(https://i.imgur.com/OLULEdj.png) | (https://i.imgur.com/hSEA5bz.png) |
(https://i.imgur.com/itNDqEh.png) | (https://i.imgur.com/gWVKNaJ.png) |
(https://i.imgur.com/fHFb7Zl.png) | (https://i.imgur.com/11OejQ4.png) |
[2019/10/15]
Additions:
Ship Systems:
Overclocked Sensor Array:
- Available in the Terror-class Heavy Battleship;
- When active will boost all allied ships with 10% reduced weapon recoil and 10% increased weapon range;
- Will interact with ships equipped with the "Augmented Sensor Arrays" to boost combat view range for the duration of the system;
Weapons:
- PD Barrage: Added (yet) more missiles to the Fear-class Heavy Cruiser, but this time PD missiles and not saturation missiles;
Hullmod:
- Augmented Sensor Arrays: Built into certain ships, and works well in conjunction with the new ship system of the Terror;
Ship:
- Wroth: A new Dreadnaught, will be a joke ship for now, and exist only inside a special mission just for it. Speaking of which:
Mission:
- Johnny's Madness: A mission where you can fight the new FDS joke ship! Enjoy!
Changes:
Economy:
- Maintenance Bots Factory: Previously "Astromech Droid Factory", renamed since it produces "Maintenance Bots" now;
- Maintenance Bots: Previously two separate droids, now merged into one and renamed. Sprite still needing a change;
- Fuel Converter: Now mutually exclusive with the "Fuel Production" industry;
- Added the Repair Yards industry to the Vindicta market in the Euclid system;
Weapons:
- Added trails to the Decimator Cannon and the Dual Autoblaster Cannon;
- Added custom projectile to the Ion Battery (was using vanilla ion shot);
- Changed size and texture of most weapons (Council Spear included);
- Reduced damage per shot of the built-in weapons on the Loyalty-class Combat Freighter from 200 to 50, flux per shot from 100 to 40, and increased its rate of fire to be on par with its competitors;
Ships:
Loyalty:
- Fleet Points reduced from 10 to 5;
- Cargo Space reduced from 250 to 90;
- Fuel capacity reduced from 100 to 40;
- PPT reduced from 300 to 200;
- Supplies/month increased from 3 to 4;
Fidelity:
- Fleet Points reduced from 6 to 3;
- Supplies/month increased from 2 to 3;
Obedience:
- Fleet Points reduced from 7 to 5;
- Cargo Space reduced from 75 to 25;
- Fuel capacity reduced from 1500 to 500;
- Price reduced from 55.000 to 25.000;
- Supplies/month increased from 3 to 4;
Burden:
- Fleet Points reduced from 7 to 4;
- Cargo Space reduced from 750 to 250;
- Fuel capacity reduced from 140 to 100;
- Price increased from 26.000 to 32.000;
- Supplies/month increased from 3 to 4;
Diligence:
- PPT reduced from 240 to 200;
- Supplies/month increased from 3 to 5;
Prudence:
- Price increased from 5.000 to 8.000;
- Supplies/month increased from 2 to 3;
Sorrow:
- PPT reduced from 240 to 180;
- Supplies/month increased from 3 to 4;
Regret:
- PPT reduced from 240 to 180;
- Supplies/month increased from 5 to 6;
Agony:
- PPT reduced from 240 to 180;
- Supplies/month increased from 3 to 4;
Agony Mk.II:
- PPT reduced from 320 to 200;
- Supplies/month increased from 4 to 5;
Grief:
- PPT reduced from 240 to 180;
- Supplies/month increased from 5 to 6;
Grief Mk.II:
- PPT reduced from 180 to 160;
- Supplies/month increased from 7 to 10;
Disturbance:
- PPT reduced from 180 to 160;
- Supplies/month increased from 7 to 10;
Melancholy:
- PPT reduced from 200 to 180;
Melancholy Mk.II:
- Ship System changed from Maneuvering Jets to Phase Skimmer;
- PPT reduced from 200 to 180;
Affliction:
- Ship System changed from Quantum Singularity Generator to Phase Skimmer;
- Fleet Points increased from 9 to 12;
- Price increased from 35.000 to 45.000;
- PPT decreased from 360 to 350;
- Supplies/month increased from 9 to 15;
Despair:
- Fleet Points increased from 6 to 8;
- PPT decreased from 330 to 320;
Rancour:
- Fleet Points increased from 8 to 9;
- PPT decreased from 330 to 320;
Shame:
- Fleet Points increased from 9 to 10;
- Price increased from 18.000 to 32.000;
- PPT decreased from 360 to 300;
- Supplies/month increased from 9 to 10;
Desolation:
- Price increased from 32.000 to 40.000;
- PPT increased from 380 to 400;
- Supplies/month increased from 10 to 12;
Pride:
- Ship System changed from Quantum Singularity Generator to High Energy Focus;
- Price increased from 40.000 to 42.000;
- PPT decreased from 400 to 360;
- Supplies/month increased from 12 to 15;
Atonement:
- Price increased from 64.000 to 250.000;
- PPT decreased from 420 to 360;
- Supplies/month increased from 25 to 35;
Submission:
- Fleet Points increased from 7 to 10;
- Price increased from 40.000 to 80.000;
Revenge:
- Ship System changed from Fast Missile Racks to Missile Autoforge;
- Fleet Points increased from 7 to 10;
- Price increased from 50.000 to 100.000;
- PPT decreased from 430 to 420;
Wrath:
- Ship System changed from Quantum Singularity Generator to Accelerated Ammo Feeder;
- Price increased from 60.000 to 120.000;
- PPT decreased from 480 to 420;
Retaliation:
- Ship System changed from Quantum Singularity Generator to Plasma Jets;
- OP increased from 185 to 195;
- Fighter Wings increased from 1 to 3;
- Price increased from 80.000 to 130.000;
- PPT decreased from 460 to 420;
- Supplies/month increased from 20 to 25;
Fear:
- Ship System changed from Quantum Singularity Generator to Burn Drive;
- Fleet Points increased from 15 to 16;
- Hitpoints increased from 9.000 to 10.000;
- Flux Capacity increased from 12.500 to 15.000;
- Price increased from 90.000 to 140.000;
- PPT increased from 500 to 520;
Hatred:
- Hitpoints increased from 15.000 to 17.000;
- Armor decreased from 1600 to 1500;
- Flux Dissipation increased from 800 to 1000;
- Price increased from 240.000 to 320.000;
- PPT decreased from 660 to 600;
- Supplies/month increased from 35 to 40;
Suffering:
- Hitpoints increased from 18.000 to 20.000;
- Armor decreased from 1700 to 1600;
- Flux Dissipation increased from 900 to 1200;
- Price increased from 260.000 to 350.000;
- PPT decreased from 720 to 660;
- Supplies/month increased from 40 to 50;
Torture:
- Hitpoints increased from 17.500 to 22.000;
- Flux Dissipation increased from 1100 to 1400;
- Price increased from 300.000 to 450.000;
- PPT decreased from 720 to 660;
- Supplies/month increased from 40 to 60;
Terror:
- Ship System changed from Quantum Singularity Generator to Overclocked Sensor Array;
- Hitpoints increased from 24.000 to 25.000;
- Price increased from 350.000 to 500.000;
- PPT decreased from 720 to 660;
- Supplies/month increased from 50 to 75;
Misc:
- Changed some descriptions to add some fluff;
- Reduced the maximum fleet monthly supply cost reduction from the Maintenance Bots gameplay mechanic from 25% to 20%;
Deletions:
- Removed the Duty-class freighter;
- Removed the Astromech Droid variants;
Fixes:
- Fixed condition_gen_data.csv to support the new planetary type IDs;
- Fixed issue with Nexerelin in the prism_ships_blacklist.csv;
- Fixed sound files issues with Linux;
Misc:
- General cleanup of the mod, the package should be considerably lighter now;
- Several projectile files were merged to reduce clutter and generalise the projectiles even further;
[2019/--/--]
- Forgot to make this...
[2019/--/--]
- Forgot to make this...
[2011/01/21]
Changes:
Ships:
- Fear:
- Cost reduced from 120.000 to 90.000;
Fixes:
- Fixed variants with OP over capacity;
[2019/01/17]
- Forgot to make this...
[2018/06/26]
Fixes:
- Fixed GS Bounties (missing references and corrected dialog messages);
[2018/06/25]
Additions:
Hullmod:
- Point Defence Matrix: Available to the Atonement-class Cruiser only. Makes all Medium and Small weapon mounts except missiles to automatically target incoming missiles.
- New Hullmod icon added for FDS Combat Systems;
Fighter Wings:
- Pain Kinetic Bomber - Bomber equipped with an Ion Missile. The missile deals a small amount of kinetic damage with an addition of a decent amount of EMP damage;
- Rage Rocket Bomber - Bomber equipped with two rocket launchers. Fires more rockets than the normal Khopesh but each rocket does slightly less damage in comparison;
GS Bounties:
- Added 3 GS Bounties, make sure to use Snrasha's mod! (Or don't, FDS works without his mod as well)
Misc:
- New FDS related tips! More to come (possibly);
- New greetings when encountering FDS fleets.
- More ship and/or weapon descriptions;
Changes:
Ships:
- Affliction:
- Hitpoints increased from 3.750 to 4.000;
- Despair:
- Hitpoints increased from 3.250 to 3.500;
- Rancour:
- Hitpoints increased from 2.500 to 3.000;
- Shame:
- Hitpoints increased from 2.600 to 4.000;
- Desolation:
- Hitpoints increased from 4.500 to 5.000;
- Atonement:
- Armor decreased from 750 to 600;
- Retaliation:
- Armor decreased from 900 to 750;
- Flux capacity decreased from 15.500 to 11.000;
- Submission:
- Flux capacity increased from 5.000 to 7.500;
- Revenge:
- Armor decreased from 900 to 800;
- Flux capacity decreased from 11.000 to 8.000;
- Flux dissipation decreased from 700 to 400;
- Wrath:
- Armor decreased from 1.000 to 900;
- Flux capacity decreased from 17.500 to 10.000;
- Fear:
- Designation changed from Battlecruiser to Heavy Cruiser;
- OP decreased from 170 to 165;
- Torture:
- Active ship system changed from Recall Device to Burn Drive;
- Removed Combat Carrier tags;
- Terror:
- Removed Combat Carrier tags;
Fighters:
- Oppression:
- Changed formation from V to Diamond;
- Distress:
- Changed formation from V to Diamond;
- Guilt:
- Changed role from Fighter to Support;
- Remorse:
- Changed role from Bomber to Assault;
- Changed Role Description from Close Support to Heavy Bomber;
Weapons:
- Heavy Autoblaster Cannon:
- Energy per shot increased from 80 to 100;
- Light Tali (bomber missile):
- Range decreased from 2500 to 1250;
- Kane Blaster:
- Cooldown between shots decreased from 1 second to 0.5 seconds;
[2018/04/26]
Misc:
- Fixed FDS' combat buff so it will affect all FDS ships, regardless of who owns them.
Additions:
- Added status icon for FDS' combat buff;
- Added some clutter to most systems (mostly in-system Nebulae, for now);
Deletions:
- Anguish Heavy Bomber removed;
- Removed LR Laser;
- Removed built-in missiles (custom sabot and harpoon) and replaced them with vanilla counterparts;
- Removed all remaining unused and/or duplicate weapons;
Changes:
Ships:
- Terror
- Fleet Points increased from 35 to 40;
- Hitpoints increased from 22.000 to 24.000;
- Flux capacity increased from 17.000 to 26.000;
- Flux dissipation increased from 1.280 to 1.500;
- OP increased from 370 to 400;
- Torture
- Flux capacity increased from 17.000 to 18.000;
- OP increased from 290 to 320;
- Suffering
- OP increased from 290 to 300;
- Hatred
- OP increased from 260 to 275;
- Fear
- Active System changed from Fast Missile Racks to Maneuvering Jets;
- OP increased from 160 to 170;
- Retaliation
- OP increased from 175 to 185;
- Shame
- OP increased from 55 to 70;
- Melancholy, Melancholy Mk. II and Agony Mk. II
- Active System changed from Fast Missile racks to Maneuvering Jets;
- Disgrace (Bomber)
- Removed turret;
Weapons:
- Dual Autoblaster Cannon
- Range increased from 700 to 800;
- Quad Blaster Battery
- Energy per shot decreased from 120 to 110;
- Heavy Autoblaster Battery
- Energy per shot decreased from 200 to 175;
- Heavy Autoblaster Cannon
- Range increased from 700 to 750;
- Energy per shot decreased from 100 to 80;
- Light Autoblaster Cannon
- Energy per shot decreased from 90 to 70;
- Light Blaster (Fighter mounted counterpart of the PD Blaster)
- Chargedown increased from 0.125 to 0.25 seconds;
- Ion Battery
- Energy per shot decreased from 200 to 150;
- Laser Autocannon (built into the Loyalty)
- Energy per shot decreased from 260 to 100;
- PD Laser Mk. II
- Damage incresed from 80 to 100;
- Tali MRM
- Speed decreased from 500 to 400;
- Tali MRM (Single) (Used by fighters)
- Renamed to Light Tali (Single);
- Damage decreased from 350 to 200;
- Kane Blaster
- Energy per shot decreased from 750 to 500
- Missile Barrage
- Cooldown decreased from 20 to 12 seconds;
Ship Systems:
- Gravity Well Generator
- Hard flux used on activation increased from 20% to 75% base flux capacity;
- Hyperspace jump
- Energy per second decreased from 2.500 to 1.250;
- Energy generated per second is now Soft Flux instead of Hard Flux;
Hullmods:
- FDS Combat Systems
- Now increases energy weapon's range by 20%;
[2018/04/21]
Additions:
- Added a skin for the Prudence (old Prudence Mk. II);
- Completely new faction flag, crest remains the same;
- Added a new built-in hullmod, "FDS Combat Systems", inserted into all FDS combat vessels. (EXPERIMENTAL and probably NOT final!);
- Added more descriptions, many more still missing;
Deletions:
- All Drones were removed, subject to being added in the future if needed;
- Most fighter weapons removed and/or merged into one/two;
Changes:
- Deleted and rebuilt most variants (mostly the ones for the utility ships were the only ones left untouched);
- Rebuilt/Renamed the fighters:
- Avenger split into Guilt (Heavy Fighter) and Remorse (Close Support);
- Viper split into Distress (Interceptor) and Penitence (Fighter);
- Oppressor split into Anguish (Heavy Bomber) and Oppression (Fighter), all other "Oppressor" variants were removed;
- Hyena renamed into Disgrace (Bomber);
- All fighters not mentioned above were removed;
- Decreased amount of weapons on some fighters (duplicate or overlapping mounts);
- NOTE: ALL fighter stats have been reworked from scratch, sorry if there's nothing in the changelog relative to them;
- Fixed medium mounts' orientation, in most cases the mounts seemed to be backwards for some reason;
- Merged most fighter blasters into the "Light Blaster", having the same stats as the "PD Blaster";
- Fighter and frigate built-in Tali Launchers now have the same damage as normal Tali Missiles, ammo reduced from 4 to 1 and renamed the weapon to include the "(Single)" at the end;
- Changed the icon for the "Blockade Runner" hullmod;
Ships:
- Terror
- System changed from Burn Drive to High Energy Focus;
- Torture
- System changed from Burn Drive to Recall Device;
- Changed some weapon mounts. Less Ballistic and Universal mounts and more Energy/Synergy mounts;
- Shame
- System changed from Maneuvering Jets to Targeting Feed;
- Loyalty
- Designation changed from Light Freighter to Combat Freighter;
- Hitpoints increased from 2.900 to 4.500;
- Armor increased from 400 to 500;
- Max Flux decreased from 5.000 to 3250;
- Flux Dissipation decreased from 420 to 200;
- Price increased from 16.000 to 18.000;
- Both lateral small turrets changed to small missile hardpoints;
- Fidelity
- Designation changed from Light Freighter to Combat Freighter;
- Fleet Points decreased from 7 to 6;
- Hitpoints increased from 1.500 to 2.000;
- Armor increased from 250 to 350;
- Max Flux decreased from 3.600 to 1.750;
- Flux dissipation decreased from 280 to 125;
- Max Cargo space decreased from 150 to 80;
- Max Fuel space decreased from 70 to 30;
- Price increased from 10.000 to 12.500;
- Obedience
- Fleet Points increased from 5 to 7;
- Max Cargo space decreased from 500 to 75;
- Max Fuel space decreased from 2.000 to 1.500;
- Burden
- Fleet Points increased from 6 to 7;
- Max Cargo space decreased from 1.000 to 750;
- Max Fuel space decreased from 400 to 140;
- Duty
- Fleet Points decreased from 9 to 7;
- Max Cargo space decreased from 1.200 to 1.000;
- Max Fuel space decreased from 400 to 250;
Weapons:
- Dual Autoblaster Cannon
- OP cost decreased from 25 to 20;
- Heavy Autoblaster Battery
- Price decreased from 4.500 to 2.750;
- OP cost decreased from 14 to 12;
- Damage Type changed from Energy to High Explosive;
- Heavy Autoblaster Cannon
- Tier decreased from 2 to 1;
- Price decreased from 3.500 to 2.500;
- OP cost decreased from 12 to 10;
- Flux per shot decreased from 120 to 100;
- Light Autoblaster Cannon
- Tier decreased from 2 to 0;
- Price decreased from 2.800 to 400;
- OP cost decreased from 8 to 7;
- Flux per shot decreased from 100 to 90;
- PD Blaster
- Price decreased from 320 to 200;
- Ion Battery
- Price decreased from 3.200 to 3.000;
- Heavy Beam
- Price increased from 2.200 to 2.600;
- OP cost decreased from 16 to 12;
- PD Laser Mk. II
- Price decreased from 250 to 250;
- Damage per second increased from 70 to 80;
- PD Laser Mk. III
- Damage increased from 100 to 140;
- Remnant Dagger
- Price decreased from 16.000 to 3.000;
- Council Spear
- Price increased from 20.000 to 24.000;
- EMP damage increased from 1.000 to 2.000;
- Burst Delay increased from 5 to 10 seconds;
- Hydra Guided Torpedo
- Price decreased from 850 to 400;
- Flight time increased from 6.75 to 10 seconds;
- Missile hitpoints increased from 200 to 250;
- Hydra Guided Torpedo Rack
- Price decreased from 1.450 to 600;
- Flight time increased from 6.75 to 10 seconds;
- Missile hitpoints increased from 200 to 250;
- Hydra Guided Torpedo Pod
- Price decreased from 4.850 to 1.200;
- Flight time increased from 6.75 to 10 seconds;
- Missile hitpoints increased from 200 to 250;
- Kane Blaster
- Price decreased from 12.000 to 2.500;
- Rapid Laser Cannons
- Damage decreased from 70 to 50;
- Energy per shot decreased from 100 to 40;
- Vindicator SRM
- Damage decreased from 500 to 120;
- EMP damage decreased from 750 to 0;
- Havoc Chaingun
- Range decreased from 600 to 500;
- Impact increased from 1 to 5;
- Flux per shot decreased from 40 to 30;
- Spread per shot increased from 0.4 to 0.5;
- Projectile speed decreased from 1.000 to 800;
[2018/04/10]
- Fixed use of a SSP weapon in one of the variants;
[2018/04/08]
Additions:
- Added a new weapon: Kane Blaster;
- Guess who's back? No, not Shady, it's the Prudence!
Deletions:
- Removed the following ships:
- Agony Mk. III
- Affliction Mk. II
- Regret Mk. II
- Anguish
- Rancour Mk. II
- Remorse
- Anger
- Rage
- Terror (Terror is still available in a custom mission);
- NOTE: In most cases the removed ship was the Mk. II or Mk. III but in fact the removed ship was the Mk. I, renaming the other ships to fill the gap;
- Removed the following weapons:
- Heavy Blaster Battery
- Heavy Blaster
- Light Blaster
- Light Blaster Cannon
- Gladiator Beam
- Remnant Scythe
Changes:
Ships:
- Suffering
- Armor decreased from 1800 to 1700;
- Torture
- Designation changed from Battlecarrier to Dreadnaught;
- Switched the two Large Ballistic mounts to Large Hybrid;
- Hitpoints decreased from 20.000 to 17.500;
- Shield efficiency decreased from 0.7 to 0.9;
- Terror
- Designation changed from Battlecarrier to Dreadnaught;
- Shield efficiency decreased from 0.6 to 0.8;
- Many ship variants edited to accommodate the ship and weapon changes;
Weapons:
- Tali LRM -> Tali MRM
- Renamed missile to MRM since that is what it is now;
- Damage decreased from 400 to 350;
- Impact decreased from 75 to 30;
- Cooldown increased from 8 to 10 seconds;
- Hydra Guided Torpedo
- Damage decreased from 2000 to 1500;
- Impact decreased from 500 to 50;
- Cooldown increased from 1.5 to 2 seconds;
- Hydra Guided Torpedo Pod:
- Ammo decreased from 12 to 8;
- Cooldown increased from 1.5 to 5 seconds;
- Burst size increased from 1 to 2;
- Dual Autoblaster Cannon
- Damage per shot increased from 250 to 300;
- Energy per shot increased from 300 to 325;
- Ion Battery
- Range decreased from 700 to 600;
- Damage per shot decreased from 180 to 100;
- Heavy Beam
- Range decreased from 950 to 800;
- Energy per second increased from 175 to 200;
- Cooldown increased from 1.4 seconds to 2 seconds;
- Remnant Dagger
- Price decreased from 22.000 to 16.000;
- Range decreased from 850 to 800;
- Damage per second decreased from 2.000 to 500;
- EMP damage increased from 20 to 50;
- OP cost decreased from 18 to 12;
- Energy per second decreased from 1000 to 750;
- Burst size increased from 0.5 to 1;
- Burst delay decreased from 15 to 2;
- Council Spear
- Price decreased from 35.000 to 20.000;
- Damage per second decreased from 4.000 to 1.000;
- EMP damage increased from 500 to 1000;
- OP cost decreased from 30 to 25;
- Burst size increased from 0.5 to 1;
- Burst delay decreased from 15 to 5;
Misc:
- Venting color changed to something blue-ish;
[2018/03/30]
- Fixed weapons placed in incorrect weapon slot types thanks to the removal of most Universal mounts in update v0.2.0; Ships affected: Sorrow and Disturbance;
[2018/03/23]
Additions:
- Added blinking lights to the following ships: Fidelity, Pride, Shame, Retaliation, Hatred, Torture and Terror;
- Added new ship: Diligence (Utility ship). Think of an Ox and Construction Rig merged into one;
Changes:
Ships:
- Sorrow
- Max Speed increased from 120 to 140;
- Acceleration increased from 90 to 110;
- Deceleration increased from 70 to 100;
- Turn Acceleration decreased from 120 to 100;
- Regret
- Max Speed increased from 110 to 120;
- Acceleration increased from 90 to 100;
- Deceleration increased from 70 to 95;
- Turn Acceleration decreased from 120 to 100;
- Regret Mk. II
- Deceleration increased from 70 to 110;
- Max Turn Rate increased from 60 to 80;
- Agony
- Max Speed increased from 110 to 140;
- Acceleration increased from 85 to 110;
- Deceleration increased from 65 to 100;
- Max Turn Rate increased from 45 to 85;
- Agony Mk. II
- Max Speed increased from 110 to 140;
- Acceleration increased from 85 to 120;
- Deceleration increased from 60 to 120;
- Max Turn Rate increased from 45 to 90;
- Turn Acceleration increased from 90 to 95;
- Agony Mk. III
- Max Speed increased from 120 to 160;
- Acceleration increased from 100 to 140;
- Deceleration increased from 60 to 135;
- Max Turn Rate increased from 45 to 95;
- Turn Acceleration increased from 90 to 100;
- Grief
- Acceleration increased from 100 to 120;
- Deceleration increased from 70 to 120;
- Max Turn Rate increased from 45 to 80;
- Grief Mk. II
- Acceleration increased from 100 to 140;
- Deceleration increased from 80 to 140;
- Max Turn Rate increased from 45 to 90;
- Turn Acceleration increased from 90 to 100;
- Disturbance
- Max Speed increased from 150 to 160;
- Acceleration increased from 130 to 180;
- Deceleration increased from 80 to 170;
- Max Turn Rate increased from 50 to 90;
- Turn Acceleration increased from 100 to 120;
- Melancholy
- Acceleration increased from 120 to 140;
- Deceleration increased from 70 to 120;
- Max Turn Rate increased from 75 to 100;
- Melancholy Mk. II
- Acceleration increased from 140 to 160;
- Deceleration increased from 80 to 150;
- Max Turn Rate increased from 90 to 120;
- Affliction
- Acceleration decreased from 70 to 60;
- Affliction Mk. II
- Acceleration decreased from 70 to 60;
- Anguish
- Max Speed decreased from 135 to 100;
- Acceleration decreased from 90 to 70;
- Despair
- Max Speed decreased from 150 to 100;
- Acceleration decreased from 100 to 70;
- Rancour
- Max Speed decreased from 140 to 100;
- Acceleration decreased from 100 to 80;
- Rancour Mk. II
- Max Speed decreased from 130 to 90;
- Acceleration decreased from 90 to 80;
- Shame
- Max Speed decreased from 110 to 65;
- Acceleration decreased from 80 to 50;
- Deceleration decreased from 55 to 40;
- Retaliation
- Acceleration increased from 18 to 25;
- Deceleration increased from 18 to 25;
- Max Turn Rate increased from 10 to 15;
- Submission
- Max Speed decreased from 80 to 65;
- Acceleration decreased from 45 to 35;
- Remorse
- Max Speed decreased from 80 to 65;
- Acceleration decreased from 45 to 35;
Ship Systems:
- Interdictor System
- Flux/s decreased from 600 to 0. The system takes too long to reach full power and gives the carrying ship heavy penalties, there's no need to add another one;;
- Hyperspace Jump
- Flux/s increased from 1000 to 2500;
- Added pseudo-kill-switch to prevent players from leaving the map while using this system;
Weapons:
- Tali LRM - It is a missile, and a fast one in fact;
- Range decreased from 10.000 to 2500 su;
- Speed increased from 200 to 500;
- Flight time decreased from 50 to 5;
- Turn acceleration increased from 50 to 500;
- Turn rate increased from 35 to 200;
- Acceleration increased from 150 to 1500;
- Deceleration increased from 125 to 1000;
- Added custom sound for the Tali's launch sound effect;
- Hydra Guided Torpedo - It is a torpedo, so it should act as one;
- Range decreased from 3000 to 2000 su;
- Speed increased from 200 to 300;
- Launch speed increased from 100 to 200;
- Flight time decreased from 30 to 6.75;
- Turn acceleration decreased from 300 to 75;
- Turn rate decreased from 150 to 50;
- Acceleration decreased from 1600 to 200;
- Deceleration decreased from 500 to 175;
- Swarmer MRM Launcher
- Speed increased from 250 to 500;
- Flight time decreased from 20 to 3
- Turbo Laser
- Renamed to Dual Autoblaster Cannon;
- Damage per shot decreased from 300 to 250;
- Impact reduced from 250 to 10. Why was it 250 anyways?;
- Energy per shot decreased from 330 to 300;
- Weapon cooldown increased from 0.333 seconds to 0.5 seconds;
- Heavy Autoblaster
- Renamed to Quad Blaster Battery;
- Damage per shot decreased from 200 to 100;
- Energy per shot decreased from 350 to 120;
- Cooldown decreased from 1.5 seconds to 0.125 seconds. Why? Because it no longer fires in bursts;
- Max spread decreased from 10 to 5 degrees;
- Spread decay per second decreased from 10 to 5;
- Imperial Blaster
- Renamed to Heavy Autoblaster Battery;
- Cooldown increased from 0.3 to 1 second;
- Burst delay increased from 0.16 to 0.2 seconds;
- Max Spread decreased from 12 to 10 degrees;
- Spread per shot increased from 0.5 to 1 degrees;
- Spread decay per second decreased from 10 to 5;
- Imperial Autoblaster
- Renamed to Heavy Blaster Battery;
- Damage per shot decreased from 300 to 100;
- Energy per shot decreased from 330 to 120;
- Cooldown decreased from 1.2 seconds to 0.25 seconds. Yup, it no longer fires in bursts;
- Max Spread decreased from 10 to 7 degrees;
- Spread per shot decreased from 1 to 0.5;
- Spread decay per second decreased from 10 to 5;
- LR Autoblaster Cannon
- Renamed to Heavy Autoblaster Cannon;
- Energy per shot decreased from 130 to 120;
- Cooldown decreased from 0.8 to 0.5 seconds;
- Burst delay increased from 0 to 0.2, because it now fires in bursts;
- LR Laser Cannon
- Renamed to Heavy Blaster;
- Energy per shot decreased from 80 to 75;
- Cooldown decreased from 0.3 to 0.25;
- Max spread decreased from 9 to 5 degrees;
- Spread decay per second decreased from 10 to 5;
- SR Laser Cannon
- Renamed to Light Blaster;
- Damage per shot increased from 30 to 40;
- Cooldown decreased from 0.28 to 0.25 seconds;
- Max spread decreased from 10 to 4 degrees;
- Spread decay decreased from 10 to 5;
- Light Imperial Blaster
- Renamed to Light Autoblaster Cannon;
- Damage per shot decreased from 200 to 75;
- Energy per shot decreased from 250 to 100;
- Cooldown decreased from 0.8 to 0.5;
- Light Autoblaster
- Renamed to Light Blaster Cannon;
- Damage per shot decreased from 60 to 50;
- Energy per shot decreased from 100 to 60;
- Cooldown decreased from 0.8 to 0.4, and does not fire in bursts anymore;
- Light Blaster
- Renamed to PD Blaster;
- Damage per shot decreased from 15 to 12;
- Cooldown decreased from 0.2 to 0.125;
Misc:
- Reduced Kyber Crystals' drop rate;
- Renamed some sound IDs, for organisational reasons;
- Increased the engine sound for all ships;
[2018/03/20]
- Fixed remaining unchanged references;
[2018/03/20]
- Fixed unchanged ship reference in graphics files due to the ship rename (Torment -> Disturbance);
[2018/03/20]
- Fixed unchanged ship reference in JAR file due to the ship rename (Torment -> Disturbance);
[2018/03/19]
Additions:
- Added Comm Relays to the following systems: Coruscant, Yavin and Mon Calamari;
Deletions:
- Removed both the Prudence Gunship and Prudence MK. II, to be decided whether they'll be added as a fighter/bomber or something else;
- Removed Assault Gun, Chaingun Needler and Compact Hephaestus;
- Removed ammo dependency on all non-missile weapons;
- Removed old/unused code relative to ancient on-hit effects and unreleased sectors;
- Removed all military sub-markets except the ones from the following sectors: Coruscant, Yavin and Mon Calamari;
- Removed all storage sub-markets except the one in Coruscant;
Changes:
Ships: NOTE: All corresponding variants have been tweaked to match the weapon mount changes depicted below. Most replacements are dummy replacements and are subject to change in the near future;
- Sorrow
- Replaced Small Universal mounts with Small Energy;
- Fleet Points decreased from 5 to 4;
- Shield efficiency increased from 1 to 0.9;
- Price increased from 5.000 to 14.000;
- CR per day increased from 1.5 to 10%;
- PPT increased from 140 secs to 240 secs;
- Supplies/month increased from 2 to 3;
- Regret
- Replaced Small Universal mounts with Small Ballistic;
- Shield efficiency increased from 1 to 0.6;
- Price increased from 6.000 to 14.000;
- CR per day increased from 1 to 5%;
- PPT increased from 130 secs to 180 secs;
- Supplies/month increased from 2 to 5;
- Regret Mk. II
- Replaced Medium Missile mounts with Small Universal;
- Shield efficiency increased from 1 to 0.6;
- Price increased from 6.000 to 15.000;
- CR per day increased from 1 to 5%;
- PPT increased from 130 secs to 240 secs;
- Supplies/month increased from 2 to 5;
- Agony
- Replaced Medium Missile mounts with Small Composite ones;
- Replaced Small Universal mounts with Small Ballistic ones;
- Fleet Points decreased from 7 to 3;
- Ordnance Points decreased from 75 to 60;
- Shield efficiency increased from 1 to 0.8;
- Price increased from 7.250 to 15.000;
- CR per day increased from 1.5 to 8%;
- PPT increased from 140 secs to 180 secs;
- Supplies/month increased from 2 to 3;
- Agony Mk. II
- Replaced Medium Missile mounts with Small Composite ones;
- Replaced Medium Ballistic mounts with Small Hybrid ones;
- Fleet Points decreased from 9 to 4;
- Ordnance Points decreased from 90 to 60;
- Shield efficiency increased from 1 to 0.8;
- Price increased from 8.500 to 18.000;
- CR per day increased from 2 to 8%;
- PPT increased from 160 secs to 240 secs;
- Supplies/month increased from 2 to 3;
- Agony Mk. III
- Replaced Medium Missile mounts with Small Hybrid ones;
- Replaced Small Universal mounts with Small Hybrid ones;
- Fleet Points decreased from 8 to 5;
- Ordnance Points decreased from 80 to 60;
- Shield efficiency increased from 1 to 0.7;
- Price increased from 8.500 to 20.000;
- CR per day increased from 2 to 7%;
- PPT increased from 145 secs to 320 secs;
- Supplies/month increased from 2 to 4;
- Grief
- Replaced Medium Missile mounts with Small Composite;
- Replaced Small Universal mounts with Small Energy;
- Fleet Points decreased from 10 to 6;
- Ordnance Points decreased from 85 to 65;
- Shield efficiency increased from 1 to 0.6;
- Price increased from 15.500 to 20.000;
- CR per day increased from 2 to 8%;
- PPT increased from 160 secs to 240 secs;
- Supplies/month increased from 2.5 to 5;
- Grief Mk. II
- Replaced Medium Missile mounts with Small Composite;
- Ordnance Points decreased from 70 to 50;
- Price increased from 17.950 to 32.000;
- CR per day increased from 3 to 6%;
- PPT decreased from 200 secs to 180 secs;
- Supplies/month increased from 3.3 to 7;
- Torment -> Disturbance
- Replaced Small Universal mounts with Small Energy;
- Replaced Medium Missile mounts with Small Composite;
- Name changed from Torment to Disturbance;
- Active System changed from Phase Teleporter to Entropy Amplifier;
- Fleet Points increased from 10 to 15;
- Ordnance Points decreased from 65 to 45;
- Price increased from 20.000 to 35.000;
- CR per day increased from 2.5 to 6%;
- Supplies/month increased from 2 to 7;
- Melancholy
- Replaced Small Universal mounts with Small Energy;
- Fleet Points decreased from 5 to 4;
- Shield efficiency increased from 1 to 0.8;
- Min crew increased from 3 to 5;
- Max crew decreased from 55 to 30;
- Price increased from 5.400 to 15.000;
- CR per day increased from 2 to 7%;
- PPT increased from 145 secs to 200 secs;
- Supplies/month increased from 2 to 3;
- Melancholy Mk. II
- Replaced Small Universal mounts with Small Synergy;
- Fleet Points decreased from 5 to 4;
- Ordnance Points increased from 30 to 35;
- Shield efficiency increased from 1 to 0.8;
- Min crew increased from 3 to 5;
- Max crew decreased from 55 to 30;
- Price increased from 5.400 to 17.000;
- CR per day increased from 2 to 7%;
- PPT increased from 145 secs to 200 secs;
- Supplies/month increased from 2 to 3;
- Affliction
- Replaced Universal weapon mounts with Hybrid ones;
- Fleet Points decreased from 12 to 9;
- Ordnance Points decreased from 116 to 115;
- Shield efficiency increased from 1 to 0.9;
- Min crew increased from 25 to 55;
- Max crew increased from 50 to 70;
- Price increased from 17.800 to 30.000;
- CR per day decreased from 6 to 5%;
- CR to deploy increased from 10 to 12%;
- PPT increased from 330 secs to 360 secs;
- Supplies/month increased from 3 to 9;
- Affliction Mk. II
- Replaced Small Universal and Missile weapon mounts with Synergy;
- Replaced Medium Universal mounts with Hybrid;
- Fleet Points decreased from 12 to 9;
- Ordnance Points decreased from 120 to 110;
- Shield efficiency increased from 1 to 0.8;
- Min crew increased from 25 to 55;
- Max crew increased from 50 to 70;
- Price increased from 17.800 to 35.000;
- CR per day decreased from 6 to 5%;
- CR to deploy increased from 10 to 15%;
- PPT increased from 330 secs to 360 secs;
- Supplies/month increased from 3 to 9;
- Anguish
- Replaced Medium waist Missile hardpoints with Small ones;
- Active System changed from Burn Drive to Flare Launcher;
- Fleet Points decreased from 8 to 6;
- Ordnance Points decreased from 115 to 95;
- Shield efficiency increased from 1 to 0.6;
- Min crew increased from 20 to 40;
- Max crew increased from 40 to 50;
- CR per day decreased from 10 to 5%;
- PPT decreased from 380 secs to 340 secs;
- Supplies/month increased from 3 to 7;
- Despair
- Replaced Small Missile mounts with Small Synergy;
- Replaced Medium Missile mounts with Small Missile;
- Active System changed from Burn Drive to Maneuvering Jets;
- Fleet Points decreased from 8 to 6;
- Ordnance Points decreased from 115 to 95;
- Shield efficiency increased from 1 to 0.6;
- Min crew increased from 20 to 40;
- Max crew increased from 40 to 50;
- CR per day decreased from 10 to 5%;
- PPT decreased from 380 secs to 330 secs;
- Supplies/month increased from 3 to 8;
- Rancour
- Replaced Medium Missile mounts with Small Missile;
- Replaced Medium Universal mount with Medium Synergy;
- Active System changed from Burn Drive to Maneuvering Jets;
- Ordnance Points decreased from 100 to 95;
- Shield efficiency increased from 1 to 0.8;
- Min crew increased from 20 to 40;
- CR per day decreased from 10 to 5%;
- CR to deploy increased from 10 to 15%;
- PPT decreased from 380 secs to 330 secs;
- Supplies/month increased from 3 to 10;
- Rancour Mk. II
- Replaced Small Energy mounts with Small Synergy;
- Replaced Medium Missile mounts with Small Missile;
- Replaced Medium Universal mount with Medium Energy;
- Active System changed from Burn Drive to Flare Launcher;
- Fleet Points decreased from 9 to 7;
- Ordnance Points decreased from 115 to 95;
- Shield efficiency increased from 1 to 0.8;
- Min crew increased from 25 to 35;
- Max crew increased from 35 to 40;
- CR per day decreased from 10 to 5%;
- CR to deploy increased from 10 to 12%;
- PPT decreased from 380 secs to 320 secs;
- Supplies/month increased from 3 to 11;
- Rancour Mk. II
- Active System changed from Burn Drive to Flare Launcher;
- Fleet Points decreased from 9 to 7;
- Ordnance Points decreased from 115 to 95;
- Shield efficiency increased from 1 to 0.8;
- Min crew increased from 25 to 35;
- Max crew increased from 35 to 40;
- CR per day decreased from 10 to 5%;
- CR to deploy increased from 10 to 12%;
- PPT decreased from 380 secs to 320 secs;
- Supplies/month increased from 3 to 11;
- Shame
- Replaced Small Universal mounts with Small Synergy;
- Ordnance Points decreased from 65 to 55;
- Shield efficiency decreased from 1 to 1.2;
- Min crew increased from 20 to 60;
- Max crew increased from 35 to 80;
- Price increased from 14.000 to 18.000;
- CR to deploy increased from 8 to 20%;
- PPT increased from 240 secs to 360 secs;
- Supplies/month increased from 4 to 9;
- Desolation
- Replaced Small Universal mounts with Small Hybrid and Energy;
- Fleet Points decreased from 12 to 9;
- Ordnance Points decreased from 130 to 120;
- Min crew increased from 40 to 50;
- Price increased from 18.900 to 32.000;
- CR to deploy increased from 9 to 12%;
- PPT increased from 340 secs to 380 secs;
- Supplies/month increased from 4 to 10;
- Pride
- Fleet Points decreased from 14 to 10;
- Ordnance Points decreased from 135 to 115;
- Shield efficiency increased from 1 to 0.8;
- Min crew increased from 45 to 60;
- Price increased from 22.000 to 40.000;
- CR per day decreased from 6 to 5%;
- CR to deploy increased from 8 to 15%;
- PPT increased from 350 secs to 400 secs;
- Supplies/month increased from 4 to 12;
- Atonement
- Replaced Medium Universal mounts with 2 Hybrid and 2 Synergy;
- Fleet Points increased from 15 to 20;
- Ordnance Points decreased from 105 to 100;
- Shield efficiency decreased from 1 to 1.4;
- Min crew increased from 25 to 125;
- Max crew increased from 115 to 175;
- CR per day decreased from 5 to 3%;
- Supplies/month increased from 20 to 25;
- Retaliation
- Fleet Points increased from 12 to 15;
- Shield efficiency increased from 1 to 0.8;
- Min crew increased from 25 to 150;
- Max crew increased from 115 to 250;
- CR per day decreased from 7 to 4%;
- Supplies/month increased from 16 to 20;
- Submission
- Fleet Points decreased from 10 to 7;
- Ordnance Points decreased from 120 to 115;
- Ship mass increased from 400 to 1000;
- Shield efficiency decreased from 1 to 1.2;
- Min crew increased from 70 to 100;
- Max crew increased from 300 to 600;
- CR per day decreased from 8 to 3%;
- CR to deploy increased from 12 to 20%;
- Supplies/month increased from 15 to 20;
- Remorse
- Fleet Points decreased from 10 to 9;
- Ordnance Points increased from 140 to 150;
- Ship mass increased from 400 to 1000;
- Min crew increased from 90 to 150;
- Max crew increased from 150 to 400;
- CR per day decreased from 8 to 3%;
- CR to deploy increased from 12 to 20%;
- Supplies/month increased from 15 to 20;
- Revenge
- Fleet Points decreased from 15 to 12;
- Ordnance Points decreased from 170 to 160;
- Shield efficiency increased from 1 to 0.8;
- Min crew increased from 90 to 170;
- Max crew increased from 125 to 280;
- CR per day decreased from 6 to 4%;
- CR to deploy increased from 8 to 15%;
- Supplies/month increased from 15 to 22;
- Wrath
- Fleet Points decreased from 19 to 14;
- Ordnance Points decreased from 210 to 205;
- Shield efficiency increased from 1 to 0.8;
- CR per day decreased from 8 to 4%;
- CR to deploy increased from 8 to 15%;
- Supplies/month increased from 15 to 24;
- Fear
- Shield efficiency increased from 1 to 0.9;
- CR per day decreased from 5 to 4%;
- CR to deploy decreased from 15 to 12%;
- Supplies/month increased decreased from 16 to 20;
- Anger
- Fleet Points increased from 15 to 16;
- Shield efficiency increased from 1 to 0.8;
- CR per day decreased from 6 to 4%;
- CR to deploy decreased from 18 to 15%;
- Supplies/month increased decreased from 18 to 25;
- Hatred
- Ordnance Points decreased from 290 to 260;
- Shield efficiency increased from 1 to 0.9;
- CR to deploy decreased from 20 to 15%;
- Supplies/month increased from 32 to 35;
- Suffering
- Shield efficiency increased from 1 to 0.8;
- CR per day decreased from 5 to 3%;
- Supplies/month increased from 32 to 40;
- Rage
- Shield efficiency increased from 1 to 0.8;
- CR per day decreased from 4 to 3%;
- CR to deploy decreased from 20 to 15%;
- Supplies/month increased from 32 to 35;
- Torture
- Replaced one Medium Energy mounts with a Small mount;
- Fleet Points increased from 30 to 32;
- Ordnance Points decreased from 320 to 290;
- Fighter bays decreased from 5 to 2;
- Shield efficiency increased from 1 to 0.7;
- Price increased from 270.000 to 300.000;
- CR per day decreased from 5 to 2%;
- Supplies/month increased from 20 to 40;
- Terror
- Removed Expanded Deck Crew as built in hullmod;
- Fleet Points increased from 32 to 35;
- Ordnance Points decreased from 400 to 370;
- Fighter bays decreased from 5 to 2;
- Shield efficiency increased from 1 to 0.6;
- Price increased from 300.000 to 350.000;
- CR per day decreased from 5 to 2%;
- CR to deploy increased from 20 to 22%;
- Supplies/month increased from 20 to 50;
- Loyalty
- Ordnance Points decreased from 60 to 35;
- Price decreased from 17.000 to 16.000;
- Supplies/month increased from 2 to 3;
- Fidelity
- Ordnance Points decreased from 45 to 35;
- Price increased from 8.500 to 10.000;
- Obedience
- Ordnance Points decreased from 65 to 45;
- Price increased from 6.800 to 55.000;
- Supplies/month increased from 2 to 7;
- Burden
- Replaced Small Universal mounts with Small Synergy;
- Ordnance Points decreased from 65 to 45;
- Price increased from 8.500 to 26.000;
- Supplies/month increased from 2 to 7;
- Duty
- Ordnance Points decreased from 80 to 45;
- Price increased from 11.000 to 30.000;
- Supplies/month increased from 2 to 7;
Ship Systems:
- Interdictor System
- Flux/s increased from 0 to 600;
- Hyperspace Jump
- Flux/s increased from 1000 to 2500;
- Added pseudo-kill-switch to prevent players from leaving the map while using this system;
Weapons:
- Reaper-class LR Torpedo -> Light Reaper
- Renamed Reaper-class LR Torpedo to Light Reaper;
- Damage decreased from 3000 to 2000;
- Range decreased from 2500 to 600;
- Impact increased from 40 to 400;
- Flight Time increased from 3.5 to 25;
- Hydra Guided Torpedo
- Damage decreased from 2000 to 750;
[2018/03/16]
- Fixed crash when entering the Naboo system;
[2018/03/13]
- First "Experimental" release;
Cool, SW was a mod I'd always hoped to see for SS. Just one thing, I would focus on just one period. Either republic & clone wars or Galactic Empire vs Rebellion. I played many other SW mods for other games, nobody was mixing both periods for very good reasons.
And like I suspected, this needs some serious balancing xD
And like I suspected, this needs some serious balancing xD
Nah, a total of 353 weapon mounts sounds reasonably balanced.
As for balancing, don't balance it versus vanilla. Just set up some milestones on GE and RA sides and balance accordingly to them.I'm sorry but how is that a good idea in any way? Unless it is a total conversion, you want you mod to fit the rest of the game. Otherwise the only thing you have to fight in the mod is the mod itself and everything else is just clutter and backdrop.
As for balancing, don't balance it versus vanilla. Just set up some milestones on GE and RA sides and balance accordingly to them.I'm sorry but how is that a good idea in any way? Unless it is a total conversion, you want you mod to fit the rest of the game. Otherwise the only thing you have to fight in the mod is the mod itself and everything else is just clutter and backdrop.
Personally, i would go for more movie-accuracy than wookiepedia-accuracy - the number of weapons was limited to what made a sufficient number of pew pew lasers on the screen xDWell, in all Star Wars movies the space battles look a lot more like the vanilla Starsector battles in terms of weapons available on the ships than they do on any wiki. In the original triology there are less weapons in a Star Destroyer than there are in a normal destroyer in vanilla Starsector :P
As for balancing, don't balance it versus vanilla. Just set up some milestones on GE and RA sides and balance accordingly to them.What do you mean? I will balance GE vs RA first and then I'll deal with the vanilla factions? It's not just the vanilla factions I would fight against, any mod that adds a faction would be underpowered when compared to the average cruiser available in this mod. A Star Destroyer could wipe an entire faction from the map and would leave the campaign without a single hull point lost.
This is an issue that will either cripple this mod or cripple all other faction mods unless I make this a total conversion mod.
lucrehulk?
its relatively easy to balance vs vanilla and still keep the 'lore' intact (except the energy vs kinetic shields thing)
yes, the ships have a huge number of weapons, but those weapons still only fired at a few targets at a time
so rather than mounting 120 turbo laser batteries on one side of the ship, mount 1 turbo laser battery salvo (or a more clever name) which 'fires' 120x4 lasers, etc. using sm med and large u can adjust how many turbo laser batteries are 'part' of the single weapon.
u can even sprite the weapon fire to look like a cloud of lasers, i think it could be fun.
lucrehulk?
Ehhhmmm, don't think so... At least not for now... I kinda like the idea of the Trade Federation being "dead" ::)
If I want to add factions just for the sake of having all the factions in the Star Wars history then yes, it will certainly be inserted into the game at some point, but for now I want to stick the mod to the Galactic Empire/Rebel Alliance time period.
Perhaps I could make an optional add-on to add ships from the Clone Wars era? Good idea for the future :)
lucrehulk?
Ehhhmmm, don't think so... At least not for now... I kinda like the idea of the Trade Federation being "dead" ::)
If I want to add factions just for the sake of having all the factions in the Star Wars history then yes, it will certainly be inserted into the game at some point, but for now I want to stick the mod to the Galactic Empire/Rebel Alliance time period.
Perhaps I could make an optional add-on to add ships from the Clone Wars era? Good idea for the future :)
Actually, iirc, some Lucrehulks made there way thorn get the clone wars and ended up in the rebellion or in pirate hands.
As someone who spent a while implementing a Star Wars mod for personal use for the last version, my approach has always been to attempt to blend the look and feel of Star Wars with the look and feel of Starsector. Personally, I enjoy the gameplay mechanics of the base game, and as a result when I'm modding I find it best to preserve that gameplay by making sure that all of my ships adhere to the generally accepted modding guidelines (posted at the top of this forum). Of course, the game is heavily modifiable, and to each their own style of doing so. I've just found that it is most interesting to fit the theme of Star Wars into Starsector without adhering too closely to things like scale or numbers.
The difficulty that I've always run into is that I'm a coder, not an artist, and as a result I have to rely on cutting out sprites from various sources and slapping weapon mount ports onto them, while tweaking things like color levels, contrast and brightness to attempt to achieve a look that is consistent with Starsector without going too far away from Star Wars.
One thing that I always felt made things seem more Star Wars-y: make sure your turbolaser sprites recoil. It's not hard, and it's very satisfying seeing them do it (even if it's not 300 at once).
That being said, here is a dropbox link to a zipped archive of all of the ship sprites that I was using:
https://www.dropbox.com/s/mcoatzh6ib8xz1a/ships.rar?dl=0
I'm only really happy with a small number of them. But if you feel like you could use any, feel free.
You know, given the work involved in re-adapting Nexus' mod to starsector plus the update to 0.8, I'd say you'd be better off starting from scratch anyway. The only thing that you'd really miss are the sprites, but StarWars ships are not the hardest thing to find on the internet right?
(On the other hand, going "rogue" and continuing his mod without proper authorization is a good way to see your work nuked real fast)
I really like this idea. It should also be noted that the Empire, and more often, local Imperial Sector Defense Militias used some ships associated with the Rebels. Nebulon-B Frigates, CR90 Blockade Runner Corvettes, etc. So, you could have a good bit of faction overlap while making small gameplay changes to the ships based on their factions and having certain unique ship types be limited to one faction.
Also, one possible way to scale it would be to have an ISD be the size of a Paragon, or so, and then scale down anything larger. So, the Executor, if included, would be only five times the size of an ISD. Still massive and kinda tough for the AI, but not gamebreakingly so.
Perhaps we should just make two separate mods.
One for The Clone Wars.
One for the Imperial, and Rebellion
(Imperial and Rebellion in one mod)
Dont know if its because of the other mods I have, but it seems a market in the coruscant system cant be added?
Dont know if its because of the other mods I have, but it seems a market in the coruscant system cant be added?
I haven't tested my mod extensively with other faction mods for example so sadly such errors may occur :/
Could you provide a list of your installed mods?
And thanks for the log message, I am almost certain of what is causing the error just by looking at it but to be sure I'd like to have a mod list and also try it myself.
Thanks for your efforts.
Wanted to say that even in this state it ist fun to try to get a few ships and go into battle (had to edit the number of squadrons to satisfy my inner monk though ;) ).
Cheers,
mattmios
Great to see this mod coming back!!! Having a Space Based game without a Star Wars mod was SERIOUS Heresy and ***. ;DI was surprised as well to see that there was no (working) Star Wars mod, that was one of the reasons I started updating this one :p
As for the poll, I picked Other. I picked that because...Well look at 90% of the other mods out there. All good, but they are mostly have their planets around the vanilla systems. That's perfectly fine if you have, say, Scy Blackrock and ORA. That's only a few systems added in...But what if you want the factions to have space between them? Having a LOT of faction mods ends up with a relatively small amount of space being contested. Having the Star Wars systems a bit further away (Daible Avionics two furthest systems for distance examples) gives them separation, while also being able to still reach the rest of the galaxy in a...relatively quick manner.I get what you are saying. How would both factions be positioned relative to each other though? Empire on one side of the "galaxy" and the Rebels on the other or kinda mixed up at some distance from the core systems?
Plus, you can focus on just playing with just the Rebels and the Empire without having to do any coding to make sure you don't see a Hegemony ot Tri-Tachyon ship every two bloody seconds.
The Empire and Rebels would still be close by each other.Great to see this mod coming back!!! Having a Space Based game without a Star Wars mod was SERIOUS Heresy and ***. ;DI was surprised as well to see that there was no (working) Star Wars mod, that was one of the reasons I started updating this one :pAs for the poll, I picked Other. I picked that because...Well look at 90% of the other mods out there. All good, but they are mostly have their planets around the vanilla systems. That's perfectly fine if you have, say, Scy Blackrock and ORA. That's only a few systems added in...But what if you want the factions to have space between them? Having a LOT of faction mods ends up with a relatively small amount of space being contested. Having the Star Wars systems a bit further away (Daible Avionics two furthest systems for distance examples) gives them separation, while also being able to still reach the rest of the galaxy in a...relatively quick manner.I get what you are saying. How would both factions be positioned relative to each other though? Empire on one side of the "galaxy" and the Rebels on the other or kinda mixed up at some distance from the core systems?
Plus, you can focus on just playing with just the Rebels and the Empire without having to do any coding to make sure you don't see a Hegemony ot Tri-Tachyon ship every two bloody seconds.
(Technically I am adding two factions)
The Empire and Rebels would still be close by each other.Damn that's a large image...
The Rebels took over outer rim planets, while the Empire had the core worlds in Star Wars. If you wanted it to be star wars lore friendly, keep Rebel systems on the outer bands on Empire help planets.
*snip*
Rebels were based in the Outer rim and a little of the mid rim. The Empire was Core and Deep core focused, with their influence getting weaker and weaker the further out they went. Basically, try making your own little "galaxy" inside a part of the sector. There's plenty of space to use! Use the Imperuim and Diable mods as reference for how far out to go. Use that as a guide for how the Empire and Rebels were positioned in the lore if needed.
Edit: HOLY MOTHER OF NUGGETS THAT PIC WAS BIG!!!...Uh...Sorry! I'll try to find a smaller one! o.o
Edit 2: Nope. That's the smallest one that shows the galaxy in that manner. -.- Sorry!
And that was one of the smaller images...The Empire and Rebels would still be close by each other.Damn that's a large image...
The Rebels took over outer rim planets, while the Empire had the core worlds in Star Wars. If you wanted it to be star wars lore friendly, keep Rebel systems on the outer bands on Empire help planets.
*snip*
Rebels were based in the Outer rim and a little of the mid rim. The Empire was Core and Deep core focused, with their influence getting weaker and weaker the further out they went. Basically, try making your own little "galaxy" inside a part of the sector. There's plenty of space to use! Use the Imperuim and Diable mods as reference for how far out to go. Use that as a guide for how the Empire and Rebels were positioned in the lore if needed.
Edit: HOLY MOTHER OF NUGGETS THAT PIC WAS BIG!!!...Uh...Sorry! I'll try to find a smaller one! o.o
Edit 2: Nope. That's the smallest one that shows the galaxy in that manner. -.- Sorry!
ATM I am using this (http://www.swgalaxymap.com) as guide to place the systems, all of them in a cluster located north-east of the core systems (as you can see from a screenshot in the main post)
...
Hmm...Using Corusant as a central location and Endor as a "distance from Vanilla" location, move the Star Wars planets down to a level where Corvus is while keeping the same distance, and the Vanilla planets would be in the "Unknown Region" in the Star Wars Lore. Doing this would actually allow you to ignore the "East" side of the Star Wars galaxy, at least for a VERY long time.
Corusant would be used for the "Up and Down" anchor, and Endor was used for the "Left and Right" anchor....
Hmm...Using Corusant as a central location and Endor as a "distance from Vanilla" location, move the Star Wars planets down to a level where Corvus is while keeping the same distance, and the Vanilla planets would be in the "Unknown Region" in the Star Wars Lore. Doing this would actually allow you to ignore the "East" side of the Star Wars galaxy, at least for a VERY long time.
You'll have to translate that to something I can understand better :/
Are you saying I should move the whole cluster south and align them with Corvus?
I chose that location because in terms of modded systems it is pretty much empty, and all systems are closer to the the Corvus system than any system that may be added to the west side of the Core Systems...
I am using that map because of the coordinates of the systems, I am using Coruscant as anchor for the whole cluster using a multiplier to define how spread the systems are relative to the anchor using the coords from that website as relative position to the core.
Corusant would be used for the "Up and Down" anchor, and Endor was used for the "Left and Right" anchor.
Using Corusant how you are is smart, and I completely understand why you used the part of the sector that you did use. I was just trying to give you a tip on how to make it lore friendly. Whether you actually use it however, is entirely up to you.
In other news, the mod is EXTREMELY unbalanced when put against Vanilla ships. Not going to say specifics because literally everything in this mod would need a gigantic re-work, but if you decide (for whatever insane reason considering you have a bloody HOME ONE and a ALLEGIANCE in this mod) to balance them, I recommend looking into the weapons first...Thought I somehow doubt you want it completely balanced to Vanilla. ;)
Well good to know you know about the balance. But about the weapons: most are underpowered for frigates and destroyer fights, but the cruisers lasers (coughVenatorcough) are quite powerful, and the caps can be unstoppable if you are willing to sacrifice smaller ships...Missiles and torps are a different story. I never thought those things could be so terrifying...And that's good. At least it's a rapid and massive pain vs the slow pain of ten million harpoons coming at your venting Onslaught from SEEMINGLY EVERY CORNER OF THE BLOODY MAP.Corusant would be used for the "Up and Down" anchor, and Endor was used for the "Left and Right" anchor.
Using Corusant how you are is smart, and I completely understand why you used the part of the sector that you did use. I was just trying to give you a tip on how to make it lore friendly. Whether you actually use it however, is entirely up to you.
In other news, the mod is EXTREMELY unbalanced when put against Vanilla ships. Not going to say specifics because literally everything in this mod would need a gigantic re-work, but if you decide (for whatever insane reason considering you have a bloody HOME ONE and a ALLEGIANCE in this mod) to balance them, I recommend looking into the weapons first...Thought I somehow doubt you want it completely balanced to Vanilla. ;)
I am well aware of the problems this mod has, just to name a few:
- Gigantic sprites
- Unbalanced ships
- Low sprite quality overall
- FPS drops due to idiotic amount of weapons
- Lack of weapon sprites for most weapons (or copy paste of said weapons)
- Use of third-party mods' resources (without consent of the respective owners I am afraid)
When I took over this mod 90% of the existing code had to be rewritten, this was a mod from the 0.5x version so it was outdated as hell, and at the moment ~99% of the existing code was made from scratch, the ship stats were nerfed heavily so they wouldnt be as powerful as they were before (I know they are still OP...) and of course, all the sprites still need to be updated to decent sizes.
I didn't give much attention to balancing yet because I don't even have the proper ships to balance, most have too many weapons and even if I make them balanced towards vanilla (which is my goal) all the stats would have to be redone after the ships/weapons are remade, and I don't like to do the same job twice without a reason for it.
Soonâ„¢ I may release a version of the mod with the ship sprites made by "Mr.Davidoff", which have proper sizes and look vanilla-ish. Of course, that will mean the mod will have fewer ships than what it has now but at least it will have playable ships. Those sprites will be placeholders as I really want to have custom sprites made by me or by someone willing to help me, so it will take a while...
Meanwhile, I keep adding more neat stuff related to the code, since it's the only thing I can do fast and easily in my free time at work ;)
EDIT: Regarding the Home One and Allegiance, I am planning on making them boss ships the player can try to defeat in custom missions available from the main menu, like all the ships they are remnants of the previous owner's view and goals for this mod.
EDIT 2: Curious thing: This mod had unbalanced ships with twice (or more?) the amount of HP and shields the vanilla ships have but yet the weapons are surprisingly lackluster, only effective due to the large numbers.
Well good to know you know about the balance. But about the weapons: most are underpowered for frigates and destroyer fights, but the cruisers lasers (coughVenatorcough) are quite powerful, and the caps can be unstoppable if you are willing to sacrifice smaller ships...Missiles and torps are a different story. I never thought those things could be so terrifying...And that's good. At least it's a rapid and massive pain vs the slow pain of ten million harpoons coming at your venting Onslaught from SEEMINGLY EVERY CORNER OF THE BLOODY MAP.Trust me when I say the missiles are not nearly as scary as they once were...
As for sprites, I'd say just making them smaller (and not take up half the space on the Combat Radar...LOOKING AT YOU HOME ONE AND ALLEGIANCE!) and they would be fine. Yeah the Venator could do with a bit more detail, yeah the Nebulon-B could use a little editting here and there (though it and the CR-90 actually look pretty good!), but over all the LOOK fine. It's just, as I said, size that is the problem.I have already made clear that I want ships to be as immersive to the game as possible, given that it's Star Wars we're talking about with all the limitations it brings. The thing with using textures from the "real" ships is that they do not fit into the game and thus not many players will like it. It could work IF I made this a total conversion mod, although using that kind of images for the ship sprites brings a whole lot of new problems I really wanted to avoid...
As for the Home One and the Allegiance, ever heard of the "International Bounty Board"? I forget which mod it comes from, but putting them as (EXTREMELY) high bounties could be a way to put them in-game.Yes I have, and I have already spoke on discord regarding adding more ships to the Bounty's list, but those two ships need to be handled VERY CAREFULLY before I even add them to the game, regardless of where I put them. Missions outside the campaign seems like the best choice for OP ships since it doesn't really break the game, but who knows ;D
I'm going to throw out a completely random and off topic guess and say that the mod will be somewhat balanced by the 0.9.0 update. :DStarsector v0.9.0 ? It depends on so many factors I can't give an ETA, specially when it comes to balancing the mod.
...As I said. Quick violent death > slow painful death.Well good to know you know about the balance. But about the weapons: most are underpowered for frigates and destroyer fights, but the cruisers lasers (coughVenatorcough) are quite powerful, and the caps can be unstoppable if you are willing to sacrifice smaller ships...Missiles and torps are a different story. I never thought those things could be so terrifying...And that's good. At least it's a rapid and massive pain vs the slow pain of ten million harpoons coming at your venting Onslaught from SEEMINGLY EVERY CORNER OF THE BLOODY MAP.Trust me when I say the missiles are not nearly as scary as they once were...
Lets just say a single wing of tie bombers could almost destroy a capital ship by itself, and I mean a capital with 0 hard flux and raised shields...As for sprites, I'd say just making them smaller (and not take up half the space on the Combat Radar...LOOKING AT YOU HOME ONE AND ALLEGIANCE!) and they would be fine. Yeah the Venator could do with a bit more detail, yeah the Nebulon-B could use a little editting here and there (though it and the CR-90 actually look pretty good!), but over all the LOOK fine. It's just, as I said, size that is the problem.I have already made clear that I want ships to be as immersive to the game as possible, given that it's Star Wars we're talking about with all the limitations it brings. The thing with using textures from the "real" ships is that they do not fit into the game and thus not many players will like it. It could work IF I made this a total conversion mod, although using that kind of images for the ship sprites brings a whole lot of new problems I really wanted to avoid...As for the Home One and the Allegiance, ever heard of the "International Bounty Board"? I forget which mod it comes from, but putting them as (EXTREMELY) high bounties could be a way to put them in-game.Yes I have, and I have already spoke on discord regarding adding more ships to the Bounty's list, but those two ships need to be handled VERY CAREFULLY before I even add them to the game, regardless of where I put them. Missions outside the campaign seems like the best choice for OP ships since it doesn't really break the game, but who knows ;DI'm going to throw out a completely random and off topic guess and say that the mod will be somewhat balanced by the 0.9.0 update. :DStarsector v0.9.0 ? It depends on so many factors I can't give an ETA, specially when it comes to balancing the mod.
I am planning on having some ships ready and balanced in v0.6.0 of this mod, along with all the crap I've been messing with since the last release. It will be the largest update so far (which isn't that hard right now) and may be the update that will finally put this mod into the mod index.
I said what I did because that would take a lot of time and effort. Just shrink the ships down and you have something that can work FOR NOW until you have better sprites. It's a bit easier to fly a ugly ship that you can see, and quite hard to fly a beautiful ship that you can't see. ;)Development has been slow and programming is pretty much all I can do in my free time at work, but literally a month from today one of the projects I'm currently working on will be done which means no more working at home, so work on the mod will resume :D
Are you looking for any testers when it gets to that stage??
I'm not sure on nebulas. Someone here will know. I've just focused on ships for mine when I get chance to work on it so not sure on planets and environmental hazards.
Maybe it's something that is only made through random generation? Just a guess. I see star systems as "City structures" and Nebulae as "Random annoying oceans", and the Nebulae in systems as "Forests the Government protects and thus can't chop down".Are you looking for any testers when it gets to that stage??
I'm not sure on nebulas. Someone here will know. I've just focused on ships for mine when I get chance to work on it so not sure on planets and environmental hazards.
I have scanned through the hole Starsector code, failed to find anything that explicitly places the nebulas in those positions... I even tried to replicate most of the "Constellation" code and see if anything happened, but most of it only works if you really want to make a proceduraly generated system and not a set one, I couldn't even find the vanilla core sectors' nebula definitions... I got no answers on Discord either, it seems nobody has messed with this other than me :P (well, I assume since I haven't found anything of this kind in any of the other mods).
But anyways, this would only be purely visual and have no real function, it was just to look cool.
Maybe it's something that is only made through random generation? Just a guess. I see star systems as "City structures" and Nebulae as "Random annoying oceans", and the Nebulae in systems as "Forests the Government protects and thus can't chop down".
Uuuhh...Dev Bias? Or maybe something was done to make them considered as their own "City". Take away the interaction thing for jump points, add a effect, edit the graphics, and you may have a Nebula.Maybe it's something that is only made through random generation? Just a guess. I see star systems as "City structures" and Nebulae as "Random annoying oceans", and the Nebulae in systems as "Forests the Government protects and thus can't chop down".
I had that same thought but if thats the case then how do the Core systems have nebulae?
Uuuhh...Dev Bias? Or maybe something was done to make them considered as their own "City". Take away the interaction thing for jump points, add a effect, edit the graphics, and you may have a Nebula.Maybe it's something that is only made through random generation? Just a guess. I see star systems as "City structures" and Nebulae as "Random annoying oceans", and the Nebulae in systems as "Forests the Government protects and thus can't chop down".
I had that same thought but if thats the case then how do the Core systems have nebulae?
I prefer Dev Bias...because reasons.
Just wanna say I wish you good luck on this i am really excited to see how this turns out
Just wanna say I wish you good luck on this i am really excited to see how this turns out
Thanks! Seeing that this is your first comment in the forums I can only thank you even more :D
are you looking for feedback on this? i was gonna give some but i figured it'd be rude to if you weren't lol
oh i wasn't gonna be harsh, i thought i'd just post my initial observations on stuff on the off chance they'd helpSpoiler
- nearly every market added in this mod is a military market, it feels a little too convenient or w/e compared to vanilla and most other mods where military markets are in the minority
- the systems themselves feel pretty empty since all of them have only 1 market each, this also makes the start of a save pretty rough as it limits your options for missions a lot. the FDS systems are also far enough outside the inhabited 'bubble' that you don't get alerted to bounties and other events
- some of the ships don't seem to have thruster sounds
- the focus on numerous small and med mounts has some potential for imbalance when combined with other mod weapons, though that probably shouldn't be a factor when balancing this.
- the names of some stuff should probably be changed, there's already a torment class destroyer in the arsenal expansion (http://fractalsoftworks.com/forum/index.php?topic=11536.0) mod, and the single hephaestus could use a slightly differing name from the vanilla hephaestus just to make them stand apart from each other.
i haven't done a lot of testing so i don't have a whole lot of advice to give in terms of balancing, though there are some things i noticed
- the obedience class tanker is really cheap for what it provides. it costs less than a dram while having 2/3rds the fuel capacity of a prometheus
- the chaingun needler seems really really strong. it costs 5 less op than the heavy needler while putting out nearly the same amount of dps at a fairly similar range. it also doesn't seem to generate a lot of flux when firing, i had two of them on an agony mk2 and 480 flux dissipation was enough to negate the flux from firing them entirely. its sound is also a bit odd but that's just personal preference
- having limited ammunition on ballistic weapons feels a bit odd now that this isn't the norm in vanilla
- the torture and terror have too many fighter bays for how good they are as front line combat ships. they have more fighter bays than the legion while having a stronger offensive capability. im not really sure what would be a good number of bays to aim for without just neutering them completely though.
- the gravity well projector and hyperspace jump probably need some kind of limitations, both are really powerful given they can be used indefinitely. the rage can chase down pretty much any ship in the game despite being a battleship. both are really cool systems and i hope the rest of the ships get similarly unique abilities
- the hydra torpedo has really long flight time, its almost comparable to an LRM.
i don't have much experience with sprite work so take my criticism of it with a grain of salt, i'm pretty much just voicing my opinions lol. overall i like the ship designs a lot, its hard to go wrong with star wars ships
right now i don't think the faction really has its own visual identity due to the lack of color aside from beige. the star destroyer shaped ships are distinct but everything else kinda blends together with vanilla midtech. some sort of faction defining color/s might go a long way for making the ships stand out from everything else.
i have mixed feelings about the segmented/paneled style, it looks alright in some places but otherwise it just kinda feels like filler in place of actual detailing. if anything i'd suggest making it stand out less, right now most of the ships are a bit noisy visually. if you look at something like the eagle it has similar lines that break up the hull, but they're a lot more subtle and less uniform.[close]
i hope this isn't too big of a text wall, i probably forgot some stuff cause i keep zoning out and getting distracted actually playing starsector lol
also i keep encountering a crash whenever i try to visit naboo. lmk if you need more of it, it was super long but i figured this was the only real useful part of it.Spoiler811153 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [graphics/backgrounds/background2s.jpg][close]
Is this nexralin compatable?
Thanks for the feedback, and also for posting that log line, makes things go much faster!
I can't promise when all those issues will be fixed, but I'll try to fix them as soon as possible.
Also,
"some of the ships don't seem to have thruster sounds"
Do you remember which ship(s) or ship types have this issue?
I'm gonna give a good run to the whole mod soon, but before that I just want to say that the hyperspace jump active system scared she crap out of me the first time I used it, well done
just out of curiosity, does the AI know how to use it?
After a full run of this mod I feel like I can give a fairly good overview on it
First, the good:
-I like the spritework, could use some work in some areas but so far I love most if not all ships
-as far as ships go, they seemed fairly balanced and had a unique role to fulfill (with some exceptions) within the fleet, which is really nice and not something that I see with every mod. I had tons of fun from bravely fighting remnants with the Loyalty to absolute domination with the Terror, and things like the Rage active system give a ton of possibilities, with broadside warfare being a new favorite of mine from now on. If you ever consider it, do a IBB Bounty for the Ships and weapon pack go for it, there's tons of potential in here
-very good sound choices, which is often unappreciated with this kind of things
The Meh (not really sure if bad or not that bad or it's me misunderstanding things):
-the gravity well active system needs either some big weakness (maybe the moment the ship goes past certain flux limit or receives some decent damage it automatically deactivates) or some time limit per use. I love the idea, I really do, but as it is right now it's a really cheap way to invalidate an entire fleet of frigates
-The Loyalty sprite looks a bit ugly when damaged:
*snip image*
-Right now there's no dedicated, big carrier in the entire catalog of ships. It specially hurts because the fighters are so damn nice, and some cost their fair cost in OP, so justifying the investment in hullmods and a dedicated carrier officer when you are going to be using 2 bays at best seems a little underwhelming. Reading previous posts I learned that the Terror had +4 fighter bays in the past, and while I do agree that it needed to be balanced some ship in the fleet needs to take that place, even if it's at the cost of firepower
Unless you were going for a kind of battle doctrine that doesn't like to put all the eggs in the same bag, then I can understand why so many battlecarriers and no actual carrier
-the hullmods didn't really give me that much
-the Submission claims to be a freighter in the description, but it's labeled as a cruiser
-Remnant dagger and Council spear are pushing it a little with flux efficiency, but it's kinda justified due to OP cost and slow firing rate. more about OP cost below
-some of the battleships could use an slight paint job to distinguish them. nothing too brutal, but some simple differentiation that can give me a better idea of what am I deploying or what is different of what when someone is not that familiar with the mod and the similar silhouettes confuse you
The not so good:
-as a general criticism to weaponry, a big chunk of the weapons in the mod tend to go for really high OP cost which I find hard to justify,specially with the medium energy weapons(which is a big deal when there are so many medium slots in the ships). to put a pair of examples, the heavy beam(which is a neat idea and I can see that you actually took some time to balance it based in the graviton beam) is indeed an improvement from the graviton beam, but 14 OP seems a bit too much of an increase when the weapon itself already pays the price with range and efficiency. and while the Remnant dagger is a neat weapon too, 18 OP is really pushing into Large slot OP cost. I have only seen medium weapons reach that cost with Templars, and that's supposed to be a boss faction really.
This inflation in OP points for medium weapons makes outfitting cruisers and battleships with the same mod weapons a bit awkward, specially if you want to pair them with Council Spears in the Terror.
-I really, really struggle to see some use to the heavy battery blaster/autoblaster weapons. it's pretty hard to get into range with them, and when you do, something feels... wrong. I see the numbers and they shouldn't be this hard to make use of, but I feel like I'm paying an stupid amount of flux cost and OP for it. on top of this they feel like you are changing very little besides the color of the projectiles.I noticed then that I couldn't find any energy weapons with explosive damage in this mod, so one possible solution to this could be giving them a different damage time so that they can complement each other and have a better role. also the dual autoblaster canon inherits part of these problems, while the quad battery doesn't for the simple fact that it's dirty cheap for a large weapon slot (only 4 more than the medium version, which again puts into perspective the medium weapon OP inflation I talked about) and it's more efficient that their medium counterparts, so I could see some use for it at least.
-hydra torpedoes struggle with any amount of PD. they need either more hitpoints, or more ammo. they are fine in the bomber version, but any decent distance and some minimal PD makes them useless
In any case don't give up with this mod, just for those active systems alone I'll have it as a regular in my runs from now on
I do suggest that you update the mod, a closer look at the screenshot and I quickly see that you must still be using v0.3, that may fix the similar ships a bit ::)Okay, now I feel dumb now :P. I will reply to your post in detail once I do a quick check in the new version, as some of the things I have pointed out may have changed
First of all, thanks for your feedback, I see you took the time to write all this down and I appreciate it, like I have already said countless times, I do enjoy listening to other people's feedback since that is what really helps me put all this together to amke something you (the players) will enjoy.
The sprite work is not mine, all credits should go to MrDavidoff. I am using his sprites with his permission as placeholders to replace the old (in)famous 2k long pixel ships and I do plan on reworking all the current sprites, even if only a simple polish.
Regarding ship balancing, All ships have been through loads of stat changes, you can look at the changelogs for yourself, and before I even released the first version of this mod further work has been done to put most ship stats to a "decent" level with further tweaking after release thanks to the feedback of some Discord users ;)
I have considered making an IBB ship several times, I even have a couple of sprites reserved for that/those ship(s), although that is not quite a priority at the moment and I will have to discuss further details with someone, possibly SWP's creator, to know exactly what are the needs and work that needs to be done.
Again, most of the sound files are also from MrDavidoff, although I have pulled some from other Star Wars based mods like the one mentioned in the credits section. And no, sound is not "unappreciated", at least not for Starsector. Just ask literally anyone what is their opinion on Blackrock's sound quality and you'll see what I mean.
I have tried balancing the Gravity Well with a value of flux generated per second to limit the time the system can effectively stay active, but the ship is already quite vulnerable as 20% of the ship's flux capacity is automatically filled with hard flux, the ship can't vent while the system is active and it takes 30 seconds both to reach full power and to finish the cooldown, not to mention decreased shield efficiency while the system is active (unless I switched something and it actually buffs the shields, need to test it carefully). Other than that I have tried to make the ship more of a support ship with stats comparable in some levels to cargo ships or combat freighters, and code restrictions to prevent multiple ships to deploy their system simultaneously when there should only be one active at a time, both to prevent a null-area over a given region and to prevent performance issues.to be fair, I didn't have the chance to experience the gravity well in detail as the ship didn't show up in the market in my regular run and I had to use console command to test it a little, so my opinion isn't as fleshed out as some of the other weapons and ships in the mod. still, it should be treated with extreme care for future changes IMO
The ugly sprites when damaged are not really an issue that only affects the Loyalty, and that may be due to a number of reasons, one of them possibly the excessive amount of greebles in all ships making the damage sprites even more noisier. I will see what I can do about that...
The Terror had 7 bays in the past, so you have seen nothing ::)
But yeah, the lack of a carrier is damaging the faction as a whole because some ships have 1-2 wings but nothing over that. This problem only exists because I am using sprites that are not mine and I have failed to find a proper carrier sprite from the collection that was given to me. This is definitely an issue to be fixed in the future because I really would like this faction to have more fighter power.
Ohh and fighters will be balanced someday, its another item in my TODO bucket.
The doctrine for the ships is still being considered and drafted. A valid choice would be heavy slow battleships and cruisers and fast frigates, destroyers and fighters, as it would fit the current lore, but this is also an item in my TODO bucket, which is starting to turn into a barrel.
The hullmods should be only two, one of them built-in in the Rancour, which I consider to be quite powerful as it is. It allows the ship to move with the 0-flux boost at up to 20% flux, 4 times what vanilla gives you through a skill iirc. The other is a mod that decreases repair time by 50% and the time the ship remains disabled by 10%, which should quite powerful as well.
More hullmods would certainly spice things up, and maybe even add a faction-wide hullmod similar to Neutrino's to give the ships some special effect, but that has to be analysed first.
The descriptions are a work in progress, as all the mod is in fact. At first the Submission was supposed to be a large combat freighter with a dedicated combat sibling, the Remorse, which has been removed in the previous update. They both are cruiser sized, it might have been a lapse when naming/labeling the ships, thanks for pointing that out.
The ships should be easier to distinguish right now. As of v0.4.0 there should only be two battleships, one of them with fighter wings, and two dreadnaughts, one of which is currently only available in a custom mission. Before this update that problem was severe, and still is, but now it should only really be a problem for fighters and frigates, which still have some "duplicates". Were you referring to the Hatred/Suffering or to some other ship(s)?
Ahh, weapons.... One update almost entirely dedicated to weapon balancing, but mostly targeting damage and flux values. The actual market price and OP cost still needs tweaking, obviously, and like with the ships many weapons were also removed in v0.4.0 as they weren't really adding anything different to the game. Needless to say, there will still be changes to most weapons.it's really difficult to find the balance on those kind of things, just keep working on it and slowly but surely it will take shape
Once again, thanks for all the feedback! I really want to make a mod that people will enjoy, and leaving a "Star Wars" mod left to oblivion again like many other did is not in my plans, progress may be slow but I want to see this mod stand in the Mod Index some day, once it has reached a proper level of balance and content.cheers mate, good luck
There is a typo in the desc. for the Hatred class capital ship. Just a small one, and thank you sincerely for this mod. Ive been looking for exactly this. Great job.
lucrehulk?
One idea about Loyality. If you hardcode in it extreme modifications, ill-advised modifications (fixable when you earn enough) and repair droids it feels much more familiar to fly. Actually it becomes really quite a fun.
Also this ship just MUST have shielded cargo holds.
Been playing with this all day, really enjoying the capital ships a lot, especially the Torture. Been having a hard time killing things with the FDS weapons though, most of the autoblasters aren't able to take out a capital shield without lots of missiles used up in the process. Guessing I could include a few longbows or sabots for shield stripping then go in with the lovely lasers.
Been playing with this all day, really enjoying the capital ships a lot, especially the Torture. Been having a hard time killing things with the FDS weapons though, most of the autoblasters aren't able to take out a capital shield without lots of missiles used up in the process. Guessing I could include a few longbows or sabots for shield stripping then go in with the lovely lasers.
I'm glad you are enjoying the mod!
Most weapons were balanced against vanilla, and most autoblasters really don't stand out much, except for the pretty colors and sounds. The only ones that stand out from the bunch are the Kinetic and HE based weapons added by the mod, as they function differently from the rest and are actually useful for either striping shields or armor.
It may take a bit of practise before knowing how to use this faction and its weaponry, and you may also keep an eye out for the AI Tournament starting soon, someone is going to take my mod there, so maybe you can have some pointers there ;)
If I may ask, what do you enjoy the most about the ships? I am starting the painful process of redesigning all of the ships so having some feedback is very useful!
This is great, I especially like the design of the ships. Although I have encountered some problems trying to take up striking roles in combat, Due to a large majority of all the ships' weapons being towards the back.
I'd say the missile cruiser is the best for striking ships as fast as you can, but generally you'll be the one piloting if you don't want it sitting there not firing half the battle.
i am join
Thank you for your work, just want to say it.
This is great, I especially like the design of the ships. Although I have encountered some problems trying to take up striking roles in combat, Due to a large majority of all the ships' weapons being towards the back.
The shape of the ships is more suitable for broadside attacks so that all weapons on either side can hit the target, in full frontal attacks since weapons are distributed along the entire length of most ships you are forced to move further in for the weapons to get into range.
The fact that the ships are way bigger than they should only contributes to this problem, as the rear weapons are 300 pixels behind the forward ones...
Thanks for the heads up, this is something I'll take into consideration when making the new ships!I'd say the missile cruiser is the best for striking ships as fast as you can, but generally you'll be the one piloting if you don't want it sitting there not firing half the battle.
Why is it sitting there? Did you give it a passive Officer? Does its behaviour change if you give it an aggressive officer?i am join
Thank you for your work, just want to say it.
Thank you! :D
I'm gonna ask, what did this update do?
Is your mod slow to download, or is it just filled with content?
I'm getting like 2.4 kB per second on the file.
Is there any way to build the droids in random mode? I am seeing the droids pop up as trade procurement missions. I'm playing your mod with Nexerelin and I couldn't figure out how to do it. Thanks for the awesome mod! ;DThere's a facility you can build on colonies that produces R2 and R3 droids.
I thought I would try several playthrough's before posting. This is me asking for help.
I don't get this factions strength or how to play it. I have tried everything that I can think of to make it work but everything comes out with just getting stomped. A few things that I have noted:
-The fighters are pretty easy pray as they are huge and have zero shields
-No qualities really stick out with this factions ships. At least not that I see.
-The ships are very slow and lack the fire power to prevent getting ganged up on
-The ship that is only a mission ship is actually not that powerful and should be usable.
-A conquest smashes the entire line-up. I have not tried any other ship with larger deployment but I assume it to be easier because the conquest is the "acceptable" capital; not amazing, not too bad.
I assume I am doing something horribly wrong? I have tried fleets, solo, you name it.
HerrFlex is using FDS in the AI tournament, and has reported to have soloed the derelict mothership with a Suffering (capital) while letting the AI control it, so perhaps you are equipping the ships poorly? Even with the standard variant any FDS ship should do good.
HerrFlex is using FDS in the AI tournament, and has reported to have soloed the derelict mothership with a Suffering (capital) while letting the AI control it, so perhaps you are equipping the ships poorly? Even with the standard variant any FDS ship should do good.
As someone who likes equipping factional ships with only weapons from that faction, I found the FDS ships to be generally extremely weak. Their weapons are not powerful pound-for-pound, and the only moderate range is made terribly obvious by the fact that their ships are so massive and have to get so much of their size within the enemy's firing zone.
I too have had trouble making this faction work, but I suppose its a weapon choice issue.
First of all, i love this mod! My IGN should tell everything need to know why.
*snip*
PS, english is not even my second language! Sorry fellas.
I thought I would try several playthrough's before posting. This is me asking for help.
I don't get this factions strength or how to play it. I have tried everything that I can think of to make it work but everything comes out with just getting stomped. A few things that I have noted:
-The fighters are pretty easy pray as they are huge and have zero shields
-No qualities really stick out with this factions ships. At least not that I see.
-The ships are very slow and lack the fire power to prevent getting ganged up on
-The ship that is only a mission ship is actually not that powerful and should be usable.
-A conquest smashes the entire line-up. I have not tried any other ship with larger deployment but I assume it to be easier because the conquest is the "acceptable" capital; not amazing, not too bad.
I assume I am doing something horribly wrong? I have tried fleets, solo, you name it.
Most ships have been balanced against vanilla, and although they are larger than normal, they also have a much higher weapon count for their size. Just look at the Affliction, a destroyers with the size and firepower of a cruiser.
In any of my custom missions FDS usually wins if you let the AI use the ships at will, FDS really shines when fighting Fleet battles, not as a single ship. That being said, as they are now, FDS is pretty much a glass cannon faction, until you reach the capitals, where they have high armor and a lot of weapons, but they are slow, and need a fleet to support them.
HerrFlex is using FDS in the AI tournament, and has reported to have soloed the derelict mothership with a Suffering (capital) while letting the AI control it, so perhaps you are equipping the ships poorly? Even with the standard variant any FDS ship should do good.
Also, fighters are large, but have triple the firepower of a normal vanilla counterpart xD
Every time I play any of the missions with FDS capitals (the one with asteroids is pretty much a joke) either letting the AI do it's thing or controlling the ships myself, I have minimal losses, just don't push yourself too hard and don't play the game as if you were playing an OP ship, charging head on. Most ships have hull, armour and flux levels balanced against vanilla, so more guns mean more flux, and larger size means more hits that can be taken.
My tip to you is play safe, always stay as far away as possible from the enemy, kite them if you can, don't go omae wa mou shindeiru into the enemy fleet or it'll end badly :p
Downloaded, error'd out. Said JSONobject["fallback2"] is not a number.
Yep, I'd say that's almost certainly the culprit. From what I can tell, the code performs two look-ups when putting together its list of potential conditions for a particular planet. First, it searches for a column matching the planet type (so "fds_cryovolcanic" in this case). If that fails, then it attempts to find a column matching the planet category (i.e. "cat_cryovolcanic"). Since neither of those are one of the column header names in vanilla's condition_gen_data.csv, it doesn't add anything to its list and generates the empty world as a result.
This also explains why, as Alex said earlier, the vanilla cryovolcanic worlds work fine. Their planet type is simply "cryovolcanic" so they pass the first check and correctly use the "cryovolcanic" column to generate their conditions without even checking for their "cat_cryovolcanic" planet category. It's really too bad that the column isn't named "cat_cryovolcanic" because it looks like that would have worked in both cases.
So per a thread I posted in the support forum we pinned down FDS as the cause for cryovolcanic worlds with no features whatsoever.QuoteYep, I'd say that's almost certainly the culprit. From what I can tell, the code performs two look-ups when putting together its list of potential conditions for a particular planet. First, it searches for a column matching the planet type (so "fds_cryovolcanic" in this case). If that fails, then it attempts to find a column matching the planet category (i.e. "cat_cryovolcanic"). Since neither of those are one of the column header names in vanilla's condition_gen_data.csv, it doesn't add anything to its list and generates the empty world as a result.
This also explains why, as Alex said earlier, the vanilla cryovolcanic worlds work fine. Their planet type is simply "cryovolcanic" so they pass the first check and correctly use the "cryovolcanic" column to generate their conditions without even checking for their "cat_cryovolcanic" planet category. It's really too bad that the column isn't named "cat_cryovolcanic" because it looks like that would have worked in both cases.
Don't know if I missed something but the Astromech Factory doesn't really do anything except producing astromechs (so no increased ship quality or something like that). So either it's working in the background without me noticing or it's not working at all.
Don't know if I missed something but the Astromech Factory doesn't really do anything except producing astromechs (so no increased ship quality or something like that). So either it's working in the background without me noticing or it's not working at all.
The droid factory produces droids, the "Repair Yards" take in droids and increases ship quality, two different facilities
Good news, it DOES work. It just doesn't tell you. Without the repair yards I get the 90% like it says.
Good news, it DOES work. It just doesn't tell you. Without the repair yards I get the 90% like it says.
Ship quality aside. I have noticed the AI factions do not build, benefit, or trade in droids. Is this a bug? Or is the droid mechanic solely player "usable"? No droid exports/imports with the AI breaks immersion in my opinion.
Adding industries to existing markets is tricky, and the AI never builds new industries.
It is not a matter of the AI not recognizing modded industries--the industries on the vanilla core planets are all hand-built (data/campaign/econ), not procedurally generated.
Is there a plan for the Repair Yards to have some kind of effect when a Alpha-Level AI is slotted into them? Perhaps the local quality of defence ships could be improved?
Hey man, great mod! Its really great to play around with these ships.
Would it however be possible to create a bigger version of the Terror? Say 30-40% bigger?
Is the current version 0.9.1 compatible?
java.lang.RuntimeException: Sound with filename [sounds/FDS/sfx_shields/shields_up.wav] not found or failed to load
Hi, the mod crashes on Linux during game launch cause of two case mismatches.CodeIt works if you rename the file extensions in mods/FDS/sounds/FDS/sfx_shields/to lower case (shields_up.WAV -> shields_up.wav and shields_down.WAV -> shields_down.wav).java.lang.RuntimeException: Sound with filename [sounds/FDS/sfx_shields/shields_up.wav] not found or failed to load
Hi, the mod crashes on Linux during game launch cause of two case mismatches.CodeIt works if you rename the file extensions in mods/FDS/sounds/FDS/sfx_shields/to lower case (shields_up.WAV -> shields_up.wav and shields_down.WAV -> shields_down.wav).java.lang.RuntimeException: Sound with filename [sounds/FDS/sfx_shields/shields_up.wav] not found or failed to load
Hi there!
Well, this is rather new... I guess I assumed that since Windows automatically reads those files there would be no worries, so Linux decided to jump in and ruin the fun heheh
Thank you for reporting this, I'll try to fix this as soon as I can!
Hello Johnny!
Love the mod, but I noticed something "wierd" the AI controlled ships with the teleport ability appear to have 50-75% more range on it as in they teleport further.
All you need to do to see this is order one of the ships with it to pursue a target and watch it go on the tactical map. And then try to jump the exact same ship too and you will see the differance.
I confess my love for this mod before, but after not playing for quite while i return! And man, i still love this mod with all my heart! Why? Because Johnny is pretty fly for a wedge guy! Serious i being playing with 2 ships recently, first my new favorite ship in the game, The Retaliation Class! Oh Boy, the first time ambush a fast moving frigate in a freaking cruiser was magical, i feel like, i feel like....yeahh....Heh, glad you like it :D
...snipped image...
There is no bigger praize a Star Was fan can give. The second ship, is my new Flag, Bigger, Meaner, Slower... The Hatred BB, Again, the feeling of using the Singularity Gen is just, shock and awe.
1) This mod still need a big, full on dedicated CV. The Shame is, just not up for the task by itself, it needs only one big CV, cruiser or capital, but not both.Humm, yes.... That is on my to-do bucket, right next to designing new ship sprites (and by consequence, new ships). I'm planning on having new ships and fit each ship into a certain role, instead of having ships just for the sake of having them.
2) The Sing Gen is too common, all the Cruisers have it, it makes less special, and man, this should be special! For me, CA level and up with this ability should not even be "buildable" (Blueprintable) on your Colony, only captured.Half the cruisers have it, but you are right, too many of them have the system. So far this has been me poking with a stick at the hornet's nest to see what will feel like the right amount of ships with it, imo I'd like to see one ship of each type have the generator, especially with the changes I am making to the system's AI.
3) Other than Hydra Guided, PD Blasters and Light Autoblasters, all the FDS are locked behind some shadow, i just cant get them anyware, and i loooked. So far i got 1 Heavy Autpblaster in a Bounty, and a few Daggers and Lances from Exploration, but not even one FDS weapon on the black market around the sector, and i looked. There is anyway to make them a little bit more prevalent? To show up in markets? Pretty Please?That is strange... I'll take a look into it. It may be related to most weapons being tied to several relation levels towards the FDS faction, only two or three weapons are allowed to be in the "free market", but its worth a tweak nevertheless.
4) This is just another praise, i love the simple, 3 OP, PD Blasters, i just love the pew pew. Well done. My Energy version of the vulcan, i have in every ship that doesn't use higher level PDs XDI like it too! It's not powerful, nor that effective, hence the 3 OP cost, but somehow it always feels good to have them.... More pew pew I guess heheh.
5( I'm would love to see splinter factions from FDS with different doutrines on the same base Hulls, more guns? Less amor? More Armor? Less guns? More LPCs? Phase Cruisers? Less guns, bigger guns? Just want more Wedges in my life. xDThat is a possibility, yes. The FDS is (will be?) a paramilitary/scientist heavy faction, lore wise, so eventually a more military-focused subfaction may appear, but that's something to think of AFTER I build the new ship roster, which will be in a decade or two at this rate :/
In response to the Singularity Gen being too common, IIRC There was the Interdictor class ISD so you could have an interdiction ability for in battle which sends out a pulse or was a "blob" which cant be stopped\blocked that where it "detonates" it creates a large slow effect. There is also Tractor Beam as a Ability that would Freeze a ship in place based on ship size.
These are just some ideas after reading the comments.
Hello, love the mod, its in all my playthrus now. Where does one find the terror?
I was recently poking through all of my downloaded mods while trying to track down a sector generation issue and noticed that several of the mods (including this one) have a condition_gen_data.csv file that still uses the old 0.9a format. In the Starsector 0.9.1a release, the condition_gen_data.csv file was updated with several renamed column headers and a new cat_hab5 column. Obviously, I didn't expect that file to be up-to-date since your mod hasn't been officially updated for version 0.9.1a yet, but I just wanted to give you a heads up for if/when you do release an updated version.
i hope this crash with Nexerelin is on the list of fixes,
workaround courtesy of Histidine : https://fractalsoftworks.com/forum/index.php?topic=9175.msg262827#msg262827
None of the FDS ships I've played with can handle their weapon flux, even with full vents. I'm not sure if this mods weapons are very flux inefficient or the shops are terrible at venting. Great mod apart from that though, I'm really loving it!
This is an absolutely kickass mod. I'm a massive star wars fan and this is easily my favorite mod so far.
That said, though, I have a suggestion: add a structure or something that produces B1 and B2 battle droids that act like marines. B1s would be around half the cost of a marine (maybe less?) but would be half as effective, but the main draw would be that they don't take paychecks like marines do. B2s would be twice as effective as a marine, but would be twice the cost of one. Again, no paychecks.
Good ***, dude
I suppose it's fair that you'd want to move away from Star Wars, but once FDS is fully moved away from it, would you be opposed to the idea of someone taking all the old sprites from the earlier versions of the mod and making a new SW mod with those?
Thanks for your support, and I'm glad you are enjoying my mod so much! :D
Unfortunately, following the Star Wars theme is something I don't want to do, and in several occasions I've made it clear that I'm trying to stay as far fromt he Star Wars universe as possible, with the only similarity being the shape of the ships. This is a slow transition, and the fact that many things in the mod are still "Star Wars" may cause some confusion to some...
There will be "Maintenence Bots" in the mod, which are currently still using the R2 droid sprite. They will be changed to a generic robot sprite at some point, just as the ships will be getting new sprites eventually, but due to my lack of drawing skills and time to practise this is something that will take some time and may push me further into looking for commissioned work...
That being said, I appreciate your suggestion, but that's something that I won't add to the game. Like I said, I'm trying to stay away from Star Wars, and adding alternatives to the marines is something that does not seem useful or necessary, it will only add complexity to something simple... Just think on how the game had several crew levels in the past and now there's only a single type of crew, I think the marines should remain as simple as possible as well.
I suppose it's fair that you'd want to move away from Star Wars, but once FDS is fully moved away from it, would you be opposed to the idea of someone taking all the old sprites from the earlier versions of the mod and making a new SW mod with those?
Oh, okay! Thanks for pointing me to him!
I've been asked that before, and I'll give you the same answer I have previously given:
That is not up to me, the sprites are not mine, and so you should be asking "MrDavidoff" for permission. Technically speaking, you could even create your own mod with the very same sprites right now if he gives you permission to use them, but it's up to you to decide whether that is something you want to do while I'm still using them or not, I guess...
im having an issue with the mod. when i turn it on i get a pop up telling me prism freeport wasnt able to load properly. i tested it to see if scy nation was conflicting with it but still had an error with scy off. the error causes a crash regardless of setting it to random gen sector or not.
not really sure what to look for in the log file but maybe this image of the pop up will help.
(http://puu.sh/Er6PE.png)
Starsector/mods/FDS/data/config/prism/prism_ships_blacklist.csv
ty ^,^ the "murder wedges" have been a lot of fun so far
The new patch is not compatible with existing save games running the previous version. I guess this is due to the droid changes/merge.
to start things off, we have this nifty little error that pops up once i run the game. game loads fine without fds on. did i somehow not get all the files i needed while downloading?
(http://puu.sh/Eti7q.png)
and to end it two questions.
1: are we suppose to be able to find the bp for the laser weapon the fighters use?
2: did this update fix an issue (or was a it a known issue) where one of the fds ships would glitch out in the production screen thus being unable to be made. cant remember which one but it was either the Penitence or the Prudence.
I assume this will break my saves?
Is the loyalty supposed to be a destroyer? It seems like its a frigate that got accidentally assigned the destroyer role in coding
What should the Maintanance Yard structure do? It doesn't seem to modify quality (at least as the Fleet tooltip shows) despite being fully supplied with the maintanance bots from the other structure, and the other demanded goods as well.
i downloaded the mod put it into the mod folder started up starsector, nothing its not in the place to enable mods, just nothing, can you help?
Starsector/mods/FDS/data
So i hate to ask this, but how do you get to the new Mission that came with the update? bit new to star sector and a bit stupid
First off, bravo. Love this faction.
Just a quick bug report you probably already know:
Ship named Submission is a Cruiser with the stats and description of a Destroyer. Price/Size and DP of a Cruiser.
I hear you are a busy dude, but if you ever get around to updating this mod I for one would be thrilled. Huge fan of the new weapons. The Singularity ability is the most fun I've had in this game. "Nothing personal, kid" every time you hit F.
Thanks a bunch!
I'm downloading this just for the Star Destroyers. :D
I've found a problem with this mod. It is a fairly common mistake that lots of modders make. Look towards the bottom right corner.
(https://i.imgur.com/Wb8a48a.jpg)
6/4
They did that on purpose.
They did that on purpose.
It's still a mistake. I don't know why people feel compelled to make factions with more military power than the Hegemony, or single worlds with higher industrial output than the rest of the sector combined. Is it some kind of power-fantasy thing? Because it certainly is balance breaking, that's for sure.
Don't get me wrong, I like the mod and I love the ships, but the idea of "Fringe" nation having that kind of doom-stack production ability kind of defeats their own backstory, does it not?
Hi evryone, first of all, thanks a lot for this mod, i can't tell how exited i was when i saw the design of your ship, but i didn't find any of them right now, so here is my question, is there colony or planet than i should look at to find those ship and weapon or is it only thanks to blueprint than will have some ? Thanks again for your mod. OH and maybe i misunderstood but i think i heard than you were working on new ship design different from stars wars ? i just thought about The Expanse i dont know if you know this Sci-Fi show but it could be great i think. Thank you for you attention and once again great work people !
What are you working on next for the mod? If I recall you wanted to move away from being starwars mod?
What are you working on next for the mod? If I recall you wanted to move away from being starwars mod?
Indeed I am, but new ships will take time and are not in the top of the to-do list.
Next update there will be some ship balancing, tweaks to some ship systems, some changes and fixes to the planets as well, and probably some more changes.
Regarding the "moving away from star wars" part, there are currently no star wars names nor portraits in the mod anymore, and the only similarity as of now is in the shape of the ships. When new ships are designed at least a couple will still have the wedge shape that became so known to this mod, but the ships will have more variety in terms of shape and weapon placement, and some will have large weapon mounts as well, something that is lacking right now...
This is as much as I can tell right now, time will tell the rest and make this a reality ;)
Thanks for the quick reply! Best of luck!
Hey, any news on your progress? I'm a new player and I really like the way you adopted triangle ships to the art style of Starsector. I really need them in all my space games. Or flying cathedrals :D
I hope you are ok in quarantine and that you can put some work in this project.
Hey, first I love your mod. I always add it in my games. I find myself doing an FDS themed play through atm, and to that end I'm looking to add the blueprints to my faction via the console commands mod, as I have so many other mods active that I haven't found any properly yet. However searching via consolecommands mod, and in the fds mod files I am only able to find fds_civ_package, fds_military_package, fds_base_package, fds_adv_package and fds_missile_package, none of which have any of the advanced ships, with the submission being the strongest ship avaliable. Is there another set of blueprints I'm not seeing, or is it not included. And if thats the case is there anyway for me to add them to my game? Thanks
Hey, first I love your mod. I always add it in my games. I find myself doing an FDS themed play through atm, and to that end I'm looking to add the blueprints to my faction via the console commands mod, as I have so many other mods active that I haven't found any properly yet. However searching via consolecommands mod, and in the fds mod files I am only able to find fds_civ_package, fds_military_package, fds_base_package, fds_adv_package and fds_missile_package, none of which have any of the advanced ships, with the submission being the strongest ship avaliable. Is there another set of blueprints I'm not seeing, or is it not included. And if thats the case is there anyway for me to add them to my game? Thanks
I am happy to hear that! ;D
Most cruisers and capitals are only using the vanilla "rare" blueprint, meaning they have a chance to drop as an individual ship blueprint instead of bundled into a set. The FDS blueprints have all the ships that are considered "basic", even if that means you won't have access to the strongest ships right away in one BP. This is intended behaviour, although with the next update this may change due to changes made to the classification of several ships.
For now, your only way of adding the other ships through the command console is to add them one by one, like you would do with vanilla capital ships.
Love your mod too!
Have some questions.
1) In mission there is a big cool ship like Kadur's Hand of God. Any chance to obtain it ingame?
2) How long for new update? :D
Love your mod too!
Have some questions.
1) In mission there is a big cool ship like Kadur's Hand of God. Any chance to obtain it ingame?
2) How long for new update? :D
Hey hey! ;D
1) Only through cheating, or using the command console;
2) Somewhere in 2020; the changes are already done and the mod is now in the testing stage, so it'll be soon-ish!
Any chance to get some spoilers for new content?))
Any chance to get some spoilers for new content?))
To be honest, not much new content... This update will mainly do the following:
- Update the mod to v0.9.1 (cost balancing);
- Streamline/simplify the ship roster;
- Adjust ship size classification for some ships (e.g. a destroyer becoming a cruiser);
- Some more stat balancing all around.
- Some changes to the star systems.
So I'd say this update will be more about removing content and fixing the existing one, than actually adding new stuff.
anyone know why this mod went from 0.9.1a down to 0.9a? also does anyone have a copy of the 0.9.1a version they can send me?
Hey! Fav faction mod so far, the ships are beautiful and the gameplay is great! Do you have plans on updating the URL to work with versionchecker now that the site changed all of that stuff? Besides your previously stated update, reading some of the games new features mentioned in the potential game update, do you have any ideas for the future?
Cheers.
Once again, I'm sorry for any inconvenience the lack of updates may be causing, and allow me to emphasize that even though this mod is not tagged as compatible with v0.9.1 it will still work, but with unbalanced ships compared to v0.9, so you can use this mod, but I do underrstand that the experience won't be that good because of it.
You are fine with not updating it as fast as possible, you are alive and you have a life to live which is more important than the mod. Take care of yourself!
I think if somehow possible you should put in Snokes huge as ship from the Last Jedi lol now that will be a ship
Very sorry if you are already aware of this, but there seems to be a crash on generating the galaxy now. It appears related to Nexerelin.
Your ships are my favorite to use. Looking forward to using them in .95
Replacing the game version with "0.95.1a-RC6" in the mod_info.json should make it work. havent encountered problems with it yet...