>
<sound>smallMissile1</sound>
<sound>smallMissile2</sound>
</launchSounds>
<hitShipSounds>
<sound>smallExplosion</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>SOWER_CANNON_4</weaponArt>
</weaponBlueprint>
That's the old Singularity sprite, so no, I don't mind. As long as you're not pulling assets from the current incarnation, I have no problem with it

Re: [MOD] Obsidian Cruiser v1.2.1
Posted: Tue Nov 27, 2012 1:32 am
by BrenTenkage
can't you change it into an FLT file, I can't get it to run, I want to do a lets play using this ship