Fractal Softworks Forum

Starsector => Mods => Topic started by: Johnny Cocas on May 04, 2017, 05:55:08 AM

Title: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: Johnny Cocas on May 04, 2017, 05:55:08 AM
!! MOD UNDER CONSTRUCTION !!


(https://i.imgur.com/oFAOjM7.png) (https://bitbucket.org/MadHSSniper/fds/downloads/FDS_v0.11.0.zip)

Join the Syndicate! (https://bitbucket.org/MadHSSniper/fds/downloads/FDS_v0.11.0.zip)
CAUTION! Mod is highly experimental and may be is slightly unbalanced!
This mod requires:
- LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
- GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
- MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)


This mod is compatible with:
- Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
- Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0)
- Dynasector (http://fractalsoftworks.com/forum/index.php?topic=11001.0)*

* The mod will not break Dynasector BUT there won't be any dynamic variants of FDS ships, both mods are Compatible, but FDS is not Supported by Dynasector (yet)



Brief history of the Fringe (Lore)

Spoiler

The Fringe Worlds are burning in the flames of a war the Syndicate did not start. The Hegemony above all wants to have the control over more resources to build an even greater army.
Nobody knows what will be of the Syndicate, if they'll once more rise from the dust and succeed at defending their land or if they'll fall into the command of the enemy.

But that's a story for another time, nobody can tell the future, but the past is a whole other story...

A long time ago, when the Domain began exploring and colonizing the sector, they found a particular region filled with quite interesting planets. Most of them didn't need terraforming at all, and some had incredible materials and artifacts so rare they weren't found by the Domain anywhere else.
The highest ranks of the Domain quickly hid the existence of this area, using it to test new equipment and to conduct questionable research, the worst resulting in the extermination of life in the planet Sascillo. Resources were not the only thing coming from the gates, millions of "test subjects" were brought in secret to the Fringe over the years and everybody lived happily with their lives, as nobody knew experiments were being conducted on humans. The rest of the sector simply enjoyed their brand new terraformed planets...

One day, the unthinkable happened...
The gates suddenly closed, and nobody knew whether they would open ever again.
Scientists of the Domain of Man living in the Fringe had all sorts of ideas and theories, but they all had the hope the gates would reopen again, soon.
Time passed... The gates did not open again.
Despair of those waiting at the gates for a sign of the Domain caused them all to fall, all while the Fringe remained silent.

Without the Domain's watchful eye, some scientists went mad. Some ordered the armed forces under their command to annihilate entire populations for their amusement, some wandered off into the unknown with crazy schemes to find the Domain once more, and others disappeared without leaving a trace.
Many felt betrayed by the Domain and swore vengeance should the gates ever reopen again. They were the founders of the Empire, a group whose goal was the preparation to war with the Domain. To make their ultimate goal a reality, they increased their military power, designed new ships. They had blank production chips, a very valuable commodity after the Collapse, and combined them with the plentiful resources available throughout the Fringe to build a fleet capable of fulfilling this goal.
Some of the Fringe's secrets stopped being so after an accident. The population was not pleased and rebelled, trying to free themselves from the chains of the Empire, the "New Domain". It started a long war that wore both sides down, and all this time they remained oblivious to the rest of the sector...

... That is, until someone found them...

A rebel ship jumped to hyperspace in a desperate attempt to escape certain death, only to become stranded and drifting away as the ship had been severely damaged from the combat.
Eventually, the ship was found, by none other than the Hegemony. They salvaged the ship and interrogated its crew. Soon they found out about the existence of the Fringe Worlds and all the riches in it.
They quickly saw an opportunity to gather enough resources to build a military force so great it would finally allow them to take control over all of the sector.
All they had to do was get rid of the unknown remnants of the former Domain. This should be an easy task. After all, nobody knew of the existence of anything in that region, any attack could easily go unnoticed and nobody would suspect a thing.
And so it was. The Hegemony sent a massive fleet to conquer the Fringe, and they did manage to take one of their planets, devastating those who had little interest to the Hegemony.

The Empire held as best they could, but the fleets were weak and displaced by the war, they did not expect a foreign attack this soon, not by this enemy...
They had to give in to the situation and call for an emergency council with the rebels, offering them the chance to join forces in order to fend off the invaders.
The rebels reluctantly accepted but made some demands, one of them being the ceasing of all experiments being conducted in the population of the Fringe.

And so they formed the Fringe Defence Syndicate, having the single common goal of defending their land.
[close]



Faction characteristics

  • Above average amount of weapon mounts
  • Preference of medium or small weapon mounts, large are rare
  • Use of mostly energy and missile weapons
  • Large but scarce fighters
  • (WIP)



Ships (WIP)
Spoiler

Fighters
Spoiler

(https://i.imgur.com/BMTYDbh.png)
Penitence - Fighter

(https://i.imgur.com/RrgtLX3.png)
Oppression - Fighter

(https://i.imgur.com/2y5K8eE.png)
Distress - Interceptor

(https://i.imgur.com/BcQfnyK.png)
Guilt - Heavy Fighter

(https://i.imgur.com/cX9Ma6A.png)
Disgrace - Bomber

(https://i.imgur.com/xyMbwhR.png)
Pain - Kinetic Bomber

(https://i.imgur.com/K4TFeoz.png)
Rage - Rocket Bomber

(https://i.imgur.com/DXEEVm8.png)
Remorse - Heavy Bomber

(https://i.imgur.com/6IiEG70.png)
Anguish (Not available atm)
[close]

Frigates
Spoiler

(https://i.imgur.com/ZuyGhI7.png)
Prudence

(https://i.imgur.com/qgMrZfA.png)
Sorrow

(https://i.imgur.com/HAEKULu.png)
Agony

(https://i.imgur.com/V1xQGmC.png)
Agony Mk. II

(https://i.imgur.com/hxoWzBP.png)
Melancholy

(https://i.imgur.com/7B0DQN8.png)
Melancholy Mk. II

(https://i.imgur.com/AopK3ji.png)
Regret

(https://i.imgur.com/ycxdDQD.png)
Grief

(https://i.imgur.com/YuQfWoI.png)
Grief Mk. II

(https://i.imgur.com/ryXT4dD.png)
Disturbance
[close]

Destroyers
Spoiler

(https://i.imgur.com/L6OScp8.png)
Despair

(https://i.imgur.com/humm9uw.png)
Rancour

(https://i.imgur.com/6sB3W9N.png)
Shame

(https://i.imgur.com/LAtrFZV.png)
Pride

(https://i.imgur.com/yI68GIj.png)
Desolation

(https://i.imgur.com/zVfrmA3.png)
Affliction
[close]

Cruisers
Spoiler

(https://i.imgur.com/wLj2ROV.png)
Atonement

(https://i.imgur.com/QOJrMhZ.png)
Revenge

(https://i.imgur.com/PRI9SxM.png)
Wrath

(https://i.imgur.com/cQoO98G.png)
Retaliation

(https://i.imgur.com/l1Tb3Xv.png)
Submission

(https://i.imgur.com/lXiHLSl.png)
Fear
[close]

Capital
Spoiler

(https://i.imgur.com/sPYf4qM.png)
Hatred

(https://i.imgur.com/OBHpWxW.png)
Suffering

(https://i.imgur.com/9qQh9pE.png)
Torture

(https://i.imgur.com/TiRxSSt.png)
Terror
[close]

Cargo/Utility
Spoiler

(https://i.imgur.com/uiwFg8v.png)
Diligence

(https://i.imgur.com/HfukmSR.png)
Loyalty

(https://i.imgur.com/U653rQl.png)
Fidelity

(https://i.imgur.com/pHqWdHm.png)
Burden

(https://i.imgur.com/qJ67QcH.png)
Duty

(https://i.imgur.com/3zaH5gH.png)
Obedience
[close]

[close]


Weapons
Spoiler
(WIP)
[close]



Screenshots
Spoiler
(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)
[close]



CREDITS:
- MrDavidoff for lending me all his assets;
- MesoTroniK for being annoyingly helpful and a great supporter;
- HerrFlex for never losing faith in my mod and providing loads of feedback;
- Cums, Axle, Avanitia and all of the Balancing Crusaders for giving me MASSIVE balancing feedback since the very start;
- Alex, TheWikiFish, Vayra and Blothorn for all the help with coding the new "hyperspace jump", and Nicke535 for the suggestion on its new name;
- Dark.Revenant for lending me his SplitterWeaponPlugin;
- All the people in Discord and the Forums for guiding and helping me when needed. What a wonderful modding community :D
- SciFi3D (http://scifi3d.com) and Free bitmaps (http://freebitmaps.blogspot.pt/) (planet textures);
- The dev team of the "Star Wars: Interregnum (http://www.moddb.com/mods/star-wars-interregnum)" mod for Sins of a Solar Empire (http://store.steampowered.com/app/204880/Sins_of_a_Solar_Empire_Rebellion/) for their collection of sounds;
- Alex (again, I know) for his invaluable help with any question I had about the way the game works, he's always been really helpful!



CHANGELOGS:
(v0.11.0) - Latest
Spoiler
Quote
[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;
[close]

Older Versions
Spoiler
(v0.10.0)
Spoiler
Quote
[2019/--/--]
     - Forgot to make this...
[close]

(v0.9.0)
Spoiler
Quote
[2019/--/--]
     - Forgot to make this...
[close]

(v0.8.1)
Spoiler
Quote
[2011/01/21]
   Changes:
     Ships:
       - Fear:

        - Cost reduced from 120.000 to 90.000;

    Fixes:
     - Fixed variants with OP over capacity;
[close]

(v0.8.0)
Spoiler
Quote
[2019/01/17]
     - Forgot to make this...
[close]

(v0.7.1)
Spoiler
Quote
[2018/06/26]
    Fixes:
     - Fixed GS Bounties (missing references and corrected dialog messages);
[close]

(v0.7.0)
Spoiler
Quote
[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;
[close]

(v0.6.0)
Spoiler
Quote
[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%;
[close]

(0.5.0)
Spoiler
Quote
[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;
[close]

(v0.4.1)
Spoiler
Quote
[2018/04/10]
    - Fixed use of a SSP weapon in one of the variants;
[close]

(v0.4.0)
Spoiler
Quote
[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;
[close]

(v0.3.1)
Spoiler
Quote
[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;
[close]

(v0.3.0)
Spoiler
Quote
[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;
[close]

(v0.2.3)
Spoiler
Quote
[2018/03/20]
    - Fixed remaining unchanged references;
[close]

(v0.2.2)
Spoiler
Quote
[2018/03/20]
    - Fixed unchanged ship reference in graphics files due to the ship rename (Torment -> Disturbance);
[close]

(v0.2.1)
Spoiler
Quote
[2018/03/20]
    - Fixed unchanged ship reference in JAR file due to the ship rename (Torment -> Disturbance);
[close]

(v0.2)
Spoiler
Quote
[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;
[close]

(v0.1.1)
Spoiler
Quote
[2018/03/16]
    - Fixed crash when entering the Naboo system;
[close]

(v0.1)
Spoiler
Quote
[2018/03/13]
    - First "Experimental" release;
[close]
[close]



Disclaimer:
Any similarity with anything "Star Wars" related is a mistake and will be erased as soon as possible. This mod has no intent to be related to this franchise anymore and from now on the only similarity that will prevail is the shape of the ships, which will too eventually change.
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Hussar on May 04, 2017, 07:49:28 AM
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.
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Johnny Cocas on May 04, 2017, 08:11:29 AM
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.

Yeah, that is what I meant by setting the time location on the period that goes from the 4th to 6th episodes of the Star Wars saga (Galactic Empire vs Rebel Alliance).

However, I see no harm in including "some" ships from the clone wars like the Venator or Providence as salvaged ships from those past times, the Venator at the very least has been used after the clone wars for some time with the new Imperial colours instead of the red stripes from the Republic era.

People usually don't mix the periods when making Star Wars mods because it will cause confusion and it's weird to see the republic fighting the empire or the rebels fighting the separatists :P Plus, each period had it's technology and ships, so including them all would both be a pain due to the sheer number of ships to add and there would be no lore behind the mod, people usually kind of notice the lore even if they don't really care about it, if a player was piloting an Imperator class Star Destroyer while fighting early Republican Venators and knows the Star Wars story by just a bit he will know something is not right...
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Hussar on May 04, 2017, 08:16:39 AM
Oh, you should had then say "I'm setting the mod in times of the galactic empire" instead of "I'm adding 2 new factions: GE i RA" u know ;)

And of course, venators were used by early GE, so were other ships like Munificient Star Frigate which had been used by the rebel alliance even. The question is how to tastefully include them into the mod to not break the immersion but rather enhance it (for the nerds like me) by having a chance meeting with a ship from the previous era. That would be my biggest concern here. :)
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Johnny Cocas on May 04, 2017, 08:30:29 AM
I wanted to emphasize that this mod "adds" factions instead of replacing the existing ones like the original mod did :P

Yes, it's true. I am thinking about the Venator and other "outdated" ships as possible pirate boss ships or, if I want to make things more complicated, they could be "manufactured" in an old abandoned base if the player has enough crew, machinery and materials to build the ships at that location.

Another thing, and probably the only thing that bothers me as much as getting good sprites for the ships, is that all ships have a LOT of weapons. A Star Destroyer alone can have up to 100+ weapon mounts and by looking at what the previous mod creator did he actually put all those weapon mounts in the ships. I don't know if I should either do that or reduce the number to a more "logical" and balanced number. From a balance point of view having 100 turrets would require them to deal as much combined damage as a vanilla ship with only 10 weapon mounts, or they would be seriously overpowered ::)
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Johnny Cocas on May 04, 2017, 11:39:37 AM
So, I updated part of this mod to 0.8a, I'm still missing the campaign and faction code/configs so it will only load the ships into the game at the moment.
The hull mods seem to be failing to load into the ships though... Will look into that >:(

Going slow but steady.

Spoiler

And like I suspected, this needs some serious balancing xD

(http://i.imgur.com/D1TTJXQ.png)
[close]
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Jonlissla on May 04, 2017, 11:43:14 AM
And like I suspected, this needs some serious balancing xD

Nah, a total of 353 weapon mounts sounds reasonably balanced.
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Johnny Cocas on May 04, 2017, 11:55:34 AM
And like I suspected, this needs some serious balancing xD

Nah, a total of 353 weapon mounts sounds reasonably balanced.

ikr :D

To be honest when I checked the ships with the ship editor there didn't seem to be that many weapons, and even on the Star Wars wiki the ships did not have THAT many weapon mounts, I was really surprised when I saw over 300 weapon mounts in this one xD
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: ChaseBears on May 04, 2017, 11:59:45 AM
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 xD
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Hussar on May 04, 2017, 12:01:37 PM
As for balancing, don't balance it versus vanilla. Just set up some milestones on GE and RA sides and balance accordingly to them.
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Tartiflette on May 04, 2017, 12:22:47 PM
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.
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Hussar on May 04, 2017, 12:28:58 PM
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.

To be honest I don't think that SW can be balanced in to fit with vanilla without hurting the sw ships. So yeah, I rather thought that ultimate goal would be to create a total conversion in the end. But there's no point in striving to that without having the faction's done & balanced first right?
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Johnny Cocas on May 04, 2017, 12:40:20 PM
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 xD
Well, 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.

The only way the ships could have all the weapon mounts they should have according to the wiki's ship info would be to first: make all weapons built-in like they are right now and second: make this a total conversion mod and wipe all the vanilla factions, they would be wiped anyways if they remain in the map xD But that was not really the direction I wanted to take :-\

This is an issue that will either cripple this mod or cripple all other faction mods unless I make this a total conversion mod.
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Hussar on May 04, 2017, 01:03:47 PM
Do as you wish (I'm fine with either more movie vs wookipedia or canon vs legends approach [tho u are already taking from legends with the Alliegance-class haha]) honestly. As for what I mean, do you plan to include it the mod as new factions to vanilla or ultimately as total conversion - a lot of things will be hard to balance if not possible. By balancing ships only within the mod (so aiming for total conversion) you'll make it easier on yourself in many categories. Size-wise first (no need to scale ships down for vanila, so you can decide on how big imperial star destroyer will be and scale everything around it), then power wise as you'll have more freedom with how many weapon mounts to include on ships (nobody's asking for a perfect representation with every turbolaser accounted for i think?) down to how powerful each weapon should be.

That's what I meant, I hope it clarifies it?

This is an issue that will either cripple this mod or cripple all other faction mods unless I make this a total conversion mod.

I'm glad you also see & think like this then (:
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Tartiflette on May 04, 2017, 01:10:24 PM
Given the AI issues with large sprites, even a TC would require keeping the ships roughly in line with vanilla. Same with the weapon mounts for performance reasons.
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Johnny Cocas on May 04, 2017, 01:52:02 PM
Well, I certainly will not make this mod 100% accurate to what the books (or even the movies) say, I certainly will not make 2 kilometer long ships to scale nor will I make ships with so many weapons the player will have fps drops by firing one salvo or just freeze when entering a battle with 5+ ships involved.

And I will also not make a mod that only hardcore/elitist Star Wars fans will appreciate, I want people who only know the Star Wars saga from the movies or only know the name of two ships to enjoy this mod and enjoy the Star Wars inserted in the Starsector world. This should be a "what would it be like if Star Wars happened in Starsector" type of mod and not "lets recreate the Star Wars universe in Starsector, but lets remove all the features that do not fit the story".
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: RandomnessInc on May 04, 2017, 01:54:31 PM
lucrehulk?
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Tartiflette on May 04, 2017, 01:58:03 PM
I wholeheartedly agree with that goal.
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Johnny Cocas on May 04, 2017, 02:07:59 PM
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 :)
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: borgrel on May 04, 2017, 02:12:17 PM
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.
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Johnny Cocas on May 04, 2017, 02:24:38 PM
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.

What I see from most Star Wars mods for other games is that they kind of stick to the larger most visible weapon mounts and then add only a couple of "AA" batteries for those smaller laser mounts, so that is what I was thinking about too, although I'd like ships to have a higher-than-vanilla weapon count (not too much though).

That idea is curious and honestly I could make a turret fire 5 shot bursts in 1 second instead of having 5 turrets firing 1 shot per second. The objective is the same but the first option is cleaner.
Having a weapon fire a sprite that represents several different turrets might look a bit weird, but I can try and see how it looks.
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: RandomnessInc on May 05, 2017, 06:26:03 AM
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.
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Johnny Cocas on May 05, 2017, 06:31:12 AM
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.

Yes, but that is also true to the Providence and Venators, they were still used after the Clone Wars and during the rule of the empire, just like many more ships. They were uncommon though, and that is why you also said "some" Lucrehulks, just like I also say "some" Venators were used by the Galactic Empire, but everybody associates all those ships to the Clone Wars era.
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: coyote.j.p.m on May 05, 2017, 07:41:19 AM
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.
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Johnny Cocas on May 05, 2017, 08:52:29 AM
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.

Looks like you are reading through my mind :P

Unfortunately that is not the path Nexus wanted to take... From the emails we have exchanged lately and from what I've seen so far in his files he wanted to make a total conversion mod and adapt Starsector to the Star Wars universe, making ships as close to the "reality" as possible. His mod was already replacing the Hegemony and Pirate factions so I can only guess he really did plan on removing all others as well (pretty much total conversion...).

Right now I see two paths I can follow:
- Make a Total Conversion mod, which would fulfil Nexus' and all hardcore Star Wars fans' wishes;
- Make a faction mod with properly balanced ships and weapons, which would appeal to the general community and to me as the mod maker.

I am now waiting for an answer from Nexus after I told him that I did not want to follow the first path, and if he does not agree with me taking the mod into a different direction I will either let the mod die for good or go rogue and continue the mod as I see fit, and honestly, I do not want to have to choose either option... :-\

Thanks for the tip recoil about recoil, I'll need to make a note so I won't forget ::)
The ship sprites don't look bad but I was thinking about having the weapon mounts as they appear in the sprites, meaning that in the Star Destroyers the visible turrets would have a visible turret port while all the others would be set to "invisible" (for example the lateral turrets we can't see from above). Nevertheless, thanks for sharing your content :)
*snatches fighter sprites* ::)
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Tartiflette on May 05, 2017, 09:09:03 AM
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)
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Johnny Cocas on May 05, 2017, 09:16:22 AM
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)

The only sprites I could use from his work would be the ones for the tie fighters/bombers and the allegiance star destroyer, for pretty much every other ship I have found better alternatives.

In terms of code the stuff that would disappear if I dumped his work would be the hull mods and ship systems, everything campaign related I have already deleted and written my own, and already started writting some code for sector generation (found some neat maps of some planets that might work :P).
All the ship configurations and stats would need to be redone anyways if I wanted to take my own path, so no problems there...

Guess I will wait for his answer first before taking any "major" decision while I continue to work on a proper campaign integration.
Title: Re: [0.8a] Star Wars: Rebalanced - WIP: Development topic
Post by: Johnny Cocas on May 06, 2017, 08:18:35 AM
I have a green flag to make this mod as I see fit while using the original mod's assets. It seems that the original idea was to have two versions of the mod:
- One that is balanced with vanilla;
- One that is lore friendly (hence the name "project laser spam");

Nexus has decided to start with the lore friendly version, so I will start working on the balanced version instead.
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: joe130794 on May 06, 2017, 12:21:48 PM
There could always be an option when starting a character for what time span you would like. Either republic/seperatists.    Empire/Rebellion.
I personally prefer the republic timeline. Some of the larger ships may be a bit weird too with circular shields. I'm not sure if you could work around it to maybe give them a more oval shape or something.  Definately going to be watching for when this is playable.   :)
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Johnny Cocas on May 06, 2017, 02:08:17 PM
Like I said before, I plan on adding the factions form the Clone Wars at some point, and it can either be as an optional download or like you said, a choice the player can make at the start of the game. This is definitely something to discuss in the future ;)

About the shields... I can see some options:
- The ships could have very inneficient 360º shields (inneficient for balance and because shields seem to go down in seconds in the movies anyways xD), so they would cover the whole ship like in the movies but the player can't really rely on them to prevent hull damage;
- Omni-shields with very fast deploy rates and small radius for both nations;
- Frontal shields with an anchor point that would make the edges be exactly aligned with the back edges of the Imperial Star Destroyers, for an idea of continuity while leaving the entire rear vulnerable. Every faction needs to have a weakspot anyways so... The rebels on the other hand have more "traditional" ship designs (except, for example, the Liberty Star Cruiser), so the angle of the shields could be slightly higher with some shield efficiency or even raise speed adjustments for balance. Or...
- ...The empire would have frontal shields and the Rebels would have omni-shields.
So I guess I'll have to make some kind of poll to see what the public would prefer to see.

No matter what I decide about the shields, the Imperial ships would be well armored and quite slow while the Rebel ones would have less armor and be more agile, so overall the Rebels are weaker in terms of durability but will have the speed advantage (gotta put those blockade runners to good use ;D).

In terms of armor balance both factions will have high amounts of armor because the shields are quite weak and/or small. The rebels will have low-tech levels of armor while the imperials will become the faction with the highest armor values of all the existing factions, forcing all nations to either use energy or explosive weapons or numeric superiority. Armor won't last forever and the player can't rely on the shields to prevent armor/hull damage like they would on a high-tech ship, plus there is a reason they mostly use lasers in Star Wars :P

Lore wise (ingame) this would be a cool idea... The factions from Star Wars came to SS with highly advanced weaponry, mostly energy based, but kept the big amounts of armor from their past, not having developed good shields yet...
Title: Re: [0.8a] Star Wars: Rebalanced - WIP: Development topic
Post by: Johnny Cocas on May 09, 2017, 10:31:50 AM
Added a poll to see the people's opinion on the Star Systems to add in the mod.

Depending on the number chosen the most important systems from the Star Wars story (from a gameplay point of view) will be chosen, and so will their position (the higher the number the farther they'll be from the core vanilla systems to prevent overlaps with other mods).

This mod adds two factions unlike most mods (which add only one), so having only one system for each faction is not enough but too many and some people might not enjoy it.

Please state your opinion on the poll and in the comments, every vote counts ;)
Title: Re: [0.8a] Star Wars: Rebalanced - WIP: Development topic
Post by: RandomnessInc on May 09, 2017, 11:14:00 AM
I think the pay should spawn on a he very edges of the galaxy, like their invading from their galaxy
Title: Re: [0.8a] Star Wars: Rebalanced - WIP: Development topic
Post by: Johnny Cocas on May 09, 2017, 11:49:34 AM
This is the position I am placing the planets at the moment.

Please note this is still a work in progress, some planets may be added or removed!
Spoiler
(http://i.imgur.com/rQbPZVN.png)
[close]

I wanted the planets to be close enough to the core systems so everybody can reach them with ease but far enough so it won't mess with the other mods.

However, the "Modiverse" map updated yesterday and I already see some possible overlaps or systems too close to each other so I will need to offset them a bit, probably further northeast.
Title: Re: [0.8a] Star Wars: Rebalanced Alpha version 1 - WIP
Post by: RandomnessInc on May 10, 2017, 05:49:11 AM
Kk
Title: Re: [0.8a] Star Wars: Rebalanced v0.2.1 - WIP
Post by: agigabyte on May 10, 2017, 01:30:24 PM
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.
Title: Re: [0.8a] Star Wars: Rebalanced v0.2.1 - WIP
Post by: Johnny Cocas on May 10, 2017, 02:05:55 PM
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.

Every ship that has the word "some" before it enters the category of the Venator and other already mentioned ships that were used although not very often. All the ships in that category can be added as rare ships or linked to certain events so they will be in the game but not very often (frequency of appearance of a ship can be set in the fleet composition list though).
So these ships will appear in the game (once they are added), but they will be uncommon.

Unit scaling in this game will be tricky to do without making the smaller ships look bigger than they should, I can't (or better yet, I wont) make ships to scale or I would have mile long ships (a.k.a. Full HD images and higher resolution sprites, just for a quick size reference) that nobody except the player could pilot.

My idea was something like having ISPs a few pixels larger than a Paragon (shouldn't hurt the game to have a ship a couple of dozen pixels larger than vanilla ships, right?) and then something like the Millenium Falcon the size of the smallest frigate available right now.
The ships simply can't be to scale, so ships that should be half the size of an ISP will actually have 70-80% of the ISP's size. Soon I'll start dealing with the ships and then I'll decide those details, I'll get the ship sprites first. ::)

Regarding the ships like the Executor and anything larger than an ISP, IF I add them to the game I will probably add them in a mission either as a player controled 1 vs all or as the opposite, a boss fight with the boss being the huge stronger ship, I am almost certain I will not add them to the campaign. In custom missions the sky is the limit ;D
Title: Re: [0.8a] Star Wars: Rebalanced v0.2.1 - WIP
Post by: PyroFuzz on May 10, 2017, 02:38:01 PM
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)
Title: Re: [0.8a] Star Wars: Rebalanced v0.2.1 - WIP
Post by: Johnny Cocas on May 10, 2017, 02:44:00 PM
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)

I know I said I could make a separate download to add the factions from the Clone Wars but that simply isn't enough. I would need to change the planet ownership (The factions from both time periods can't geographically coexist), add more ships, change the code for subsystems and hull mods (because many of them are kinda linked to the Empire vs Rebel story) so effectively I will be making two separate mods.

So, like I said before, I will focus on the Galactic Empire time period and once I'm finished I'll deal with the Republic's period.
Title: Re: [0.8a] Star Wars Rebalanced v0.4 - WIP
Post by: Johnny Cocas on May 30, 2017, 12:09:23 PM
I am looking for artists to design the ships! If you are interested send me a private message and I'll discuss further details.
Here's some info of what you'll be expecting:

- You will work for free, this is not a paid job/mod :P The only payment you'll receive is a credit reference for all the work and my eternal gratitude.
- If you can design ships from scratch that is a big plus. Note that the ships' sprites need to be at least similar to how they look in the movies/books/wiki/etc. Art styles can be discussed (a.k.a vanilla-ish vs Star Wars alike).
- You will need to make sprites for as many ships as possible, I will provide a list.
- The sprites should look as good as possible, so if you've got the skills you are more than welcome, it does not matter if you are a profesisonal artist or not.

I can code the entire mod on my own but I am struggling with the sprites because I am a Computer Sciences student, not arts, and due to the fact that 3 more school projects have appeared simultaneously last week I don't have the time to teach myself into creating mediocre ship sprites in a decent amount of time.
Title: Re: [0.8a] Star Wars Rebalanced v0.4 - WIP (NEED HELP TO MAKE SHIP SPRITES)
Post by: gofastskatkat on May 30, 2017, 05:47:12 PM
Dont know if its because of the other mods I have, but it seems a market in the coruscant system cant be added? Error log:
Spoiler
206515 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.world.AddMarketplace.AddMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
java.lang.NoSuchMethodError: data.scripts.world.AddMarketplace.AddMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
   at data.scripts.world.systems.CoruscantSystem.generate(CoruscantSystem.java:40)
   at data.scripts.world.StarWarsGen.generate(StarWarsGen.java:16)
   at data.scripts.SWRebalancedPlugin.onNewGame(SWRebalancedPlugin.java:56)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.while.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.o00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.j.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.fornew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.fornew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.o0oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.fornew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.fornew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.D.oooO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.fornew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.fornew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.fornew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.fornew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.8a] Star Wars Rebalanced v0.4 - WIP (NEED HELP TO MAKE SHIP SPRITES)
Post by: Johnny Cocas on May 30, 2017, 07:05:38 PM
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.
Title: Re: [0.8a] Star Wars Rebalanced v0.4 - WIP (NEED HELP TO MAKE SHIP SPRITES)
Post by: gofastskatkat on May 30, 2017, 07:28:24 PM
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.

Its a long list, but good luck. Also what I post in it is what theyre called when you put them into the mod folder, so you'll probably have to look them up.

Spoiler
EZFaction, Starsector FX, Arkandian, ATX, Audio Plus, Autosave, Better Beginning, Combat Alarm Sounds, Combat Chatter, Console Commands, Dassault-Mikoyan, Degenerate Poitrait, Diable, Discount Ships, EZFaction Explorer, Galatia Complete, GKsec, Graphicslib, IBO Mobile Suits, Ifed Legacy, Industrial Officers (Not sure but think this also has an error), Interstellar Imperium, Lazylib, Leading Pip, Neutrino, Oculian Berserks (from the Red Mod), ORA, Parrot, Potrait pack, both power Dolls portrait packs, Raccoon's Arms, Shadowyards, SS+, Templars, TheSilentArmada, Tore Up Plenty, UnknownSkies (potential mod compatibility error as well), UpgradedRotaryWeapons, Useable [REDACTED], Venture (A), and finally Version Checker
[close]

Just be prepared for a long load time. Also fair warning, your mod's not the only one that's causing me issues, but this one is the only that spits up an error, the others just cause the game to freeze on new game start

EDIT: Just realized that the Parrot Battlecruiser is in the discount ships pack, so you can take the Parrot mod out
Title: Re: [0.8a] Star Wars Rebalanced v0.4 - WIP (NEED HELP TO MAKE SHIP SPRITES)
Post by: Orikson on May 30, 2017, 07:50:46 PM
Hmm...

You have to many mods @gofastskatkat. I assume you have upgraded the jre to 7u79 and allocated enough memory in the vmparams file?

Here's my suggestion of mods you should retain for a good gameplay. This are really clean ones.
- Audio Plus.
- Autosave.
- Combat Chatter.
- Console Commands.
- Dassault-Mikoyan Engineering.
- Diable Avionics.
- GraphicsLib.
- Interstellar Imperium.
- LazyLib.
- Leading Pip.
- ORA.
- Shadowyards.
- SS+.
- Templars.
- Unknown Skies.
- Upgraded Rotary Weapons.
- Version Checker.

Then, the mods that you can add to the list:
- Better Beginning.
- Combat Alarm Sounds.
- Degenerate Potrait.
- GKSec.
- IBO Mobile Suits.
- Power Dolls Portrait Pack.
- Arsenal Expansion (the new name of Racoon's Arms Pack)
- The Silent Armada.
- Tore Up Plenty.
- Hegemony Auxiliary (or the Venture (A)).

They are at least stable though not tested to the extreme yet.


Mods not to use:
- EZFaction.
- Starsector FX.
- Arkadian.
- ATX.
- Discount Ships.
- EZFaction Explorer.
- Galatia Complete.
- IFed Leagcy.
- Industrial Officers.
- Neutrino.
- Oculian Berserks (or RED mod).
- Useable [REDACTED]

That's my advice anyway. Hope this helps.
Title: Re: [0.8a] Star Wars Rebalanced v0.4 - WIP (NEED HELP TO MAKE SHIP SPRITES)
Post by: gofastskatkat on May 30, 2017, 08:11:59 PM
To be fair, I only tried out the EZFaction stuff to see how well it works, have disabled them. Otherwise, yup, allocated 14gb of ram to SS so that shouldnt really be that much of an issue. And too many mods is almost enough haha. Also, JRE 7u79 is out of date now, so they wont let you download it from their website anymore
Title: Re: [0.8a] Star Wars Rebalanced v0.4.1 - WIP (NEED HELP TO MAKE SHIP SPRITES)
Post by: Johnny Cocas on May 31, 2017, 03:30:22 AM
The problem should be fixed, I am 99.99% sure the error was related to some code I borrowed from the Shadowyards mod and should be fixed by now, but if you continue to have more issues with my mod please say so.
Title: Re: [0.8a] Star Wars Rebalanced v0.4.1 - WIP (NEED HELP TO MAKE SHIP SPRITES)
Post by: gofastskatkat on May 31, 2017, 10:21:36 AM
Its working now, looked through the ships, and pretty sure that all the flux/hulls/armor stats for the ships are placeholder? And also for the fighters, the TIE/IN is 50 units faster than the A-wing, though in both's description it says the A-wing is supposed to be faster
Title: Re: [0.8a] Star Wars Rebalanced v0.4.1 - WIP (NEED HELP TO MAKE SHIP SPRITES)
Post by: Johnny Cocas on May 31, 2017, 10:51:34 AM
the flux/hull/armor values are somewhat similar to vanilla when compared to what they were before, but they are sessentially placeholders because all the ships and weapons will be altered. Same goes for the fighter wings.
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017) - WIP (NEED SPRITERS!)
Post by: mattmios on June 20, 2017, 09:08:11 AM
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
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017) - WIP (NEED SPRITERS!)
Post by: Johnny Cocas on June 20, 2017, 11:59:19 AM
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

Thank you :D

Indeed, right now this mod is something closer to a proof of concept than a proper mod, lots of work need to be done before it reaches what I consider a "release" state.
The thing that is holding me back the most is the ship sprites, I am currently in the process of trying to "hire" a fellow colleague to help me with that :P


As always, if you find any problem with the mod please report it, the player feedback will help a lot to spot the issues I have not yet seen.
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017) - WIP (NEED SPRITERS!)
Post by: Johnny Cocas on November 10, 2017, 09:29:22 AM
New poll started to find out the people's opinion on the system positioning in the campaign map.
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017) - Leave a mark in the poll!
Post by: A Random Jolteon on November 12, 2017, 11:35:35 AM
Great to see this mod coming back!!! Having a Space Based game without a Star Wars mod was SERIOUS Heresy and ***.  ;D



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.

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.
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017) - Leave a mark in the poll!
Post by: Johnny Cocas on November 12, 2017, 05:30:03 PM
Great to see this mod coming back!!! Having a Space Based game without a Star Wars mod was SERIOUS Heresy and ***.  ;D
I 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.

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.
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?
(Technically I am adding two factions)
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017) - Leave a mark in the poll!
Post by: A Random Jolteon on November 12, 2017, 06:56:40 PM
Great to see this mod coming back!!! Having a Space Based game without a Star Wars mod was SERIOUS Heresy and ***.  ;D
I 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.

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.
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?
(Technically I am adding two factions)
The Empire and Rebels would still be close by each other.

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.
(http://wrvh.home.xs4all.nl/galaxymap/images/modi.jpg)
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!
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017) - Leave a mark in the poll!
Post by: Johnny Cocas on November 12, 2017, 11:24:15 PM
The Empire and Rebels would still be close by each other.

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!
Damn that's a large image...

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)
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017) - Leave a mark in the poll!
Post by: A Random Jolteon on November 13, 2017, 09:59:05 AM
The Empire and Rebels would still be close by each other.

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!
Damn that's a large image...

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)
And that was one of the smaller images...

And that's a better map, but mine at least says the names of the regions. Whatever you prefer...Hold on a minute.

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.
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017) - Leave a mark in the poll!
Post by: Kwbr on November 13, 2017, 10:33:01 AM
You can change the size of pics by adding width=# in the first img tag btw, for example

(http://wrvh.home.xs4all.nl/galaxymap/images/modi.jpg)
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017) - Leave a mark in the poll!
Post by: Johnny Cocas on November 13, 2017, 11:24:36 AM
...
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.
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017) - Leave a mark in the poll!
Post by: A Random Jolteon on November 13, 2017, 02:03:47 PM
...
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.  ;)
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017) - Leave a mark in the poll!
Post by: Johnny Cocas on November 13, 2017, 02:54:07 PM
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.

Soon™ 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.
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017) - Leave a mark in the poll!
Post by: A Random Jolteon on November 13, 2017, 05:02:38 PM
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.

Soon™ 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.

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.

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.

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. :D
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017)
Post by: Johnny Cocas on November 14, 2017, 01:31:16 AM
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 ;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. :D
Starsector 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.
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017) - Leave a mark in the poll!
Post by: A Random Jolteon on November 14, 2017, 06:47:15 AM
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 ;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. :D
Starsector 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.
...As I said. Quick violent death > slow painful death.


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.  ;)


Yeah you got a point there. I just mentioned the bounty board because you can get away with more powerful ships there, and those two can be the absolute final bosses you could face. A "Boss of Bosses" if you want to call it that.


I said that in a "It's going to take a long time to be balanced" way. There is a lot that needs to be done after all.
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017)
Post by: Johnny Cocas on January 15, 2018, 03:02:53 AM
New systems and constelations. Position is weird because some "Rims" have a weird layout... Open to suggestions to improve this though!

Spoiler
(https://i.imgur.com/IhVyf0I.png)
[close]

I did not put the systems further south so the "Unknown Regions" would be the vanilla core systems because there are other factions already occupying that area.


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
Meanwhile, I may attempt to release updated ships with either reduced sprite sizes or MrDavidoff's sprites, haven't decided yet what to do as a placeholder... I may go with the second because there will be more ships than just 4-5 for each faction, but expect to have about 15 ships for each faction once this mod has reached v1.0 or close to it.

Edit: Anyone knows how to add nebulae around the systems?
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017)
Post by: joe130794 on January 30, 2018, 07:53:27 AM
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.
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017)
Post by: Johnny Cocas on January 31, 2018, 01:37:59 AM
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.
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017)
Post by: A Random Jolteon on January 31, 2018, 08:07:20 AM
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".
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017)
Post by: Johnny Cocas on January 31, 2018, 09:39:38 AM
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?
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017)
Post by: A Random Jolteon on January 31, 2018, 11:24:38 AM
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.

I prefer Dev Bias...because reasons.
Title: Re: [0.8.1a] Star Wars Rebalanced v0.5.1 (04/06/2017)
Post by: Johnny Cocas on January 31, 2018, 11:51:44 AM
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.

I prefer Dev Bias...because reasons.

One day, once I have the time or simply go crazy enough, I will check the code again, I must have missed something... even if it requires me to decompile te entire game
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.1.0 (2018/--/--)
Post by: Menadime on February 10, 2018, 09:49:30 AM
Just wanna say I wish you good luck on this i am really excited to see how this turns out
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.1.0 (2018/--/--)
Post by: Johnny Cocas on February 10, 2018, 11:43:18 AM
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
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.1.0 (2018/--/--)
Post by: Menadime on February 10, 2018, 05:41:54 PM
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

Of course :3 seeing this mod made me go ahead and create an account so i could comment lol
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.1.0 EXPERIMENTAL (2018/03/13)
Post by: Johnny Cocas on March 13, 2018, 05:30:19 AM
First Experimental Release is now online!!

You may click on the image or link in the first page of this topic or the link below:

>> HERE << (https://bitbucket.org/MadHSSniper/fds/downloads/FDS_v0.1.0.zip)
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.1.0 EXPERIMENTAL (2018/03/13)
Post by: Kwbr on March 15, 2018, 03:13:39 PM
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
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.1.0 EXPERIMENTAL (2018/03/13)
Post by: Johnny Cocas on March 15, 2018, 04:09:37 PM
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

Yes!
I strongly believe that proper feedback is the only way a person can improve, so go ahead and be harsh if you have to
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.1.0 EXPERIMENTAL (2018/03/13)
Post by: Kwbr on March 15, 2018, 10:49:48 PM
oh i wasn't gonna be harsh, i thought i'd just post my initial observations on stuff on the off chance they'd help

Spoiler
  • 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.
Spoiler
811153 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/backgrounds/background2s.jpg]
[close]
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.1.0 EXPERIMENTAL (2018/03/13)
Post by: Johnny Cocas on March 16, 2018, 02:48:22 AM
oh i wasn't gonna be harsh, i thought i'd just post my initial observations on stuff on the off chance they'd help

Spoiler
  • 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.
Spoiler
811153 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/backgrounds/background2s.jpg]
[close]


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?
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.1.1 WIP (2018/03/13)
Post by: RandomnessInc on March 16, 2018, 11:00:44 AM
Is this nexralin compatable?
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.1.1 WIP (2018/03/13)
Post by: Johnny Cocas on March 16, 2018, 11:20:41 AM
Is this nexralin compatable?

Yes it is, but you wont see the custom planets in the random mode though
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.1.1 WIP (2018/03/16)
Post by: Kwbr on March 16, 2018, 07:07:36 PM
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?

oh no take your time lol, there's no rush.

i think i misidentified low volume engine sounds as just being absent entirely, i usually play starsector with the volume at 15-30% but i can hear most other ships engines. the engine sounds in this mod just seem really quiet in comparison, for example even with the volume at 100% i can barely hear the atonements thrusters firing. same goes for the rancour, affliction, and basically all the frigates. if anything they could all probably be raised across the board but it's a really minor thing.

some more balance/other stuff i've noticed while playing. i'll probably just keep posting stuff as i play cause its a bit difficult to test everything all at once

Spoiler
  • the cooldown on the hydra torpedoes is really short, they can create missile death-balls really fast and given how much damage they do it's really powerful.
  • the imperial blaster seems really powerful for a medium energy weapon, i'd suggest raising its op cost a bit because 14 is pretty cheap for a 726 dps weapon with no real downsides other than flux generation.
  • the rancour mk1 seems really fast for a destroyer, there's only a few destroyers comparable to it and most are really high end ships. it's faster than a lot of frigates as well.
    after playing with it for a few hours it actually feels pretty good given how flimsy the ship is otherwise. it might still be a little fast but its not as unbalanced as i thought it was.
  • every ship has a 1.0 efficiency omni shield. not really a balance thing just a little repetitive.
  • the reaper torpedoes on the hound bombers are a bit confusing since they don't behave the same as vanilla reapers despite appearing really similar.
  • the tali mrm and tali lrm are a little confusing since they have the same name while serving different roles
  • the rancours missile mounts aren't centered on the mounts on the ships sprite
[close]
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.1.1 WIP (2018/03/16)
Post by: A Random Jolteon on March 18, 2018, 04:14:27 PM
Well...Things have changed style wise. I'm going to say things literally as I see/experience them. Probably isn't the best way to do this, but I will end up forgetting what I want to say if I don't do it this way so...Yeah.

Also the comments up to the Battlestation will be me going by memory rather than typing it as it happened. I decided to do this a little late.
Spoiler
-(In the Missions. Used it to get a first look at some ships.)-
Ooohh okay this is not the Star Wars mod I expected...Now these are some cool looking ships!

-(In the Refit menu. Started with a Shame class, an Anguish, and a Grief mk-II. Bought another Shame and a Agony mk-III. I intend to go Carrier heavy as I don't normally play Carriers.)-
Oh...Well darn it. None of these ships have a pre-set Outfit option?!...Oh well, I'll guess on what to give them.

-(In space now. From this point forward things are as I experience them.)-
Oh a Golan I AND a Golan III?...And an Asgard. Well...That's a thing. Now I wanna fight Golan's. I also wonder if it's possible to have Multiple types of defense stations that spawn.

-(First battle against Luddic's right as I leave the system)-
Well...My fighters SUCK against fast targets. Note to self: Do not send fast craft against frigates...

-(Gets into the Yavin system)-
Yavin...Sucks that there are no Enemies to fight. Would like more pirates ti be nearby.

-(Gets an Agony)-
Darn it no outfits on this either...

-(Second battle, this time vs a bounty)-
Mmm...Hydra's move so slowly. I need to get a faster missile equipped...

-(Buys a Regret and Two Sorrows after almost losing the Piloted Shame at Doc)-
Okay. Note to self: Just because a Hyrda moves slowly, does not mean they can't easily kill you.
[close]



Important notes for this comment:
1: Ships (At least some) don't have at least one outfit option in the Refit screen.

2: Asgard defense stations spawn at defense Station points. Possible area to expand on in future via Golan platforms.
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.2.1 WIP (2018/03/20)
Post by: Johnny Cocas on March 20, 2018, 08:34:18 AM
Forgot to mention the mod was updated yesterday, you can see the ALL the changes in the changelog.
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.3.0 WIP (2018/03/23)
Post by: Johnny Cocas on March 23, 2018, 03:43:41 PM
Another update!
Some weapons were tweaked, names changed, new ship added, some mroe ship tweaks... All changes available in the changelog!
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.3.1 WIP (2018/03/30)
Post by: gun&drink on April 03, 2018, 04:46:52 AM
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?
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.3.1 WIP (2018/03/30)
Post by: Johnny Cocas on April 03, 2018, 04:49:43 AM
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?

There is a custom AI for that system, you can see it in use in the custom mission with two Rage battleships. The AI only uses it to engage at long ranges, over 2000 su
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.3.1 WIP (2018/03/30)
Post by: MajorTheRed on April 03, 2018, 07:50:42 AM
I haven't look at this mod for a while, mostly because of the rambling about SW. Must say the sprite are really nice in the sense they are SW-ish, but still looks like some of the vanilla sprites. I will give it a go, just for unleashing broadside of missiles!
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.3.1 WIP (2018/03/30)
Post by: Kevin Flemming on April 03, 2018, 10:59:51 AM
Love the uniform styling on each class. The little variations between them, in each class, is very tidy and it really soothes my soul. I can see myself playing with these quite often.

Best of luck with future updates! ;)
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.3.1 WIP (2018/03/30)
Post by: PyroFuzz on April 08, 2018, 08:49:20 AM
Dang! Those designs are awesome! Keep it up my dude.
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.4.1 WIP (2018/04/10)
Post by: gun&drink on April 10, 2018, 01:45:20 PM
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:
(https://i.imgur.com/hvQo8yy.png)
-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
>I'm pretty sure that the AI doesn't use hyperspace jump for retreat, which is a shame because that's awfully useful

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 tipe 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
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.4.1 WIP (2018/04/10)
Post by: Johnny Cocas on April 10, 2018, 02:43:20 PM
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

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.

Quote
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

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.

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)?

Quote
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

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.

Quote
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

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.

Edit:
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 ::)
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.4.1 WIP (2018/04/10)
Post by: gun&drink on April 11, 2018, 03:37:58 AM
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
that being said, upon updating my starsector crashes, giving the following fonal lines of log in the end:

45943 [Thread-4] INFO  com.fs.starfarer.loading.SpecStore  - Loading variant [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\data\variants\fighters\xyphos_Fighter.variant]
45944 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\data\variants\fighters\xyphos_Fighter.variant)]
45944 [Thread-4] INFO  com.fs.starfarer.loading.SpecStore  - Loading variant [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FDS\data\variants\affliction\fds_affliction_assault.variant]
45945 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FDS\data\variants\affliction\fds_affliction_assault.variant)]
45945 [Thread-4] INFO  com.fs.starfarer.loading.SpecStore  - Loading variant [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FDS\data\variants\affliction\fds_affliction_assault_LRabSabsLrlas.variant]
45946 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FDS\data\variants\affliction\fds_affliction_assault_LRabSabsLrlas.variant)]
47475 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

nevermind, this only happens after overwriting the old mod directory with thenew one, deleting and copying the new fixes it
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.4.1 WIP (2018/04/10)
Post by: gun&drink on April 11, 2018, 05:29:15 AM
Okay let's do this again:
- I like the new dagger changes, it's far more usable now and definitely has a place
- I didn't see any changes about market spawn and such, but both weapons and ships in markets seem really limited. after forcing market upgrade about 15 times I was able to get a few hatreds and remnant daggers, but ootherwise corusant is an endless river of wraths, revenges in the ship side and autoblaster batteries/heavy beams on the weapon side. not a single large energy weapon appeared in all of this process
some of this may be because some ships have been removed from the market (I can kinda understand the terror as it is a killing machine, but I would look for an alternative way to introduce it to the campaign when you have the rest of the balance of the mod in an stable position) but there is something fishy going on right now with the markets
-I heavily disagree with the changes made in the heavy beam and he council spear. the heavy beam was already a bit hard to justify with 14 OP, but now with less range, less efficiency and 16 OP (I think it was 14 in the previous version, this change isn't in the changelog) it's not really worth it. if it was in the 13-11 range of OP I could see some use to it accompanied of the remnant dagger due to same range.
the coucil spear went from being awfully efficient and strong but extremely slow (which was still reasonable IMO) to being a tachyon lance with a bit of extra range but worse everything else: less efficient, less damage per shot and less shots per minute. even the OP drop doesn't make this changes worth it
-the removal of alot of the blaster/autoblaster weapon variants is understandable, for the reasons I pointed out in my first post. I still believe that with the right changes they can be a really fun combination, but they can wait until they are reintroduced. Gladiator Beam wasn't a favorite of mine and needs some work but I could see some use due to the long range it had for a medium weapon

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.

you are welcome, it's the least I can do when you are doing free content for the community which people enjoy

I didn't know that the sprites and sound were from MrDavidoff, but I still thank you for putting them into use. it's no easy task to balance and put into work a mod even when you have the sprites, and even more so when you are planning on polishing them. can't wait for those sweet IBBs you just mentioned
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.

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)?
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 'duplicate problem is way less severe now that the campaign catalog is smaller. I was mostly referring to things lime Hatred/Suffering and  Submission/Remonse, but for what I have seen right now in the market it's not such a problem right now

regarding the doctrine of the ships and the lack of dedicated carrier, take your time. as long as you know that right now that's a problem the faction has it's good enough for me. Also Jesus, that 7 bay Terror sounds terrifying

I think I missed the first hullmod you mentioned in my run, but that one actually sounds very interesting. the second one didn't really bring much to the table to me mainly because it seemed like a different take on the vanilla automatic repair unit. I'm probably not the best player to use as a judge in hullmods, as I consider them something really important (and something I can be specially harsh on) when a mod decides to introduce them for the simple fact that one cool hullmod completely changes the way I make specific builds all across the mods, so take my criticism with a grain of salt
mildly related to this, but when you find the time update the catalog of weapons, ships and hullmods in the first page, as it makes finding whatever new I can find and test way more easy. a simple list in text would be fine really, just to know "oh, this exists" without having to go to the command prompt where something could be missed easily


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





Title: Re: [0.8.1a] Fringe Defence Syndicate v0.5.0 WIP (2018/04/21)
Post by: Johnny Cocas on April 21, 2018, 02:09:03 PM
Fringe Defence Syndicate v0.5.0 WIP
- Fighter rework;
- Cargo ship tweaks;
- Full variant rebuild;

Full changelog in the first page!
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.5.0 WIP (2018/04/21)
Post by: stormbringer951 on April 22, 2018, 06:06:15 PM
Quick thoughts based on 5-6 battles of fighting FDS and a bit of testing with the Anguish.

I knew this would be a bugbear for me going in as soon as I browsed the OP, but a lot of ships are still similar-looking. Quite a few are hard to ID from the silhouette alone, and as all the ships have very similar line/panel work and many share pretty similar patterns of turret layout, it's hard for me to ID FDS ships, and for the more similar ships within each family, even after I learn the small differences, they can be extremely hard to tell on the tactical map or at a glance in battle. I understand to some extent that this is one area where changes may be unlikely because lots of Star Destroyer type ships do look extremely similar, and sweeping changes would require retiring/heavily redoing a lot of art, but at-a-glance recognition is still an issue for me.

Some weapons are not well-enough differentiated: PD Mk II and PD Mk III can be merged into one intermediate weapon between PD and LRPD lasers, or scrapped entirely maybe. The recoloured Swarmer doesn't offer any hint it has lower ammo cap and does 400 frag damage unless you already checked the stats somewhere.

Tali MRMs are strong, being excellently maneuverable and extremely fast with a decent HE payload to abuse ships that are backing out after losing the flux war. All this means the AI uses it very effectively. I find it hard to visually parse them from swarmers, since they are only a little bit larger with a bit more of an engine glow. In the middle of a pitched battle where my attention is divided, especially if missiles are coming from offscreen, I often don't notice they aren't swarmers until they are closing very fast and take a surprisingly large chunk out of my / an ally's armour. Among other MRMs with a similar role, Jongleur ESADs have a very distinctive red warhead and bright engine glow and Thunderbolts are a striking red with the Diable engine style, both of which draw attention, while Hornets have that trademark wiggling flight path which is very attention grabbing. Other missiles with a similar engine glow often have a beefier more noticeable missile sprite, or some other thing which makes them easy to ID within a second or so (hornet flight path, annihilators unguided + that launch volume, pilums are slow). I would quite like to see Tali MRMs have a more recognisable or imposing sprite or distinctive engine glow / contrail.

The Anguish is way too strong.

Tali launch early in attack run feels perfunctory. However, it still delivers 4 sabots per fighter bay, which is a lot. In 1v1 simulator tests, 2x bays of Anguishes is enough to always overload an Eagle from zero flux. 4x bays overloaded every capital ship I tried (Mimir, Kurmaraja, Onslaught, a few others I can't recall right now) except the Paragon, which picked them off with extended-range phase beams and used fortress shield to tank the sabot volleys for negligible hard flux. Fighter cover doesn't seem to do much. The really good beam interceptors are stopped by the shield, and the ships don't tend to have long to shoot them with main guns before being completely overloaded. A 2x bay trident strike against the sim regular Eagle loses 2-3 bombers due to beams on the way out. A 2x bay Anguish strike hasn't taken losses yet in my tests because the Eagle overloads every time. In actual fleet battles where ships already have some amount of flux built up and allied ships to distract them from the bombers and follow up on the overload, performance is even better.

Anguishes are very competitively armed with a turreted weapon and shields. While regrouping, they have enough range on the Tali MRM to act like a cheap version of a Hellrider Rafale and endlessly fire Talis from standoff range, while hovering protectively over their carrier and brawling anything that come close.

After a quick look at other fighters, this is also a problem with the Remorse wings. IMO extremely long range stand-off bombers are hard to balance if they do more than nominal damage since they rarely take losses due to never even getting close to enemy guns even on strike behaviour, and in a player battlecarrier / fast carrier you can use them as a standoff-range regenerating missile launcher while kiting around with zero-flux speed boost on regroup.

Anguishes are slot-efficient, which is an important attribute for FDS since current ships have fighter bays sprinkled over many ships rather than concentrated in a few carriers to be stacked in a DP-efficient manner. However, they can take several roles extremely well: they can act as effective support fighters (an infinitely reloading Tali MRM rack + support fighters hovering that are competitive with heavy fighters), and they have an overwhelming sabot strike sometimes followed up by a significant amount of damage to the overloaded ship when they sometimes stick around and follow up.

Anguishes cost 1 more OP and 1 less bay than 2x longbows, which is already a bargain even if you got nothing else - you can use them on 1x bay carriers, you have the choice to leave the bay empty, if you have no OP and don't care about replacement rate you can add talons, if you have OP you can stack more expensive fighters. In addition to twice the sabot density of Longbows, they also come with a shield with which they are survivable against most PD solutions and which they sometimes accidentally protect their sabots with, they have turreted guns with which to casually eat interceptors and brawl medium to heavy fighters, and a standoff missile into the bargain. Hyenas were very underpriced efficient strike bombers that broke shields and armour with perfect synchronized timing (IMO no bomber should be able to do both competitively since it scales better the more you can stack, and you lose reasons to make trade-offs with the right mix of specialist wings) but Anguishes get other perks that more than make up for that and the hefty OP increase.
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.5.0 WIP (2018/04/21)
Post by: Johnny Cocas on April 23, 2018, 02:10:29 AM
First of all, thanks for the feedback!

The ships are still quite similar, yes, and I already have some ideas on my mind on how to differentiate them visualy, but that is an issue that will only be fixed in the update that will rework the ship sprites, so it will take a while...

The Tali MRM was balanced against missiles like the Hornets, and they are indeed faster than the Hornets because the Hornets can to some extent dodge incoming fire while Tali's can't, they are a more direct kind of missiles. Meanwhile, I could do something else to help the player know that missile will hurt, will look into it.

The Anguish is a very special case, I decided to keep it as an experiment but I just might remove it in the next patch, to nerf it to the level where it is balanced it will be just like the other fighters in FDS, not worth keeping it in that case.

Regarding the other fighters they will still take another nerf as they are too well equipped, and I'll have to see what will take to make them engage at "normal" range, maybe create a missile variant with a smaller range (and dmage while I'm at it, Talis being fired by fighters will still hurt a lot otherwise).


I will fix most of these issues by the next update, so stay tuned :D
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.6.0 WIP (2018/04/26)
Post by: Johnny Cocas on April 26, 2018, 08:43:47 AM
Fringe Defence Syndicate v0.6.0 WIP
- Hullmod mechanics fixed;
- Ship tweaks and Weapon Balancing;
- Started work on sector layouts;

NOTE: Some variants will have extra unspent OP, this will be fixed ASAP as I can't do it right now.
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.6.0 (2018/04/26) - The Murder Wedges - WIP
Post by: Andreasaa2000 on June 24, 2018, 07:19:03 AM
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.
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.6.0 (2018/04/26) - The Murder Wedges - WIP
Post by: Johnny Cocas on June 24, 2018, 12:26:34 PM
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.

Well thank you :D
And thanks for pointing out the typo as well
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.7.1 (2018/06/26) - The Murder Wedges - WIP
Post by: Johnny Cocas on June 26, 2018, 03:18:37 AM
Mod updated to 0.7.0 and later patched to 0.7.1, changelogs for both updates will be released as soon as possible, as in whenever I have the time to do it.

The 0.7.0 update was a quick update with some smaller changes that were ready to some extent, all other changes are related to code and need more time to be ready and/or tested, a thing I am lacking lately.


Thanks for your patience...
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.7.1 (2018/06/26) - The Murder Wedges - WIP
Post by: Johnny Cocas on June 26, 2018, 02:02:59 PM
Changelogs available! Check the changelog section in the first page to see what was added and changed;
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.7.1 (2018/06/26) - The Murder Wedges - WIP
Post by: Delta7 on August 21, 2018, 06:51:38 PM
Those fighters look cool as hell in December! They look a lot like what I was going for back in my ship designing days of BSF.

As for the space wedges... I very much approve. Venators, Victories, Acclamators, Imperators/ Imperials, Tectors, Etc.

Also, why does this color scheming and naming remind me vaguely of several BSF factions? Novian ships, despite being giant space spiders, had a very similar color scheme (although admittedly, so do some midline SS ships,) and these ship names and space triangles remind me of various other Battleship Forever factions.
Title: Re: [0.8a] Star Wars: Revived - WIP: Development topic
Post by: Delta7 on August 21, 2018, 06:56:09 PM
lucrehulk?

The ship weapon pack has the Cathedral, if a giant space circle with fighter bays is what you're looking for...

Although I will admit that it would be cool to see the Lucrehulk in starsector. Very cool.
Title: Re: [0.8.1a] Fringe Defence Syndicate v0.7.1 (2018/06/26) - The Murder Wedges - WIP
Post by: Johnny Cocas on December 07, 2018, 10:03:37 AM
So, it's been like... almost 6 months since the last update...

Thus, I figured this would be a good time to say that the mod is not dead, and some free time is starting to finally appear.

Right now I am in the process of updating the mod to Starsector v0.9, and with this update the new star systems will also be released, although still a WIP and without a real ETA on sight (sorry...).

I'd like to thank everybody who has put their faith into this mod, and I don't want to let anyone down. News may be slow, for now, but I will not give up, you can trust me on that.
This update will mainly be a 0.9 update mod, like many others, while also adding the reworked and rebuilt star systems. There will now be less systems, but with more content in each of them, making them feel more alive.


So, what's next after the first v0.9 update?
New AI for the Suffering's Hyperspace Jump ability, some new weapons and/or weapon tweaks, new portraits (currently in negotiation with third party help, a.k.a. friends), and the ship sprites, eventually, with this list of features reflecting the probable order of release.

On a side note, I am already drafting some ship outlines, trying to make one ship per role per size (if possible), in order to prevent rescaled models or clones that do almost the same as the previous, only with buffed stats, with the main challenge here being maintaining the "murder wedge" style while making each ship feel unique. Ohh, and fighters, I can't think of a good shape for a fighter.... I'll most likely take the general shape of the ones already being used and reskin them or something... We'll see ;)


Don't lose hope, and sorry for making you wait.

- joaonunes, mostly known on Discord as "Johnny Cocks"
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.0 (2019/01/17) - The Murder Wedges - WIP
Post by: Johnny Cocas on January 17, 2019, 03:35:30 PM
The mod has finally been updated to Starsector v0.9!

A proper changelog will be released soon.

Please note that this build has NOT been properly tested, if any kind of problem appears due to this mod please give me a heads up, either here on the forums or on Discord.

Cheers!
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.0 (2019/01/17) - The Murder Wedges - WIP
Post by: DinoZavarski on January 20, 2019, 04:03:59 PM
One idea about Loyality. If you hardcode in it extreme modifications from SWP and repair droids it feels much more familiar to fly. Actually it becomes really quite a fun. Also i think this ship just MUST have shielded cargo holds.

Why not creating hullmod that emulates this mix - something like "illegal modifications".
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.0 (2019/01/17) - The Murder Wedges - WIP
Post by: Johnny Cocas on January 21, 2019, 02:20:10 AM
Mod update, variants under/over OP capacity are now fixed, and the price of the Fear Cruiser has been decreased to "normal" levels, just slightly over the Retaliation which resembles in some way stat wise.


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.

I can look into that once i have some time, but don't expect much, I'll be trying to redo all the ships in the mod pretty soon, as soon as possible, it is something that should have been done a long time ago but keeps being delayed, either by the lack of time or lack of patience to do it...
It will be noted though, in case I make some sort of old rusty combat freighter ;)
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.1 (2019/01/21) - The Murderous Death Wedges
Post by: ErrantSingularity on January 21, 2019, 03:07:41 PM
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.
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.1 (2019/01/21) - The Murderous Death Wedges
Post by: Johnny Cocas on January 21, 2019, 03:15:48 PM
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!
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.1 (2019/01/21) - The Murderous Death Wedges
Post by: ErrantSingularity on January 21, 2019, 03:39:08 PM
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!

Well, aside from the space doritoness, I love how much customization they all have. Take the Affliction, I can turn this into a torpedo boat that flies in, drops a cluster of reapers and flies out for the next one, or a flanker with DME's shockbeams glued to it for sniping engines, or a moving PD ship. And that's just one of the little ships. I have two Tortures flying in my fleet, one is bulked to the max and has a pair of Tachyons on it for blowing up carriers with a fighter escort, the other sits at range lobbing missiles and bombers covered in PD weapons. Unlike the Legion which has kinda gimped firepower and limited missile coverage, or the Astral which is flimsy as hell and basically just a launch platform, the Torture is customizable for the job.
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.1 (2019/01/21) - The Murderous Death Wedges
Post by: Daquan_Baton on January 21, 2019, 05:22:19 PM
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.
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.1 (2019/01/21) - The Murderous Death Wedges
Post by: ErrantSingularity on January 21, 2019, 05:46:49 PM
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.
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.1 (2019/01/21) - The Murderous Death Wedges
Post by: nb8 on January 24, 2019, 09:32:11 AM
i am join
Thank you for your work, just want to say it.
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.1 (2019/01/21) - The Murderous Death Wedges
Post by: Johnny Cocas on January 24, 2019, 09:39:25 AM
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
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.1 (2019/01/21) - The Murderous Death Wedges
Post by: ErrantSingularity on January 24, 2019, 07:54:34 PM
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 generally aim for steady officers on cruisers, and most times even steady officers seem to hang back a bit if they have large missile payloads. Happens on my gryphons too, they kind of sit in waiting until shields are down or overloaded then they charge at them guns blazing.
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.1 (2019/01/21) - The Murderous Death Wedges
Post by: grinningsphinx on January 25, 2019, 05:45:44 AM


Thats your issue...Steady officers will default to waiting until shields are down to fire HE and frag missiles, unless the system has a "do_not_converse" tag

Title: Re: [0.9a] Fringe Defence Syndicate v0.8.3 (2019/01/30) - The Murderous Death Wedges
Post by: Johnny Cocas on January 30, 2019, 06:05:46 AM
Update 0.8.3 has been released!

It fixes the FDS Combat Systems to ignore civilian allied ships, and tries to fix the Hyperspace Jump, so now it hopefully will not jump past the enemy fleets anymore.

Update 0.8.2 is an unreleased update, it contains several ship tag fixes and brings back the Terror into the play.

Title: Re: [0.9a] Fringe Defence Syndicate v0.8.4 (2019/01/30) - The Murderous Death Wedges
Post by: Johnny Cocas on January 30, 2019, 06:48:55 AM
Update 0.8.4

Found the issue with the Hyperspace Jump.... I'm such an idiot...

So NOW that is fixed.
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.5 (2019/01/30) - The Murderous Death Wedges
Post by: Johnny Cocas on January 30, 2019, 08:02:17 AM
Update 0.8.5

Don't ask...
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.5 (2019/01/30) - The Murderous Death Wedges
Post by: SierraTangoDelta on January 30, 2019, 03:41:45 PM
I'm gonna ask, what did this update do?
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.5 (2019/01/30) - The Murderous Death Wedges
Post by: Johnny Cocas on January 30, 2019, 03:51:26 PM
I'm gonna ask, what did this update do?

Affff... Alright...
Update 0.8.3 did not fix the Hyperspace Jump, nor did 0.8.4, the issue was not the code of the jump itself but the interval used for the system to decide its actions. All those updates did was either mask the problem or make it even worse, and I only noticed it when it was too late...

If you want me to be more technical here's the data:
The system does calculations every 0.1 seconds to decide whether to jump/stop the system, but for some reason there was some leftover code that changed it to 2 seconds.
Now, 2 seconds when a ship is traveling at 2.000su/s means the ship can be 4.000 su over the desired stopping point before it even does the test to see if it'll stop or not, hence the incredibly bad performance in the tournament.

TL:DR: I'm an idiot ????
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.6 (2019/01/31) - The Murderous Death Wedges
Post by: Johnny Cocas on January 31, 2019, 05:55:09 AM
Yet another update!
FDS v0.8.6

 - Fixed Wings not appearing on the refit screen;
 - Fixed non-military markets in the Hypathia and Euclid Systems;
 - Fixed Light Tali appearing ingame when it shouldn't (in BPs for example);
 - Fixed fighters not appearing on Blueprints;

Download link available in the first post.
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.7 (2019/01/31) - The Murderous Death Wedges
Post by: Johnny Cocas on January 31, 2019, 09:52:19 AM
Yet another update!
FDS v0.8.7

 - The Suffering now properly deccelerates once the system is off;

Download link available in the first post.
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.7 (2019/01/31) - The Murderous Death Wedges
Post by: Igncom1 on January 31, 2019, 10:04:02 AM
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.
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.7 (2019/01/31) - The Murderous Death Wedges
Post by: Johnny Cocas on January 31, 2019, 11:18:51 AM
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.

It may be a problem on the server itself, I had some issues accessing my files on bitbucket a few days ago, perhaps it is going crazy again... I'd try again in a couple minutes or half an hour, I downloaded my own mod from there about 2 hours ago and had no issues
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.8 (2019/02/02) - The Murderous Death Wedges
Post by: ottersholdhands on February 02, 2019, 07:35:02 PM
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! ;D
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.8 (2019/02/02) - The Murderous Death Wedges
Post by: AudaciousBS on February 02, 2019, 08:06:14 PM
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! ;D
There's a facility you can build on colonies that produces R2 and R3 droids.
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.8 (2019/02/02) - The Murderous Death Wedges
Post by: Kwbr on February 02, 2019, 11:49:48 PM
Minor thing, the right missile mount on the loyalty is a turret
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.8 (2019/02/02) - The Murderous Death Wedges
Post by: Hellya on February 04, 2019, 03:48:19 PM
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.
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.8 (2019/02/02) - The Murderous Death Wedges
Post by: Johnny Cocas on February 04, 2019, 11:39:59 PM
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
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.8 (2019/02/02) - The Murderous Death Wedges
Post by: jupjupy on February 05, 2019, 01:07:28 AM
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.
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.8 (2019/02/02) - The Murderous Death Wedges
Post by: Johnny Cocas on February 05, 2019, 01:59:30 AM
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.

And that is why I said even the default variants should do good, because those generaly do not have any of FDS' more specialized weaponry, they have the default energy damage mediums and maybe the HE triple barrel one, you can only really see the kinetic cannons and other specialized equipment on more combat dedicated or elite variants.

When I say FDS really shines in fleet battles I mean it. Alone, an FDS ship is fragile and won't do much (in most cases) but receives both buffs and combat support when on a fleet. A fleet allows a ship to tank some damage while the allies finish off the enemy with their superior firepower. You can't really say that FDS is underpowered in terms of firepower when most ships have a much higher than average weapon count, hell, even the bombers could be classified and played as frigates xD

Like I said before, don't go Leroy Jenkins into a fight, kite the enemy, FDS weapons have an above average range for energy based weapons, and even if only the first 4 guns at the front of your ship are in reach of the enemy don't underestimate that, because those 4 guns are probably mediums with a slight range advantage over other energy based weaponry.

Take your time in the fights, don't have all your weapons fire at the enemy because:
1 - you don't need them all;
2 - you are putting yourself at risk;
3 - there will be other opportunities to charge into an enemy ship, when said ship is not looking at you.

I think this is more of a gamepaly style rather than a weapon or ship balancing issue, although I am aware the ships are quite large and I want to change that whenever I can get some new sprites, but until then, here you have my tips and all the help I can give you ;)
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.8 (2019/02/02) - The Murderous Death Wedges
Post by: Kibawan on February 05, 2019, 05:43:18 AM
First of all, i love this mod! My IGN should tell everything need to know why.

Even playing careful Harry and buying time to engange the ships realy feel on the low firepower side, but that's more because FDS ships are more Fire Rate then raw direct damage. They need time to get effective, the thing is sometimes u just don't have, specialy if are against other modded ships.

FDS for me are average joes, they don't do anything spetacular, but don't have all that many weaknesses... (Speed a part of course, and lack of resistence on the CR90s  ;D). But they have something that no other mods at moment have.....BLASTER SOUNDS! PEW PEW PEW PEW! Fun is a factor! And for me the most important one, rule of cool is strong in this one.

Futhermore! I'm testing the effectivess of the fighters right now and i have to say, the lack of a proper CV for Cruiser Size and Capital, is making me angry! Where's my Venator dedicated CV?

For non star wars fans (hahaha non star wars fans....hahahhaa): https://www.youtube.com/watch?v=NipcMMRmDVA

Second, if u put the Venator CV as a Capital size ship, i sugest the Rebels Imperial Escort, the Quasar Fire-Class as the cruiser size one lefting the Shame as the DD size.

(https://vignette.wikia.nocookie.net/starwars/images/f/f2/FantasyFlight_Quasar_Fire_I-class.png/revision/latest/scale-to-width-down/500?cb=20171209211358)

And finaly to close the line-up of CV focus ships for the FDS, the Frigate Size, Imperial Assault Carrier, The Gozanti! For him i sugest adding Ground Support hullmod and a single fighter bay.

(https://vignette.wikia.nocookie.net/starwars/images/3/3b/Gozanti-class_cruiser_SWR.png/revision/latest?cb=20140926140535)

Outside of that more options of fighter with different loadout would be nice, maybe a alternative line of Fighters or even better a Splinter Factions focusing on Separatists ships or even Old Republic Ones, like thoses sweet sweet Sith CVs. But more important, i sugest a version of the Malevolence as the FDS super ship or....yeah...maybe a total "Eclipse" of my heart for that spot. HAHAHAH Raise you hand if u get that one!

PS, english is not even my second language! Sorry fellas.
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.8 (2019/02/02) - The Murderous Death Wedges
Post by: Johnny Cocas on February 05, 2019, 12:21:56 PM
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 thank you very much for your enthusiasm, and I'm glad you like my mod so much.

Unfortunately, I am trying to stay as far away from Star Wars as possible. Yes, the current ship sprites are SW based, specially the cruisers and capitals, and yes, I am aware of the lack of dedicated carriers of all classes, but as long as I don't make new sprites I won't do much about it.

All I can say is my aim is to keep FDS as being the faction home to the Murder Wedges, so many of them will still be wedge shaped, but I'll try to make them more unique and not really copying the ships from Star Wars (even though the general shape may be inspired by them).

Now, regarding the super ship, that may or amy not happen, dependign on my time and skills to make the ships. At first I'll make the main faction ships, and only then I may start thinking of boss ships and other stuff alike, so stay tuned! ;)
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.8 (2019/02/02) - The Murderous Death Wedges
Post by: Hellya on February 05, 2019, 04:19:00 PM
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

So I did a bit more screwing around again last night with FDS. I should add, for my playthroughs I treat this faction as standalone, and in that it it needs to be usable with only its own tech. There are a ton of mods out there that are over the top and not that fun. I appreciate your efforts to keep this balanced with base game.

What I noticed was that the standard unspecialized weapons (100 damage across the board) were lack luster. So I changed them out to the more specialize 200 armour or shield variants and I got good results. Next was the red skill tree and blue tree, by loading these trees up I got a larger noticeable increase in performance on FDS fleets, more so than with other types of fleets.

Another thing noticed was the way officers react in fights with this faction. I am in a fleet fight and in my Torturer, with my 3 other ships, lvl 20 aggressive officers, consisting Hatreds or Sufferings (I treat these as cruisers). The officers refuse to fall in line and hold the line, they would much rather get behind me and block any escape. Super infuriating with a ship that struggles to move and NEEDS fleet support. They can't fire from behind me and block my escape, well slow moving back pedal. Like one would expect the slow moving beast is easily surrounded and spanked hard. Not too sure how to fix this besides being annoyed with constant micro of other capitals.

Above I mentioned skill trees, particularly the skill that gives 15% to range. This faction seams range starved with comparison to its speed. It has the weapons, but it doesn't have the range or speed to bring them to bear. It doesn't need much more, maybe even just another 50-100 across the board. That would most likely throw the rest of base game ships out of wack if the use FDS weapons, so a range based bonus on ships in the fight maybe? Like a command ship bonus that is a passive on FDS ships only?

Just thoughts man. I know you have put tons of work into your mod and I do like it and appreciate your efforts. I also look forward to your future works on it.
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.8 (2019/02/02) - The Murderous Death Wedges
Post by: Dostya on February 05, 2019, 04:56:15 PM
I've been doing a run with FDS ships and weapons, and have a possible balance issue. I've been running an Atonement in my fleet, and this thing is just a bit too beastly in a fleet fight. One of these not only neuters enemy frigates, which makes even Blade Breakers stand and deliver (HAHAHAHA), but they also neuter strike craft in a radius that's effectively across the entire line of battle. While it's comical to see my bombers making uninterrupted run after run against enemy ships and my fighters dance circles around and crap all over the enemy strike craft that are moving at a crawl it's just too much. If I was doing a pure-FDS run (say, in a tournament) with its lack of serious carriers it wouldn't be that bad (simply making the enemy stand and fight instead of bringing bombers like a coward), but in campaign the existence of Moras and Herons and whatnot just renders it...incredibly overpowered.

I'd advise removing the effect against enemy fighters.

EDIT: Also it effects phase ships while they're phased. While I cordially detest phase frigates, this also probably needs to be nerfed because phase ships that basically can't move while phased are phase ships that cannot fight.

Seriously, neutralizing two entire classes of ships over that large an area is a little much.
Title: Re: [0.9a] Fringe Defence Syndicate v0.8.8 (2019/02/02) - The Murderous Death Wedges
Post by: Blothorn on February 06, 2019, 05:58:35 PM
Some quick balance feedback:

Phase ships should almost always have Delicate Machinery--Alex did that particularly so that phase ships cannot outlast opponents (since they can almost always outrun an opponent of the same class).

The Agony Mk.II is, well...
- Increase the supply cost--even with substantial nerfs, this will be one of the best frigates in the game and should be 5-6 supplies at least.
- Cut the flux stats: Outside of the Monitor (crippled offensively by its slots), the phase ships, and the Hyperion, the best flux stats we get are the Tempest's 2500/225--this has 4000/350, a good 60% better. I would drop to something between the Wolf and the Tempest, depending on where you price it.
- Cut the armor, shield efficiency, or both: only the Omen and Hyperion have better shield efficiencies, and this has more than twice the armor of either.
- Increase the flux use of the Laser Cannon--this has the DPS of the Pulse Laser at 45% of the flux usage.
- Consider dropping some mounts--this is more heavily armed than any vanilla frigate, and none of them can converge five smalls and a medium forward (because face it, the Laser Cannon is a medium in performance).
- Remember that this is more mobile than any non-phase vanilla frigate (aside from the Hyperion)--it does not need armor, peerless flux stats, or loads of mounts to be great, let alone good.

Agony: cut flux stats, increase supply cost, reduce shield efficiency or armor, as with the Mk.II. The slots don't look too excessive, though.

Sorrow class: 3 supply/{day|recovery} frigates should be near-garbage--is this? Again, too much flux capacity for a non-phase frigate.

Despair: This is essentially a Medusa--same flux dissipation, shield efficiency, and mobility. Why is it 2/3rds the supply cost? (OTOH, it could use a bit more base capacity; it is little above half the capacity/dissipation ratio Alex prefers for destroyers.)

At this point I am going to stop looking at supply costs and flux stats--almost every one of your ships is too cheap for its role/quality, and I think your flux stats need a comprehensive look.

Revenge: FMR on a ship with four converging medium missiles? 16 reapers over a few seconds is crazy. This also has a lot of OP for a missile cruiser; Alex intentionally kept the Gryphon low to offset the large quantity of zero-flux weapons.

Weapons:
- Light Autoblaster Cannon: not crazily out of line, but if this is available why would I ever use the IR Pulse laser? Drop some combination of efficiency, range, or per-shot damage until you think that looks like a fair choice.
- PD Laser Mk.III: Cut damage a bit; +1OP and -25% range don't compensate for dealing nearly twice the DPS of the vanilla PD laser with much better flux efficiency.
- Tali MRM Pod: Nearly twice the total damage of a Harpoon Pod--I would drop it to 28-32 missiles.
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.0 (2019/02/08) - The Murderous Death Wedges
Post by: Johnny Cocas on February 08, 2019, 12:26:31 PM
***Fringe Defence Syndicate*** v0.9.0

    Additions:
     Weapons:
       - Decimator Cannon: Large Long Range HE Ballistic weapon.
   
   Changes:
     Ship Systems:
       - Hyperspace Jump:
        - Decreased charge-up time from 5 seconds to 2 seconds;
        - Does no longer consume flux (It didn't matter anyways...);
       - Gravity Well:
        - No longer disables 0-flux speed boost;
        - No longer affects phased ships;
        - Slows down the host ship by 25%;
        - Fighter slow decreased from 75% to 25%;
        - Frigate slow decreased from 50% to 20%;
        - Destroyer slow decreased from 25% to 10%;
        - Cruiser slow decreased from 15% to 5%;
        - Capital slow decreased from 10% to 0%;
        - Range decreased from 5.000su to 2.500su;
        - System now generates 2% base flux capacity every second as hard flux;
       
     Weapons:
       - Council Spear:
        - Cost decreased from 24.000 to 12.000;

     Misc:
       - Droid Factory Industry:
        - Updated sprite for one with the correct size;
        - Cost multiplier decreased from 75 to 60;
        - Time to build decreased from 60 to 30;
        - Upkeep decreased from 8 to 3;

Download available in the first page!

Next stuff to be done:
- Balancing issues mentioned both here and on Discord;
- Look for the possible Terror bug when trying to fabricate it on a colony;

That is all.
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.0 (2019/02/08) - The Murderous Death Wedges
Post by: ThePollie on February 11, 2019, 03:46:21 PM
Downloaded, error'd out. Said JSONobject["fallback2"] is not a number.
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.0 (2019/02/08) - The Murderous Death Wedges
Post by: Johnny Cocas on February 11, 2019, 04:35:42 PM
Downloaded, error'd out. Said JSONobject["fallback2"] is not a number.

EDIT:
That is... Strange.... Could you provide me with your log file?

EDIT 2:
I saw you had issues with DME as well, because of using Starsector v0.8.1.... That is one way to crash the game, using v0.9 mods in v0.8.1...
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.1 (2019/02/18) - The Murderous Death Wedges
Post by: Johnny Cocas on February 18, 2019, 02:00:46 AM
Update!!

What's new?

Not much...
Mostly some fixes and glitter to cover the crappyness of the mod, heh
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.1 (2019/02/18) - The Murderous Death Wedges
Post by: Thyrork on February 18, 2019, 07:11:43 AM
Heads up, v0.9.1 is not savegame compatible. Resolve your current save, lest ye accept the loss!
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.1 (2019/02/18) - The Murderous Death Wedges
Post by: Surge on February 20, 2019, 10:14:06 PM
So per a thread I posted in the support forum we pinned down FDS as the cause for cryovolcanic worlds with no features whatsoever.
Quote
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.
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.1 (2019/02/18) - The Murderous Death Wedges
Post by: Johnny Cocas on February 20, 2019, 11:33:22 PM
So per a thread I posted in the support forum we pinned down FDS as the cause for cryovolcanic worlds with no features whatsoever.
Quote
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.

Ohh boy... Thanks for the heads up, this was really going to take a while to find on my own  :-\
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.2 (2019/02/21) - The Murderous Death Wedges
Post by: Johnny Cocas on February 21, 2019, 05:14:01 AM
Update v0.9.2

- Fixes the Cryovolcanic and Lava planets added by this mod, stopping them from being used by the game while generating new systems.

They WILL still appear in FDS systems, as they are added by code.
This will NOT fix existing saves, you must create a new save for your panets to be fixed.
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.2 (2019/02/21) - The Murderous Death Wedges
Post by: Insigar on February 22, 2019, 01:20:53 AM
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. 
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.2 (2019/02/21) - The Murderous Death Wedges
Post by: Johnny Cocas on February 22, 2019, 02:02:35 AM
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
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.2 (2019/02/21) - The Murderous Death Wedges
Post by: Insigar on February 22, 2019, 02:57:19 AM
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

I should read what I write before I post, sorry.

I build both and didn't see an increase in ship quality. So the factory produces the droids and the repair yards don't do anything. Just asking into the blue now: Do I need a nanoforge or an AI core in any of these buildings for this to work properly?
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.2 (2019/02/21) - The Murderous Death Wedges
Post by: Johnny Cocas on February 22, 2019, 03:06:29 AM
The quality increase is not that high, only 25%, the AI cores only reduce upkeep cost and/or droids' demand, depending on the core you install.

The 25% increase may not be that noticeable, personally I've seen a slight increase of ships that don't have many d-mods, although if a colony is low in size and does not have many industries on it 25% aren't going to do much, me thinks...

I can do some further testing to see if it is actually working or not, but as it is, it should be working from the tests I've done.
The code is equal to that of the industries that increase ship quality as well, so I'm 99% sure the facility is working as it should.

If I find anything wrong with the repair yards you can count on it being emntioned in the next update heh xD
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.2 (2019/02/21) - The Murderous Death Wedges
Post by: Insigar on February 23, 2019, 05:20:10 AM
Good news, it DOES work. It just doesn't tell you. Without the repair yards I get the 90% like it says.
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.2 (2019/02/21) - The Murderous Death Wedges
Post by: Johnny Cocas on February 23, 2019, 05:25:49 AM
Ahhh, interesting....
I'll look for the reason it is not being mentioned in that list, the percentage not appearing anywhere is confusing. Thanks for the feedback!
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.2 (2019/02/21) - The Murderous Death Wedges
Post by: Zomble on March 04, 2019, 03:32:30 PM
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 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.
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.2 (2019/02/21) - The Murderous Death Wedges
Post by: Johnny Cocas on March 04, 2019, 03:37:24 PM
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.

I am planning on adding the custom industries to some of FDS' colonies in the next patch so there is a supply and demands for stuff like droids, but other than that, I am not fully aware to which extent does the AI recognizer my industries as buildable to them, so I have no idea if the AI will ever build my industries...
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.2 (2019/02/21) - The Murderous Death Wedges
Post by: Blothorn on March 04, 2019, 03:38:29 PM
Adding industries to existing markets is tricky, and the AI never builds new industries.
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.2 (2019/02/21) - The Murderous Death Wedges
Post by: Johnny Cocas on March 04, 2019, 03:42:25 PM
Adding industries to existing markets is tricky, and the AI never builds new industries.

Humm, interesting...

I was adding custom factories to existing markets before SS v0.9, but back then there were no supply/demand mechanics to worry about, so by doing the same now I'd probably be destroying many markets, hence me removing that option from my mod entirely.

Too bad the AI does not recognise modded industries, that would be really neat
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.2 (2019/02/21) - The Murderous Death Wedges
Post by: Blothorn on March 04, 2019, 03:50:10 PM
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.
Title: Re: [0.9a] Fringe Defence Syndicate v0.9.2 (2019/02/21) - The Murderous Death Wedges
Post by: Zomble on March 04, 2019, 05:23:23 PM
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.

Making if/then logic for the AI (at least "insert custom faction" AI) to build custom industries shouldn't be too hard, though I'm no coder so I probably make it sound easier than it is (or at least less tedious).

I'd guess the most difficult part would be creating supply/demand and market price algorithm to match that of vanilla AI behaviour. At least without the source code.
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Johnny Cocas on March 05, 2019, 11:45:49 AM
FDS update!

Changelog available in the first post, removed planets added again, new industry, "new" planetary condition (not really new but it now spawns in planets), and the Hyperspace Jump got a rework, enjoy!
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: MuricanTauri1776 on March 23, 2019, 04:08:19 PM
Do you still have the link for the last version that was SW?
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Johnny Cocas on March 23, 2019, 06:03:57 PM
Well, yes, but to be honest, any version that is not current will not be supported, specially if it is related to SW...

If you still want to take the risk of having a version without half the content and probably not compatible with the current version of the game its up to you, just name the game version and I'll find the latest file for that game version...
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Igncom1 on April 23, 2019, 06:39:01 AM
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?
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Johnny Cocas on April 23, 2019, 06:43:04 AM
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?

Certainly, there will be bonuses for beta/alpha core installation, similarly to what happens with other industries, but I don't have an ETA for that right now.

All I can say is, those sorts of changes will probably be released in the same update the whole "droid" thing is reworked.
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Martinw1 on June 01, 2019, 10:41:37 PM
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?
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Johnny Cocas on June 02, 2019, 12:50:29 AM
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?

Thanks for enjoying the mod!
Unfortunately, no, that won't be something I'll be doing, and in fact, I am planning on making the ships slightly smaller than they are now, as their massive size and weapon placement is causing some problems in combat.
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: ChaosRemnant on June 11, 2019, 09:15:32 PM
Is the current version 0.9.1 compatible?
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Johnny Cocas on June 11, 2019, 11:34:24 PM
Is the current version 0.9.1 compatible?

As far as I'm aware it should be compatible, my mod has not been affected by any of the code changes in the game, although it has already been reached to me that there may be some balancing changes I should be taking into account with this update, I'll try to look into them as soon as I can
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: IMyMe on July 29, 2019, 01:19:03 AM
Hi, the mod crashes on Linux during game launch cause of two case mismatches.
Code
java.lang.RuntimeException: Sound with filename [sounds/FDS/sfx_shields/shields_up.wav] not found or failed to load
It 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).
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Johnny Cocas on July 29, 2019, 01:25:00 AM
Hi, the mod crashes on Linux during game launch cause of two case mismatches.
Code
java.lang.RuntimeException: Sound with filename [sounds/FDS/sfx_shields/shields_up.wav] not found or failed to load
It 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).

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!
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: atretador on August 01, 2019, 08:30:45 PM
Hi, the mod crashes on Linux during game launch cause of two case mismatches.
Code
java.lang.RuntimeException: Sound with filename [sounds/FDS/sfx_shields/shields_up.wav] not found or failed to load
It 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).

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!


Had the same problem here xD

SCY and MagicLib had the same issues....


On Linux "Thing", "thing" and "thinG" are completely different files, on Windows only one can exist on the same directory.
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Shedovv on August 14, 2019, 10:20:33 AM
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.
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Johnny Cocas on August 18, 2019, 04:44:54 AM
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.

Hello there Shedovv!

Technically the system has infinite range, allowing the ship to teleport anywhere on the map, for the AI that is... The user most likely is using the 5k limit set in the .system file. It may be an oversight by my end, but I'm literally working on the system AI right now, so I'll take a look into that as well ;)
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Kibawan on August 18, 2019, 08:40:22 AM
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....

(http://www.playerpost.com/images/detailed/2/Grand-Admiral-Thrawn-Dark-Medium.png?t=1485972480)

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.

Now, a feel suggestions.

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.

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.

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?

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 XD

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. xD

Sorry for the terrible english. 0/
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Johnny Cocas on August 18, 2019, 09:30:48 AM
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....

...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.
Heh, glad you like it :D
But... are you referring to the Suffering BB? The Hatred is the one with the fighter bays, the Suffering is the one known to be the original ship to possess the ability to jump in the battlefield.

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 XD
I 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. xD
That 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 :/
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Space Pirate Kobold on August 19, 2019, 10:04:40 PM
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.
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Johnny Cocas on August 19, 2019, 11:36:42 PM
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.

Huhh? What does it have to do with the Singularity Generator being too common? :p

Also, you should check out the Atonement cruiser, it already has an aoe slow effect, and multiple implementations of the tractor beam already exist in other mods as well, whether my mod will have one or not will depend on it being considered a good addition to the mod.
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: The Viking Crusader on August 23, 2019, 07:02:44 PM
Hello, love the mod, its in all my playthrus now. Where does one find the terror?
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Johnny Cocas on August 24, 2019, 01:08:27 AM
Hello, love the mod, its in all my playthrus now. Where does one find the terror?

Hello there!

Thanks! I hope you are truly enjoying my mod :D

The Terror may be found in rare ship blueprints, or very, VERY rarely in a fleet. I made its chance of appearing on an AI fleet very low on purpose, as it is a quite powerful ship (let's not discuss the use of the Singularity Generator on the Terror for starters, heh), so good luck finding one! ;D
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Morathar on August 27, 2019, 01:47:05 PM
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.
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Johnny Cocas on August 27, 2019, 02:32:08 PM
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.

Ohh my...
Thank you for the heads up, I'll fix that as soon as possible, and will surely be fixed by the time I release a 0.9.1 compatible update!  :)
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Dwarden on September 17, 2019, 02:06:13 PM
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
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Johnny Cocas on September 17, 2019, 02:57:41 PM
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

It is on the list of stuff to fix, yeah, but luckily I was searching for the bug on the wrong place and Histi had the courtesy of pointing me to the right direction! Next update will include the fix
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Alfa Cor on October 05, 2019, 03:09:09 PM
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!
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Johnny Cocas on October 07, 2019, 04:06:23 AM
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!

Ahh yes, there's a reason for that... The ships (and weapons) were balanced against vanilla so the ships won't be overpowered, but there's a problem.... The ships have wayyyyy too many weapons, so the flux really adds up :P

So the issue is not with the weapons, the issue is with the ships that have too many weapons, but if I increase the flux capabilities of the ships they will become OP murdering wedges, and if I dont they will become overfluxed wedges... I will mess with the stats of the ships a bit and see how far I can go without making them too powerful, it'll take some testing but I'll see what I can do.


EDIT: I may be wrong with what I said, I'll try to take some time and analyse each ship again because they may actually be underpowered, unlike what I have thought up to now...  ::)
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: DifficultyTweak on October 09, 2019, 03:56:00 PM
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
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Johnny Cocas on October 10, 2019, 04:31:36 AM
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

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.
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: DifficultyTweak on October 10, 2019, 09:34:35 AM


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?
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Johnny Cocas on October 10, 2019, 10:04:50 AM
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?

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...
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: DifficultyTweak on October 10, 2019, 01:34:18 PM


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...
Oh, okay! Thanks for pointing me to him!
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: EpicLancer on October 10, 2019, 03:55:54 PM
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)
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Johnny Cocas on October 11, 2019, 01:27:39 AM
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)

This is a known error and it has been fixed, but the fix has not been released yet... I'll be releasing a new update asap to fix that and some other problems that have appeared since the release of SS 0.9.1a.

If you can't wait for the update (or a hotfix I should have released in the mean time) all you have to do is open the following file:
Code
Starsector/mods/FDS/data/config/prism/prism_ships_blacklist.csv
and replace the "hull_id" in the first line with "id".
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: EpicLancer on October 11, 2019, 05:06:29 AM
ty ^,^ the "murder wedges" have been a lot of fun so far
Title: Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
Post by: Johnny Cocas on October 11, 2019, 05:25:59 AM
ty ^,^ the "murder wedges" have been a lot of fun so far

Thank you  ;D I'm glad to see you are enjoying it that much!
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: Johnny Cocas on October 15, 2019, 02:44:42 AM
FDS has finally updated!!!

You may expect some balancing around the PPT and monthly supply cost of each ship, as well as the cargo capacity of the freighters and fleet points of some ships, a new ship system, and a couple more changes.

Some bugs have been squashed, including the Nexerelin ID issue and the file extension problem with Unix!

More details in the Changelog ;)
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: Deko on October 15, 2019, 07:12:31 AM
The new patch is not compatible with existing save games running the previous version. I guess this is due to the droid changes/merge.
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: Johnny Cocas on October 15, 2019, 07:50:17 AM
The new patch is not compatible with existing save games running the previous version. I guess this is due to the droid changes/merge.

The droid merge is the least of the problems here... several systems, projectiles, hullmods and items were changed, both in names and files, so running the mod on a older save is impossible.

Edit: As a general rule, if the version of the mod goes up from v0.10.0 to v0.11.0 you need a new save, but if it goes from v0.11.0 to v0.11.1 it should be save compatible, unless stated otherwise. At least that is how I try to work on my mod.
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: EpicLancer on October 16, 2019, 09:52:16 AM
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.
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: Johnny Cocas on October 16, 2019, 10:16:13 AM
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.

First off, delete the old FDS folder before installing the new one. I'mm 100% sure that crash is being caused by overwriting the FDS folder when updating instead of deleting the old folder first, what is happening there is I deleted files in between versions and since you didn't erase them from your installation they are trying to load into the game...


ALWAYS delete the old mod folder before updating a mod, this is a rule that applies to ALL mods! You are the third guy that comes to me with that exact same error xD


Answering your questions:
1 - It depends... Some weapons used by fighters are also available to normal ships, but as a general rule no, that should not happen. Could you be more specific?
2 - I remember someone mentioning that error, but I was unable to replicate it... I'll keep trying to find it.
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: EpicLancer on October 16, 2019, 11:10:09 AM
i believe its the light blaster and it doesnt have an image to go with it. found it before getting the current version but didnt try using it. was able to make it without issue.

its happened in a few other mods where one item would bug out and just force max production for that month.

XD havent had that issue in other mods so far so i didnt even consider it.
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: SarenSoran on October 17, 2019, 12:46:03 AM
i almost started to nag at you with this error message too, until i read what you posted and i realized i was teh stoopid kek
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: IAmLegion on October 17, 2019, 02:37:40 PM
I assume this will break my saves?
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: Johnny Cocas on October 17, 2019, 02:39:42 PM
I assume this will break my saves?

Yes, quite badly... I did many changes to files that now either do not exist anymore or work in a different way, so old save compatibility is null.
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: IAmLegion on October 17, 2019, 02:41:51 PM
All I want is a ramming star destroyer :/
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: Johnny Cocas on October 17, 2019, 02:44:04 PM
Well, to have one you only need to update the mod xD
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: connortron7 on October 21, 2019, 08:05:53 PM
Is the loyalty supposed to be a destroyer? It seems like its a frigate that got accidentally assigned the destroyer role in coding
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: Johnny Cocas on October 23, 2019, 07:11:59 AM
Is the loyalty supposed to be a destroyer? It seems like its a frigate that got accidentally assigned the destroyer role in coding

There is some truth in there, several ships are sized above/below their current role... Stuff like that is slowly being worked on as a temporary solution until new sprites are made for all ships in the mod, so hang in there ;)
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: Alavaria on October 25, 2019, 02:01:06 AM
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.
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: Johnny Cocas on October 25, 2019, 02:09:27 AM
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.

They should improve ship quality, but they are not showing in the tooltip. This is a bug I have forgotten, but will take note so I won't forget to fix it in the next update, thanks :D
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: did you expect a name? on October 25, 2019, 07:35:39 AM
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?
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: Johnny Cocas on October 25, 2019, 07:53:36 AM
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?

The file structure should be this for the mod to be installed:

Code
Starsector/mods/FDS/data

If this file path does not exist the mod won't work.
Did you have any previous version of the mod installed?

Edit: Did you extract the .zip file?
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: did you expect a name? on October 25, 2019, 10:02:47 AM
i did extract the zip file, also i have no clue how to get into the code of the game, so.... well uh this is not good...

edit: i downloaded the latest version, i think... i did not have any older versions either

edit2: i accidentally only exported only the data files.... sorry for wasting your time....
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: shadowbolt_bloodmane on October 30, 2019, 09:41:30 PM
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
Title: Re: [0.9.1a] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges
Post by: Johnny Cocas on October 31, 2019, 01:36:00 AM
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

The "missions" my mod adds are custom missions that are accessible from the main menu, just scroll the list until you see the FDS flag  ;)