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Starsector => Mods => Topic started by: MajorTheRed on October 23, 2017, 03:36:08 PM

Title: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on October 23, 2017, 03:36:08 PM
Hello guys,

Here is a mod I put together recently. It’s based on personal needs for specific ships to fill in gaps I experienced when playing Starsector. Initially this is a personal project, but since I receive much precious help on the forum, I figure it would be nice to publish it.

The theme:
Starsector has some inspiration in Battletech universe, which is a dystopic sci fi setting where there is plenty of technology but nobody understand it or is able to emulate it. This inspired me as I was thinking that there was lacks of ships filling several role in faction. I was also inspired by the blog post about the history of the sector.
I wanted to create ships based on needs of each faction, but which are limited by their actual ability to design new ships. This means that most of them don't have fancy ship system or they have a specific role and are not always able to cop with vanilla ships.

Recap
•   32 new ships (including 9 kitbash, 12 conversions and 11 original sprites)
•   4 skins
•   15 new weapons
•   3 new stellar systems with 7 new markets
•   Luddic faction expanded

Aim of the mod
•   Add several ships for more variety in specific role currently lacking in vanilla (scout, science vessel, high tech light carrier…)
•   Give more flavor to Persean League and Luddic Church fleets by adding ships specific to these factions.
•   As a long term goal, balance number of ships designs according to tech level (i.e. more low tech frigate and mid tech capital), as well as some new weapons

Disclaimer
•   I never done spriting before, some of the ships aer kitbashed and other are build from scratch. I prefer to come back later to them instead of waiting the sprites to be « perfect » to publish it. They could be improved, but for now I want to have several « ok » ships than just one or two « good » ships.
•   I did the best to balance ships with vanilla, but if someone think a ship should be nerfed or bousted, he is more than welcome.
•   English is not my first language, I did my best but there will probably (certainly…) remains typos in texts.
•   Many ships have a similar role to ones you can found in Disassemble Reassemble mod by AxleMC131 (most notably the Revenant and the Hoplite). It was not intended, as I’ve already draw prototype of ships before knowing this mod. In fact I suspect that AxleMC131 created his mod with the same premice than me : filling in gap in available ships in vanilla. I suggest playing this mod with Disassemble – Assemble as they both share similar aims : news ships to fill in vanilla gaps.

Acknowledgment :
•   To AxleMC131, for giving advice for spriting and giving motivations by its mod DisassembleReassemble (that you should try!)
•   To King Alfonzo, for giving a nice tuto on « greebling »
•   To Sarissofoi, for refusing to play anything without a description
•   To DiM, for screening every descriptions for spelling and syntax errors

Download it there :https://www.dropbox.com/s/785yfi7qxtk8ppw/Stop_Gap_Measure_v0_77.zip?dl=0

Ships

Low-tech
Spoiler
(https://i.imgur.com/poIDUcb.png)
Asp:
Last-resort bomber

(https://i.imgur.com/UgNeJAA.png)
Pyrphoros :
Pirate frigate

(https://i.imgur.com/zcTP7og.png)
Huntsman :
Luddic Church and Hegemony Support gunship (upgraded sprite)

(https://i.imgur.com/TwaRy5v.png)
Ballista :
Missile Destoyer

(https://i.imgur.com/J23DH8s.png)
Wardlaw:
Q-Ship

(https://i.imgur.com/JsxqEip.png)
Cossack:
Escort carrier

(https://i.imgur.com/qwHQ00I.png)
Arbitrator:
Hegemony and Luddic Church Patrol/escort cruiser

(http://[img]https://i.imgur.com/DVpE6RB.png)   (https://i.imgur.com/4Ur36vY.png)
Opportunity :
Pirate (and shadowy neutral) converted heavy cruiser

(https://i.imgur.com/kXYPIFX.png)
Starblazer :
Converted carrier
[close]

Luddic Church
Spoiler
(https://i.imgur.com/TV2MZ5X.png)
Martyr:
Knights of Ludd defense frigate (upgraded sprite)
         
(https://i.imgur.com/AMxqtQc.png)
Templar :
Knights of Ludd missile destroyer   

(https://i.imgur.com/uHeOQtf.png)
Crusader :
Knights of Ludd artillery destroyer   

(https://i.imgur.com/2R9Cjrj.png)
Hammerhead (CGR)
Knights of Ludd destroyer   

(https://i.imgur.com/t7IJxEq.png)
Cathar :
Knights of Ludd heavy cruiser
[close]

Middle-tech
Spoiler
(https://i.imgur.com/fNEnqeF.png)
Ethon :
Interceptor

(https://i.imgur.com/1xvQqW9.png)   (https://i.imgur.com/oAacpef.png)
Hoplite :
Mass produced PL frigate (and pirate version)

(https://i.imgur.com/n8spGFc.png)
Herder:
Light carrier

(https://i.imgur.com/QL5h4R5.png)   (https://i.imgur.com/ralfPaj.png)
Wagner :
Neutral line (or light) cruiser and pirate version

(https://i.imgur.com/58Bm0U9.png)
Triumph :
Midline battlecarrier
[close]

High-tech
Spoiler
(https://i.imgur.com/dXQzPc6.png)
Impaler :
Pirate destroyer (pursuit version of the Shrike)

(https://i.imgur.com/oUoJotG.png)
Pyrrhocorax :
Try-Tachyon support destroyer/light carrier

(https://i.imgur.com/BXxS3el.png)
Minos :
High-tech defense destroyer

(https://i.imgur.com/ckLxlst.png)
Zenith:
Combat carrier
[close]

Civilian
Spoiler
(https://i.imgur.com/qiVpUSz.png)
Dove :
Courrier and scout

(https://i.imgur.com/UUr2P3v.png)
Traverse :
Civilian freighter

(https://i.imgur.com/z9JorVk.png)
Chondrite:
Tri-Tachyon freighter

(https://i.imgur.com/ntY9oKz.png)   (https://i.imgur.com/ydsu5TY.png)
Copernic :
Science vessel (support ship) and Hegemony auxiliary vessel

(https://i.imgur.com/GUXnBvN.png)
Bardot:
Survey makeshift ship

(https://i.imgur.com/5G7ccV0.png)
Tantive:
A high-tech combat freighter

(https://i.imgur.com/DvpinJc.png)
Foundation :
Salvage cruiser

(https://i.imgur.com/jUpTU8N.png)
Era :
Factory ship

[close]


Log

Spoiler
v0.77
-New sprite for the Ballista
-Prices changed to fit with 0.91
-Little twists to mining beam array and heavy ming beam
-Impaler and Bardot are remove from the mod
-Fix error in .faction files preventing several ships to spawn.
-Thanks to DiM, most of ships descriptions have been check for english spelling and wording

v0.76
-New ship: Era factory ship
-New wing: Ethon interceptor
-Copernic get Survey and Solar shielding as default mod
-Impaler and Dove slightly modified.

v0.75
-New ship: Wardlaw Q-Ship
-Medium David launcher
-New Large Missile
-Many rare blueprints now inside blueprint package
-Twits on many weapons
-Minos re-imagined

v0.74
-New ship: Impaler fast destroyer
-2 new secrets
-Removed Carcajou frigate
-Tried to fix all variant and spawning problems related with .faction files
-Adjusted probability of variants for most ships

v0.73
-New sprite for the Copernic
-New ship: Barbot exploration ship (based on the Mule)
-2 new mining-based weapons
-Some modification on the Wagner, the Starblazer

v0.72
-Balance changes for Opportunity cruiser
-2 New weapons
-Mysteries (small ones)
-One new wing
-2 new ships

v0.71
-Updated version for 0.9a
-Minos destroyer slightly modified
-Twisted some characteristics of some ships and weapons for balance purpose

v0.61
-Added the Starblazer carrier
-Added a medium ballistic and a small missile weapon
-Added description to all weapons and ships
-Added several variants for vanilla ships
-Variants and factions files cleaned up
-Fix errors in price and descriptions
-Balanced cargo values for small freighters and OP for Arbitrator

v0.6
-Added the Pyrphoros and the Minos
-New stellar system
-Fixed some minor things on the Wagner and Ballista
-Fixed prices for ships
-Updated lore for several ships and missions
-Fixed several orbits in Utic and Byzas systems

v0.4
-Resolved several errors on Ballista, Hoplite (P) and Tantive
-Added the Triumph and the Cathar
-Huntsman gets the Fire control ship system
-3 Missions
-2 new solar systems

v0.31
-Added Pirate Wagner
-Upgraded sprites for Copernic, Martyr and Huntsman
-Add Ballista (destroyer)
-Added codex entry for 9 ships and all weapons
-Added Lopot cruise-missile

v0.3
-Added Herder (ligh carrier), Wagner (cruiser) and Chondrite (freighter)
-Added 3 weapons
-Changed some error on ship files

v0.2
-Changed conflicting class-names
-Added Dove (scout vessel) and Carcajou (sister class of the Scarab)
-Added skin for Hoplite, Opportunity and Carcajou
-Upgraded sprites for Copernic, Hoplite.
[close]

Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: lechibang on October 29, 2017, 10:46:36 PM
Cool, looking forward for new content from you. In addition, I'm currently doing my own ship pack for starsector here: https://bitbucket.org/lechibang/spiral-arms-ship-pack using sprites taken from the sprite dump thread, but it's not currently getting anywhere just yet. :'(
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: AxleMC131 on October 30, 2017, 12:25:37 AM
Looks like you're off to a decent start Major!  ;) And you are right, DaRa aims (just like SWP) to fill in certain niche roles that the stock game seems to be lacking ships for, as well as adding some unique content that perhaps other players or modders had never considered before.



Now, do bear in mind that I have not played or even downloaded your mod yet, but I thought I'd give some immediate feedback, as useful resources per se.

First and foremost, if you aren't already on it, don't forget that Starsector has an "unofficial" Discord channel were a large portion of the community gather to discuss the game, including basically all of the big modders. It's a great place to discuss ideas, hear direct feedback and also learn techniques and skills for modding in general.
(Relevant link: http://fractalsoftworks.com/forum/index.php?topic=11488.0 )

Second, I notice that a few of your ships share class names with ships from other mods. This is generally bad practise, and can often cause confusion for players and sometimes - worst case scenario - game crashes, when two mods are using the same file names for two different ships. To avoid this, there's a helpful database of ship, weapon, faction, hullmod, system, etc. names used in most mods. If you come up with a name for a ship, it's always a good idea to check there first and make sure it's not already used.
(Relevant link: http://fractalsoftworks.com/forum/index.php?topic=9550.0 )

Anyway, that's all I can say from my current standpoint. Spriting is extremely hard and you're very much a beginner, so I'm not going to judge any of your ship sprites here, but if you are looking for help in that regard, again do come to the Discord channel and ask for assistance. Basically everyone there will be willing to provide assistance - including yours truly if you happen to be in the right timezone, hehe!  8)
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on October 30, 2017, 08:16:28 AM
Quote
In addition, I'm currently doing my own ship pack for starsector here: https://bitbucket.org/lechibang/spiral-arms-ship-pack using sprites taken from the sprite dump thread, but it's not currently getting anywhere just yet. Cry

Seriously, you should give it a try. Assembling the mod is not the hardest part, and it's probably one the funniest. In my case, after playing with AxleMC131 mod, it gives me encouragment to create mine. So I took its mod folder, and start removing files and folders I knew I would not need at the beginning (sounds, weapons....). Alex did a great job at making the game easy moddable. Most files are alterable with notepad, others are .csv and pretty self explainatory. Ship files and variants are easy to create with Trylobot shipyard software. Even the error log are ok to read.
(all that I said is when talking about just adding ships to the game. This is another reallity if you want to start creating new worlds, shipsystem, crasy graphic effects....)

Quote
First and foremost, if you aren't already on it, don't forget that Starsector has an "unofficial" Discord channel were a large portion of the community gather to discuss the game, including basically all of the big modders. It's a great place to discuss ideas, hear direct feedback and also learn techniques and skills for modding in general.
(Relevant link: http://fractalsoftworks.com/forum/index.php?topic=11488.0 )

...

Anyway, that's all I can say from my current standpoint. Spriting is extremely hard and you're very much a beginner, so I'm not going to judge any of your ship sprites here, but if you are looking for help in that regard, again do come to the Discord channel and ask for assistance. Basically everyone there will be willing to provide assistance - including yours truly if you happen to be in the right timezone, hehe!  Cool

Yeah, I'm starting to consider to join it. But, writing in english is something, speaking in a microphone and understanding other peolple is another thing. For the sprite, it even amaze me that I was able to try it and even publishing it. Still many things to learn, kitbashing is a little bit easier to do but not entirely satisfying....

Quote
Second, I notice that a few of your ships share class names with ships from other mods. This is generally bad practise, and can often cause confusion for players and sometimes - worst case scenario - game crashes, when two mods are using the same file names for two different ships. To avoid this, there's a helpful database of ship, weapon, faction, hullmod, system, etc. names used in most mods. If you come up with a name for a ship, it's always a good idea to check there first and make sure it's not already used.
(Relevant link: http://fractalsoftworks.com/forum/index.php?topic=9550.0 )

Ha! This was something I was espected to come across! Honestly I was pretty sure it would happen, but I didn't care at the moment because :1) I'm not expecting this mod becoming a top 1, 2) I didn't want to look for names of ships for every existing mod. I wasn't aware of this compilation file. Will do the necessary changes. Thanks!

Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: AxleMC131 on October 30, 2017, 10:31:18 PM

Yeah, I'm starting to consider to join it. But, writing in english is something, speaking in a microphone and understanding other peolple is another thing.


Oh, no one uses voice chat!  :P All the discussion takes place in the text chat.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: Dudok22 on October 31, 2017, 11:28:57 AM
I really like the look of Revenant! I'll add this to my current modded campaign to try it out.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: Schwartz on October 31, 2017, 12:14:11 PM
Those frigates and the Revenant look awesome. Nice job.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: gruberscomplete on October 31, 2017, 05:04:20 PM
Really like the original art-style of the Copernic and Bulwark. The opportunity looks like it would be interesting to blow up.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on November 01, 2017, 03:25:13 PM
New version available

http://www.mediafire.com/file/i7mb2mo5lbzmcsk/Stop_Gap_Measure_v0.2.rar (http://www.mediafire.com/file/i7mb2mo5lbzmcsk/Stop_Gap_Measure_v0.2.rar)

Most notably I added 2 new ships, 3 skins, and upgraded 2 sprites, while changing names for several ships.

Also, it would be really nice if someone tried it and have thoughts on balance.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on November 19, 2017, 01:54:04 PM
Version V0.3 available :

https://www.mediafire.com/file/xh8gcit7wps40ca/Stop%20Gap%20Measure%20v0.3.rar (https://www.mediafire.com/file/xh8gcit7wps40ca/Stop%20Gap%20Measure%20v0.3.rar)

Include 3 new ships :
-High-tech quick freighter
-Mid-tech line cruiser based on the Valkyrie
-Mid-tech light carrier identical to the Drover game-wise

 3 new weapons:
-Small mid-range energy plasma gun. A salvo light pulse laser with poor accuracy
-Small mid-range flak shotgun. Fire 6 slug with a slow rate of fire.
-Small mid/long range HE gun. Slow and poorly efficient but accurate with EMP effect
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: lechibang on November 26, 2017, 01:30:01 AM
You should PM a moderator and ask him to move this topic to the mods section.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: Morbo513 on November 26, 2017, 06:27:33 AM
These look great!
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on November 28, 2017, 08:01:45 AM
Quote
You should PM a moderator and ask him to move this topic to the mods section.

Yes you're probably right... I will wait for the next batch of stuff to be implemented (in maybe 2 or 3 days). I still have some problems wit a new weapon I made.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on November 30, 2017, 05:54:27 AM
New version! (0.31)

This one is more about fixing thing (mostly sprites) and adding lore for existing stuff.

I got a little bit distracted by doing other ships. The Ballista missile destroyer was not on my to-do list by was a great fun to kitbash from the Prometheus.

I also try (and failed) to do some kind of ion torpedo with AoE, but in the end it turns out as a mid-long-range cruise missile :

(https://i.imgur.com/S3cYN0q.png)
this is going to end badly for the Hammerhead

For now its a medium mount, 3 missiles package, energy dmg and high emp value. Speed of a harpoon but manoeuvrability of a Pilum. Dont use it against frigates.

As always, C&C are welcome.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on December 15, 2017, 07:23:22 PM
Another update !

Here is v0.32 :
http://www.mediafire.com/file/juwwbpp1zjpeag2/Stop%20Gap%20Measure%20v0.32.rar

-Include 2 new ships and a skin for a Luddic Hammerhead
-New samll mount for the Lotop Ion LRM
-Hull mod for Luddic ships which upgrade hull, lower supply consomption but lower speed.
-The Wagner get a new ship system, a Fire COntrol which increase its range by 20% for a short period.
-5 new ship descriptions

Thanks to mendoca for moving the thread.

Next upgrade, I want to try creating 2 new systems to increase available military market for Tri-Tachyion, Luddic Church and Neutral.
I also want to include 3 missions to allow people to discover the new ships.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: Kwbr on December 19, 2017, 04:26:09 AM
I think I found a little bit of a bug

(http://puu.sh/yJFdq/3153d7943e.jpg)
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on December 19, 2017, 09:28:49 AM
OK so I know how this variable work about the base value for skin.

On my list for next update, probably there will be other thing like this with other skins (Opportunity clean, Carcajou (P), Copernic (P)...)

Thanks!
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: Igncom1 on December 24, 2017, 03:37:20 PM
The unit card, or whatever it is called, says that the Tantive-Class has two medium energy slots, but I can only see the one.

I might be blind as I cannot seem to find a second medium energy slot.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on December 29, 2017, 09:44:53 AM
Thanks for noticing, probably an error problem in Trylobot. Will fix it
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: Serenitis on January 08, 2018, 12:30:17 PM
The Ballista has a problem.

Code
"weaponSlots": [
    {
      "angle": 0,
      "arc": 120,
      "id": "WS0001",
      "locations": [
        52,
        -0
      ],
      "mount": "HARDPOINT",
      "size": "SMALL",
      "type": "BALLISTIC"
    },
    {
      "angle": -0,
      "arc": 0,
      "id": "WS0002",
      "locations": [
        52,
        0
      ],
      "mount": "TURRET",
      "size": "MEDIUM",
      "type": "ENERGY"
    },

The front energy turret is defined as having an angle of 0 - ie: is a hardpoint.
And the front ballistic hardpoint is defined as having an angle of 120 - ie: is a turret.
Also, both share the same location 52, 0 with the effect that the medium energy slot is entirely inaccessible to the player.

Suggestion:
Either....
Remove the medium energy mount as it doesn't fit too well (imo) with a missile support ship, and the ballista doesn't really have enough op to spare for secondary weapons anyway.
Keep the small ballistic mount on the nose but change to/keep it as a turret.
Or....
Separate the positions and keep them the way they are now. Small ballistic turret + Med. energy hardpoint.

The unit card, or whatever it is called, says that the Tantive-Class has two medium energy slots, but I can only see the one.

I might be blind as I cannot seem to find a second medium energy slot.
This is the same issue. Two weapon mounts sharing identical locations.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on January 09, 2018, 07:17:58 AM
Thanks for reporting the error. It's probably the same error that with the Tantive i.e. in Trylobot mount can be placed in "mirror", which means 2 mounts are placed on the ship at exactly the same location.

Do you have any feeedback about the Ballista? I think it could use some nerf somewhere as I feel it's a little bit too powerfull.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: Serenitis on January 09, 2018, 09:40:41 AM
Do you have any feeedback about the Ballista? I think it could use some nerf somewhere as I feel it's a little bit too powerfull.
The Ballista is almost an exact mirror image of the Archer from Ship & Weapon Pack, only low-tech and with slightly worse stats and less OP. And I think that is why is doesn't "feel" right, it isn't it's own thing in it's own place. Yet.
You can make it more distinct by trimming it down so it's not quite so "jack of all trades".
If I were making that ship for myself I would be inclined to specialise it more towards missile support, by removing the medium energy slot and maybe 2 or 3 of the ballistic slots.
And in compensation give it a built-in mod to help with missles - I'd probably go for Missile Racks. And then reduce it's OP by 10 to 15 points.
Other than that, it's stats are not in a bad place.

One more thing to note: The missiles being turret mounts makes the Ballista quite powerful when fitted with multiple torpedoes, which is something you'd normally have to fly cruisers or capitals to experience. But also makes it fairly unique.

This is all just opinion, so feel free to ignore anything that doesn't seem "right" for your mod.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on January 09, 2018, 11:19:21 AM
Interesting, at the start I was thinking about making a built-in mod but finally don't because it would feel too much powerfull. As it stand now, it has an insane potential when it has its missile loadout. But once exhausted, the ship become boring because it can defend itself but is not a threat anymore. With the current IA, it's just painfull.
Originaly it's supposed to sport 3 Medium Missile and 5 Ballistic. Now maybe it would feel better with some changes :
-2 Med Missiles Hardpoint
-1 Small missiles turret and 4 Ballistic OR keep the Med Missile and just 3 Ballistic.
-Expanded missiles hullmod
-Less OP
I will try it, thanks for the feedback.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on February 12, 2018, 01:43:22 PM
Version 0.4!

http://www.mediafire.com/file/n480syi1e2nhbup/Stop_Gap_Measure_v0.4.rar

-Include 2 new ships : Cathar heavy cruiser and Triumph battlecarrier
-Fix several mistakes on ship files
-2 new star systems to add military market to TT, Luddic Church and Neutral. The system were completely generated randomly using a house generator for wargame and RPG
-3 Missions. One of them got the lore describded, the two others will wait next update

For next update, I plan to add two new ships, one new star system, 2 new weapons and finally add lore where needed.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on March 26, 2018, 11:33:02 AM
New version :

http://www.mediafire.com/file/kl8m3q93twww3wo/Stop_Gap_Measure_v0.6.rar

-2 new ships : a Dram-based gunship/garbage frigate for pirates, and the Minos, using its high flux capability for defense instead of manoeuvrability.
-2 New weapons : a mid-range salvo medium laser, and a AoE PDS plasma launcher
-A new system, adding another military market for Luddic Church and a nice combat zone with Hegemony and Try-Tachion.

I want to make a last update before moving to something else. It will serve to fix minor things, add two last ships (a ECM low-tech destroyer and a cruiser-sized carrier) and lore fore remaining things. I also want to add 2 weapons systems.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: Sarissofoi on April 29, 2018, 05:59:20 AM
Nice vanilla expansion mod.
Some feedback:
>great job with bonus ships/refits for Luddic Church, look amazing
>like the Pyrrhocorax  and Tantive,  dunno about rest of high tech TT ships, they look good but are they really needed?
>adore Huntsman, really nice looking frigate
>Arbitrator look great
>Opportunity and Foundation also look good, too bad Fundation salvage gantry is only  little more effective than Salvage rig
>Herder look better than Drover but Triumph look hideous
>Hoplite look decently
>rest is pretty meh but still OK outside of Copernicus that not really blend well with vanilla
Sadly there is still plenty of descriptions missing.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on April 29, 2018, 06:22:44 PM
Thanks Sarissofoi. I'm really glad you enjoyed the Luddic ships, I wanted to give Luddic Church some presence in the game.

Just will respond to the relevant comments:
-Mostly I'm still learning to make sprite from scratch, and most ships you found "meh" or terrible are sprite I've made from nothing.
-Foundation: yeah, but the problem is from the core game. But I don't have the skill to change or add something to the value of salvage gantry for cruiser....
-About High-tech ships (Carcajou and Minos): I wanted other ships to give some variety to high-tech. (Example : for frigate, Low-tech has like 3 ships, Mid-tech too, and high tech have 1). I didn't include phase ship because they are more elite super-high tech for me.
-"Herder look better than Drover but Triumph look hideous" : I really hate the drover. It's just a flying brick. Triumph follow the same idea that high tech ship : more variety. In reality I never encoutered a Triumph in game.
-Copernicus : pretty much my thought too. I will probably rework it at some point. I like the scarab aspect, but the overall result is pretty much flat. Still funny you like the Tantive, it's the next ship I will redraw...

About the descriptions, I plan to finish them all. However I sometime lack imagination for some of them. All ships in this mod can be classified as 1) a design I wanted to make to fly it myself with a clear idea of its origin, moderatly usefull for the game  (Dove, Carcajou, Hoplite, Luddic ships), 2) Ships I liked the original sprite or conceptual shape, not really usefull, no inspiration for description (Opportunity, Wagner or Ballista) and 3) ships added only for adding variety (in regards to role or ship-system), with a description mostly boring to justify its presence in game (Traverse, Minos, Herder). So descriptions are mostly added in order of the list above.

Any comments about the new systems?
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: Sarissofoi on April 30, 2018, 08:22:20 AM
What systems do you mean?
Ship systems or star system?
The first need description the second are alright although not fan of the names.
Too bad that there are no more simple expansion mods that add some  star systems for vanilla  faction and new ones that simply use vanilla(or recolored) plus SSP and underworld ships.
Also your frigate transports have really high cargo capacity compared to vanilla or SSP frigate freighters.
I like Tantive - colors are right and it look fitting right into high tech TT.

To be honest I really want bigger map and want factions to be specific and use similar themed ships(but just vanilla+ ones). That is why your mod and SSP/UW is great. Used it for my mini mod. Too bad that it looks like ripping factions and star systems from other mods(and give them vanilla compositions) would be to troublesome.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on May 01, 2018, 09:41:47 AM
Quote
Also your frigate transports have really high cargo capacity compared to vanilla or SSP frigate freighters.

That's the point. Vanilla frigate freighters are more "combat" or "armored" freighters, or even skirmisher in the case of the Hound. The Chondrite and the Traverse are more Dram-like ship completly dedicated to their role with nearly absent combat capacities.

Quote
To be honest I really want bigger map and want factions to be specific and use similar themed ships(but just vanilla+ ones). That is why your mod and SSP/UW is great. Used it for my mini mod. Too bad that it looks like ripping factions and star systems from other mods(and give them vanilla compositions) would be to troublesome.

Glad that the mod achieved its objectives. About the ripping from other mods, the point is about the rights to use them. In reality they would not be that hard to translate to vanilla, except if you want to remove shipsystems or other scripts for a reason or another (like my inability to use mod needing graphic lib...)

One last thing if you don't mind : any opinions about the weapons? I struggle to balance them vanilla-wise, so any opinion would be appreciated.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: Sarissofoi on May 02, 2018, 06:05:17 AM
Thing is your frigates are little to little(especially that high tech one) for that much carrying cargo capacity.
I mean they have 150 and its double of most of frigate freighters. Your Tantive have 200 and Mule have 250. The Buffalo have 300 and its much worse armed(compared that its a destroyer).

Quote
the point is about the rights to use them
Yeah that is why I write that it would be too troublesome.

About weapons. Only used plasma caster and its good - good looking and sounds good. The rest need descriptions as I avoid using no description weapons. Also over all I am no a big fan of new weapons in my semi vanilla game. Yours still look semi vanilla so its not that bad but no descriptions no deal.
Also putting them in list in first page alongside ships would help.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: Sarissofoi on May 15, 2018, 03:41:50 AM
(https://i.imgur.com/Eb3z1yD.png?1)

Spoiler
I think this is a .... real opportunity!!
[close]
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on May 15, 2018, 11:33:06 AM
Haha definitly! I really misunderstood this line in the variant files....

Thanks!
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: Sarissofoi on May 15, 2018, 12:07:59 PM
You welcome.

Also decided to make this
Spoiler
(https://i.imgur.com/DXK3mif.png)
[close]
So anybody can see what weapons you added in mod.
and this:
Spoiler
(https://i.imgur.com/f4hQeFr.pngr)
[close]
Crusader get some Martyr part of desc. The same goes for Templar.
Some ships missing ones.
Foundation have other problem.
It salvage gantry is just not effective enough to warrant taking it. Currently salvage gantry work 10/20/30/40 % salvage for frig/dest/cruiser/capital.
Where I feel that it should be 10(or even 12,5)/25/50/100. I mean if you bring CAPITAL salvage ship you don't really should need anything else.

So knowing that making core ship system modifying is hard or impractical - could you(if you can and have spare time and will) add some mod that increase salvage rating for cruisers and capitals?
Anyway keep doing good job. Your mod is really nice.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on May 19, 2018, 06:35:50 PM
Seriously, thank you for you dedication to this mod.
I promess I will add and fix all description next version (I tought I was the only one to care about it.)

For the salvage gantry, I need to check if I can do it first...
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: Sarissofoi on May 20, 2018, 02:07:02 AM
Spoiler
(https://i.imgur.com/ajnaich.png?2)
[close]
Another one.

I like this mod. It has some really good sprites and give some more needed love to Luddist. Also some ships are cute. Yeah I am talking about Huntsman.

Actually I could do some description and fixes(like price and mixed desc ones) and upload it here if you could and would incorporate it.
Sadly my gimp fu and coding fu  are rather weak so I can't offer much more help than that.


Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on May 21, 2018, 08:12:12 AM
I should be able to release a new version in the next few days. It will add 2 weapons and a ship, several new variants for vanilla ships and descriptions for everything (not less...).
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: c0nr4d1c4l on May 21, 2018, 08:01:33 PM
These ships are lookin pretty solid! Gonna have to add this to my mod bag.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on May 23, 2018, 12:07:15 PM
New version! Dedicated to Sarissofoi

http://www.mediafire.com/file/c58l2l52o3y2q5e/Stop%20Gap%20Measure%20v0.61.rar

-All ships and weapons now have a description
-Add the Starblazer carrier
-Added variants for vanilla ships
-2 new weapons
-Fix many errors in files and descriptions
-Some balance twist to the Arbitrator, the Traverse and the Chondrite

I definitely need some feedback on the all the weapons added by this mod.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: Sarissofoi on May 24, 2018, 08:17:32 AM
Cool.
But it looks like Starblazer didn't appear in the codex.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on May 24, 2018, 08:39:05 AM
Intriguing. I have absolutely no idea why. Descriptions is in the right file, ID names are correct...
If you find one in game can you check if you can access its description from there?
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: DinoZavarski on May 24, 2018, 10:08:07 AM
Coilgun: high explosive ancestor of the railgun

Ancestor??? You know, coilguns are much more advanced technology. Compared to railguns they have superior energy and thermal efficiency and are also much cheaper to maintain (no rapidly wearing rails). They however have worse calliber/mass ratio and are much more technological. So much that humanity still lacks the technology to produce at least experimental military grade coilguns (computers solved feedback/coil control problems but without cheap and reliable high-temperature superconductor performance remains suboptimal), while first experimental military grade railguns were made in early 1940's.

In SS terms this means Coilguns (AKA Gauss Cannons) should have higher OP/price and either noticeably lower flux or higher rate of fire compared to identical Railguns.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on May 24, 2018, 04:34:38 PM
Yeah I'm quite aware of this aspect. Initially I wanted something like "railgun", but it would have been too much confusing. You can still think that it was something great at the time but highly unreliable (like the cannons used to take Constantinople) and then later the technological breakthrough was used to create the railgun, with higher rate of fire and much less flux problem. Anyway, this is Sci Fi, and Starsector, so pretty much everything is silly and handwavium  :P . I just wanted a HE gun with better range than LAG.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: AxleMC131 on May 24, 2018, 11:04:01 PM
Try "Solenoid Gun" perhaps. A solenoid is basically the primitive form of a railgun or gauss gun (using an electromagnetic field to move an object), just usually without the "gun" bit.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: stormbringer951 on May 25, 2018, 04:36:14 AM
The tips of vanilla weapons mounted on the front of the Hoplite can stick out in front of its shield.

Charged laser is superior to pulse laser and costs less OP. 800 range is pretty good for a energy weapon, and ships that can mount medium energy mounts are more likely to be fast. Lots of AI opponents will also be fit with shorter range guns, and if you have both speed + range advantage fights can be trivial. While it is less flux-efficient, it is also much better at stripping armour (due to the snowballing effect of higher damage per shot on armour). Against opponents that outrange it, you don't need to approach as close before being able to fire (offsetting poor flux efficiency), and against opponents you outrange having poor flux efficiency matters less due to being able to kite them. I'd have a look at nerfing some aspects of it.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: Sarissofoi on May 26, 2018, 03:23:15 AM
Intriguing. I have absolutely no idea why. Descriptions is in the right file, ID names are correct...
If you find one in game can you check if you can access its description from there?
I was looking for reason but can't find it why it don't appear.
I make it appear in simulator and well there is pic:
Spoiler
(https://i.imgur.com/dppgjzN.png)
[close]
Title: Re: [0.8.1a] Stop Gap Measure - Ships, weapons and worlds for Vanilla
Post by: MajorTheRed on May 26, 2018, 09:55:03 AM
@stormbringer951
thanks for the feedback. For the charged laser, I want a weapon with a little bit more of punch per shot and higher range than pulse laser, with the obvious feeling that this is an old weapon with many drawback. Here is a suggestion to fix it : cost 12 OP instead of 9, range drop to 750, turn rate quite diminished, and if necessary, adjust rate of fire and/or damage per shot to lower its dps.
I find the exercice quite difficult: making new weapons, not broken, not useless, with more of a niche role in comparison to vanilla one.

@Sarissofoi
Thanks for checking, I will ask Alex about that.

For the coilgun: I will look to change in name. Now I give a new look at it, it looks like more like a railgun in reality... because , well, it has rails on each side....
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: AxleMC131 on May 26, 2018, 04:01:44 PM
I see the Starblazer has a D-mod (Damaged Flight Deck). Ships that have D-mods don't show up in the codex - it's hard coded into the game as such. Not rightly sure why, but the same thing came up just the other day in the Discord.

Out of interest, why does it have Damaged Flight Deck?
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on May 26, 2018, 08:24:19 PM
Quick answer: its effect in-game mimic what I intended for the ship : a civilian design unable to replace fast enough fighter losses. Now you mentioned it, I wonder if it would not be better with a Converted Hangar hullmod instead. Yeah I think it is what I had in mind.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: AxleMC131 on May 27, 2018, 02:16:51 AM
Definitely go for Converted Hangar. For a start, it makes more general sense, and is often used in that way already. Second, you can't Restore it away as you could with Damaged Flight Deck. D-mods should be restricted only to actual damaged vessels, as opposed to "vessels that need a nerf".
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on May 30, 2018, 02:37:46 PM
Small fix (v0.62)

http://www.mediafire.com/file/lstl934h3b2il8p/Stop_Gap_Measure_v0.62.rar/file (http://www.mediafire.com/file/lstl934h3b2il8p/Stop_Gap_Measure_v0.62.rar/file)

List of changes:
-Starblazer has Converted Hangar instead of Damaged Deck. IT should now show up in the Codex. Thanks to AxleMC131 for helping on this one!
-Saturation launcher: changed behavior, the IA should not be launching it stupidly now (need to be verified)
-Charged Laser: OP increased to 11, higher flux/shot, slightly decreased damage/shot, worst turn rate
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: DinoZavarski on August 17, 2018, 05:01:46 AM
Try "Solenoid Gun" perhaps. A solenoid is basically the primitive form of a railgun or gauss gun (using an electromagnetic field to move an object), just usually without the "gun" bit.

It seems that recently it is quite common for people to have no knowledge what is the difference between railgun and coilgun.

"Solenoid" is how you call each separate coil in a coilgun/gauss cannon - those weapons use series of solenoids, activated in sequence to "drag" magnetically sensitive projectile (Actually in some implementations the just passed by coil swaps polarity for a while to add "push". Those require projectile with own magnetic field.). To maximize the effectiveness of this process recently computer control of each coil based on active feedback for the acceleration process is used.

The "projectile" that coilgun launches has to have decent magnetic sensitivity, but otherwise there are little limitations. There is no need to make it conductive, or heat and friction resistant, as it is in a state of magnetic levitation during the launch process. Actually there is not even a necessity to use solid object - acceleration of plasma or even particles are common applications for a coilgun (yes, cyclotrons are technically coilguns to).

Compared to this railguns are pretty simple devices, they consist of two rails, connected by a conductive projectile. When rails are powered the current that passes thru the projectile generates magnetic field that constantly pushes the projectile (practically the railgun is open cycle linear electric motor). This means that aside from being magnetically sensitive railgun projectiles have to be highly resistant to heat and friction. The power loses due to those heat and friction also lead to low energy efficiency.

So basically coilguns have good flexibility, cost and energy efficiencies, but are large and complex to build (so complex, that we still can't build a military grade one). As for railguns - they are cost and energy inefficient, but allow you to bruteforce (more power, stronger materials) most problems to reach practical implementation. Each industrial age technical or iron age magical civilization should be able to implement them as weapons.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: AxleMC131 on August 17, 2018, 05:54:47 PM
... Wow. I just got an education.  :D
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: Retry on August 24, 2018, 01:36:20 PM
I can't help but notice this isn't in the mod index.  It'd be nice if it was, as I didn't even know it existed until now.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on August 26, 2018, 03:08:00 PM
You're completey right. I never thought about asking, mostly because I never envisioned this mod to be "meaningful". It's aim to a quiet small audience (small computer, vanilla extended, no new factions, lore-driven) and at the time I started releasing it AxleMC131's mod was doing a great job in itself to expend vanilla. The other reason is I'm not sure the mod index is still up to date.
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: lechibang on November 21, 2018, 08:40:25 PM
When will we get an update of 0.9a for this one?
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on November 22, 2018, 11:58:16 AM
Ill try to do it for mid-december. Quite busy at work, but it should not be a huge work, mostly market which need some work and some clean up about pirate ships...
Also, I want to add a few more ships (a cruiser, two destroyers,) a wing and a couple weapons with this release
Title: Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on November 30, 2018, 01:21:43 PM
New version available for 0.9a

https://www.mediafire.com/file/cogry7m15fe7ebo/Stop_Gap_Measurev0.71.rar/file (https://www.mediafire.com/file/cogry7m15fe7ebo/Stop_Gap_Measurev0.71.rar/file)

Nothing incredible, mostly making the game works with the new version.

There will probably be some twiking to make everything work as intended, and I plan to add a few new ships before 2019.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Tei on November 30, 2018, 07:00:58 PM
This is odd, the link works fine, but I cant seem to extract it.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: CaptainWinky on November 30, 2018, 11:13:55 PM
This is odd, the link works fine, but I cant seem to extract it.

Works for me using 7zip.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: fgjk on December 01, 2018, 08:35:45 AM
This is odd, the link works fine, but I cant seem to extract it.

I had issues with 7zip and had install / use winrar to extract it.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Lesolan on December 01, 2018, 09:42:46 PM
Downloaded the file just fine. However, Winrar says it is either broken or a file type it doesn't recognise, and 7-zip just says it can't open it.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: NightfallGemini on December 01, 2018, 10:19:43 PM
Just as an aside, I would recommend against Mediafire. They've become pretty weird with their popups and ads, and if you try to prevent this, they set a cookie that prevents you from downloading files until you either buy their premium thing, or bypass it and clear the cookie.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Null Ganymede on December 02, 2018, 07:41:54 PM
The Starsector RC10 bugfix for JSON merging might have broken some stuff. (https://fractalsoftworks.com/forum/index.php?topic=13445.0 (https://fractalsoftworks.com/forum/index.php?topic=13445.0))

I was getting fleets from multiple factions that only used a single fighter type. (Pike, from Arsenal Expansion.) After commenting out .faction contents like
Code
"fighters":[]
to turn them to definite no-ops, things got better. Will test more - it might have been another mod where I made the same edits.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: ZeroGman on December 03, 2018, 06:26:57 PM
Can't download the new version, says the archive is in an unknown file format or corrupted.  Doesn't matter which zip program I use.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Hiigaran on December 04, 2018, 11:51:26 AM
Surprisingly hard to find a Dove, I just wanna travel the sector with minimal worry about anything :<
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on December 04, 2018, 12:38:57 PM
I put online another archive. I hope it will work. There must have been a uploading problem the first time...

https://www.mediafire.com/file/kyeqogq5zg484n5/Stop_Gap_Measure0-71.rar/file (https://www.mediafire.com/file/kyeqogq5zg484n5/Stop_Gap_Measure0-71.rar/file)

The Starsector RC10 bugfix for JSON merging might have broken some stuff. (https://fractalsoftworks.com/forum/index.php?topic=13445.0 (https://fractalsoftworks.com/forum/index.php?topic=13445.0))

I was getting fleets from multiple factions that only used a single fighter type. (Pike, from Arsenal Expansion.) After commenting out .faction contents like
Code
"fighters":[]
to turn them to definite no-ops, things got better. Will test more - it might have been another mod where I made the same edits.

By any chance, does it have something to do with the Persean League fleet ony? I forgot a line when updating the mod in their faction file... :-[

Surprisingly hard to find a Dove, I just wanna travel the sector with minimal worry about anything :<

Updated variants frequency. It's also probably because strange civilian ships only appear in the "random civilian" category in fleet composition which is already crowded.

Thanks to all for feedback. I need to find other fix to some problems like dominance of second-grade weapons. Next update with new toy is in progress.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: ZeroGman on December 04, 2018, 12:56:46 PM
Thanks!  That link works!
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: LeopoldStotch on December 05, 2018, 09:28:17 AM
The answer is probably no, but since this doesn't seem so intrusive i'm just gonna ask:

Can I integrate this into an ongoing game? Or do I have to start over?
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Sarissofoi on December 05, 2018, 10:58:49 AM
The answer is probably no, but since this doesn't seem so intrusive i'm just gonna ask:

Can I integrate this into an ongoing game? Or do I have to start over?

You can. It can take some time for fleets and markets update tho.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on December 05, 2018, 11:08:29 AM
I'm not sure that the game will integrate the 3 star systems, unless you were already playing with an older version of the mod
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Sarissofoi on December 06, 2018, 04:30:56 AM
Damn. Planets in new systems lack descriptions.
Still its welcomed addition to Somalia tier core worlds economy.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on December 06, 2018, 08:56:53 AM
Damn. Planets in new systems lack descriptions.
Still its welcomed addition to Somalia tier core worlds economy.

Well, it has the benefit of adding a true shipyard to Luddic Church. I hope it will not mess too much with economy. At least it add possibility to LC to build its own ships added in the mod
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Donkey Hote on December 09, 2018, 05:00:06 PM
I put online another archive. I hope it will work. There must have been a uploading problem the first time...

The new link is still giving me the broken archive error messages.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: ZeroGman on December 15, 2018, 08:55:52 AM
Yeah, tried to download it again to a different PC and the archive is corrupt again.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: JDCollie on December 15, 2018, 09:17:42 AM
Temporary mirror until Major gets the link sorted:
https://drive.google.com/open?id=1xPc7CGYpfeOqwhIzd3jB_Fnfp0CgPdOo
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on December 15, 2018, 09:54:56 AM
V0.72

Here is a new version, and I will not be uploading it via Dropbox:

https://www.dropbox.com/s/q5tq70eg6091ss9/Stop%20Gap%20Measure.rar?dl=0 (https://www.dropbox.com/s/q5tq70eg6091ss9/Stop%20Gap%20Measure.rar?dl=0)

So, what's new:

A combat carrier based on the Apogee, the Zenith:

Spoiler
(https://i.imgur.com/3h6yU2N.png)
[close]

An escort carrier for the Hegemony

Spoiler
(https://i.imgur.com/MDUt2Oi.png)
[close]

There is also a new wing (first time in this mod), the Asp, a low tech bomber using low-payload, high-manoeuvrability SRM. The Asp is built with the same idea of the Talon: cheap, fast, no protection.
The SRM is also available to ship as a base missile Pod. Since the apparition of missile blueprint, I was thinking that third party and pirates would probably try to make something to replace the Harpoon when there is no other missiles available.
Also, the blueprint system allow some mysteries to be found in the fringe of the sector now. So some of the technology in this mod are no longer available to any factions. They have to be found in other place. For me it's really enjoyable, as it's one of the thing that appeal to me in Starsector. If you want, you can still see them in the Codex.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: XpanD on December 15, 2018, 10:21:08 AM
Heads up: The Ship/Weapon Pack mod for 0.8.1 (with a 0.9 release being worked on, going by the thread comments) also has a Zenith cruiser. It's a cool name, but there may be a conflict there.

Thanks for the fun mod, by the way. Lot of stuff here that looks and feels great alongside the original ships, to the point where a good few of them had me doubting whether I'd found some new vanilla 0.9 ship or a mod one. The weapons are good fun, too.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: NightfallGemini on December 15, 2018, 05:04:43 PM
digging the look of the Cossack and Asp.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Iska on January 10, 2019, 01:38:39 AM
Thanks for the mod  , great addition for vanilia ships :)
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: lechibang on January 26, 2019, 07:30:04 PM
I think the Traverse and Corpernic could use some sprite rework,
Major, I think you should join the discord server here, the modders are really active and they can give you some advice on your sprites.
https://discord.gg/HrnsqBb
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on January 27, 2019, 08:07:49 AM
Well, was keeping it as surprise for next update, but since you talk about it:

Spoiler
(https://i.imgur.com/5MOk4yp.png)   vs   (https://i.imgur.com/uggAIJD.png)
         2019            vs             2017
[close]

The Copernic was my first ever made sprite, and it was time indeed to give it another try. There is always place to make progress, but I'm proud of the difference between the two versions.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Nanao-kun on January 27, 2019, 10:29:32 AM
Ooh, that's a nice update.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Igncom1 on January 27, 2019, 10:36:10 AM
The new one does look less science-y however.

I quite liked the exposed equipment around the sides and general weak civilian look to it over the armour plating of the new one.

At the very least could it see a return as something else?  :)
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on January 30, 2019, 03:38:45 PM
V0.73 available !

Download it there :https://www.dropbox.com/s/lo17vo8j8aoy5xl/Stop_Gap_%20Measure_v0_73.rar?dl=0

Mostly featuring:

(https://i.imgur.com/ntY9oKz.png)   (https://i.imgur.com/ydsu5TY.png)
Copernic :
Science vessel (support ship) and Hegemony auxiliary vessel

(https://i.imgur.com/GUXnBvN.png)
Bardot:
Survey makeshift ship

Quite proud of the new Copernic.
Also, there is two new makeshift weapons based on mining beam. Mostly their to give new low-end energy weapons (this field was lacking such weapons with only the mining blaster fitting the description.
The David had some balance check, and the saturation launcher is now kinetic (but maybe will need to get les damage output, will see).
I have 6 other ships in mind, as well as 2 fighters, and 4 other weapons, but they will take time to get done.
Enjoy!
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: haloguy1 on January 30, 2019, 04:33:23 PM
Hey, tried to download the update but file doesn't exist.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on January 30, 2019, 04:43:23 PM
Oh my, seems I'm unable to get a link working everytime I make a new update...
Should be fine now
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: haloguy1 on January 30, 2019, 06:00:41 PM
Yeah thanks, its working now.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: FreedomFighter on January 31, 2019, 12:48:16 AM
Survey Mule? Oh I do like more Mule!
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Cheru on February 09, 2019, 01:55:51 AM
Got an error at loading screen.

Fatal: Ship hull spec[filegap_copernic_p] not found!
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Euphytose on February 09, 2019, 06:20:41 AM
For some reason Tri-Tachyon has tons of Pyrrhocorax in their fleets for me, like it's become the most used ship for them.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on February 09, 2019, 09:30:35 AM
Got an error at loading screen.

Fatal: Ship hull spec[filegap_copernic_p] not found!


Thanks for reporting. Did it happen at a specific time? For example, did you load a game from a previous version with the new one installed? The Copernic (P) has been retired from the mod.

For some reason Tri-Tachyon has tons of Pyrrhocorax in their fleets for me, like it's become the most used ship for them.

For now I don't understand why it happens. I will test a bit from my side. Thannks for reporting.

Next version is roughly half-way. I trying to fix a lot of small bothering thing like the new Copernic too much used, Opporunity not available and this kind of thing.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Morathar on February 09, 2019, 04:38:42 PM
I'm not sure if this is the cause of the issue with too many of certain ships, but I noticed that several of your .faction files contain empty arrays. In Starsector 0.9a RC10, the json merging logic was changed in a way that can cause problems when using empty arrays. Specifically, if a json file contains an empty array then it basically erases whatever values were there before (instead of ignoring the empty array like it did in previous versions). For more details, check the wiki at https://starsector.fandom.com/wiki/0.9a_Compatibility (https://starsector.fandom.com/wiki/0.9a_Compatibility) (there's a section related to this problem at the bottom of that page).

Just as an example of how this could impact AI fleet composition, I believe this section in your tritachyon.faction file erases the list of priority ships in vanilla's tritachyon.faction file:
Code
    # listing ships here will make the faction mostly use them even if other hulls become available
    "priorityShips":{
        "tags":[],
        "hulls":[
        ],
    },
This could explain why the Tri-Tachyon fleets don't have quite as many Harbingers, Afflictors, Dooms, etc. as expected...
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on February 09, 2019, 07:19:32 PM
Hum seems a good explanation. Interestingly, the merging consider only the arrays which are in both files. That mean that since I didn't need adding weapons speciffically, all factions keep the list from vanilla since I didn't added arrays in the files of the mod.
I will publish an update tomorrow
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Cheru on February 09, 2019, 10:47:30 PM


Thanks for reporting. Did it happen at a specific time? For example, did you load a game from a previous version with the new one installed? The Copernic (P) has been retired from the mod.


As far as I can remember, I haven't this mod installed before that. It crashes right after I launch the game itserf, right after the loading screen shows up.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Euphytose on February 10, 2019, 01:01:59 AM
I'm not sure if this is the cause of the issue with too many of certain ships, but I noticed that several of your .faction files contain empty arrays. In Starsector 0.9a RC10, the json merging logic was changed in a way that can cause problems when using empty arrays. Specifically, if a json file contains an empty array then it basically erases whatever values were there before (instead of ignoring the empty array like it did in previous versions). For more details, check the wiki at https://starsector.fandom.com/wiki/0.9a_Compatibility (https://starsector.fandom.com/wiki/0.9a_Compatibility) (there's a section related to this problem at the bottom of that page).

Just as an example of how this could impact AI fleet composition, I believe this section in your tritachyon.faction file erases the list of priority ships in vanilla's tritachyon.faction file:
Code
    # listing ships here will make the faction mostly use them even if other hulls become available
    "priorityShips":{
        "tags":[],
        "hulls":[
        ],
    },
This could explain why the Tri-Tachyon fleets don't have quite as many Harbingers, Afflictors, Dooms, etc. as expected...

Wow, well this could definitely explain it, and it's not the only mod doing this.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on February 12, 2019, 02:09:55 PM
V0.74 Release

Here is a new version:
https://www.dropbox.com/s/kgsx8xki0iwwsc8/Stop_Gap_Measure_0_74.rar?dl=0 (https://www.dropbox.com/s/kgsx8xki0iwwsc8/Stop_Gap_Measure_0_74.rar?dl=0)

v0.74
-New ship: Impaler fast destroyer
-2 new secrets
-Removed Carcajou frigate
-Tried to fix all variant and spawning problems related with .faction files
-Adjusted probability of variants for most ships

Most changes will not appears obviously, because they are minor modifications on factions files to ensure vanilla ships are still well represented. As some of you have read, the way that faction files merge is not so evident, even if once you know how it works it's quite simple to implement.
The Carcajou was removed because the high-tech Frigate class is actually crowded, and lots of others mods further add similar ships.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Thyrork on February 13, 2019, 06:45:15 AM
Attempting to open the file in 7-zip throws out an error at me, and its fine with other .rar's.

Anyone else having this problem?

E: Asked in discord and others are fine, problem is on my end.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: haloguy1 on February 13, 2019, 09:51:07 AM
Attempting to open the file in 7-zip throws out an error at me, and its fine with other .rar's.

Anyone else having this problem?

E: Asked in discord and others are fine, problem is on my end.

Yeah I'm having this problem too.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Euphytose on March 03, 2019, 06:26:39 AM
I can't seem to find a link to download the file now. I can browse the folders but that's it.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Kulverstukass on March 03, 2019, 11:04:04 AM
simply change dl=0 to  dl=1 instead and you'll get direct link
works with anything in dropbox

https://www.dropbox.com/s/kgsx8xki0iwwsc8/Stop_Gap_Measure_0_74.rar?dl=1
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Euphytose on March 03, 2019, 11:15:27 AM
Thanks!
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Thyrork on March 09, 2019, 08:19:38 AM
https://cdn.discordapp.com/attachments/187635036525166592/553966760320172032/unknown.png

The Arbitrator being refereed to as the Revenant .
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on March 09, 2019, 10:07:48 AM
https://cdn.discordapp.com/attachments/187635036525166592/553966760320172032/unknown.png

The Arbitrator being refereed to as the Revenant .

Thanks, these little bits remaining from old version are hard to spot!

For Dropbox, I don't understand why it happens. I always test the download link prior to posting it, and I download it on another computer after that, and it works fine. But if someone else has any idea, I'll be glad to test it.
 
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Avanitia on March 09, 2019, 12:40:08 PM
For Dropbox, I don't understand why it happens. I always test the download link prior to posting it, and I download it on another computer after that, and it works fine. But if someone else has any idea, I'll be glad to test it.
 

To help folks on Discord, I had to download your mod, unpack it, then pack it into .zip archive, afterwards there was no problems with unpacking, mod worked properly.
If someone doesn't have WinRar or similar program which recognizes .rar files, they will have problem with unpacking your mod.
Windows recognizes .zip files without any other software, so saving your mod in .zip archive will be better for end user.

Problem with people not being able to unpack your mod may have to do archive format you're saving the mod in.
Maybe because you're using RAR5 format instead of RAR?
Spoiler
(https://i.imgur.com/hWx1V0N.png)
[close]

I did test it out, downloaded your mod.
Made 3 archives which I sent to another user to test if it worked for them.
.zip - unpacked properly
.rar (saved with RAR format) - unpacked properly
.rar (saved with RAR5 format) - error when unpacking
Person in question was using 7zip.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Euphytose on March 09, 2019, 02:07:39 PM
I'm using 7zip and had no issue unpacking. Make sure you use the 64bit version.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MesoTroniK on March 09, 2019, 04:16:39 PM
To open Rar5 you need a modern version of WinRar, and as Euphytose said and IIRC newer versions of 7zip also can.

But, really it is best etiquette to use .zips for distributing mods and most other files on the net. So *anyone* can open it with or without specialized software. And if the mod author does some best practices to reduce file mass of the mod files? A .zip of the mod is barely any larger than a .7z or .rar as in essence one is pre-compressing the files heh.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Grizzlyadamz on March 12, 2019, 02:35:06 PM
What role is the Copernicus supposed to play? It lacks the survey/sensor/ecm mods you usually get with 'science vessels', burn is on-par with other light freighters & combat stats/mounts/logistics seem unremarkable. I get wafts of 'lighter-footprint mule' but that's it. ???
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on March 12, 2019, 03:51:05 PM
You get it right for most of its stats. Its a modular science vessel. So it got crappy combat stats, but integrates already two logistical hull mods. The trick is it is a support vessel able to fit many roles (but not as good as a true dedicated ship) thanks to its large OP amount. For combat, give it a converted hanger and ecm. Trading? Expanded cargo hold. Exploration? Survey + sensor. The ship revolve more around the hullmods than weapons and stats.
The ship shine well in early game, used both as a combat freighter/escort carrier and survey ship. After that its usefulness drop once you are able to get true carriers, destroyers and freighters.

Maybe I should precise that, unconsciously, I tend to develop ships that fit my play style, which is more oriented to exploration and early gaming than most others forum users. The other thing to keep in mind is that the mod is dedicated to give a feeling of desperate measures, every factions using any ships they can, and most of the times these ships were not properly designed for a Sector era.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Grizzlyadamz on March 12, 2019, 10:04:50 PM
[...]
The ship shine well in early game, used both as a combat freighter/escort carrier and survey ship. After that its usefulness drop once you are able to get true carriers, destroyers and freighters.
[...]
The other thing to keep in mind is that the mod is dedicated to give a feeling of desperate measures, every factions using any ships they can, and most of the times these ships were not properly designed for a Sector era.
Hm so it's a placeholder while you (or the AI) gets a more specialized vessel then? I can understand that, and the shielded engines is one of those general-purpose mods that anyone looking to avoid attention would like to have.
I still think "science vessel" is a misnomer, but that's just my opinion.

One thought though: by the time the player has prints for those different hullmods- survey equipment, converted hangar, ecm, won't they have already found a more specialized craft to fill that role?
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on March 13, 2019, 06:26:23 AM
One thought though: by the time the player has prints for those different hullmods- survey equipment, converted hangar, ecm, won't they have already found a more specialized craft to fill that role?

It's really depend of the play style:
-commission-oriented, yes definitly, it's easy to get a Condor or Drover, and cash is flowing. Survey equipment can be fitted on every support ship. ECM is harder, it seems combat ship are always starving OP for this kind of mod.
-Exploration oriented: really useful in the beginning. Fleets are smaller, much more danger from pirates/scavengers. So even a low-grade destroyer with a flight of Talon and an Arbalest autocannon can change the battle, instead of a Buffallo or Tarsus. Also, I like to use it for SUrvey Equipment because most of the time my true freighter are already fitted with Solar Shielding and Expanded hold.
-Smuggler/zombie/pirate/pather, great for being undetected, so you have to diminish your overall signature by getting fewer, but more generalist ships. Also, because your alignment is most often "chaotic-evil", you cannot choose the ships you want, just the one that are available and scavenged.

Which in the end pretty much reflect my previous statement: nice support ship for exploration, a desperate measure for desperate times, and useless if you are backed up by a faction.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Hrothgar on March 13, 2019, 08:27:05 AM
There is better version of Copernicus with Hegemony Auxillary mod. I used it even to point of medium danger Remnant systems.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Grizzlyadamz on March 13, 2019, 10:55:34 AM
Also, I like to use it for SUrvey Equipment because most of the time my true freighter are already fitted with Solar Shielding and Expanded hold.
Why solar shielding anyway? I might be undervaluing it.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Euphytose on March 13, 2019, 12:05:00 PM
I never use solar shielding either. I think it just isn't worth it despite it giving combat bonuses. I guess on low tech ships that are hull tanking this might be of some use, but I have very specific builds in mind already.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Blothorn on March 13, 2019, 03:27:10 PM
The reduction to hyperspace storm damage is substantial--since that is the primary reason to avoid them, having solar shielding on nearly everything can make interstellar travel considerably less painful.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on March 13, 2019, 05:51:18 PM
I like Solar shielding for protection against hyperspace storm. Maybe I'm wrong but it tends to hit civilian ships, and I'm always ending short on supplies because of damage caused by storm. Also, I really hate when I want to emergy burn but I can't because one ship was hit and cannot perform this action
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on March 17, 2019, 02:41:55 PM
Version 0.75 available:
https://www.dropbox.com/s/5d3dkf7kswhjgql/Stop_Gap_Measure_v0_75.zip?dl=0 (https://www.dropbox.com/s/5d3dkf7kswhjgql/Stop_Gap_Measure_v0_75.zip?dl=0)

File is now .zip. Hope it will help, it seems it was the origin of the problem for most people. To be honest I didn't thought that .rar files are not so common, since it's a free software.

Many changes for most weapons. Now most weapons can be classified between two types: archeotechs weapons that have slightly better range and damage output than currently used weapons, but at the price of flux, accuracy and slightly more OP cost; and post-collapse makeshift weapons. Ships fallow a similar pattern. I've introduce "archeo-tech" packages that contain all these new toys. Some of them are accessible by some factions.

The mod also introduce the new  Wardlaw class Q-Ship (or combat freighter). Nothing fancy here, I just always have been a fan of the Tarsus:

(https://i.imgur.com/J23DH8s.png)

The Minos has once again been changed. Both in the sprite and in-game stats. Hope this time it will be a more interesting choice. It's now definitly oriented to tank in the front line and to be fitted with beam weapons.

(https://i.imgur.com/BXxS3el.png)

Spoiler
As a side note, the Lotop has been modified to be more interesting. Maybe a little over-powered, but since it's hard to find and with limited ammo, I'll wait to see how far it goes.
[close]
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on May 04, 2019, 09:03:24 AM
Version 0.76 available:
https://www.dropbox.com/s/80y0v41h6c2vcz3/Stop_Gap_Measure_v0_76.zip?dl=0

Mostly introducing a new ship, the EraL
(https://i.imgur.com/jUpTU8N.png)
Designed to support civilian fleet, it has an interesting cargo and fuel storage capacity, destroyer-level weaponery, and a missile auto-forge thanks to its inbuilt factory capacity.

There is also the Ethon, a mid-tech interceptor with a PD laser and a salvo of Locust missiles. Quite typical of midline view: interesting alpha strike capacity, but will fail if let for too log on the battlefield.
(https://i.imgur.com/fNEnqeF.png)

Also, there is a few modification on several ships, a new secret for the fringe, and second-grade weapons have seen their prices reduce.

As a side note, next update I will try to introduce new starting options. The Bardot destroyer will probably disappear as the is already too many modded Mule classes and I already have the Copernic doing the same job in my mode.

As always, if you have any suggestions or comments, feel free to speak!


Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: DiM on May 12, 2019, 01:01:22 PM
@MajorTheRed

Sent you a few messages, check your inbox please.

Also, thank you for making this mod, i really love vanilla friendly mods in all games, and this is one of the better ones in that regard. Keep up the good work !
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on May 12, 2019, 03:24:03 PM
Holy ****, thanks for the amount of work you made on revising wording!

I will definitely use them for the next update (should be in the next two weeks)

Thank you very much
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: DiM on May 13, 2019, 01:22:07 AM
Holy ****, thanks for the amount of work you made on revising wording!

I will definitely use them for the next update (should be in the next two weeks)

Thank you very much
You're welcome! I'm happy to help your great work.
Unfortunately I got a bit tired yesterday when I was doing the final few ship descriptions, so a number of errors slipped by me. I'll re-read and correct all that I can.

Also, most of the descriptions are quite good and fleshed out, but others are a bit brief. I'll try to expand a few of them a little bit, keeping in line with the original seed text. I hope you'll approve my expansions, and I'm glad you're planning on releasing new versions! Cheers
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: miro on May 14, 2019, 08:58:29 AM
I really love the look of the Copernic, especially the Hegemony Auxiliary version.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on May 17, 2019, 10:50:48 AM
Version 0.77 Available (0.91 update)
https://www.dropbox.com/s/785yfi7qxtk8ppw/Stop_Gap_Measure_v0_77.zip?dl=0

It's mostly a update twisting lot of in game stats and rules. Some ships were not spawning at all, mining weapons are more standard beam now, and IM kindly check for all errors in description (a BIG thank you!)

Ship prices have been changed. I'm glad of the new update, as it allow to really show how some ships are "second-rank" in SGM.

Sadly, I had to remove the Impaler (because of the new Shrike (P) ) as well as the Bardot. I found the Bardot was filling a similar role to the Copernic, and too many mods have already proposed a survey Mule.

The Ballista got a new sprite, more Pirate-style, based on civilians ships. I really like how it turned out considering the time I put on it:

(https://i.imgur.com/TwaRy5v.png)

The new version will break saves.

And finally, v0.78 will bring many new toys (3 variants, 2 new ships, 4 new weapons) but will take until September to get it done unfortunately.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: DiM on May 28, 2019, 06:59:22 PM
I think this version broke the mod. When i try to start the game, i get this error message.

Fatal : Ship hull spec [filgap_bardot] not found!
Check starsector.log for more info.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: MajorTheRed on May 28, 2019, 07:08:13 PM
When you start the game or you load your save? It's not supposed to happened if you start a new game.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: DiM on June 07, 2019, 03:08:49 AM
Sorry for the late response. No, i mean, i can't even start the game with the mod enabled.
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: Zoro89 on June 07, 2019, 08:56:06 AM
I think this version broke the mod. When i try to start the game, i get this error message.

Fatal : Ship hull spec [filgap_bardot] not found!
Check starsector.log for more info.

I use game version 0.9.1a RC8 with this mod in version 0.77 and everything work fine hm... you start the game only with this mod here?
Title: Re: [0.9a] Stop Gap Measure - Ships for Vanilla
Post by: DiM on June 10, 2019, 03:08:27 PM
I think this version broke the mod. When i try to start the game, i get this error message.

Fatal : Ship hull spec [filgap_bardot] not found!
Check starsector.log for more info.

I use game version 0.9.1a RC8 with this mod in version 0.77 and everything work fine hm... you start the game only with this mod here?
Hey! Thanks for trying to help. I haven't tried starting the game with only this mod yet. I'll try that and see what happens.