(http://avatar.home.xs4all.nl/signatures/hiigaran.png)
Hiigaran Descendants
Excerpts from a millennia-old Captain's Log, The Exile,Spoiler6510 GSY (Galactic Standard Year)
Look at what this war got us. The Bentusi are routing us all.
Why are we not giving up? Is this 'core' really worth the lives of millions?
I just got another report. Four of our fleets have just been destroyed around Angel Moon. Four! We can't put up a resistance to the Bentusi! Why aren't our superiors seeing this!
6510 GSY
Our fleet is demolished. Hiigara's military is basically non-existing. Still the damned core hasn't been given to the Bentusi. However, they stopped eradicating us. I guess that's something. But now what. We're helpless. If the treacherous Taiidani would want to make a move at us now, it would be our doom.
6510 GSY
I knew it. Reports are coming in, the Taiidani have started a war against us. That lunatic admiral Riesstiu will not rest until every last of our planets is in his hands.
Where are the Bentusi now? Rumours are they vowed to never wage war again, seeing the massacre they created. But this leaves us unarmed to the mercy of a bloodthirsty wolf!
6510 GSY
Apparently the Bentusi and the Galactic Council forced an agreement with the Taiidani. They stopped hunting our people. Their demand in return, however, is terrible. We are to leave Hiigara and the few planets still in our hands. An exile!
This is maddening. The Bentusi could stop this nonsense if they wanted. Damn their new-found pacifism!
6511 GSY
I've been commanded to captain one of the vessels that will take us away from here.
Most liveable planets are inhabited. Where do they expect us to go?
Seeing the ship I am extremely doubtful if we could even reach the edge of what was once our own space, let alone find an inhabitable planet. These transports were obviously constructed in a hurry.
6519 GSY
It's been years now. Most people are lucky to be sleeping in this rust bucket’s cryochambers. Three ships have already malfunctioned and either exploded or are lifelessly drifting around in space. Poor souls.
6521 GSY
Wormholes. They sometimes appear, only to disappear again years later.
We're near one, a six-month flight.
6521 GSY
I don't think we'll find a new home. Not in this ship and not in this area of space.
We have also been harrassed by the Turani. Eventually we'll have to pass through their space. I have no doubt that we'll be hunted down by them, for sport or for resources.
I've informed my crew that we'll be going through the wormhole, for better or worse. Some of the crew rebelled. I had no choice but to put them in cryostasis. The other captains have now labelled me as insane. Perhaps I am.
6522 GSY
It's been months since we passed through the wormhole. Ship sensors indicate the hole has closed again. We're alone. I am beginning to regret my decision, because, really, where the hell are we? Are we even in the same galaxy?
Hopefully I can hide my feelings from my already tense crew. There might be one bright point in all of this: I sincerely doubt any Taiidan or even Turanic raiders are hiding in this part of space.
6525 GSY
Land ho! Our sensors picked up an M-class planet in a small solar system. Arid, but liveable. Space isn't exactly a giant open planet-buffet, so this planet is what we should aim for.
We have agreed to name it New Hiigara.
We will make landfall within three months and will start opening up cryo chambers shortly after...
6531 GSY
It's been 5 years since the last person was pulled out of stasis. Terraforming and colonizing this planet is going smoothly, thanks to the technology onboard our prison ship. Our first city has already been founded, build out of the ship's hull, and our scientists and engineers are working around the clock to provide our people with advanced technologies.
Arid this planet may be, it's rich in metals.
We've already begun to create our first spaceships to explore the other planets in this star system.
6535 GSY , 2840 Anno Domini,
Incredible! How can this be? I just got reports that one of our recently launched scouts had contact with other humans. Non-Hiigaran or Taiidan humans. How can this be? What are the odds?
Their fleet was massive. Thankfully for us they were somewhat neutral. However, we cannot have any risks. Our council will be commencing a meeting soon to discuss the start of building our own fleet. In my opinion, the sooner, the better.[close]
The landfall on New Hiigara:SpoilerAfter sensors picked up the planet that would soon be called New Hiigara, the prison ship Khar-Sala spend three months travelling there due to its low-tech drive engines.
The landing was not without problems. The ship was build like a brick and landed like one. It would never fly again. A great number of people were severely wounded or even died after the harsh landing.
The captain did live to tell the tale. It can be noted that this might have been a bad thing for him, because many of the awoken Hiigarans were not happy after finding out their home planet was out of their reach forever.
Using building-sized air filtration devices, the first thing Hiigaran onboard scientists did was creating a safe breathing perimeter around the ship. Although the air on New Hiigara had oxygen, it was not enough to breathe well, and airborne bacteria needed to be removed as well.
In the following five years this perimeter was increased as more and more people were awoken from cryo-sleep. Around four hundred thousand people were eventually walking around on the planet, either in safe-breathing zones or out in the vast deserts and rocky plates with the help of oxygen masks.
The hull of the Khar-Sala was used to build the first New Hiigaran city, Sala. To date still the largest city on New Hiigara. Now a giant plasti-glass dome, safe from the harsh dry air outside.
It did not take long before Hiigaran scientists and engineers created the first mining drills and metals and a dark-bluish sludge were dug out of New Hiigara's crust. The sludge seemed to be a remnant solution of mass bacteria death, once alive millions of years ago. Until they had the means to manufacture their own synthetic oil this substance would do fine, smearing the giant gears of New Hiigara's rapid growing industry.
In over a hundred years Sala grew to be a gigantic dome, expanding hundreds of miles and two heavy industrial cities were completed. Five gigantic biodomes were created as well, near the planet's few lakes.
Population had boomed and now millions would live in New Hiigara's cities, biodomes and spaceships.
New Hiigara was flourishing.[close]
The Council of Kiithid:SpoilerThe Hiigaran people are separated into many houses, or families if you will, called Kiith.
Members of Kiith Ferriil, Gaalsien, Hraal, Jaraci, Kaalel, Magann, Manaan, Nabaal, Paktu, S'jet, Sagald, Siidim, Soban, Somtaaw and Tambuur were all represented onboard the Khar-Sala.
After landfall, the only right thing to do, at least according to the elder people of each Kiith, was to appoint a spokesman, a president, which would represent the Kiith's wishes in dayly council meetings. Fifteen people would represent the Council.
Although most Kiithid had their own political system as well, the Council held the final word.
It is interesting to note that the first agreement the Council made was to banish the Khar-Sala's captain and every crew member that had agreed to go through the wormhole. The idea that Hiigara could quite possibly not even be in this star system weighted heavily on the New Hiigarans' minds.[close]
New Hiigara and The Domain:
Written by echosierraalphaSpoilerWhen the New Hiigarans first made contact with the Hegemony shortly after clawing their way back up into the stars, all efforts were made to conceal the location of New Hiigara from the Hegemony in order to safeguard its safety. At the time, the New Hiigarans were not the military and industrial juggernauts they are today and as such, its best defense lies not in its military, but rather in its secrecy. Still, surprised and immensely worried by the huge discrepancy in military might between the two powers, and mindful of possibly becoming a vassal state should the Hegemony chooses to exert its will on the fledgling world, the Council of the Kiithid unanimously voted to use every resource and tap every pool of talent at its disposal in order to establish a potent military capable of fending off any and all threats. The greatest minds of an entire generation – combined with the manufacturing might of Kiith Hraal and Liir, amongst others, were dedicated to the sole, brutal task of creating fleets of ships equal to any navy in the sector.
Even as the New Hiigarans forged its new instruments of war, however, a significant amount of effort was put into contacting and establishing relations with the Hegemony. Through years of successful diplomacy, in no small part due to the efforts of Kiith Manaan, the New Hiigarans slowly came to learn the inner workings of their new home. Tech transfers, star charts, resources and info dumps were traded between the two, as were more esoteric things, like history and art. However, with survival on the forefront of the nation’s agenda, such trivialities were abandoned in favor more pressing and practical concerns.
Years pass, and what was once a civilization that was all but defenseless grew to become a local power that would give even the mighty hegemony pause. However, this rapid level of development was not without its costs. Its people, many of whom were physically, mentally and spiritually spent were getting frustrated. After years of preparing for an attack that never came, and a betrayal from the Hegemony that never materialized, many New Hiigarans grew disillusioned with the Council. Some Kiithid wanted to continue expanding their military, with the hopes of one day becoming the sole power in the sector, while others were more than content with what they had. Eventually, the latter group prevailed, and the New Hiigarans settled on a more leisurely rate of expansion. Factories and shipyards, once dedicated to the construction of military vessels, were now repurposed in order to produce civilian goods, and the brilliant minds that were once tasked to create a new generation of weapons now had the time to pursue their own interests. As such, it wasn’t long before a new discovery was made, one that shook New Hiigara to its very core.
New Hiigaran scholars, for once with time on their hands, poured through the history of the hegemony. Of particular interest to its scholars, in part due to its potential applications for New Hiigara as a newly-established power, is its founding. It is here that they learned of the fall, of the Domain and, most importantly, of the gates. Having lost the ability to create hyperdrives, and with no access to a core, the New Hiigarans had to resort to using the same wormholes that the locals use for extra-solar travel. These wormholes, while extremely useful as a mode of local travel, were simply not sufficient to travel across galaxies, let alone between them. Thus, when the Hiigarans learned of the Domain of man and of its wondrous gates capable of hurling a ship across the galaxy in an eye blink, it didn’t take much for the New Hiigarans to realize its potential applications. In particular, should the new Hiigarans discover the secrets of the gates, they may well find a means to return home.
Up until that revelation, any and all attempts at returning to Hiigara was seen as an impossible endeavor. The massive wormhole that brought them here from another galaxy has since collapsed, and what few wormholes that did remain only led to local areas. As a result, when the news of the discovery broke, the entire population was once again galvanized. However small a chance of success, the mere possibility of returning to Hiigara someday was enough to send morale soaring. The men and women of New Hiigara who, mere months ago, were adrift without purpose or guidance threw themselves at their work once again, this time not out of fear, but out of hope. For the second time within a generation, the entire populace pooled its resources for a singular goal – to gather the resources and the knowledge necessary to return to their home world.
Unfortunately, this new wave of expansion did not go unnoticed by the locals. Ever since the Hegemony discovered the location of New Hiigara, The Navy had kept a close eye on the growing power. Though the Hegemony does not have the resources to take over the growing power without taking severe casualties in the process, it was always comforted by the knowledge that, when push comes to shove, they would come out on top. However, this new, rapid pace of expansion threatens to upset this status quo, and it wasn’t long before Hegemony High Command dispatched a massive fleet to the area as a way to send a strong message to the Hiigarans, as well as act as a delaying force should the Hiigarans initiate hostilities.
The deployment of such a large fleet, however, was not without its own unintended consequences. Rumors were abound on the final destination of the fleet, even before it left its moorings. Many of these rumors were nothing more than exaggerations and flights of fantasy, while others came dangerously close to its mark. In either case, curious adventurers, bold explorers and greedy pirates were already waiting by the time fleet left the port, and despite the best abilities of the Hegemony fleet, they were unable to shake the fleets of ships tailing them. Despite the compromised nature of their mission, however, the fleet was given the go-ahead to transit to the outskirts of Hiigarans space and establish a forward operating base in a nearby star system. Alarmed both by the presence of the Hegemony fleet and the unknown fleets tailing it, and fearing an imminent invasion, the New Hiigarans placed their forces on high alert and cut all ties with the Hegemony, and while the two powers have not yet shown any signs of overt hostility towards each other, both treat the other with suspicion: one driven by seeing the other as a growing threat to its rule, the other as would be conquerors who brought with them the dregs and criminal elements of their society in order to spread lawlessness and terror in what was once a quiet corner of the sector.[close]
Credits:SpoilerHuge thanks:
Original ship art and turrets (used with permission, this guy's awesome):
Kalthaniell (http://www.matrixgames.com/forums/tm.asp?m=2845072)
Original image used for portraits:
Guesscui (http://cghub.com/images/view/141304) (Link has died.)
Planet art:
Duael Designs LLC & Robert Stein (http://freebitmaps.blogspot.nl) - New Hiigara
Planet Creator, Christian Hart - Jakuul, Koya, Daiamid, Maal
Special thanks:
- Trylobot, Trylobot's STARSECTOR Ship Editor. Seriously, you, sir, are awesome and I salute you. I can't imagine having to create ships without it.
- Thule, for allowing me to adapt his 'contract' script.
- LazyWizard (http://fractalsoftworks.com/forum/index.php?topic=3173.0) <3
- Wyvern and Lazywizard, for their Saved Variant Extractor.
- Fractal Softworks, for allowing people to create modifications and, ofcourse, creating this game.
- Relic, r.i.p. Thank you for blessing the world with two great games. /melodramatic
- megal00t and Relic, Homeworld 2 cruiser, carrier and corvette render.
- echosierraalpha, New Hiigara vs The Dominion story.
Thanks:
- silentstormpt, for directing me to LazyWizard's guide.
- IceXuick, for his sheet of doodads. Could lazily decorade my huge laser cannon with it. <3 Laziness
- Ember, testing, with video feedback even.
- Silver Silence, testing, feedback.
- echosierraalpha, Lore Keeper[close]
Tools used:Spoiler- Trylobot's STARSECTOR Ship Editor, (http://fractalsoftworks.com/forum/index.php?topic=375.0)
- Saved Variant Extractor, (http://fractalsoftworks.com/forum/index.php?topic=5463.0)
- NetBeans IDE 7.3.1,
- Adobe Photoshop CS5,
- OpenOffice Calc 3.4.1, the poor man's MS Excell. Well, at least it worked, sort of.
- Notepad++[close]
Screenshots:SpoilerThe Qwaar, in all its glory:
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen1.png)
Empty the batteries!
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen2.png)
The Jnaar in action. Incidentally, it got ripped to shreds.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen3.png)
My face! It's melting!
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen4.png)
My gun is bigger than yours.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen5.png)
Home sweet home.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen6.png)
Letting out the dogs.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen7.png)[close]
Huge picture with all ships in it:Spoiler(http://avatar.home.xs4all.nl/downloads/Starsector/HDShips.png)[close]
Download:
[Direct Link] (http://avatar.home.xs4all.nl/downloads/Starsector/HD_062a_v110.rar) (0.62a) //Legacy Link
[LazyLib is required!] (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
[ShaderLib is required!] (http://fractalsoftworks.com/forum/index.php?topic=7958.0)
I hope you'll enjoy it!
- Gotcha!
(http://avatar.home.xs4all.nl/downloads/Starsector/bushimain.png)
The Three Laws of Robotics:Spoiler- A robot may not injure a human being or, through inaction, allow a human being to come to harm.
- A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law.
- A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.[close]
The Creation of Bushi:SpoilerIndustrial giant Robotto Gyokai, having build the finest androids to date, had just finished its latest android: Bushi.
Bushi can handle over a million commands and has the processing power that even exceeds that of some modern battleships.
It is roughly 55% stronger than an average person and its fine hydraulics could even make the greatest surgeon envious.
Unfortunately, Bushi's creator, Yasei Kureiji, was so smitten with his latest design, he did the unthinkable.
The gates closed. War broke out.
Some factions did not like the idea of a possible army of androids and the planet home to Robotto Gyokai was bombed.
Millions perished. There were no survivors.
That is, no human survivors.
Three weeks before the planet's orbital bombardment, Kureiji reprogrammed one of his Bushi creations. It would no longer follow the three laws.
Instead, the android had Bushi's blueprints added to its memory so it could replicate itself. Survival became its main priority.
Send off in a small spaceship, Bushi went to search for its own happiness, if such a thing would exist for a robot.
No one saw Bushi again until around cycle 98, where a fleet of never seen before ships made short work of a small Hegemony fleet.
Bushi had returned with thousands of copies and in order to secure its ongoing existence all organisms would need to die.[close]
Credits:SpoilerOriginal ship art: (used with permission)
Kalthaniell (http://www.matrixgames.com/forums/tm.asp?m=2845072)
Original image used for portraits:
Digital Art Gallery (http://digital-art-gallery.com/picture/gallery/cyborg)
Planet art:
Duael Designs LLC & Robert Stein (http://freebitmaps.blogspot.nl)
Raiu main weapon effect: xenoargh, with a thank you to MesoTroniK[close]
Screenshots:SpoilerPew pew pew!
(http://avatar.home.xs4all.nl/downloads/Starsector/BushiScreen1.png)
Carrier? Pff, them lazy buggers can fly themselves.
(http://avatar.home.xs4all.nl/downloads/Starsector/BushiScreen2.png)
I've got a present for you! =^_^=
(http://avatar.home.xs4all.nl/downloads/Starsector/BushiScreen3.png)
Pew.
(http://avatar.home.xs4all.nl/downloads/Starsector/BushiScreen4.png)
Torpedoes away!
(http://avatar.home.xs4all.nl/downloads/Starsector/BushiScreen5.png)[close]
Picture with all ships in it:Spoiler(http://avatar.home.xs4all.nl/downloads/Starsector/BushiShips.png)[close]
Download:
[Direct Link] (0.62a) (http://avatar.home.xs4all.nl/downloads/Starsector/Bushi_062a_v111.rar) //Legacy Link
[LazyLib is required!] (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
[ShaderLib is required!] (http://fractalsoftworks.com/forum/index.php?topic=7958.0)
Enjoy!
- Gotcha!
Burn speed and combat speed of all hiigaran ships in general seems exceedingly fast (with even the superfreighter and dreadnought rocking a speed of 90, faster than almost all vanilla and modded cruisers.) Burn speeds should probably be brought into line with the norm (10 for frigates, 9 destroyers, 8 cruisers, 7 supercaps, +1 if ship is a light version of said class). At the moment having Hiigaran cruisers be about 4 burn levels than than their vanilla/mod counterparts is ridiculous.You step away from the engines right now, good sir. I like to go fast and I will defend this until my dying breath. ;D
Weapon balance seems ok and not in need of much changing. Though I have not had a chance to test the larger guns yet their flux/damage/range seems in line with vanilla weapons for balance. Possibly slightly too high turn rate on the larger turrets. If their speed is reduced they may need slightly longer range on some of their medium/large guns.
I do think the Accelerated Pulsar should have a definitive factor over the Autopulse, due to it having less DPS, but the exact same stats as the Autopulse Laser.
Probably much more shots per minute (1200, mabye?), but damage being the same, with more charges, less regeneration per minute and more range?
I'm thinking rapid fire capabilities and massive burst damage potential, but with a limited munition supply that takes some time to reload fully.
Lemme know what you think.
Dude.Cycerin, you out of all people should know that going fast is important. I am sure that /tfg/ tought us all valueable lessons.
>Bring Hiigarans back
>Actually *buff* the ships
Dude.
Well, I must ask this question of inevitability.
Since it's compatible with Nexerelin, when is the selectability of Bushi going to arrive? (Not Corvus, I haven't played that yet)
I'm sorry i don't quite follow ???
I'm sorry i don't quite follow ???
The faction is a tad powerful
Im fairly sure the large Particle cannon or whatever it's called that comes standard on many of the Hiigaran capitals and cruisers was the most powerful weapon in all of starsector, and it probably still is. not to mention many of their ships being near godlike, With these buffs they could easily give ORI a run for their money.
Im fairly sure the large Particle cannon or whatever it's called that comes standard on many of the Hiigaran capitals and cruisers was the most powerful weapon in all of starsector, and it probably still is. not to mention many of their ships being near godlike, With these buffs they could easily give ORI a run for their money.I thought the strongest was the Neutrino Phased Array Cannon?
90 for a dreadnought is ...nah...Unless it has some serious drawback...speed has to come at the expense of something else. Light cruisers are considered fast at 90, some are 75
So, got the Higonokami, which strangely doesn't have a class...
I deploy it in a battle and got this error, which is possible from one of two things.Spoiler3668868 [Thread-5] INFO data.scripts.plugins.AIW_ForcefieldPlugin - Forcefield plugin initialized
3668868 [Thread-5] INFO data.scripts.plugins.AIW_GravityDrainPlugin - Gravity drain plugin initialized
3713588 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.cancelCurrentManeuver(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.fillTasks(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.Õ00000(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.reassignPlayerShipsOnly(Unknown Source)
at com.fs.starfarer.combat.new.oOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.new.a.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
1: It's the Higonokami that is unselectable in battle, with 0 OP and so forth.
2: Or, it's the Openok.
So, got the Higonokami, which strangely doesn't have a class...
I deploy it in a battle and got this error, which is possible from one of two things.Spoiler3668868 [Thread-5] INFO data.scripts.plugins.AIW_ForcefieldPlugin - Forcefield plugin initialized
3668868 [Thread-5] INFO data.scripts.plugins.AIW_GravityDrainPlugin - Gravity drain plugin initialized
3713588 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.cancelCurrentManeuver(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.fillTasks(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.Õ00000(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.reassignPlayerShipsOnly(Unknown Source)
at com.fs.starfarer.combat.new.oOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.new.a.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
1: It's the Higonokami that is unselectable in battle, with 0 OP and so forth.
2: Or, it's the Openok.
Higonokami is supposed to be just a fighter/bomber wing, are you saying you have a single ship that you can see in the refit screen?
I've deployed a wing of these and it didn't crash for me.
So, got the Higonokami, which strangely doesn't have a class...
I deploy it in a battle and got this error, which is possible from one of two things.Spoiler3668868 [Thread-5] INFO data.scripts.plugins.AIW_ForcefieldPlugin - Forcefield plugin initialized
3668868 [Thread-5] INFO data.scripts.plugins.AIW_GravityDrainPlugin - Gravity drain plugin initialized
3713588 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.cancelCurrentManeuver(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.fillTasks(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.Õ00000(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.reassignPlayerShipsOnly(Unknown Source)
at com.fs.starfarer.combat.new.oOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.new.a.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
1: It's the Higonokami that is unselectable in battle, with 0 OP and so forth.
2: Or, it's the Openok.
Higonokami is supposed to be just a fighter/bomber wing, are you saying you have a single ship that you can see in the refit screen?
I've deployed a wing of these and it didn't crash for me.
Yes, it was a single deployable ship, it wasn't selectable, and when it was deployed while the round started the error popped up.
Does it still happen? You could give me the save game to take a look.
I seem to be running into a strange problem.
All of the Hiigaran planets and bases are woefully undersupplied. None of them have crew, fuel, or supplies available at any time.
hi,I already bought this ship.
i have really high reputation with Hiigarans but i cant find Sajuuk-Khar yet, does some one could tell me how i can get it ?
regards.
also one more question, i cannot earn more than 56 reputation for hiigaran now, no missions gives mote rep and i stuck with 56/100... how i can rise my reputation? i have starsector + modNow at Hiigaran isn't present comission and to lift reputation it is problematic. You need to wait for any bounty event this fraction and to destroy the ships hostile to Hiigaran in bounty event system. If you had "Nexelerin" that it was possible to use prisoners for increase of reputation.
Finally managed to make the markets sane again.Whether and there will be a change of other details mod? For example balance of the ships?
Nexerelin corvus support is next on the list.
thanks! seems it will take ages :Palso one more question, i cannot earn more than 56 reputation for hiigaran now, no missions gives mote rep and i stuck with 56/100... how i can rise my reputation? i have starsector + modNow at Hiigaran isn't present comission and to lift reputation it is problematic. You need to wait for any bounty event this fraction and to destroy the ships hostile to Hiigaran in bounty event system. If you had "Nexelerin" that it was possible to use prisoners for increase of reputation.
hey guys, just started new game with HD, also played before. those BigLaserShips - Skaal & Black Swan - are awesom, but they have one serious drawback -turning. lasers turn very slow and cant turn while firing so you cant turn laser to aim. and when you finally manage to turn your ship towards enemy - nope, you cant fire, laser is fasing sideways. really frustrating. mb it would be better to make laser turnable while firing and buff turning rate? or make it not turnable at all?
p.s. didnt ride it yet, but sajuuk probably has the same problem
p.p.s. made skaal laser hardmounted. now i can finally snipe those annoying wolfes. ;D
p.p.p.s. actual hiigaran ion frigate has hull integrated laser, not a turret:Spoiler(http://i.imgur.com/Lc6FwXb.jpg)[close]
The Skaal laser systems are very powerful... they need some drawbacks.well, making turnable laser into fixed one is _tecnically_ a nerf, no? ::) if the point of this annoing "drawback" was to make firing slower then why not reduce an actual firerate? and its not like they are powerful, compared to blackrock AM_lance or Spire PlasmaSiegeCannon or Templars ROLAND and Joyece or LuddicPath Redeemer... almost every faction has some overpowered oneshot weapons, Hiigarans just happen to build them into almost defenceless ships with low fluxpool compared to flux/shot cost.
The Skaal laser systems are very powerful... they need some drawbacks.well, making turnable laser into fixed one is _tecnically_ a nerf, no? ::) if the point of this annoing "drawback" was to make firing slower then why not reduce an actual firerate? and its not like they are powerful, compared to blackrock AM_lance or Spire PlasmaSiegeCannon or Templars ROLAND and Joyece or LuddicPath Redeemer... almost every faction has some overpowered oneshot weapons, Hiigarans just happen to build them into almost defenceless ships with low fluxpool compared to flux/shot cost.
also one more question, i cannot earn more than 56 reputation for hiigaran now, no missions gives mote rep and i stuck with 56/100... how i can rise my reputation? i have starsector + mod
It is very good, now it will be much simpler to force a galaxy to the knees.also one more question, i cannot earn more than 56 reputation for hiigaran now, no missions gives mote rep and i stuck with 56/100... how i can rise my reputation? i have starsector + mod
Commissions will be available in the next patch alongside a more sane market and some minor ship/weapons tweaks.
It is very good, now it will be much simpler to force a galaxy to the knees.also one more question, i cannot earn more than 56 reputation for hiigaran now, no missions gives mote rep and i stuck with 56/100... how i can rise my reputation? i have starsector + mod
Commissions will be available in the next patch alongside a more sane market and some minor ship/weapons tweaks.
And question: I noticed that you began work on revival "Kadur Theocracy". How there are affairs over it? You already made a lot of things having added Hiigaran and Bushi.
P.S. You could tell as you made them compatible to 0.7.1? I would like to update compatibility 'Project Valkyrie" and "Blue & Red" but I don't know as.
Commissions will be available in the next patch alongside a more sane market and some minor ship/weapons tweaks.It is very good, now it will be much simpler to force a galaxy to the knees.
And question: I noticed that you began work on revival "Kadur Theocracy". How there are affairs over it? You already made a lot of things having added Hiigaran and Bushi.
P.S. You could tell as you made them compatible to 0.7.1? I would like to update compatibility 'Project Valkyrie" and "Blue & Red" but I don't know as.
I can't update mods that the authors won't authorize me to work with. Kadur is about 60% done for 0.7.1. A lot of stuff has to be modified to make it work, I'll probably release it along with the next patch for Bushi and Hiigarans.
Features:
The Kadur Theocracy, a remote and isolated religious utopia or a tyrannical and xenophobic despotism, depending on your viewpoint!
The Qamar Insurgency, a motley crew of rebels and terrorists or brave freedom fighters, depending on your viewpoint!
3 new star systems, including new stations!
26 new ship classes including 6 new fighter and corvette hulls, all balanced for vanilla play!
16 new weapons balanced against existing offerings!
6 new ship systems!
Uomoz's Sector compatibility!
Exerelin compatibility!
Integrated relationships (mostly hostile!) with popular mod factions!
Gedune raiders to harass Kadur fleets if you have the Gedune installed!
Shadowyards Heavy Industries trading convoys to resupply Kadur stations and vice versa if you have SHI installed!
Junk Pirates scavengers to attack Kadur shipping if you have Junk Pirates installed!
ASP Syndicate shipping to the new systems to escort or pirate if you have ASP Syndicate installed!
Blackrock Driveyards corporate trading and warfare fleets to blow up and be blown up by if you have BRDY installed!
Gigantic "boss" fleets to blow up your Onslaughts against!
A developer who is pretty much in love with Starsector and won't be leaving anytime soon!
Commissions will be available in the next patch alongside a more sane market and some minor ship/weapons tweaks.It is very good, now it will be much simpler to force a galaxy to the knees.
And question: I noticed that you began work on revival "Kadur Theocracy". How there are affairs over it? You already made a lot of things having added Hiigaran and Bushi.
P.S. You could tell as you made them compatible to 0.7.1? I would like to update compatibility 'Project Valkyrie" and "Blue & Red" but I don't know as.
I can't update mods that the authors won't authorize me to work with. Kadur is about 60% done for 0.7.1. A lot of stuff has to be modified to make it work, I'll probably release it along with the next patch for Bushi and Hiigarans.
I.e. their authors still plan to work on them?
And a question on "Kadur Theocracy". In it to fashion of interesting things (described in features) they will work?QuoteFeatures:
The Kadur Theocracy, a remote and isolated religious utopia or a tyrannical and xenophobic despotism, depending on your viewpoint!
The Qamar Insurgency, a motley crew of rebels and terrorists or brave freedom fighters, depending on your viewpoint!
3 new star systems, including new stations!
26 new ship classes including 6 new fighter and corvette hulls, all balanced for vanilla play!
16 new weapons balanced against existing offerings!
6 new ship systems!
Uomoz's Sector compatibility!
Exerelin compatibility!
Integrated relationships (mostly hostile!) with popular mod factions!
Gedune raiders to harass Kadur fleets if you have the Gedune installed!
Shadowyards Heavy Industries trading convoys to resupply Kadur stations and vice versa if you have SHI installed!
Junk Pirates scavengers to attack Kadur shipping if you have Junk Pirates installed!
ASP Syndicate shipping to the new systems to escort or pirate if you have ASP Syndicate installed!
Blackrock Driveyards corporate trading and warfare fleets to blow up and be blown up by if you have BRDY installed!
Gigantic "boss" fleets to blow up your Onslaughts against!
A developer who is pretty much in love with Starsector and won't be leaving anytime soon!
Most of those features are old and don't apply anymore, right now i'm focusing on getting them up and running, balance their market systems, balance the ships to fit the 0.7.1 change.In Nexerelin topic I stated to a subject the assumption concerning these breakages.
The Kadur will have allies and enemies and you'll be able to do commissions for them.
It is nexerelin compatible but at present all of the mods(that I've worked with) crash for some reason when using the Corvus Mode option.
As for new features those will come at a later date.
Most of those features are old and don't apply anymore, right now i'm focusing on getting them up and running, balance their market systems, balance the ships to fit the 0.7.1 change.In Nexerelin topic I stated to a subject the assumption concerning these breakages.
The Kadur will have allies and enemies and you'll be able to do commissions for them.
It is nexerelin compatible but at present all of the mods(that I've worked with) crash for some reason when using the Corvus Mode option.
As for new features those will come at a later date.
Most of those features are old and don't apply anymore, right now i'm focusing on getting them up and running, balance their market systems, balance the ships to fit the 0.7.1 change.In Nexerelin topic I stated to a subject the assumption concerning these breakages.
The Kadur will have allies and enemies and you'll be able to do commissions for them.
It is nexerelin compatible but at present all of the mods(that I've worked with) crash for some reason when using the Corvus Mode option.
As for new features those will come at a later date.
It was indeed an issue of having a precompiled jar, by compiling the scrips through my IDE the game doesn't need to compile anything anymore.
The good news is Corvus support is finally in. Now I can focus on finishing the resurrection of the Kadur Theocracy.
While doing stuff for Kadur I've tried adding a placeholder logo and crest for them (the original mod didn't have one) but for some reason they won't load. The game keeps telling me it can't find the specified resource.
I can't figure out what is wrong, I did the same thing for Hiigarans back when I first restored them and never had this issue. ???
*Never mind ;D
hiigarans have FAST cruisers for everything - transports, tankers, personnel, cruisers with large ballistic and energy mounts. but no large missile mount. nowhere to put ROLAND or heavy ballista. kinda sad...Seriously?
Seriously?i was talking about cruisers. anything bigger is slow.
Seriously?i was talking about cruisers. anything bigger is slow.
and i know that vanaar is really dangerous. 8 med ballistas or clarent mrms clearly outdo large 1 large ballista or ROLAND. i'm just saying that no access to large missiles before capitals is odd. i mean some factions have such mounts on destroyers or even frigates O_o
Seriously?i was talking about cruisers. anything bigger is slow.
and i know that vanaar is really dangerous. 8 med ballistas or clarent mrms clearly outdo large 1 large ballista or ROLAND. i'm just saying that no access to large missiles before capitals is odd. i mean some factions have such mounts on destroyers or even frigates O_o
It is balance. Isn't present heavy missile by the other ships but is much on the large. Where you still saw more than 2-3 missiles by the ships of a capital class?
And their large ships fly quicker than any cruiser. ;D
DefiasOne i have some question. Why you decided to be engaged in others modifications? What on it inspired you?
Whether you also thought to make own faction mod? If there is no that why?
Has anyone found any officers to recruit while playing ?You can't find officers?
Couldn't find any officers at the new planets I added, they started showing up after a while.Has anyone found any officers to recruit while playing ?You can't find officers?
Officers casual. It is possible to bring together them on all sector a long time. And can carry to find in the beginning of game.Couldn't find any officers at the new planets I added, they started showing up after a while.Has anyone found any officers to recruit while playing ?You can't find officers?
I want to ask how you made .jar file? I don't know as what program to use and as to do it. And how to change parameters of the ships?
I opened parameters of the ships. My God, what here mess. :P Thanks in any case.I want to ask how you made .jar file? I don't know as what program to use and as to do it. And how to change parameters of the ships?
You need an IDE like NetBeans or IntelliJ to create jar files. Ship parameters are in the hulls/ship_data.csv file.
And their large ships fly quicker than any cruiser. ;D
Yeah... if you try to outrun a Hiigaran fleet you are going to have a bad time.not exactly right, that was maybe that way before 0.7 update. now i cant find any capital with burn<6. most are 7, like Hii. even the Cathedral, which is a f-n BATTLESTATION is burn 6. tug + augm.eng.hullmod and it can easily outrun almost any Hii fleet. except small ones, but they wouldnt dare to approach.
These are old mods that I liked, i just thought it was sad they are no longer active at present.any plans regarding the other old mods, i.e. THULE (http://fractalsoftworks.com/forum/index.php?topic=3369.0), DStech (http://fractalsoftworks.com/forum/index.php?topic=2711.0), Hawken (http://fractalsoftworks.com/forum/index.php?topic=5738.0), ZORG (http://fractalsoftworks.com/forum/index.php?topic=6522.0)?
But isn't Thule (The author) still around? I swear he is.
Why I can't begin new game for Kadur in Nexerelin?
It is necessary to wait for updating Nexerelin mod? You can give these files?Why I can't begin new game for Kadur in Nexerelin?
The config files don't exist for Kadur in Nexerelin.
there is something suspitious with that Kava destroyer. it has an Accelerated ammo feeder. and a whole number of ZERO ballistic mounts. WHY?
Before anyone asks, I have the permission of the original author.Yup! And I thank you. ;)
I'm unable to play as the bushi on Nexerlin? I can't choose any fleet options!Bug in Nexerelin, will be fixed in next release.
Might need to make some changes for 0.7.2a anyway; slot covers.
20507 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It should work with the latest LazyLib and ShaderLib. I've checked and I don't get the IndexOutOfBounds error.
It should work with the latest LazyLib and ShaderLib. I've checked and I don't get the IndexOutOfBounds error.
Sorry to say this, but there's seems to be an error when loading Starsector with this mod on. The error stated JSON "logo" not found.
I'm getting a fatal error during world creation in a SS+ and Nexerelin game after loading up the HD and Bushi mods... Are HD and Bushi supposed to be compatible? I certainly hope so!
PS. Being a newb, I dont know how to get the error log that people post for troubleshooting. Where do I access that?
Could you give me the exact error from the starsector log?
i think i read somewhere that alex updated starsector to java 8 and im pretty sure i did put 8 into the starsector folder when i reinstalled it a few weeks back.He downgraded back to Java7 for stability reasons in 0.7.2a.
Miscellaneous
- Rewrote game launcher in OpenGL (was in Swing)
- Improves compatibility for certain versions of OS X and Linux
- Allows downgrade to the more stable Java 7
- "legacyLauncher" option in settings.json to use old launcher
- Downgraded to Java 7 (more stable)
Ok. So I did a test run on the Hiigaran, Bushi and Kadur mods individually, but it seems they still have errors or compatibility issues.
Here are the error logs for each of them:
Hiigaran:
203053 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Bushi:
198826 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Kadur:
366847 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Their basically had the same error. Histidine stated we should use Java 8, but that’s kind of risky isn’t it?
I'd like to use this, but i'm kind of hooked on corvus mode. Why does it crash in corvus mode?
I use Java 8 and its fine.
I use Java 8 and its fine.
Ok, how do I install Java 8? Do you have a detailed instructions for that?
Ya... I already did that. :(
Here's another problem I've encountered. There's an error related to Bushi and Hiigaran Descendants. They can load normally, but can never enter the campaign mode or any combat related stuff. Here's the log:
164550 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [graphics/backgrounds/bushi_background.jpg] resource, not found in [C:\Users,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Object(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.String(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.load(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.onStateTransition(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
There's a lot of text the THREAD-4 and CLASSPATH, but I have to delete part of it due to confidentiality purposes and because they're irrelevant.
This error only applies when either the Bushi and Hiigaran Descendants are on, regardless of the presence of the other.
To replicate this error and obtain this text, enter the Missions tab and try one of the Bushi which shops its ships, not other ships.
To replicate a crash error that will be confusing to interpret, go into new game mode and try to get it started. It will crash after allocating points to your character skills.
Luckily, the Kadur are not affected nor affects the game system negatively.
This might not even be an issue with the Bushi in particular but I'm having a slight problem where they want to push for an engagement with this fleet (http://puu.sh/ookTh/8b2edeff01.jpg) but on the field, they deploy no ships and after about 30 seconds, I get "enemy fleet defeated" and the battle ends immediately after. Reached their end of the field, nothing deployed (http://puu.sh/oolcc/ff56108764.jpg). Fighters start to fan out and search but the battle is over (http://puu.sh/ooleQ/f2f4fe4c98.jpg) and the fight finishes. Bushi presses for another engagement. Completely unarmed ship makes no effort to move after burning in because AI ships can psychically sense the lack of enemy ships to fight and it's mere presence on the field is enough to cause a win with no CR penalty because no fighting happened. (http://puu.sh/oolCV/e174974dda.jpg) This wuss fleet is annoyingly stopping me from taking over a planet because of their constant interruption and unwillingness to field ships but I'm sure that can be fixed by just coming back later.
Ahem, well... I have a little problem. when i try to launch the mod, only with lazylib and shaderlib (the new one, graphiclib?), I get this error:
43009 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
i'm a coding noob (not even newbie), that means I now nothing 'bout strings and codes, i can only modify the values. I said this because i don't know if I took the error code in the right folder (a "starsector" text file).
I hope you can tell me what's the error (or tell me where to take the error code)
EDIT:
I've seen that it says that I posted this comment at 01:40 Am. in fact, i'm in a different country (Italy, 10:41 AM here) so there will likely be communication problems (or at least, that's what I think)
Are all these 0.7.2a compatible cause it doesn't really specify.
And also are they nexelerin corvus combatible?
That carrier and dreadnought are freaking orgasmic.
Please say this works with Starsector plus?
Am using all faction mods for nexrelin and most general quality of life mods(version checker, ect)I had the same error and fixed it using Java 8 instead of Java 7, a solution suggested a page or two back by DefiasOne. This does open you up to some random crash bugs, though, so save more regularly than you're used to. DefiasOne, could you note in the download section that the Homeworld faction requires Java 8? I'm not sure about the other one but if it also requires a different Java version than is packed with the game to work a heads up somewhere more visible than wherever you've got it would be prudent and save problems for people.
When I launch the game with these three mods, which, as a homewolrd fan I very much want to use, I got this error on my starsector log, any ideas as to what I did wrong?
Or better yet, recompile the mods in java 7 because java 8 sucks?Am using all faction mods for nexrelin and most general quality of life mods(version checker, ect)I had the same error and fixed it using Java 8 instead of Java 7, a solution suggested a page or two back by DefiasOne. This does open you up to some random crash bugs, though, so save more regularly than you're used to. DefiasOne, could you note in the download section that the Homeworld faction requires Java 8? I'm not sure about the other one but if it also requires a different Java version than is packed with the game to work a heads up somewhere more visible than wherever you've got it would be prudent and save problems for people.
When I launch the game with these three mods, which, as a homewolrd fan I very much want to use, I got this error on my starsector log, any ideas as to what I did wrong?
I wouldn't bother guys really it runs fine in the latest dynasector nexelerin with java 8 for me (except the bushi one)
But anyway this mod is clearly ridiculous. The ships are so OP and cheap that it isn't even funny.
I play neutrino and i start friendly so soon we were in an alliance and when i saw the ships i was like what???
You want a battleship with 100.000 (The more expensive ship i have found) that has like 11 medium slots 2 large all of them with 270 ARCS? Crazy dissipation FULL BUBBLE shield (with extended and front shield) with 0.8 per point before abilities? Maneuverability like a light cruiser and the fastest battleship you will ever see.
And that is just an example. Even the medium guns of the faction dwarf all other guns 250 flux to 250 dps with fast and good and 750 range the best statistics you will ever see.
I won't even get down to the SLOW freighters with 11 burn speed :)))))))
You want a freighter with 1000 cargo and 11 burn speed? Sure 18.000 credits :)
Well if you want something that mimics the power of templars at 1/3 the price you would buy ships as a templar sure go for it. Or if you want them as powerful enemies i guess but sooner or later you will capture their ships and it will just be DOHHH.
Anyway just a warning so people know in what they are getting into.
Have fun with the awesome starsector :)
Thanks for the effort and time put into making this mod, i am a HW2 fan of old.
Update. Bushi *** up somehow all the markets. All markets have only weapons no commodities. Don't ask me why. Disabled it and everything is fine.
So, there's an interesting crash related to a bug involving Kadur and Bushi fighter wings. It appears that some of them are showing up in shops and fleets as very broken (as in not working) frigates. When the game tries to load a battle involving these ships, it crashes with a fatal: null error. NGO does this as well with one of its specialty fighters.
So, there's an interesting crash related to a bug involving Kadur and Bushi fighter wings. It appears that some of them are showing up in shops and fleets as very broken (as in not working) frigates. When the game tries to load a battle involving these ships, it crashes with a fatal: null error. NGO does this as well with one of its specialty fighters.
Which fighter wing?
So, there's an interesting crash related to a bug involving Kadur and Bushi fighter wings. It appears that some of them are showing up in shops and fleets as very broken (as in not working) frigates. When the game tries to load a battle involving these ships, it crashes with a fatal: null error. NGO does this as well with one of its specialty fighters.
Which fighter wing?
IIRC, for Bushi it was the Honyaki specifically, but that's the only one I've ever seen in shops or in these problematic fleets so I'm not sure how far the issue goes. For Kadur, I recall it being all of their fighters.
Basically, in the shop they showed up as frigates with no classification/variant, with built in weapons that didn't show up at all on the refit screen. I'm guessing when a fight starts with one of these ships, it tries to call up some nonexistent variant and crashes.
I am using java 8 but either of these mods crashes my game before it can finish the initial load bar. ???
*Snip*
Finding what's causing the problem is the time consuming part. Just because you know a problem exists, doesn't mean it's easy to fix. Besides that, there's a difference between being blunt, and rude and condescending. I mean was the eye roll really necessary?
I think I might as well toss in that this isn't his job. For most modders it's a hobby and a passion. These mods weren't even his to start with. That I've been able to play them at all, even with hiccups, is thanks to him.
Oh, and couldn't you just go mess with the ship/weapon stats yourself? If game breaking bugs are 'trivial', messing with numbers in notepad shouldn't be beyond your capabilities.
Finding what's causing the problem is the time consuming part. Just because you know a problem exists, doesn't mean it's easy to fix. Besides that, there's a difference between being blunt, and rude and condescending. I mean was the eye roll really necessary?
I think I might as well toss in that this isn't his job. For most modders it's a hobby and a passion. These mods weren't even his to start with. That I've been able to play them at all, even with hiccups, is thanks to him.
Oh, and couldn't you just go mess with the ship/weapon stats yourself? If game breaking bugs are 'trivial', messing with numbers in notepad shouldn't be beyond your capabilities.
The time it takes to fix the most blatant issue with all three mods is less time than it takes me to write this post. So yes the eye roll was necessary. Now why is compiling the mod with JDK8 such an issue?
- It has compatibility, stability, and performance issues on some computers running SS with Java8.
- It requires the user to install that version which no other mod does and are the only mods that will not run on a "stock" SS at all.
So after all the pages and pages and pages of bug reports all regarding this singular issue which can be solved with a tiny amount of effort can you see why this situation is so ridiculous? Sure, the mods can be balanced badly, have a multitude of bugs, but an issue so serious such as that has no business existing at all.
And sure it isn't his job, but think of it this way. Having these mods which basically don't function at all without forcing a sub-optimal setup upon the end user is actually destructive to SS itself and the modding community as a whole. The number of folks you see posting on the forums is a tiny fraction of the overall mod playerbase, how many will try to run these and it crashes and they assume that it is SS itself or just write off running mods entirely because of issues that they may never figure out?
So in the end, I just want to these mods at least work on the most basic level and I was blunt about this because other folks reporting the issues was going nowhere at all clearly.
Edit for adding Gif:Spoiler(http://i.imgur.com/45zvx6e.gif)[close]
PSA: If people with broken mods don't have time to fix it they should take down the download link (or at least gate it behind a big warning message) until it can be fixed.
(I'm looking at you NGO)
That IS the problem as it causes a CTD and is STUPID FREAKING EASY to fix on the modders side..., but like the Hiigs, the modder won't fix itPSA: If people with broken mods don't have time to fix it they should take down the download link (or at least gate it behind a big warning message) until it can be fixed.
(I'm looking at you NGO)
What's wrong with NGO? I know there was an inappropriate mobile_base tag in there that I had to remove, but are there other things I should take a peek at before this playthrough gets too far in?
Just to let people know, since the discussion seemed to heat up lately, I'm not dead. My computer however is dead and won't be able to replace it until sometime after september.
After i get everything set up you can expect a new update for all of the mods. I'll remake them for java 7 then as well as some have suggested, was not aware java 8 has problems with the game, I've never had issues.
Just to let people know, since the discussion seemed to heat up lately, I'm not dead. My computer however is dead and won't be able to replace it until sometime after september.
After i get everything set up you can expect a new update for all of the mods. I'll remake them for java 7 then as well as some have suggested, was not aware java 8 has problems with the game, I've never had issues.
Hey Guys I was wondering if I could get some assistance! I am trying to start this mod. I do have graphics lib and lazy lib and the nexerelin mod installed with the homeworld one however when i start the game and right after the initial load finishes i get an error.I wouldn't bother as the modder doesn't fix bugs very quickly and there are several bugs from what I remember. Along with that, the mod itself is VERY overpowered
Fatal index 0 size 0
99465 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
that is the info from the log file
I do have java 8 installed
thanks for your help!
Along with that, the mod itself is VERY overpowered
Along with that, the mod itself is VERY overpowered
I don't think there's something inherently wrong with that as long as the player is aware of the lack of balance.
It's not exactly a vanilla-friendly mod anyway.
Using it with Nexerelin may be an issue though, unless AI vs. AI battles are handled in some abstract way and don't take the stats of the individual ships into account.
org.json.JSONException: JSONObject["logo"] not found.Don't bother. Defias doesn't answer bug reports and his "mods" are buggier than a maggot riddled zombie corpse
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getString(JSONObject.java:577)
at com.fs.starfarer.loading.SpecStore.super.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Getting this launch and CTD error, apparently something to do with logos
But I have no clue how to fix it and no solution has been found that I can ascertain
org.json.JSONException: JSONObject["logo"] not found.Don't bother. Defias doesn't answer bug reports and his "mods" are buggier than a maggot riddled zombie corpse
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getString(JSONObject.java:577)
at com.fs.starfarer.loading.SpecStore.super.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Getting this launch and CTD error, apparently something to do with logos
But I have no clue how to fix it and no solution has been found that I can ascertain
Hey guys, am I blind or is there no download link...
EEEEE I loved the Kadur Theocracy! If you bring them back I will be super pumped.This is not the original modder and thus the chances of them being brought into this crap tier mod are slim to none
What is it labeled as? The only links I see are for 0.6.2 or something and when I try to run the game it crashes and tells me the logo is missing or some nonsense.Hey guys, am I blind or is there no download link...
Download link is available, but incorrectly labelled.
However, my advice is not to use these 3 mods until they have been properly updated.
In the mean time, may I encourage you to read this thread to help you with your mod playthrough?
Link: http://fractalsoftworks.com/forum/index.php?topic=11462.0
Looks like he took the download links down for his version. Oh and the logo error is because you are downloading the old 6.2 version, Basically just ignore this mod as it is OP as all hell and the modder doesn't fix stuffWhat is it labeled as? The only links I see are for 0.6.2 or something and when I try to run the game it crashes and tells me the logo is missing or some nonsense.Hey guys, am I blind or is there no download link...
Download link is available, but incorrectly labelled.
However, my advice is not to use these 3 mods until they have been properly updated.
In the mean time, may I encourage you to read this thread to help you with your mod playthrough?
Link: http://fractalsoftworks.com/forum/index.php?topic=11462.0
That is incredibly unfortunate as Homeworld in the Starsector universe would be quite awesome to experience. But ty for the replyLooks like he took the download links down for his version. Oh and the logo error is because you are downloading the old 6.2 version, Basically just ignore this mod as it is OP as all hell and the modder doesn't fix stuffWhat is it labeled as? The only links I see are for 0.6.2 or something and when I try to run the game it crashes and tells me the logo is missing or some nonsense.Hey guys, am I blind or is there no download link...
Download link is available, but incorrectly labelled.
However, my advice is not to use these 3 mods until they have been properly updated.
In the mean time, may I encourage you to read this thread to help you with your mod playthrough?
Link: http://fractalsoftworks.com/forum/index.php?topic=11462.0
(http://avatar.home.xs4all.nl/signatures/hiigaran.png)
Hiigaran Descendants
Excerpts from a millennia-old Captain's Log, The Exile,Spoiler6510 GSY (Galactic Standard Year)
Look at what this war got us. The Bentusi are routing us all.
Why are we not giving up? Is this 'core' really worth the lives of millions?
I just got another report. Four of our fleets have just been destroyed around Angel Moon. Four! We can't put up a resistance to the Bentusi! Why aren't our superiors seeing this!
6510 GSY
Our fleet is demolished. Hiigara's military is basically non-existing. Still the damned core hasn't been given to the Bentusi. However, they stopped eradicating us. I guess that's something. But now what. We're helpless. If the treacherous Taiidani would want to make a move at us now, it would be our doom.
6510 GSY
I knew it. Reports are coming in, the Taiidani have started a war against us. That lunatic admiral Riesstiu will not rest until every last of our planets is in his hands.
Where are the Bentusi now? Rumours are they vowed to never wage war again, seeing the massacre they created. But this leaves us unarmed to the mercy of a bloodthirsty wolf!
6510 GSY
Apparently the Bentusi and the Galactic Council forced an agreement with the Taiidani. They stopped hunting our people. Their demand in return, however, is terrible. We are to leave Hiigara and the few planets still in our hands. An exile!
This is maddening. The Bentusi could stop this nonsense if they wanted. Damn their new-found pacifism!
6511 GSY
I've been commanded to captain one of the vessels that will take us away from here.
Most liveable planets are inhabited. Where do they expect us to go?
Seeing the ship I am extremely doubtful if we could even reach the edge of what was once our own space, let alone find an inhabitable planet. These transports were obviously constructed in a hurry.
6519 GSY
It's been years now. Most people are lucky to be sleeping in this rust bucket’s cryochambers. Three ships have already malfunctioned and either exploded or are lifelessly drifting around in space. Poor souls.
6521 GSY
Wormholes. They sometimes appear, only to disappear again years later.
We're near one, a six-month flight.
6521 GSY
I don't think we'll find a new home. Not in this ship and not in this area of space.
We have also been harrassed by the Turani. Eventually we'll have to pass through their space. I have no doubt that we'll be hunted down by them, for sport or for resources.
I've informed my crew that we'll be going through the wormhole, for better or worse. Some of the crew rebelled. I had no choice but to put them in cryostasis. The other captains have now labelled me as insane. Perhaps I am.
6522 GSY
It's been months since we passed through the wormhole. Ship sensors indicate the hole has closed again. We're alone. I am beginning to regret my decision, because, really, where the hell are we? Are we even in the same galaxy?
Hopefully I can hide my feelings from my already tense crew. There might be one bright point in all of this: I sincerely doubt any Taiidan or even Turanic raiders are hiding in this part of space.
6525 GSY
Land ho! Our sensors picked up an M-class planet in a small solar system. Arid, but liveable. Space isn't exactly a giant open planet-buffet, so this planet is what we should aim for.
We have agreed to name it New Hiigara.
We will make landfall within three months and will start opening up cryo chambers shortly after...
6531 GSY
It's been 5 years since the last person was pulled out of stasis. Terraforming and colonizing this planet is going smoothly, thanks to the technology onboard our prison ship. Our first city has already been founded, build out of the ship's hull, and our scientists and engineers are working around the clock to provide our people with advanced technologies.
Arid this planet may be, it's rich in metals.
We've already begun to create our first spaceships to explore the other planets in this star system.
6535 GSY , 2840 Anno Domini,
Incredible! How can this be? I just got reports that one of our recently launched scouts had contact with other humans. Non-Hiigaran or Taiidan humans. How can this be? What are the odds?
Their fleet was massive. Thankfully for us they were somewhat neutral. However, we cannot have any risks. Our council will be commencing a meeting soon to discuss the start of building our own fleet. In my opinion, the sooner, the better.[close]
The landfall on New Hiigara:SpoilerAfter sensors picked up the planet that would soon be called New Hiigara, the prison ship Khar-Sala spend three months travelling there due to its low-tech drive engines.
The landing was not without problems. The ship was build like a brick and landed like one. It would never fly again. A great number of people were severely wounded or even died after the harsh landing.
The captain did live to tell the tale. It can be noted that this might have been a bad thing for him, because many of the awoken Hiigarans were not happy after finding out their home planet was out of their reach forever.
Using building-sized air filtration devices, the first thing Hiigaran onboard scientists did was creating a safe breathing perimeter around the ship. Although the air on New Hiigara had oxygen, it was not enough to breathe well, and airborne bacteria needed to be removed as well.
In the following five years this perimeter was increased as more and more people were awoken from cryo-sleep. Around four hundred thousand people were eventually walking around on the planet, either in safe-breathing zones or out in the vast deserts and rocky plates with the help of oxygen masks.
The hull of the Khar-Sala was used to build the first New Hiigaran city, Sala. To date still the largest city on New Hiigara. Now a giant plasti-glass dome, safe from the harsh dry air outside.
It did not take long before Hiigaran scientists and engineers created the first mining drills and metals and a dark-bluish sludge were dug out of New Hiigara's crust. The sludge seemed to be a remnant solution of mass bacteria death, once alive millions of years ago. Until they had the means to manufacture their own synthetic oil this substance would do fine, smearing the giant gears of New Hiigara's rapid growing industry.
In over a hundred years Sala grew to be a gigantic dome, expanding hundreds of miles and two heavy industrial cities were completed. Five gigantic biodomes were created as well, near the planet's few lakes.
Population had boomed and now millions would live in New Hiigara's cities, biodomes and spaceships.
New Hiigara was flourishing.[close]
The Council of Kiithid:SpoilerThe Hiigaran people are separated into many houses, or families if you will, called Kiith.
Members of Kiith Ferriil, Gaalsien, Hraal, Jaraci, Kaalel, Magann, Manaan, Nabaal, Paktu, S'jet, Sagald, Siidim, Soban, Somtaaw and Tambuur were all represented onboard the Khar-Sala.
After landfall, the only right thing to do, at least according to the elder people of each Kiith, was to appoint a spokesman, a president, which would represent the Kiith's wishes in dayly council meetings. Fifteen people would represent the Council.
Although most Kiithid had their own political system as well, the Council held the final word.
It is interesting to note that the first agreement the Council made was to banish the Khar-Sala's captain and every crew member that had agreed to go through the wormhole. The idea that Hiigara could quite possibly not even be in this star system weighted heavily on the New Hiigarans' minds.[close]
New Hiigara and The Domain:
Written by echosierraalphaSpoilerWhen the New Hiigarans first made contact with the Hegemony shortly after clawing their way back up into the stars, all efforts were made to conceal the location of New Hiigara from the Hegemony in order to safeguard its safety. At the time, the New Hiigarans were not the military and industrial juggernauts they are today and as such, its best defense lies not in its military, but rather in its secrecy. Still, surprised and immensely worried by the huge discrepancy in military might between the two powers, and mindful of possibly becoming a vassal state should the Hegemony chooses to exert its will on the fledgling world, the Council of the Kiithid unanimously voted to use every resource and tap every pool of talent at its disposal in order to establish a potent military capable of fending off any and all threats. The greatest minds of an entire generation – combined with the manufacturing might of Kiith Hraal and Liir, amongst others, were dedicated to the sole, brutal task of creating fleets of ships equal to any navy in the sector.
Even as the New Hiigarans forged its new instruments of war, however, a significant amount of effort was put into contacting and establishing relations with the Hegemony. Through years of successful diplomacy, in no small part due to the efforts of Kiith Manaan, the New Hiigarans slowly came to learn the inner workings of their new home. Tech transfers, star charts, resources and info dumps were traded between the two, as were more esoteric things, like history and art. However, with survival on the forefront of the nation’s agenda, such trivialities were abandoned in favor more pressing and practical concerns.
Years pass, and what was once a civilization that was all but defenseless grew to become a local power that would give even the mighty hegemony pause. However, this rapid level of development was not without its costs. Its people, many of whom were physically, mentally and spiritually spent were getting frustrated. After years of preparing for an attack that never came, and a betrayal from the Hegemony that never materialized, many New Hiigarans grew disillusioned with the Council. Some Kiithid wanted to continue expanding their military, with the hopes of one day becoming the sole power in the sector, while others were more than content with what they had. Eventually, the latter group prevailed, and the New Hiigarans settled on a more leisurely rate of expansion. Factories and shipyards, once dedicated to the construction of military vessels, were now repurposed in order to produce civilian goods, and the brilliant minds that were once tasked to create a new generation of weapons now had the time to pursue their own interests. As such, it wasn’t long before a new discovery was made, one that shook New Hiigara to its very core.
New Hiigaran scholars, for once with time on their hands, poured through the history of the hegemony. Of particular interest to its scholars, in part due to its potential applications for New Hiigara as a newly-established power, is its founding. It is here that they learned of the fall, of the Domain and, most importantly, of the gates. Having lost the ability to create hyperdrives, and with no access to a core, the New Hiigarans had to resort to using the same wormholes that the locals use for extra-solar travel. These wormholes, while extremely useful as a mode of local travel, were simply not sufficient to travel across galaxies, let alone between them. Thus, when the Hiigarans learned of the Domain of man and of its wondrous gates capable of hurling a ship across the galaxy in an eye blink, it didn’t take much for the New Hiigarans to realize its potential applications. In particular, should the new Hiigarans discover the secrets of the gates, they may well find a means to return home.
Up until that revelation, any and all attempts at returning to Hiigara was seen as an impossible endeavor. The massive wormhole that brought them here from another galaxy has since collapsed, and what few wormholes that did remain only led to local areas. As a result, when the news of the discovery broke, the entire population was once again galvanized. However small a chance of success, the mere possibility of returning to Hiigara someday was enough to send morale soaring. The men and women of New Hiigara who, mere months ago, were adrift without purpose or guidance threw themselves at their work once again, this time not out of fear, but out of hope. For the second time within a generation, the entire populace pooled its resources for a singular goal – to gather the resources and the knowledge necessary to return to their home world.
Unfortunately, this new wave of expansion did not go unnoticed by the locals. Ever since the Hegemony discovered the location of New Hiigara, The Navy had kept a close eye on the growing power. Though the Hegemony does not have the resources to take over the growing power without taking severe casualties in the process, it was always comforted by the knowledge that, when push comes to shove, they would come out on top. However, this new, rapid pace of expansion threatens to upset this status quo, and it wasn’t long before Hegemony High Command dispatched a massive fleet to the area as a way to send a strong message to the Hiigarans, as well as act as a delaying force should the Hiigarans initiate hostilities.
The deployment of such a large fleet, however, was not without its own unintended consequences. Rumors were abound on the final destination of the fleet, even before it left its moorings. Many of these rumors were nothing more than exaggerations and flights of fantasy, while others came dangerously close to its mark. In either case, curious adventurers, bold explorers and greedy pirates were already waiting by the time fleet left the port, and despite the best abilities of the Hegemony fleet, they were unable to shake the fleets of ships tailing them. Despite the compromised nature of their mission, however, the fleet was given the go-ahead to transit to the outskirts of Hiigarans space and establish a forward operating base in a nearby star system. Alarmed both by the presence of the Hegemony fleet and the unknown fleets tailing it, and fearing an imminent invasion, the New Hiigarans placed their forces on high alert and cut all ties with the Hegemony, and while the two powers have not yet shown any signs of overt hostility towards each other, both treat the other with suspicion: one driven by seeing the other as a growing threat to its rule, the other as would be conquerors who brought with them the dregs and criminal elements of their society in order to spread lawlessness and terror in what was once a quiet corner of the sector.[close]
Credits:SpoilerHuge thanks:
Original ship art and turrets (used with permission, this guy's awesome):
Kalthaniell (http://www.matrixgames.com/forums/tm.asp?m=2845072)
Original image used for portraits:
Guesscui (http://cghub.com/images/view/141304) (Link has died.)
Planet art:
Duael Designs LLC & Robert Stein (http://freebitmaps.blogspot.nl) - New Hiigara
Planet Creator, Christian Hart - Jakuul, Koya, Daiamid, Maal
Special thanks:
- Trylobot, Trylobot's STARSECTOR Ship Editor. Seriously, you, sir, are awesome and I salute you. I can't imagine having to create ships without it.
- Thule, for allowing me to adapt his 'contract' script.
- LazyWizard (http://fractalsoftworks.com/forum/index.php?topic=3173.0) <3
- Wyvern and Lazywizard, for their Saved Variant Extractor.
- Fractal Softworks, for allowing people to create modifications and, ofcourse, creating this game.
- Relic, r.i.p. Thank you for blessing the world with two great games. /melodramatic
- megal00t and Relic, Homeworld 2 cruiser, carrier and corvette render.
- echosierraalpha, New Hiigara vs The Dominion story.
Thanks:
- silentstormpt, for directing me to LazyWizard's guide.
- IceXuick, for his sheet of doodads. Could lazily decorade my huge laser cannon with it. <3 Laziness
- Ember, testing, with video feedback even.
- Silver Silence, testing, feedback.
- echosierraalpha, Lore Keeper[close]
Tools used:Spoiler- Trylobot's STARSECTOR Ship Editor, (http://fractalsoftworks.com/forum/index.php?topic=375.0)
- Saved Variant Extractor, (http://fractalsoftworks.com/forum/index.php?topic=5463.0)
- NetBeans IDE 7.3.1,
- Adobe Photoshop CS5,
- OpenOffice Calc 3.4.1, the poor man's MS Excell. Well, at least it worked, sort of.
- Notepad++[close]
Screenshots:SpoilerThe Qwaar, in all its glory:
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen1.png)
Empty the batteries!
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen2.png)
The Jnaar in action. Incidentally, it got ripped to shreds.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen3.png)
My face! It's melting!
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen4.png)
My gun is bigger than yours.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen5.png)
Home sweet home.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen6.png)
Letting out the dogs.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen7.png)[close]
Huge picture with all ships in it:Spoiler(http://avatar.home.xs4all.nl/downloads/Starsector/HDShips.png)[close]
Download:
[Direct Link] (http://avatar.home.xs4all.nl/downloads/Starsector/HD_062a_v110.rar) (0.62a) //Legacy Link
[LazyLib is required!] (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
[ShaderLib is required!] (http://fractalsoftworks.com/forum/index.php?topic=7958.0)
I hope you'll enjoy it!
- Gotcha!
In order to avoid further hassle with the old thread I've decided to create a new one which I can update when needed.
Since I really liked the Hiigarans and The Bushi mods, I've decided to bring them up speed for the current version. Before anyone asks, I have the permission of the original author.
Hiigaran Descendants: To be updated.
Changes:
- Buffed all ships slightly in the hull and armor department.
- Increased burn speeds to enable the use of the new sensor mechanics.
- Added ShaderLib effects to all projectiles.
- Tweaked tactical speeds to be more sane.
Known issues so far:
Some have reported having crashes when launching the game with these mods. I suggest using Java 8 in your Starsector JRE folder if you encounter these crashes.
Hiigarans won't play nice with Fleaden mod (Fixed)
Hiigarans works with Nexerelin but will crash if the Corvus option is selected.
I'd like to actually add more to what currently exists possibly adding a few new ships/weapons to both mods, but that will come later after I've also revamped Bushi.
Any ideas or suggestions are greatly appreciated.
I haven't had a lot of time to test the ships vs current vanilla/mod variants so I don't know if they still stack up well vs the rest of the Modverse.
Midnight likes to throw rocks and dance off, but his point is broadly correct; these mods aren't especially well balanced or implemented.Awwwww, Soren! I didn't know you cared so much!
Short of a genuine revival with much more attention paid to unglamorous factors like deployment costs (let alone the massive, known, ignored balance issues and game-crashing bugs), these mods don't add very much into the game besides nostalgia. They aren't rebalanced around the current state of the game, and likely will not be. Their art isn't the most friendly with vanilla (look who's talking, right?), and even a straight compatibility update becomes more and more work for less and less return as the game diverges from the point where they were current.
Let sleeping mods lie.
It's a long weekend's worth of work, having done it once already. The question is - would it be worth it?
It's too bad DefiasOne never got anywhere.Awww. And I thought you crawled back out from the grave of (possibly) dead modders. I'd revive Kadur at the very least, but my current tools and skills would not do the mod justice. I hope you come back fully some day.
Quite some work indeed. I'm probably going to recreate everything from scratch when the full release of the game is here.
As long as the game is being developed I don't have the motivation for it; I lack interest in the game at the moment (I'll be psyched when Alex is done though) and any update would probably break stuff again.
@Soren: If you have any tips for shading them, then I'd be very interested. I own Photoshop, in case you know of some nice filter to download somewhere.
I've touched up the ships in the past, they looked even more out of place before that, but yeah, they're far from looking vanilla.
@Everyone: Feel free to recreate the mod from scratch if you feel like it. I don't mind. I might make my own version when the game's done, but if someone beats me to it then I simply won't. :)
Awww. And I thought you crawled back out from the grave of (possibly) dead modders. I'd revive Kadur at the very least, but my current tools and skills would not do the mod justice. I hope you come back fully some day.Euh... Kadur isn't my mod though. :P
P.S.: If you do redo the mod, keep the Sling ABMs. They were quite fun.
Derp.Awww. And I thought you crawled back out from the grave of (possibly) dead modders. I'd revive Kadur at the very least, but my current tools and skills would not do the mod justice. I hope you come back fully some day.Euh... Kadur isn't my mod though. :P
P.S.: If you do redo the mod, keep the Sling ABMs. They were quite fun.
Modders should have their own patreon page for something like this - to give them some sort of motivationSome DO have donation links on their pages