Fractal Softworks Forum

Starsector => Mods => Topic started by: PCCL on April 24, 2017, 12:14:54 AM

Title: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: PCCL on April 24, 2017, 12:14:54 AM
by request:
http://fractalsoftworks.com/forum/index.php?topic=11928.0 (http://fractalsoftworks.com/forum/index.php?topic=11928.0)

(https://i.imgur.com/JDbniQO.png)

Hegemony Expeditionary Auxiliary Fleet:



===== Changelog =====
v1.1:
- Changed Hegemony Expeditionary Auxiliary hullmod sprite

v1.0:
- Title updated
- Added Mule (A) and Sheppherd (A)
- Added Hegemony Expeditionary Auxiliary built-in hullmod
    - Replaces Militarized Hegemony Auxiliary in Venture (A), Mule (A) and Sheppherd (A)
    - No armor buff, increased maneuverability and flux buff, increased supply consumption, added solar shielding


Spoiler
v1.2 (save game compatible):
- Minor text fixes and file cleanup

v1.1:
- Changed faction files (thanks AXLEMC)
- Hid a Venture (A) somewhere in Hegemony space
    - DON'T NO ONE LOOK IN THE FOLDER AND SEE WHERE IT IS

v1.0:
- initial release
[close]




Features:
- Reskinned Venture, Mule, and Sheppherd class ships with hegemony upgrades
    - upgraded variants and campaign integration

- Mission: "Precursor Tech-mining"
    - take command of HSS Steadfast in an expedition to save the Hegemony.... maybe


google drive download link (https://drive.google.com/file/d/0B_OhTOqryTT0bUp3Vlh1VmYzNDg/view?usp=sharing)

SPOILERS IF YOU CAN'T FIND THE ABANDONED VENTURE:
Spoiler
The ship was reported lost after an asteroid mining accident. Last seen docked on the terran eccentric world of Eventide
[close]
Title: Re: [0.8a] Hegemony Auxiliary Venture (by request)
Post by: AxleMC131 on April 24, 2017, 03:25:52 AM
Awesome! :D

By the way, you know the faction files where you introduce ships into existing factions? You don't need all the gubbins in the stock file.  ;D The mod faction file doesn't overrule the stock one, it just adds to it.

The Hegemony faction for instance. You could have them use the Venture (A) just with this:

Code

{
"shipRoles":{

"combatLarge":{
"venture_Auxiliary":20,
},

"combatFreighterLarge":{
"venture_Auxiliary":10,
},

"civilianRandom":{
"venture_Auxiliary":2,
},

"carrierMedium":{
"venture_Auxiliary":3,
},

"freighterLarge":{
"venture_Auxiliary":5,
},
},
},


... And it would achieve exactly the same thing.
Title: Re: [0.8a] Hegemony Auxiliary Venture (by request)
Post by: Thaago on April 24, 2017, 04:44:21 AM
Yeah, those files merge nicely.

Thanks for putting this into a mod! First one I'll be using with this version ;)
Title: Re: [0.8a] Hegemony Auxiliary Venture (by request)
Post by: PCCL on April 24, 2017, 07:08:49 AM
@AxleMC

I.... did not know that, changed it just now and didn't bother calling it a new version, oh well.

thanks for the heads up
Title: Re: [0.8a] Hegemony Auxiliary Venture (by request)
Post by: Twogs on April 24, 2017, 01:04:59 PM
I always dreamt of a bigger brother to the tempest. Probably should start now seeing people implementing ships like these ...
Title: Re: [0.8a] Hegemony Auxiliary Venture (by request)
Post by: AxleMC131 on April 24, 2017, 04:12:50 PM
@AxleMC

I.... did not know that, changed it just now and didn't bother calling it a new version, oh well.

thanks for the heads up

Not a problem my good sir.  ;D
Title: Re: [0.8a] Hegemony Auxiliary Venture (by request)
Post by: Deshara on April 24, 2017, 04:16:44 PM
I gave you permission to post this on the mod update corner of the discord channel :) I'm super glad you made this
Title: Re: [0.8a] Hegemony Auxiliary Venture (by request)
Post by: PCCL on April 24, 2017, 04:31:11 PM
I don't really discord so I'm not sure how it actually works, reckon you can post it for me?
Title: Re: [0.8a] Hegemony Auxiliary Venture (by request)
Post by: AxleMC131 on April 24, 2017, 05:26:49 PM
Hey @PCCL, reckon you could do a collection of these? Just as a suggestion.  ;) Maybe an "Auxiliary Expansion" thing - could be worthwhile as a minor content-expansion.
Title: Re: [0.8a] Hegemony Auxiliary Venture (by request)
Post by: PCCL on April 24, 2017, 05:53:07 PM
yeah, already planning on it! I'm gonna do the mule when I have the time, will see about the others


In the mean time:

v1.1 is up:

===== Changelog =====

v1.1:
- Changed faction files (thanks AXLEMC)
- Hid a Venture (A) somewhere in Hegemony space
    -DON'T NO ONE LOOK IN THE FOLDER AND SEE WHERE IT IS
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: Death_Silence_66 on April 24, 2017, 06:43:28 PM
Think you can do TTS versions of ships too?
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: PCCL on April 24, 2017, 08:32:07 PM
only if there's a good reason to... there's no dedicated TTS hullmod so that makes balancing a little trickier
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: Calodine on April 24, 2017, 09:33:31 PM
I mean, the brawler is just 'make the ballistics energy instead' :P
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: Deshara on April 24, 2017, 09:57:02 PM
Question: the Venture_A frees up its hanger for use with non-mining pods, right?
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: AxleMC131 on April 24, 2017, 10:21:16 PM
Question: the Venture_A frees up its hanger for use with non-mining pods, right?

Correct, if what I've read in the code is accurate.
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: PCCL on April 24, 2017, 10:38:51 PM
this is true. The mission added to the bottom of the mission list provides you a venture (A) to play around with in simulator if you'd like
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: Deshara on April 24, 2017, 10:54:33 PM
Yay! Once I ragequit my current save I'm going venture_A flagship run  ;D
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: AxleMC131 on April 24, 2017, 11:13:21 PM
Can confirm that the included mission is 100% fun!  ;D
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: PCCL on April 24, 2017, 11:19:30 PM
I'll.... just leave this here  ;)

(http://i.imgur.com/5JiesnG.png)

EDIT: WIP, of course, the color I'm mostly happy with but some parts could use some touch-up
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: Deshara on April 24, 2017, 11:20:37 PM
*drools in mod acquisition*
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: AxleMC131 on April 24, 2017, 11:26:06 PM
I'll.... just leave this here  ;)

I'm already excited. :P
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: Darloth on April 25, 2017, 02:46:50 AM
Couple of questions / minor bug report:

The abandoned venture has
Code
"goalVariant": falsee,
which seems like it has an extra e on the end there.  Doubt it'll mess anything up too much as I suspect the default for that is false, but thought you should know.

Additionally, the rar file has a LocationAPI.java and a DerelictShipEntityPlugin.java in the root directory.  I'm not sure they do anything in the root directory and they seem to be identical to the vanilla versions from the starfarer.api anyway, so they probably shouldn't be there?

The mission_list.csv merges like most other csv files, so I think you only need to add the new mission name in particular.... Unless of course, you're doing it this way to get it to show up halfway through the normal missions in the list.

Speaking of the mission, you've got
Code
                // Mark player flagship as essential
//api.defeatOnShipLoss("HSS Steadfast");
In the MissionDefinition.java

Isn't that going to mean HSS Steadfast can explode all it likes, since it's commented out?  I haven't tested this, so apologies if the flagship is automatically vital or something.

Couple of things in the mission description:
unprecidented - unprecedented, line 8
hypothetic - line 8, is actually a word despite what the spellchecker thinks, but reads weird there to me.  Any reason not to go with just hypothetical?
"Exhausting every single avenue of attack physical and political to stop the treaty from being ratified." - Line 10, fragment.  Consider revising? Eheh, sorry, MS Word flashbacks, but just changing the previous full stop to a comma should fix this.
line 12, similar, the sentence that starts with "Effectively doubling" should probably start "This effectively doubled".  Personally I would also change to "without having to consider a proportionately massive increase in industrial power" as the end of that line.

Overall thanks for putting so much effort in to make all the extra bits, makes the ship embed nicely into the world!
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: PCCL on April 25, 2017, 04:34:58 AM
Holy *** *** that's some thorough feedback, will take a look at all of them. Thanks for digging through all the code for it!

On one hand, can't believe I missed so much. On the other, I'm flattered that someone cares enough to do this

Cheers
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: CaptainWinky on April 25, 2017, 05:20:18 AM
Thanks for this mod, I'm going to add it in next time I play.  Seems like something that fits perfectly in vanilla--if the Hegemony is willing to militarize Buffalos they should definitely overhaul some Ventures.
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: SCC on April 25, 2017, 05:30:06 AM
Adding this mode to the game will not affect existing save, as in, it won't appear?
About mule: I don't really see potential in it, turret mounts are too far away from each other to make it combat capable.
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: PCCL on April 25, 2017, 05:50:28 AM
ok, have some answers:

@Darloth: looked over most of these, fixed what needs fixing for next update but since they're all pretty minor, think I'll hold on to them until I have something more substantive.

- Abandoned Venture changed to false
- .java files removed (they were from when I tried to figure out how to add derelict
- HSS Steadfast made essential again (removed it temporarily for testing, forgot to turn it back on)
- Revised mission descriptions a bit for grammar and other weirdness

- The mission list indeed exists to place my mission in the middle as I feel it's somewhere between Hornet's Nest and The Last Hurrah in difficulty, plus the salvage theme makes me want to put it next to Hornet's Nest


@SCC: No. The abandoned Venture won't appear for certain, fleets and markets may start using them in the next economic cycle/fleet spawn but that would take like a month and I'm not even sure if it'll work.
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: CaptainWinky on April 25, 2017, 05:56:10 AM
I don't know about the derelict but you will definitely start to see the new ship in Heg fleets as soon as they spawn and in markets eventually, depending on luck.
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: PCCL on April 25, 2017, 06:15:11 AM
to those of you currently playing this: How are y'all feeling about the frequency at which these guys are encountered?

Personally I feel they might be a bit low, but I haven't really had the time to sit down and play a year or so with this on so my perspective might be a bit skewed.
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: SCC on April 25, 2017, 06:58:17 AM
I'm literally 600 units of fuel from any closest market, before I return it'll spawn for sure, and if not, I can go on another trip.
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: Darloth on April 25, 2017, 09:44:44 AM
I saw one almost immediately!

Of course, being one datapoint, that isn't useful at all... I'll keep watch and report back if I see too many or too few, but honestly it's okay if they're quite rare, because there's already Ventures out there as well.
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: grinningsphinx on April 25, 2017, 09:50:45 AM
id guess having the same spawn rate as any other rare ship would be good? Apogee is good baseline for rare cruisers right?
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.1)
Post by: Darloth on April 25, 2017, 09:56:45 AM
Sadly it's not quite that simple :)

Starsector gives every fleet type a list of ships that can spawn in it, and each of those ships has a separate weight.

That's why you almost never seen a Apogee or a Paragon in a Hegemony fleet - and if you do, it's probably been won in battle.

It also means that the Venture(a) can be more or less rare depending on what type of fleets you're looking at.
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.2)
Post by: PCCL on April 25, 2017, 09:42:39 PM
So I did an evening of playtesting (and playing, really) and thought the rarity is ok. There's really nothing more I'd like to add to this mod so don't expect another update for a while (if I do Mule and Shepard, they would likely be separate minimods).

That said though, there are some fixes I was holding on to thanks to Darloth, so I'm gonna put this out as v1.2, likely the final version.

Enjoy the ship everyone!

===== Changelog =====

v1.2 (save game compatible):
- Minor text fixes and file cleanup
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.2)
Post by: AxleMC131 on April 26, 2017, 12:07:28 AM
Hey PCCL. You'll like this. My first proper encounter with a Venture (A).

Found what must be some abandoned battlefield at the fringe of a dangerous system. Littered with derelict ships and dormant [REDACTED].

Spoiler
(http://i.imgur.com/btM61Cs.png)
[close]

"Hey, that ship there looks like a Venture. I wonder if it's recoverable - I could use the extra cargo space."

Spoiler
(http://i.imgur.com/xojNEZT.png)
[close]

"... HELL YES."
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.2)
Post by: SCC on April 26, 2017, 01:22:27 AM
It has insane armour scaling. I recall playing the mission with armour of ~1950, more than normal Onslaught... Normal Venture has respectable armour, but (A)'s armour is overkill-ish.
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.2)
Post by: AxleMC131 on April 26, 2017, 01:24:49 AM
It has insane armour scaling. I recall playing the mission with armour of ~1950, more than normal Onslaught... Normal Venture has respectable armour, but (A)'s armour is overkill-ish.

It's a side-effect of the Hegemony Militarized Auxiliary hullmod. +35% armour for cruiser-sized vessels.
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.2)
Post by: PCCL on April 26, 2017, 04:36:25 AM
It has insane armour scaling. I recall playing the mission with armour of ~1950, more than normal Onslaught... Normal Venture has respectable armour, but (A)'s armour is overkill-ish.

This is true. I found It ok in playtesting because the armour is kinda all its got going for it in battle. It's also an interesting experience fighting with something this.... Useless (for a cruiser) that also nothing can touch

I will tune it down a tad if it turns out too much, but imo right now it's ok
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.2)
Post by: Hazard on May 02, 2017, 03:03:46 AM
This is true. I found It ok in playtesting because the armour is kinda all its got going for it in battle. It's also an interesting experience fighting with something this.... Useless (for a cruiser) that also nothing can touch

I will tune it down a tad if it turns out too much, but imo right now it's ok

I haven't played with this mod yet, but my two cents is that it's a bit ridiculous that a militarized civilian ship somehow ends up having more armor than the most heavily armored vanilla warship, from a lore/in-universe point of view.
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.2)
Post by: Deshara on May 02, 2017, 07:50:39 AM
If you give the venture_A have a -15% armor on its base stats pre-hullmod buff, it brings the venture_A up to the same armor rating as the Dominator, which is explicitly stated in-codex as being the apex of cruiser combat armor. You could even add a little line in the description that mentions this fact, along the lines of "Internal size restrictions mean that up-arming the Venture requires removing some of its less-efficient original armor, but not more than is added by the modernizing upgrade."
Also, since the _A is a standardized upgrade line which you're having to downgrade the base slightly to accommodate for the up-arming bringing it above reason, it would be reasonable to slightly upgrade its engines along with the base downgrade of the armor. Since it's a 15% armor buff that brings the _A class to the Dominator's armor, its base buff could be something to the tune of a 15% burn-speed increase, which with the venture's base of 7, incidentally brings it up to... 8 :) which, if a player wanted to flagship the venture_A and get its fleet to a burn of 9, also implicitly reducing its fuel cost by negating the inherent need for a tug. Which, not needing a tug is in line for a militarized vessel
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.2)
Post by: adimetro00 on May 02, 2017, 08:14:42 AM
Do you have any plans of eventually expanding this mod? or will you make a brand new mod with different concepts?
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.2)
Post by: PCCL on May 02, 2017, 10:13:24 AM
If you give the venture_A have a -15% armor on its base stats pre-hullmod buff, it brings the venture_A up to the same armor rating as the Dominator, which is explicitly stated in-codex as being the apex of cruiser combat armor. You could even add a little line in the description that mentions this fact, along the lines of "Internal size restrictions mean that up-arming the Venture requires removing some of its less-efficient original armor, but not more than is added by the modernizing upgrade."
Also, since the _A is a standardized upgrade line which you're having to downgrade the base slightly to accommodate for the up-arming bringing it above reason, it would be reasonable to slightly upgrade its engines along with the base downgrade of the armor. Since it's a 15% armor buff that brings the _A class to the Dominator's armor, its base buff could be something to the tune of a 15% burn-speed increase, which with the venture's base of 7, incidentally brings it up to... 8 :) which, if a player wanted to flagship the venture_A and get its fleet to a burn of 9, also implicitly reducing its fuel cost by negating the inherent need for a tug. Which, not needing a tug is in line for a militarized vessel

this is.... not really possible with simple changes to .skin file, as far as I know. I'd love to do something about it if possible though. I'm at work right now so can someone give me a quick rundown on how venture (and by extension venture (A)) armor compares to onslaught and dominator?

The way I see it though, I'm reluctant to play around with the ship beyond adding the hegmilitarized hullmod. A mining ship with enormous armor and barely adequate weaponry seems ok to me in playtesting so far. (You're welcome to mod my mod however you like as well, of course)

Do you have any plans of eventually expanding this mod? or will you make a brand new mod with different concepts?

I'm actually play-testing what I'm calling "Hegemony Auxiliary Expeditionary Fleet" right now which is this ship, Mule (A), and Shepard (A). This ship is definitely a spur of the moment thing and needs some balancing/flavor adjustments so I want to make sure these ships are a bit more..... quality.

EDIT: Now that I think about it, too heavy armor and too little speed does seem to be a theme between these 3 ships. Maybe I'll make a new hullmod for these ships. "Hegemony Expeditionary Auxiliary" has a nice ring to it.
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.2)
Post by: cjuicy on May 02, 2017, 10:38:08 AM
Quote
EDIT: Now that I think about it, too heavy armor and too little speed does seem to be a theme between these 3 ships. Maybe I'll make a new hullmod for these ships. "Hegemony Expeditionary Auxiliary" has a nice ring to it.
Hegemony Expeditionary Auxiliary does sound nice. Perhaps your mod could provide similar versions for many salvage ships, giving buffs for logistical and sensor stats, or perhaps extra cargo, fuel and salvage bonuses.
Title: Re: [0.8a] Hegemony Auxiliary Venture (v1.2)
Post by: Deshara on May 02, 2017, 11:12:32 AM
If you give the venture_A have a -15% armor on its base stats pre-hullmod buff, it brings the venture_A up to the same armor rating as the Dominator, which is explicitly stated in-codex as being the apex of cruiser combat armor. You could even add a little line in the description that mentions this fact, along the lines of "Internal size restrictions mean that up-arming the Venture requires removing some of its less-efficient original armor, but not more than is added by the modernizing upgrade."
Also, since the _A is a standardized upgrade line which you're having to downgrade the base slightly to accommodate for the up-arming bringing it above reason, it would be reasonable to slightly upgrade its engines along with the base downgrade of the armor. Since it's a 15% armor buff that brings the _A class to the Dominator's armor, its base buff could be something to the tune of a 15% burn-speed increase, which with the venture's base of 7, incidentally brings it up to... 8 :) which, if a player wanted to flagship the venture_A and get its fleet to a burn of 9, also implicitly reducing its fuel cost by negating the inherent need for a tug. Which, not needing a tug is in line for a militarized vessel

this is.... not really possible with simple changes to .skin file, as far as I know. I'd love to do something about it if possible though. I'm at work right now so can someone give me a quick rundown on how venture (and by extension venture (A)) armor compares to onslaught and dominator?

The way I see it though, I'm reluctant to play around with the ship beyond adding the hegmilitarized hullmod. A mining ship with enormous armor and barely adequate weaponry seems ok to me in playtesting so far. (You're welcome to mod my mod however you like as well, of course)

Do you have any plans of eventually expanding this mod? or will you make a brand new mod with different concepts?

I'm actually play-testing what I'm calling "Hegemony Auxiliary Expeditionary Fleet" right now which is this ship, Mule (A), and Shepard (A). This ship is definitely a spur of the moment thing and needs some balancing/flavor adjustments so I want to make sure these ships are a bit more..... quality.

EDIT: Now that I think about it, too heavy armor and too little speed does seem to be a theme between these 3 ships. Maybe I'll make a new hullmod for these ships. "Hegemony Expeditionary Auxiliary" has a nice ring to it.

So that would be the sort of change that would be better suited as a second hullmod applied alongside the _A mod. Got it
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.0 (UPDATE)
Post by: PCCL on May 04, 2017, 05:06:48 PM
reasonably happy with the results so far, so I figured I'd release this before my perfectionism convinces me otherwise, enjoy!  ;D
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.0 (UPDATE)
Post by: AxleMC131 on May 04, 2017, 05:39:39 PM
*Polite applause*
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.0 (UPDATE)
Post by: Hussar on May 04, 2017, 06:25:35 PM
Omg, Mule (A) and Shepherd (A)? Gotta check it out asap :D

Edit: Also we have a Hound (A), how about Cerberus (A)? It only seems logical if they had an Hound auxilliary that they would also do the same with slightly bigger Cerberus (:
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.0 (UPDATE)
Post by: DinoZavarski on May 05, 2017, 06:27:46 AM
Use this paintjob if you want.

(http://crypt-logic.net/anime_manga/games/ss/cerberus_hegemony.png)
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.0 (UPDATE)
Post by: AxleMC131 on May 05, 2017, 03:28:44 PM
Very nice! I'd be down for a Cerberus (A).

On another note, @PCCL you should try to make a slightly modified icon for the Hegemony Expeditionary Auxiliary hullmod. Just so we can tell them apart a little quicker.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.0 (UPDATE)
Post by: PCCL on May 05, 2017, 04:44:40 PM
Edit: Also we have a Hound (A), how about Cerberus (A)? It only seems logical if they had an Hound auxilliary that they would also do the same with slightly bigger Cerberus (:

As much as I'd like to have an (A) version of every single ship in existence.... I'm afraid I have to draw the line somewhere. Imo the Hegemony version of the cerberus is.... well... the cerberus. The ship itself is militant enough that I don't think it needs the variant.

On another note, @PCCL you should try to make a slightly modified icon for the Hegemony Expeditionary Auxiliary hullmod. Just so we can tell them apart a little quicker.

good idea! Updated. It's a bit of a hackjob (changed hue/saturation and contrast of the normal sprite. But it does give it a bit more of an industrial look and helps distinguishing, so there's that.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: Hussar on May 05, 2017, 05:01:25 PM
As much as I'd like to have an (A) version of every single ship in existence.... I'm afraid I have to draw the line somewhere. Imo the Hegemony version of the cerberus is.... well... the cerberus. The ship itself is militant enough that I don't think it needs the variant.

Aww, when I've hoped ;)
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: DinoZavarski on May 06, 2017, 01:39:51 AM
Hegemony version of the cerberus is.... well... the cerberus.

Aww, when I've hoped ;)

Unfortunately Cerberus is really military transport, so paramilitary version will be actual downgrade for it, that's why i don't use the sprite. If you want fun to play refit however PM me, i can send you the Cerberus (BR) - a blockade runner i made for a WIP mod. It has safety overrides, composite hull/armor and custom engine refit - nice flux stats, 50% sensor profile, nearly immune to EMP, 214 speed, burn 11, 30% less hull/armor (no future upgrades possible for hull/armor/engines) and ~50% weapon range. It's burn drive has also been replaced with courier drive that projects damper field while burning (flameout on collision remains).

For more fun it also has Delicate machinery, so your default peak performance time is ~30 seconds.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: Hussar on May 06, 2017, 06:02:18 AM
You could say the same about the Hound I think.

And no thank u, that's... overkill xD
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: SCC on May 06, 2017, 06:06:58 AM
I don't think your HEA hullmod should increase maintenance, having to look for better versions and paying for them should be enough.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: AxleMC131 on May 10, 2017, 03:21:29 AM
Y'know, when I first heard that the Venture (A) was overpowered, I laughed.

Gotta say, after this battle, I was not laughing.  :o

Spoiler

(http://i.imgur.com/lecj8kT.png)

[close]
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: Hussar on May 10, 2017, 05:45:53 AM
Thing is that Venture (A) doesn't have better armor anymore, just saying.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: PCCL on May 10, 2017, 01:14:22 PM
that.... it.... can't have lasted longer than like 3 seconds like that... right?
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: SCC on May 10, 2017, 01:32:16 PM
Venture with vanilla auxiliary hullmod was helluva beast, tough as hell. I expect that Axle's one was falling similarly to Paragon, long and it lasted even with its shields down.
HEA is better mod, it actually makes them quite useful for shield tanking and fire support (it's laughably easy to make flux-neutral Venture (A)).
Right now I'm laughing because... (http://imgur.com/OBf4sxy)
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: PCCL on May 10, 2017, 01:35:45 PM
ah... yup

that's what happens if you use an existing saving game....

just... be honest and unmount that.... would ya?

EDIT: Also, do you have the latest vestion (1.1)? Pretty sure the hullmods shouldn't look the same
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: SCC on May 10, 2017, 01:40:28 PM
I was complaining about 1987 Venture, 2112 one isn't going to make me any happier. It helps that I'm not using it anyway, even though it has potential to eat though any other cruiser with player guidance (because dem SPARKS), but it's slow, which means that it's going to lie idly next to three identical ones. And with twin HVDs it doesn't really needs that much flux, especially since with shields down without any vents it has 25 to spare.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: PCCL on May 10, 2017, 01:48:39 PM
I was complaining about 1987 Venture, 2112 one isn't going to make me any happier. It helps that I'm not using it anyway, even though it has potential to eat though any other cruiser with player guidance (because dem SPARKS), but it's slow, which means that it's going to lie idly next to three identical ones. And with twin HVDs it doesn't really needs that much flux, especially since with shields down without any vents it has 25 to spare.

1987? 2112? what?

I mean.... if this is a complaint about the Venture's combat capabilities.... It IS a militarized civilian ship. You can definitely make a pretty beast killing machine out of it but it's not gonna outfight say a dominator or an aurora on a regular basis.....

If you'd like to make specific changes to the ship, let me know and I can show you how to mod it to your liking (it's not a difficult process). I will say though, the HEA hullmod (supply increase and all) and the (A) ships in general are pretty to my liking right now. Barring some great ideas I didn't think of, I don't foresee updating the mod any time soon.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: SCC on May 10, 2017, 01:54:48 PM
I was just bragging about how much armour can I stuff on it. (http://imgur.com/mqMrPAn)
I wasn't complaining, I was actually saying that it's TOO good for balance's sake (with MHA and HEA). Also - outfighting a dominator depends on whether dominator takes 5 sabot salvo to the shield or not. In fleet fighting I expect it's going to die anyway because of sabot's or HVD's EMP.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: PCCL on May 10, 2017, 01:57:50 PM
oh... 2112 ARMOR value, got it...

yeah.... might have gone overboard with that just a tad. Hence the new HEA mod  :-X

EDIT: Hmm... how does it handle with both MHA and HEA? I bet it's a good deal more agile than a dominator with all those buff, eh? Never tried it myself and I don't doubt it's balls-to-the-wall OP, but I'd imagine it's quite the ride for the lead bathtub
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: SCC on May 10, 2017, 02:06:05 PM
I was sceptic at first to HEA, but it allows for Venture to get double HVDs and stay flux-neutral without putting (many) vents, which makes it good for putting pressure against enemy ships, especially that with claws (or just any fighters) they can't really kite it.
About agility... Well, my two favourite cruisers are Aurora and Eagle. Venture (AA) is a brick. But I did a quick comparison with Dominator and either my Dom's cheating or Venture is actually handling worse than it. They're in the same ballpark, but Dominator's a little bit faster at turning, decelerating, strafing... It doesn't hurt Venture, though, because turrets.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: AxleMC131 on May 10, 2017, 04:06:09 PM
that.... it.... can't have lasted longer than like 3 seconds like that... right?

At that point the fleet had just managed to force it to overload, at which point it took about twenty to thirty seconds to kill (I wasn't counting).

Bear in mind that this was a fleet of frigates nipping at a single cruiser, and if you look back at that clusterf### you'll notice that only about half of the ships surrounding the Venture (A) were able to get their guns into the mix, and they were mostly small weapons. It could have been much quicker.

I still don't think the Venture (A) is overpowered though. The fact of the matter is, it's still a Venture, which doesn't have necessarily the best weapons package. Even dual Harpoon pods couldn't help it at this point because it ran out of ammo a little while earlier. ;D

And, as SCC put it:
Venture (A) is [still] a brick.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: Hussar on May 10, 2017, 04:34:35 PM
I still don't think the Venture (A) is overpowered though. The fact of the matter is, it's still a Venture, which doesn't have necessarily the best weapons package. Even dual Harpoon pods couldn't help it at this point because it ran out of ammo a little while earlier. ;D

Yeah it isn't. But double pilums and double single salamanders... With the fast missile racks... Can be deadly to the extreme (especially when piloted by a missle specialist and missile weapon groups are not on alternative mode). :)
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: SCC on May 11, 2017, 01:15:14 AM
Venture is a decent support cruiser, Venture (A) is a very good support cruiser, but it won't ever achieve anything alone. It can suppress ship for your allies or punish every flux-locked ship in its vicinity, but not both.
Also I probably don't have 1.1, but I doubt it mattered much when I was horsing around with (AA).
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: Death_Silence_66 on May 11, 2017, 12:36:00 PM
Can you include screenshots of the Mule (A) and Shepherd (A) in the OP?
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: PCCL on May 11, 2017, 08:43:40 PM
sure, why not :)
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: McTrigger on May 12, 2017, 04:14:06 AM
Will this work with ongoing save or does it require restart?
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: AxleMC131 on May 12, 2017, 04:35:09 AM
Will this work with ongoing save or does it require restart?

I don't see any reason why it'll break an existing save (though someone may dispute this). You should be fine to add in on to an existing game - the ships just might take some time to appear in markets and fleets.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: Greek Fire on May 14, 2017, 07:15:54 PM
I can't seem to find the Venture.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: AxleMC131 on May 14, 2017, 07:26:40 PM
I can't seem to find the Venture.

Did you add the mod to an existing savegame, or are playing a new save having installed the mod?
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: PCCL on May 14, 2017, 10:02:27 PM
are you talking about any old venture(A)? Or the specific one I hid?

As long as you can see the precursor tech-mining mission, venture(A) is in the game, it might take some time to show up, but it's there.

If you're trying to find that venture I hid, PM me
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1 (UPDATE)
Post by: McTrigger on May 15, 2017, 12:07:15 AM
Can confirm, I found the Venture after installing mod mid-save. It's also really freaking good.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: Death_Silence_66 on May 20, 2017, 02:03:57 AM
One issue with the textures, they look too dark. The edges and shadows look out of place.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: dk1332 on May 26, 2017, 12:12:45 AM
I noticed that the Shepherd(A) doesn't have salvage gantries. Not sure if someone pointed this one before. Is this intended?
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: PCCL on May 26, 2017, 12:35:08 AM
Yeah, just like how venture lost survey equipment. Iirc it's op was increased to compensate
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: dk1332 on May 26, 2017, 03:27:08 AM
oh didn't noticed that. Guess I'll just use it for nav relays. Thanks for answering the question.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: Hussar on May 26, 2017, 04:17:10 AM
I noticed that the Shepherd(A) doesn't have salvage gantries. Not sure if someone pointed this one before. Is this intended?
Yeah, just like how venture lost survey equipment. Iirc it's op was increased to compensate

Problem is you can add survey equipment but not salvage gantry. You could also argue that Hegemony doesn't have use for a surveying vessel of shepherd's size really. I would rather have Hegemony Shepherd with gantry than surveying equipment - just saying.


Btw saw the hegemonized Collossus. Yumm. ;)
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: PCCL on May 26, 2017, 09:05:05 AM
hmm, I remember playing around with removing none, either one, or both of shepherd (A)'s hullmods, not quite sure why I ended up keeping the survey and removing the gantry..... I think there was a reason though.

I'll have another look. My current plan is to release a new version along with the colossus after 8.1, so might as well reassess on the shepherd, I guess
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: MCWarhammer on July 02, 2017, 03:35:10 PM
Are you going to end up updating to include that fancy Collossus you made?
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: zakastra on November 21, 2018, 06:55:22 AM
Will this work in 0.9 without further adjustments or would it need some form of update?
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: grinningsphinx on November 21, 2018, 04:56:32 PM
Will this work in 0.9 without further adjustments or would it need some form of update?

There is a Hegemony Auxiliary blueprint already in the game.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: AxleMC131 on November 21, 2018, 09:00:19 PM
Will this work in 0.9 without further adjustments or would it need some form of update?

It'll probably have to be updated.



Will this work in 0.9 without further adjustments or would it need some form of update?

There is a Hegemony Auxiliary blueprint already in the game.

That doesn't answer the question.  ???
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: Whitey on May 14, 2019, 08:44:18 PM
Slight necro, but OP is still active on forums.

I really liked the mod! Do you have any plans to update it? I was going to start a new game on the latest version, but alas, I remember how much I liked Hegemony Expeditionary Auxiliary, and how it suited my play style very well.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: Hrothgar on May 15, 2019, 02:47:00 AM
Actually i would love to have Venture (A). I have 2 TSC ones now.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: Satirical on August 28, 2020, 05:01:35 PM
ye i miss this mod :(


but looks like this was superseded by https://fractalsoftworks.com/forum/index.php?topic=16160.0 - i came here from the mod index
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: Faeren on August 29, 2020, 05:31:15 AM
I'm not quite ready to publish it properly yet but I got permission from PCCL to take over this mod, done a few reskins so far, want to get more done before I actually do a proper release though. Here's the current version meantime, it only features a Cerberus, Venture and Lasher at the moment, planning to also do Mule and Shepherd at a minimum.
https://mega.nz/file/Pz5FEaKb#DaHGLEDeyvQIUX3n6cRugixrtLu5qeleVnHa94KWvFU
(https://cdn.discordapp.com/attachments/265252561987174401/749244396448514079/1598703979.png)
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: BigBeans on August 29, 2020, 09:04:59 AM
Looking forward too the full release!
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: Chairman Suryasari on September 12, 2020, 04:04:58 PM
Having more variant is always welcome, kinda sweet to see different faction using different type of paint code.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: PCCL on November 25, 2020, 01:32:20 AM
Slight necro from OP, but since there has been multiple requests:

Everything I've done here is completely free to use, all I ask is a nod to the original mod. Go wild!

Same goes for any other mods I've published in the past -- all for the good of the community, I think.

Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: Szasz on November 27, 2020, 06:58:49 AM
I'm not quite ready to publish it properly yet but I got permission from PCCL to take over this mod, done a few reskins so far, want to get more done before I actually do a proper release though. Here's the current version meantime, it only features a Cerberus, Venture and Lasher at the moment, planning to also do Mule and Shepherd at a minimum.
https://mega.nz/file/Pz5FEaKb#DaHGLEDeyvQIUX3n6cRugixrtLu5qeleVnHa94KWvFU
(https://cdn.discordapp.com/attachments/265252561987174401/749244396448514079/1598703979.png)

Before you invest crazy much time into creating it-would-feel-right variants for many vanilla ships I'd like to inform you that Missing Ships mod kinda covers this.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: Chairman Suryasari on November 27, 2020, 08:02:39 AM
Well, to be perfectly honest, i'm not a fan of Missing Ship Mod, it's not the pinnacle of ship design and consistency in that ship pack. And i'm pretty sure i'm not the only one, i prefer bump-up my Hegemony fleet with this mod than MSM. The same can be said with Luddic Church and Luddic Path with Luddic Enhancement Mod.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: Chairman Suryasari on November 27, 2020, 08:07:35 AM
But then again i'm not painter or modder for that matter, please take my opinion with a grain of salt.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: Retry on November 27, 2020, 08:41:45 AM
My port/update of this mod to 0.9 was finished recently and can be found here:

https://fractalsoftworks.com/forum/index.php?topic=19440.0
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: clown_hand on December 28, 2020, 08:09:29 AM
Dude, damaged Invader sprites look fricked up.

Spoiler
(https://i.imgur.com/YYnftMP.png)
[close]
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: Chairman Suryasari on December 28, 2020, 08:19:12 AM
I think you're on wrong post.
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: Nebula Phoenix on July 19, 2022, 12:19:25 PM
Maybe give us access to the actual file on google drive yes?
Title: Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
Post by: A_Random_Dude on July 19, 2022, 12:42:30 PM
Mod's been updated by someone else already. Go download it on the mod index, it should work with the current version.