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Hello guys,
This mod is based on personal needs for specific ships to fill in gaps I experienced when playing Starsector. Initially it was 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 many blog posts 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
• 43 new ships
• 5 skins
• 18 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.
• 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
• Forgotten weapons and ships found in lost space or sometime used by salvage company
Disclaimer
• I never done spriting before, some of the ships are kitbashed and other are build from scratch. While I understand there is always room for improvement, my interests ar shifting after more than 4 years of modding and more of playing Starsector
• 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 thanks to all the forum users who provided help at some point to correct descriptions in this mod.
• 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 premise 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, Plantissue and BladedQueen for screening every descriptions for spelling and syntax errors
• To Sundog, for pointing the way and giving courage to dive in the realm of Java compilation
Version 1.2.5
Download it there :https://www.dropbox.com/scl/fi/r03ou8tb0pi1u2xqwxfhi/Stop-Gap-Measure-1.2.5.zip?rlkey=8cv6o18cjm2mxinjs2ijglqgz&dl=0
ShipsLow-techSpoiler
(https://i.imgur.com/poIDUcb.png)
Asp:
Last-resort bomber
(https://i.imgur.com/CPga19Y.png)
Maringuin:
Kinetic support bomber
(https://i.imgur.com/UgNeJAA.png)
Pyrphoros :
Pirate frigate
(https://i.imgur.com/kMLEdc9.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)
Adjudicator:
Hegemony and Luddic Church Patrol/escort cruiser
(https://i.imgur.com/PBTvJdO.png)
Opportunity :
Pirate (and shadowy neutral) converted heavy cruiser
(https://i.imgur.com/kXYPIFX.png)
Starblazer :
Converted carrier
(https://i.imgur.com/8imY0wD.png)
Bahamut :
Armored freighter
Luddic ChurchSpoiler
(https://i.imgur.com/TV2MZ5X.png)
Fulk:
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)
Bogomil:
Knights of Ludd artillery destroyer
(https://i.imgur.com/2R9Cjrj.png)
Hammerhead (CGR)
Knights of Ludd destroyer
(https://i.imgur.com/WzRh7Wr.png)
Era (LC)
Converted carrier
(https://i.imgur.com/t7IJxEq.png)
Cathar :
Knights of Ludd heavy cruiser
Middle-techSpoiler
(https://i.imgur.com/fNEnqeF.png)
Ethon :
Interceptor
(https://i.imgur.com/1xvQqW9.png) (https://i.imgur.com/oAacpef.png)
Velite:
Mass produced PL frigate (and pirate version)
(https://i.imgur.com/n8spGFc.png)
Herder:
Light carrier
(https://i.imgur.com/McnNn5q.png)
Nitassinan:
Patrol destroyer (converted tug)
(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/ah89Lyh.png) (https://i.imgur.com/TNWWLnB.png)
Charon:
Dropship and pirate carrier
(https://i.imgur.com/58Bm0U9.png)
Trajan:
Midline battlecarrier
High-techSpoiler
(https://i.imgur.com/N0XvNdo.png)
Rosatom:
Combat auxiliary frigate
(https://i.imgur.com/oUoJotG.png)
Pyrrhocorax :
Try-Tachyon support destroyer/light carrier
(https://i.imgur.com/BXxS3el.png)
Minos :
High-tech defence destroyer
(https://i.imgur.com/PHyamr4.png) (https://i.imgur.com/P43ibU9.png)
Formica :
Assault drone carrier and its suspicious-looking wings
(https://i.imgur.com/ckLxlst.png)
Apex:
Combat carrier
CivilianSpoiler
(https://i.imgur.com/qiVpUSz.png)
Dove :
Courrier and scout
(https://i.imgur.com/mgEpMG5.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/kSLVGUz.png) (https://i.imgur.com/cETs3Wy.png)
Foundation :
Salvage cruiser and its helping hands
(https://i.imgur.com/jUpTU8N.png)
Era :
Factory ship
(https://i.imgur.com/ZAOmb4U.png)
Babel :
Mobile dock
(https://i.imgur.com/kJjKXwP.png)
Pharos :
Frontier waystation
(https://i.imgur.com/C7hR0p8.png)
Kuunlan :
Capital mining ship
New weapons
Spoiler
(https://i.imgur.com/oK4fpoI.png)
Makeshift weapons
(https://i.imgur.com/ap2F21y.png)
Common archeotech weapons
LogSpoiler
v1.2.5
-Three new ships
-Formica and Copernic have been adjusted
-Auspicious got its TPC back
-Cathar got a Individual Fire Control system
-Some balance changes for multiples weapons
v1.2.4
-various re-balancing of weapons and ships according to 0.96a
-adjustment ships availability by faction
-added Capital ship availability for continuity
v1.2.3
-Added Rugged Construction built-in mod to Porphyros
-Validated spawning of various ships
-(Re)Added the Babel
-Apex renamed to Auspicious
-Tantive has been removed
-Automated ships should now be salvageable with proper skill
-Mining values for Nexelerin
v1.2.2
-Added the Charon (P) carrier
-Added the Formica drone carrier and Bentu drone fighter
-Added Maringuin kinetic bomber
-Added Rosatom auxiliary frigate
-Replaced Fundation sprite (roughly the same ships) and added Filum drones
-Replaced Huntsman sprite
-Replaced Traverse sprite
-Removed Merx and Salvage Corvette
-Asp got an increase in speed
-Bogomil trade Heavy ballistic integration for Range Finder and extra OP
-Apex trade Thermal Pulse Cannon for large energy mount
-Ballista got Civilian and Rugged construction hullmods
-Tantive gain Advanced ground support hullmod
-Dragoon gain Damper field system
-Added crew capacity to Copernic
-Fixed descriptions of some ships and weapons
-Fixed som game stats for David SRM, Charged laser, Aton laser, Mosychlos
-Opportunity got the flak cannister system
-Herder got cargo aligned on Drover
-Changed industry for Lepia, removed Commerce
-Checked various spawning problems of HT and LC ships
v1.2
-Retrofit of several features (version checker and java compilation removed)
-Fixed many typos thanks to forum members Plantissue and BladedQueen
-Balance changes for the Herder, Trajan, Charon, Foundation.
-Many ships have changed names to be compliant with names used by other mods.
-Merx and salvage corvette removed
-Added/changed a few variants for the civilian ships.
v1.0
-Compatible with Version checker
-1 New weapons (Swarm medium mount)
-3 New ships (dropship, midline destroyer, salvage corvette)
-Background images for Bythinia and abandoned platform in Utic
-Remove cluster launcher
-Tweak a few details about the Zenith, Era, Contemptor and Matsar
-Luddic Church starting option a bit more relevant
v0.78
-New sprite for the Opportuniy
-Foundation gets 2 built-in borer drone wings
-Starblazer gain back the Reserve Deployement system
-New TT Corvette
-New LC carrier
-New Large Kinetic LRM
-New Large Energy Archeotech
-New Cluster missile launcher
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.
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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. :'(
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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)
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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....)
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....
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!
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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.
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I really like the look of Revenant! I'll add this to my current modded campaign to try it out.
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Those frigates and the Revenant look awesome. Nice job.
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Really like the original art-style of the Copernic and Bulwark. The opportunity looks like it would be interesting to blow up.
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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.
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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
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You should PM a moderator and ask him to move this topic to the mods section.
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These look great!
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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.
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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.
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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.
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I think I found a little bit of a bug
(http://puu.sh/yJFdq/3153d7943e.jpg)
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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!
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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.
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Thanks for noticing, probably an error problem in Trylobot. Will fix it
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The Ballista has a problem.
"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.
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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.
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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.
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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.
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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.
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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.
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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.
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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?
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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.
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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.
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.
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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).
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.
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(https://i.imgur.com/Eb3z1yD.png?1)
Spoiler
I think this is a .... real opportunity!!
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Haha definitly! I really misunderstood this line in the variant files....
Thanks!
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You welcome.
Also decided to make this
Spoiler
(https://i.imgur.com/DXK3mif.png)
So anybody can see what weapons you added in mod.
and this:
Spoiler
(https://i.imgur.com/f4hQeFr.pngr)
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.
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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...
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Spoiler
(https://i.imgur.com/ajnaich.png?2)
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.
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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...).
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These ships are lookin pretty solid! Gonna have to add this to my mod bag.
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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.
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Cool.
But it looks like Starblazer didn't appear in the codex.
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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?
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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.
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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.
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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.
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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.
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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)
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@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....
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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?
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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.
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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".
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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
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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.
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... Wow. I just got an education. :D
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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.
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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.
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When will we get an update of 0.9a for this one?
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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
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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.
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This is odd, the link works fine, but I cant seem to extract it.
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This is odd, the link works fine, but I cant seem to extract it.
Works for me using 7zip.
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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.
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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.
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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.
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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 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.
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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.
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Surprisingly hard to find a Dove, I just wanna travel the sector with minimal worry about anything :<
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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 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.
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Thanks! That link works!
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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?
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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.
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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
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Damn. Planets in new systems lack descriptions.
Still its welcomed addition to Somalia tier core worlds economy.
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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
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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.
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Yeah, tried to download it again to a different PC and the archive is corrupt again.
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Temporary mirror until Major gets the link sorted:
https://drive.google.com/open?id=1xPc7CGYpfeOqwhIzd3jB_Fnfp0CgPdOo
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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)
An escort carrier for the Hegemony
Spoiler
(https://i.imgur.com/MDUt2Oi.png)
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.
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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.
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digging the look of the Cossack and Asp.
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Thanks for the mod , great addition for vanilia ships :)
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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
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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
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.
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Ooh, that's a nice update.
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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? :)
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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!
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Hey, tried to download the update but file doesn't exist.
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Oh my, seems I'm unable to get a link working everytime I make a new update...
Should be fine now
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Yeah thanks, its working now.
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Survey Mule? Oh I do like more Mule!
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Got an error at loading screen.
Fatal: Ship hull spec[filegap_copernic_p] not found!
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For some reason Tri-Tachyon has tons of Pyrrhocorax in their fleets for me, like it's become the most used ship for them.
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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.
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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:
# 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...
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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
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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.
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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:
# 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.
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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.
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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.
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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.
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I can't seem to find a link to download the file now. I can browse the folders but that's it.
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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
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Thanks!
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https://cdn.discordapp.com/attachments/187635036525166592/553966760320172032/unknown.png
The Arbitrator being refereed to as the Revenant .
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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.
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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)
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.
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I'm using 7zip and had no issue unpacking. Make sure you use the 64bit version.
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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.
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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. ???
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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.
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[...]
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?
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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.
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There is better version of Copernicus with Hegemony Auxillary mod. I used it even to point of medium danger Remnant systems.
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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.
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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.
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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.
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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
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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.
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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!
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@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 !
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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
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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
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I really love the look of the Copernic, especially the Hegemony Auxiliary version.
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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.
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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.
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When you start the game or you load your save? It's not supposed to happened if you start a new game.
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Sorry for the late response. No, i mean, i can't even start the game with the mod enabled.
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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?
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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.
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No description for the planets.
It looks like description file is missing single " at the beginning of Sicily description.
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Version v0.78 available!
https://www.dropbox.com/s/e8zbuk6ivsl2kqi/Stop_Gap_Measure_v0_78.zip?dl=0
(https://i.imgur.com/WzRh7Wr.png) (https://i.imgur.com/9hjxWbe.png)
Including 2 new ships, a modified version of the Opportunity (with a large universal), 3 new weapons.
I also tinkered a bit with the Starblazer to make it feel different and usefull in regard to others cruiser-sized carriers.
Same thing for the Foundation, which should get specific wings in another update. For now it gets 2 Borer wings instead.
The new weapons probably need some more tweak balance-wise.
I hope to be able to propose a new start option for Luddic-aligned game next update, but need some time to learn basic Java to make it work.
No description for the planets.
It looks like description file is missing single " at the beginning of Sicily description.
Thanks, I fixed it, let me know if any other planets have such problems.
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Thanks for the update!
Is this version compatible with previous saves?
Could I also trouble you to add in the version number right at the top of your OP? I didn't realize there was an update from 0.77b to 0.78(?), I had forgotten that this mod didn't support version checker.
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Thanks for the update!
Is this version compatible with previous saves?
Could I also trouble you to add in the version number right at the top of your OP? I didn't realize there was an update from 0.77b to 0.78(?), I had forgotten that this mod didn't support version checker.
I *think* it should be fine, as there is no removal of older ships in this update.
If by any chance anyone knows how I can comply to Version Checker, I would be happy to oblige.
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Thanks for the update!
Is this version compatible with previous saves?
Could I also trouble you to add in the version number right at the top of your OP? I didn't realize there was an update from 0.77b to 0.78(?), I had forgotten that this mod didn't support version checker.
I *think* it should be fine, as there is no removal of older ships in this update.
If by any chance anyone knows how I can comply to Version Checker, I would be happy to oblige.
You might wanna check that out here http://fractalsoftworks.com/forum/index.php?topic=8181.0, under the Instructions for modders who want their mod to support this: section. It has a detailed guide there.
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Matsar coupled with Fast Missile Racks feels broken - its got an insane burst, is very good at sustained pressure, and even AI is pretty good at running it. Fast Missile Racks allow to just spam it whenever you want, or save up charges for burst.
Mod also provides a Triumph - an optimal platform to run that combo, although Triumph itself is not a problem.
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Matsar coupled with Fast Missile Racks feels broken - its got an insane burst, is very good at sustained pressure, and even AI is pretty good at running it. Fast Missile Racks allow to just spam it whenever you want, or save up charges for burst.
Mod also provides a Triumph - an optimal platform to run that combo, although Triumph itself is not a problem.
First, I'm glad the AI is somehow able to use it, I wasn't sure so far, as most of the time I found the AI struggle to deal with missiles launcher.
I can understand it feels broken, it was (in part) intended... It's really a higher-end over-the-top weapon for player use (and abuse). Still, the weapon cost a lot of OP, it's a large weapon, and this weapons is really hard to find, and harder to spam at a fleet scale. I think there is no other ship than the Triumph to use this combo in vanilla-friendly mods (the way I play SS), excpet for the Vandetta in Disassemble Reassemble. Spoiler
It's all AxleMC131 fault! He gave me the idea! :D
Anyway, I guess the system could use limited ammo instead of infinite recharge.
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Matsar coupled with Fast Missile Racks feels broken - its got an insane burst, is very good at sustained pressure, and even AI is pretty good at running it. Fast Missile Racks allow to just spam it whenever you want, or save up charges for burst.
Mod also provides a Triumph - an optimal platform to run that combo, although Triumph itself is not a problem.
First, I'm glad the AI is somehow able to use it, I wasn't sure so far, as most of the time I found the AI struggle to deal with missiles launcher.
I can understand it feels broken, it was (in part) intended... It's really a higher-end over-the-top weapon for player use (and abuse). Still, the weapon cost a lot of OP, it's a large weapon, and this weapons is really hard to find, and harder to spam at a fleet scale. I think there is no other ship than the Triumph to use this combo in vanilla-friendly mods (the way I play SS), excpet for the Vandetta in Disassemble Reassemble. Spoiler
It's all AxleMC131 fault! He gave me the idea! :D
Anyway, I guess the system could use limited ammo instead of infinite recharge.
I think I got a few from random Black Market, not even exploration.
Vindicators from SWP is probably the easiest way to deploy the combo, and they will punch way way above their weight in DP - dismantling capitals and even stations with relative ease.
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Haven't flown one yet but the Zenith should probably be toned down. TPC's are as good or better than anything the Apogee can reasonably fit in its large slot. Its got 2 fighter wings on top of it with 25 effective more OP (TPC doesn't have a fitting cost so that assumes a 20 OP large in the slot) and still has .6 shields.
No way that isn't the best combat cruiser in the game at 20 DP
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Interesting. Have you fought some of them? It's sometime hard to balance ships if you have not the opportunity to fight them. So far, I found the Zenith lacklustre cause you only get the TPC to really engage the ennemy. The medium synergy mount is good for player-piloting, but the AI is unable to use this mount with a energy weapons (in general AI struggle with hardpoint).
I guess if its too OP I could at least remove some small energy turrets, or redicue medium turret to small ones. In the end the ship is mostly relying on its 2 fighter bay and the TPC to fight, everything else is more or less useless in the hand of the AI, or gadgets. But if anyone else have comments on the ship it could help to balance it
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I dont think i have actually seen one in the wild. My guess is that even if the TPC didnt fire it would be a ridiculously strong ship with its shield and 2 fighter bays.
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Interesting. Have you fought some of them? It's sometime hard to balance ships if you have not the opportunity to fight them. So far, I found the Zenith lacklustre cause you only get the TPC to really engage the ennemy. The medium synergy mount is good for player-piloting, but the AI is unable to use this mount with a energy weapons (in general AI struggle with hardpoint).
I guess if its too OP I could at least remove some small energy turrets, or redicue medium turret to small ones. In the end the ship is mostly relying on its 2 fighter bay and the TPC to fight, everything else is more or less useless in the hand of the AI, or gadgets. But if anyone else have comments on the ship it could help to balance it
So fit with TPC/Typhoon in the front, Stabilized Shields, Hardened Shields, 2 pulse lasers, and Extended Magazines on the side and 2 claws this thing is... Its hilariously OP. Its sustained DPS is low but it doesn't lose flux fights and it has fighters. The AI will sometimes take damage because it just doesn't see the need to raise its shields as the enemy is fluxing out and it has zero flux and full armor.
It does use all its missiles (Typhoon/Harpoons) in order to kill a sim eagle when it has no officer but it kills said eagle far faster than a Aurora and this isn't really set that well for AI control. If it has a pulse laser in the front instead of the typhoon it simply kills the sim eagle without taking damage except maybe some graviton chip... with a steady AI no officer. Now i am not saying i expect a ship to lose but it probably shouldn't win so handily or swiftly when comparable DP (or higher) standard ships have problems.
Now this isn't fleet performance. But I don't see it doing worse in fleets than it does vs "never dies *** eagle" in the simulation. Its got pulse lasers on the side to deal with frigates, huge shields, great, and efficient foward firepower.
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Okay, thanks for making the test. I will check how to change it to make it interesting but not OP.
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This mod got me into using mods, I love it. Is there any chance this will be made compatible with "Version Checker"? Sorry if somebody already asked.
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Okay, thanks for making the test. I will check how to change it to make it interesting but not OP.
I have a colony and have got a few for a fleet setting and theyre even more bonkers there. They can focus their TPCs for devastating fire to capital distances 900x1.6 = 1440, 1000x 1.4 = 1400) and have huge shields. If i wasnt determined to just spam them that is all i would bring.
Edit: example. I could bring one onslaught and get 1100 dissipation and 2 TPC and 1.0 shields. Of i could bring 2 zeniths, get 2000 dissipation and 2 TPCs and .6 shields and 4 fighters.
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This mod got me into using mods, I love it. Is there any chance this will be made compatible with "Version Checker"? Sorry if somebody already asked.
Yep this is planned for the next released, it will just take some time as I need to dive code to also create new starting options, as well as a few more ships and aesthetics features.
I have a colony and have got a few for a fleet setting and theyre even more bonkers there. They can focus their TPCs for devastating fire to capital distances 900x1.6 = 1440, 1000x 1.4 = 1400) and have huge shields. If i wasnt determined to just spam them that is all i would bring.
Edit: example. I could bring one onslaught and get 1100 dissipation and 2 TPC and 1.0 shields. Of i could bring 2 zeniths, get 2000 dissipation and 2 TPCs and .6 shields and 4 fighters.
Your example speak quite for himself indeed. So TPC seems a no-go in this case and need to be switched with something else
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So TPC's are huge massive things that need ships built around them and hard to salvage. But what is pretty easy to salvage is ballistic weaponry.
Weapons that fit the profile for what you might include would be the Hellbore, HAG, Mark IX, or Hammer Barrage.
A hellbore cannon has the same long term flux profile as the TPC but less range, shot speed, and shield damage (so its a lot harder to win a flux war). They're supposedly uncommon though so harder to justify thematically.
A HAG is a similar idea but its also a lot better at shield pressure and a lot of armor DPS, which is good for ships with fighter bays as they can pretty easily fit broadswords for shield pressure.
A Mark IX is probably the strongest forward option because of the kinetic damage. As such you can pair it with a typhoon reaper to hit shields hard and have finishing.
A Hammer Barrage is a decent idea as well. While not a Luddic Ship hammer barrages are"ubiquitous in the Sector pre-Collapse due to civilian applications discovered by asteroid miners" and so it makes sense for a Zenith to have some attached.
Any of these may need to be coupled with OP reductions simply because the ship has a massive shield and 2 fighter bays. If you take an Apogee and put a fixed weapon in the front you would have to remove the OP of the weapon in order to keep the ship at the same balance point. The fact that the Zenith does not is another thing that makes it particularly strong.
If any of these are done i would propose renaming the Zenith(the point when something is at its most powerful/successful which is appropriate now for this beast of a ship) to Perigee (the point in an orbit where the satellite is closest to the primary body)
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Looks noice!
Is this mod safe to add during a running campaign or does it require a new save?
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There is chance that you can try to add this to existing campaign, but better be safe than sorry.
It works also on 9.1 too.
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I think you can add it, as it doesn't add content with specific mechanics. It will spawn the new weapons and new ships, but will not add the 3 star systems.
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Haven't flown one yet but the Zenith should probably be toned down. TPC's are as good or better than anything the Apogee can reasonably fit in its large slot. Its got 2 fighter wings on top of it with 25 effective more OP (TPC doesn't have a fitting cost so that assumes a 20 OP large in the slot) and still has .6 shields.
No way that isn't the best combat cruiser in the game at 20 DP
Have you flown Contemptor yet? Get the skills and hull mods to extend the range and some anti-shield ballistics, and destroy capital ships 1-vs-1.
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I don't know what ship that is. But if its OP maybe it should be reduced in power as well?
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I'm not sure about it so far: some ships and weapons are meant to be real treasures of the past (archeotech) which can have specific benefit which may feel OP. The price to pay is that they are hard to find (BP), need proper facility to build them, and some drawbacks (flux management or manoeuvring most often).
Another point to consider is that both ships have a fixed foreward hardpoint. So far, AI is not great at using them (like the Dominator, Sunder, etc...) for precise targeting against anything smaller like a cruiser. On the other hand the TPC is not that great vs cruiser and capital IMHO. This means that this cruiser are mostly efficient in the hands of the player. And if the Contemptor need "skills and hull mods" to be a beast then I'm fine with that, as long it''s not OP from the start.
That said, @Goumindong, I check the stats of the Zenith and I was indeed a little bit carried away by my love for the Apogee from the start. I removed one small mount, the medium missile, reduced flux capacity, get the shield more in line with the original ship and finally reduce OP to 110. Hope it will make the ship more in line with the rest. Thanks for your feedback I really appreciate that
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And if the Contemptor need "skills and hull mods" to be a beast then I'm fine with that, as long it''s not OP from the start.
Nah, without skills and hull-mods, it's a tractor. It's one of the slowest ships, maybe even slowest cruiser, has bulky sides you can't protect with shields, and explodes when someone mentions flanking, as it has frontal mounted weapon and aforementioned bulky sides, and a huge tail. But I did not have it early game, as I have to make it myself. Also, I noticed that Dragoon is way more survivable than Cossack, even if they have almost identical stats.
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I'm not sure about it so far: some ships and weapons are meant to be real treasures of the past (archeotech) which can have specific benefit which may feel OP. The price to pay is that they are hard to find (BP), need proper facility to build them, and some drawbacks (flux management or manoeuvring most often).
I was just making a general comment. I know nothing of the ship so cannot really say if its too strong.
I don't even know if the Contemptor, Dragoon, and cossack are in this mod. I have literally no clue what they are.
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Cossack is low tier carrier , Dragoon is cruiser with same model but more weapons, Contemptor i think is not from this mod.
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I was just making a general comment. I know nothing of the ship so cannot really say if its too strong.
Oh, I'm sorry, I didn't meant to be rude or offensive. Probably my english writing is sometime unvolontary harsh.
It was more like a general statement on how I envisioned some of the ships in my mod. I figured at some point that sometimes modders add ships that please them, but their concept can be nebulous to others players. And to be honest I'm glad you came with this comments on the Zenith, since I really need some feedbacks to balance the mod and comments are rather scarce.
The Contemptor is part of this mod, but part of special blueprints representing lost tech. Several ships (4-5) are currently nearly unavailable to any factions but can be acquired thanks to these blueprints, including the Contemptor, Dragoon, and Cossack
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You were neither rude nor offensive. I was just making myself clear because i thought i had not been :P
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No hard feelings, but hoplites and Luddic stuff should be in the base game.
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Luddic Cathar cruiser should be in Luddic tech lvl , not low tech. Technically if someone want to make Ludd fleet, cant use Cathar , as it is low-tech. Mayby even name it Knight of Ludd Elite cruiser or something ,as it is one of best ships Ludd use.
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Luddic Cathar cruiser should be in Luddic tech lvl , not low tech. Technically if someone want to make Ludd fleet, cant use Cathar , as it is low-tech. Mayby even name it Knight of Ludd Elite cruiser or something ,as it is one of best ships Ludd use.
It's related to the Luddic Blueprint, but it's still based on a low level technology. In fact all LC ships added in the mod appear as low or mid tech. They are still all included in the LC_bp
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would it be possible to add "civilian" hullmod to the copernic please? i run a fleet at max burn (the magic "20" once skills are set up right and i'm in overdrive) and i think militarized is cheaper than the augmented.
edit: just spotted an (A) class that is exactly what i needed. cheers. still, question remains: why not the 'civilian' hullmod for the non-A?
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would it be possible to add "civilian" hullmod to the copernic please? i run a fleet at max burn (the magic "20" once skills are set up right and i'm in overdrive) and i think militarized is cheaper than the augmented.
edit: just spotted an (A) class that is exactly what i needed. cheers. still, question remains: why not the 'civilian' hullmod for the non-A?
Actually it's a good question. This ship is probably the one which saw the most changes other the different versions. I think in the beginning I didn't put Civilian Hull to represent the fact the hull will be insulated against several stellar hazard. But now, since it incorporates Solar Shielding I might give it the Civilian Hull mod. But in this case, for balance reason it should get a hit to its burn level :S
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does the matsar system do energy damage or something on accident? it says fragmentation but the ammount of flux that spikes on enemy shields when hitting them with it is ABSURD for fragmentation damage. it should only be 1.5K flux, since its 6 K damage per salvo multiplied by 25% cause its frag vs shield, but i fire 3 matsars and the enemy has completely overloaded, even with 22K flux capacity and 1.0 flux per damage shield modifier, when 3 matsars hit their mark its at like 80% flux capacity. idk if somethings wrong with how the damage is being calculated, but i think its worth checking out.
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When is the mod going to get version checker support?
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does the matsar system do energy damage or something on accident? it says fragmentation but the ammount of flux that spikes on enemy shields when hitting them with it is ABSURD for fragmentation damage. it should only be 1.5K flux, since its 6 K damage per salvo multiplied by 25% cause its frag vs shield, but i fire 3 matsars and the enemy has completely overloaded, even with 22K flux capacity and 1.0 flux per damage shield modifier, when 3 matsars hit their mark its at like 80% flux capacity. idk if somethings wrong with how the damage is being calculated, but i think its worth checking out.
My bad, I completely forgot to anser you... Okay, so the main head is giving fragmentation damage, before it splits. However, the main damage (energy) is dealt by the 6 warheads, but since warheads have their stats listed in another file than the main missile, only the later has its damage type listed. Following some other comments, I changed the way the Large mount reload: 8 missiles in stock, larger cooldown, infinite payload but long to reload new ammo.
When is the mod going to get version checker support?
Next version, which hopefully I will release before New Year...
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New version!
https://www.dropbox.com/s/6uvp8z9x4gaega6/Stop_Gap_Measure_v1_0.zip?dl=0 (https://www.dropbox.com/s/6uvp8z9x4gaega6/Stop_Gap_Measure_v1_0.zip?dl=0)
Merry Christmas every one!
This is a new version for Stop Gap Measure.
Mostly cleaning-up stuff and preparing for new content to come. Here is the main interests:
-Compatible with Version checker
-1 New weapons (Swarm medium mount)
-3 New ships (dropship, midline destroyer, salvage corvette)
-Luddic Church starting option a bit more relevant (still need a bit of work but at least it playable)
Charon Dropship
(https://i.imgur.com/ah89Lyh.png)
This one is a bit of a flat, has the Ground Support Package is not really interesting on capital ships, but it will be used for something else later
Nitassinan
(https://i.imgur.com/McnNn5q.png)
Absolutely nothing to do with the fact I love the Venture...
Minor things for mod users:
-Background images for Bythinia and abandoned platform in Utic (is part of a plan to practice speedpainting)
-Remove cluster launcher
-Tweak a few details about the Zenith, Era, Contemptor and Matsar based on feedback from players
So, nothing really big for the players, but some of them were really important for me (and painfull to create in a way), i.e. the backgrounds and the Luddic start option
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You mentioned that you removed the cluster launcher, does this mean it will be incompatible with previous save files?
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You mentioned that you removed the cluster launcher, does this mean it will be incompatible with previous save files?
I think it's incompatible. I got error if I load the save game with the new version. So I will use this version for next new game.
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Got this on startup
(https://cdn.discordapp.com/attachments/584193419480530952/667203795574456340/unknown.png)
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A few descriptions have errors:
The Triumph uses some weird double quotations that causes the game to cut it off there. Re-typing the quotations myself fixed it so maybe it has something to do with your OS and your keyboard/input settings. Maybe use single quotations to be safe?
Every single occurrence of the word "AI wars" is mistakenly written as "IA wars".
The Era (LC) has a typo where the word version is missing it's n.
Tri-Tachyon is spelled Try-Tachyon in the description of the Arbitrator.
Plasma cannon is spelled plasma canon in the description of the plasma caster.
The Charon also has an error where a placeholder (...) is in the place of its name.
The Cossack has a typo where the word true is missing its last letter e.
And something else i'd like to say is that there is another cruiser with the name "Zenith" over at the Ship and Weapon pack mod. While not really a problem, I have came up with a better name for your Zenith. Since your version is based on the Apogee... why not name it Apozee? It inherits the letter Z from its former name while merging it together with the base hull, and makes the ship appear right under the Apogee in the codex.
EDIT:I will attach my CSV which I've fixed some typos and some grammar and wording that didn't make sense to me. I am also not a native english speaker so I may have made some text worse which I hope not.
[attachment deleted by admin]
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Or mayby Pinnacle, if we want to use synonym.
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Apotheosis would have the benefits of adjacency and also being a related term, but there are a ton of fun words to mean "the highest point" or "the best".
That said, refresh my memory one what the SWP Zenith is? I play with both (when I last had time to play, that is), but only remember the Apogee based Zenith.
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That said, refresh my memory one what the SWP Zenith is? I play with both (when I last had time to play, that is), but only remember the Apogee based Zenith.
High-tech cruiser.
(https://i.imgur.com/p1OPs5L.png)
MajorTheRed has been pretty good at ignoring advice to change ship names to avoid collisions with other mods... :P With all due respect, it would be nice to see that change.
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That's a bit unfair :-[, since most duplicated names seems to be related to later mods ( Vayra split mods) or out-of-date ones (Knights Templar). But I may be mistaken. Bye the way I don't know who took the effort of putting SGM names in the common file, but a big thank you to him. The Zenith is clearly a miss from my part, I was indeed told about it but then this problem got buried under other stuff.... For the others, since I'm only playing a few mods I'm only paying attention to those ones (which doesn't include Ship and Weapons Pack). I will put them on my update list but to be fair I will wait for the next update to work on the mod.
Many thanks mora for the typos, I will include them
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My apologies Major, I didn't mean to offend. Regardless, whether a mod is outdated or not, it's good practise to leave the name to that mod as authors do come back to things. Knights Templar we know is not discontinued, it'll be back in time. And I still have the name Triumph from The Silent Armada set aside for its potential revitalizing.
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Hey I just wanted to confirm,the Copernic (A) Doesn't have the survey and solar shielding hullmods, is that intended?
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My apologies Major, I didn't mean to offend. Regardless, whether a mod is outdated or not, it's good practise to leave the name to that mod as authors do come back to things. Knights Templar we know is not discontinued, it'll be back in time. And I still have the name Triumph from The Silent Armada set aside for its potential revitalizing.
OK, thanks for this precisions, I will made the adjustements :)
Hey I just wanted to confirm,the Copernic (A) Doesn't have the survey and solar shielding hullmods, is that intended?
Yes it's intended, it's more a second-line destroyer since it got a few more OP to spend on weapons and flux. Maybe I can add a sentence to precise this in its description.
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Question when i have looked the "Already used names", not issue when you use name from a 0.8 mod, i think, but you use already name about 2 from Knight Templar (ok, 0.8, but certainly will be updated someday and from DR) and you use Minos from Shadowyard. Maybe you have forget to update the name of them on the google spreadsheets? x)
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Question when i have looked the "Already used names", not issue when you use name from a 0.8 mod, i think, but you use already name about 2 from Knight Templar (ok, 0.8, but certainly will be updated someday and from DR) and you use Minos from Shadowyard. Maybe you have forget to update the name of them on the google spreadsheets? x)
Well, it's someone else who updated the google spreadsheets :-[ I never did it (and my thanks to him, by the way!). But yeah, next time Alex put a new release and I dive again in Starsector, name conflicts are on the top of the to-do list for the next SGM update.
Oh, and maybe for the record, I never really felt that people where using SGM, never got so much feed back in the beginning. So I never had the impression other players had problems with name conflicts since I was wondering at that time if any player was really using SGM (yeah it may sound silly).
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Can Triumph be changed to "combat" role? Now if you click him attack - he just send fighters. Dunno about how it work, but i wish what he work like most warships with few bays. Most of times he stay behind, use rockets and fighters (with agressive officer and vs inferior ships), like most carriers do, while all his guns stay silent (i even try to install 1200+ range guns from different mods on him).
Also, i wish ground support upgrade can scale with ship size. Right now if feel useless on bigger ships =\
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Can Triumph be changed to "combat" role? Now if you click him attack - he just send fighters. Dunno about how it work, but i wish what he work like most warships with few bays. Most of times he stay behind, use rockets and fighters (with agressive officer and vs inferior ships), like most carriers do, while all his guns stay silent (i even try to install 1200+ range guns from different mods on him).
Noted, thanks for noticing it.
Also, i wish ground support upgrade can scale with ship size. Right now if feel useless on bigger ships =\
I guess you're talking about the Charon? Yeah I'm disappointed too, Ground support effect is the same than for a cruiser... I plan to recycle the ship into something else
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Triumph-class remind me Kite i used to fly when i was a kid :)
And btw, thanks for the mod!
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I guess you're talking about the Charon? Yeah I'm disappointed too, Ground support effect is the same than for a cruiser... I plan to recycle the ship into something else
Not just Charon, all ships of this type in general. Maybe you can just mod this hullmod to scale, or\and made same sort of hullmod? Something like bonus to ground operation effectiveness with diminishing returns and ship size scale (like salvage gauntry, but with different numbers ofc). Btw its will be nice to have mod\ship with bonus to bombardment strengh too. I really think what in modded game we need this sort of ships sometimes.
Imho its better for Charon to be niche late game ship for conquest and raids than another warship.
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Duplicating the Ground Support Package hullmod and making an adjusted-bonus version of it is easy-peasy, I've done it in DaRa for a couple of frigate-scale ground support vehicles where the regular vanilla GSP would be way overpowered - my lighter version provides a max bonus of 40 compared to the vanilla one's 100. It's easy enough to do and (as long as you give it a different name, even if similar) you shouldn't need to worry about confusing players too much.
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as long as you give it a different name, even if similar
I vote for superground megasupport package!
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Heh, well the downscaled DaRa version is just "Ground Support Kit", so I can't really push for something any less unoriginal. ;D
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"Planetary Invasion Module" - having everything from weapon surplus, maintenance kits, mobile kitchens for soldiers and spacious command room for proper planet scale soldier movement coordination and direction.
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love this mod along with
Missing ships mod https://fractalsoftworks.com/forum/index.php?topic=16160.0
and Disassemble Reassemble https://fractalsoftworks.com/forum/index.php?topic=12360.0
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Thanks for the kind words!
I ever tried Missing ships mod (I should try it), but Disassemble Reassemble was a huge motivator for me to start modding, and I make sure that SGM ships don't interfere with those of DR: if a ship with a specific design already occurs in DR, I try to not make one with a similar design in SGM. SGM is envisioned to be complementary to DR.
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I've found some capitalization problems on some of your weapon names and a typo, which is the "Lotop ACM laucher" (sic). The descriptions of some of the things certainly need work on proofreading.
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I've found some capitalization problems on some of your weapon names and a typo, which is the "Lotop ACM laucher" (sic). The descriptions of some of the things certainly need work on proofreading.
Yep, definitively agree. Since english is not my main language, I only do the best I can, which is sometimes not enough. Still, another forum member DiM, had made great effort to kindly check most descriptions for proofreading. If you find anything specific I will add the necessary correction.
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Is it possible to update to fix version checker issue? There's an issue with version file being unreacheble on bitbucket after recent bitbucket change AFAIK.
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I've found some capitalization problems on some of your weapon names and a typo, which is the "Lotop ACM laucher" (sic). The descriptions of some of the things certainly need work on proofreading.
Yep, definitively agree. Since english is not my main language, I only do the best I can, which is sometimes not enough. Still, another forum member DiM, had made great effort to kindly check most descriptions for proofreading. If you find anything specific I will add the necessary correction.
Oh, and also, the Triumph ship has one miscolored engine and its description is screwed up.
EDIT: And another thing, is the Ivree system supposed to show up in Nexerellin, especially in random sector mode?
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Hey there. Are you still active? I like your mod. It's simple, yet unique at the same time. Will you update to the new version? A certain database_error would be a perfect fit for the new [VERY REDACTED] stuff.
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I love this mod too, hope it will be updated soon.
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Its possible to force work it.
i edited the mod_info file in Stop Gap Measure folder . Changed the version from 0.91 to 0.95.
In the modnenu its red but still works.
Is working fine for the last 10 hours.
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Hey guys,
Thanks for your interest in this mod.
I've not played enough the new version yet to start migrating SGM to 0.95. I will need some time to do it. To be honest, I made the mistake of working on this mod the way people wanted me to do it, and not the way I wanted to. So some parts of the mod will probably be downgraded now, because I don't really care about it and don't want to spend hours on it to make it work.
I hope to deliver the mod in the few next weeks or months.
However, if you encounter any major problem with the mod right now, please report themm to me as it will speed up the process
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Hey guys,
Thanks for your interest in this mod.
I've not played enough the new version yet to start migrating SGM to 0.95. I will need some time to do it. To be honest, I made the mistake of working on this mod the way people wanted me to do it, and not the way I wanted to. So some parts of the mod will probably be downgraded now, because I don't really care about it and don't want to spend hours on it to make it work.
I hope to deliver the mod in the few next weeks or months.
However, if you encounter any major problem with the mod right now, please report themm to me as it will speed up the process
I was indeed looking for vanilla-friendly ship-weapon pack mods yesterday and I could not find the mod introducing that glorious Midline capital that T-poses the enemy to death, but I finally found it today :)
Looking forward to seeing what the future of this mod hold, Ludd-speed to you!
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Stop Gap Measure v1.2
https://www.dropbox.com/s/oh9l0qeretzjsoh/Stop%20Gap%20Measure%201_2_1.zip?dl=0 (https://www.dropbox.com/s/oh9l0qeretzjsoh/Stop%20Gap%20Measure%201_2_1.zip?dl=0)
Finally, here is the updated version for SGM. Thanks for your patience. Include in this new version:
-Removal of several features (version checker and java compilation removed)
-Fixed many typos thanks to forum members Plantissue and BladedQueen
-Balance changes for the Herder, Trajan, Charon, Foundation.
-Many ships have changed names to be compliant with names used by other mods.
-Merx and salvage corvette removed
-Added/changed a few variants for the civilian ships.
As you may notice, this version is nearly more a downgrade than an upgrade. I want this mod to be fun to build, and I lost this view by getting anxious learning coding stuff until it was not fun anymore. That's why it is no more compliant with Version Checker (anyway I don't publish that many version of the mod...) and java compiling has been removed (too bothersome for the use I had for it).
Still, I have plan to add content, mostly new ships and basic starting options which help introduce the player to new ships and weapons. The recent addition of assault and escort package is something really good for SGM as many ships were build with this "ramshackle" aspect in mind.
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https://www.youtube.com/watch?v=P3ALwKeSEYs (https://www.youtube.com/watch?v=P3ALwKeSEYs)
Slapping this bad boy in once again, you can't believe how much I missed the Scorpius Kinetic LRM :'(
I assume the fac tit adds new systems makes it unfit to be slapped on an ongoing campaign, correct?
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Crashes on startup, version log says its 1.0, does it have any dependencies?
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Can vouch it crashes on start-up for me too when activating this mod.
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Had a quick look at files, my guess is the leftover version checker integration - MajorTheRed deleted the version file but not the version checker integration. You need to delete "data/config/version" folder.
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I assume the fac tit adds new systems makes it unfit to be slapped on an ongoing campaign, correct?
IIRC, you can add it to your campaign. Ships and weapons will start to spawn in market, but the star systems will not be integrated.Crashes on startup, version log says its 1.0, does it have any dependencies?
Can vouch it crashes on start-up for me too when activating this mod.
Had a quick look at files, my guess is the leftover version checker integration - MajorTheRed deleted the version file but not the version checker integration. You need to delete "data/config/version" folder.
I think Jaghaimo is correct. I tested the mod without others mods, and it only had dependency to Version Checker.
Here is a new link. It should work.
https://www.dropbox.com/s/oh9l0qeretzjsoh/Stop%20Gap%20Measure%201_2_1.zip?dl=0 (https://www.dropbox.com/s/oh9l0qeretzjsoh/Stop%20Gap%20Measure%201_2_1.zip?dl=0)
I updated the other links.
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I assume the fac tit adds new systems makes it unfit to be slapped on an ongoing campaign, correct?
IIRC, you can add it to your campaign. Ships and weapons will start to spawn in market, but the star systems will not be integrated.Crashes on startup, version log says its 1.0, does it have any dependencies?
Can vouch it crashes on start-up for me too when activating this mod.
Had a quick look at files, my guess is the leftover version checker integration - MajorTheRed deleted the version file but not the version checker integration. You need to delete "data/config/version" folder.
I think Jaghaimo is correct. I tested the mod without others mods, and it only had dependency to Version Checker.
Here is a new link. It should work.
https://www.dropbox.com/s/oh9l0qeretzjsoh/Stop%20Gap%20Measure%201_2_1.zip?dl=0 (https://www.dropbox.com/s/oh9l0qeretzjsoh/Stop%20Gap%20Measure%201_2_1.zip?dl=0)
I updated the other links.
thanks for ur update
big hug
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Have some balance suggestions
Hive Launcher: since its a medium Swarmer, it should have 100 dmg/shot to match up with vanilla's buffed Swarmers. It could probably do with much more ammo too, since 2 small Swarmers have a higher combined fire rate and the same ammo for much less OP.
David missiles: I like the concept, but they seem quite underpowered, especially compared to the budget missile options in other mods. Even if they are just meant to be a substitute for people who can't get Harpoons, their tiny range and bad tracking means they are unlikely to do anything meaningful. An ammo buff could be good to make them a somewhat viable choice. Perhaps 5-6 for the small and 18-24 for the medium? Most rockets have longer range, far more potential damage, and higher hit probability than the Davids. Also I think the medium should get its OP reduced to 9, since its meant to be a cheap alternative to the Harpoon Pod which is 10. Small thing but that's what I think.
Mag Accelerator: seems to be a very strong choice, even with it being somewhat inaccurate. Since its essentially a HighEx Railgun with EMP, it probably needs an OP increase to 7 or 8, and a reduction to the EMP damage maybe to ~200.
Mosychlos BAG: a very strong choice currently. Even with the low hit strength and accuracy, the range and flux efficiency is incredible. It could do with a hit strength decrease (to about 35) or a big flux cost increase.
Aton Burst Laser: this weapon seems quite useless at the moment. Bad range for a large beam, terrible flux efficiency, low damage for a large. Needs quite the buff.
In addition, some very minor capitalization issues: Heavy mining beam, Ice bomb, and MB-3 PDS array should probably be completely capitalized like Heavy Mining Beam, Ice Bomb, and MB-3 PDS Array in order to maintain consistency.
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Many thanks for the feedback. I didn't noticed the Swarmer were buffed. I made a balancing check on the Mag Accelerator, but maybe too quick, before last update, as I thought it was previously too weak.
The David missile is in a tight spot right now. I like the concept (cheap anti-armor missile because not every one can produce an Exocet/Harpoon everyday) but the apparition of the Breach has changed thing a bit. At 2 OP, it still need to be underwhelming. Looking back at the description, I think I can increase its range to 1000, and slightly increase its tracking (which is supposed to be better than the Harpoon). I don't want to go down the ammo road yet. The Medium mount is presently at 8 OP, but maybe it's not in the actual release.
And finally, we are on the same page for the Aton. Can't find how to give it an interesting stat line. It need to go on the drawing board again.
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In version 1.2.1 at least, the David Pod is 10 OP. If its meant to be 8 that makes a lot more sense. More range and tracking sounds like a good buff, if the small goes down to 2 OP that might make it a serious low cost competitor while still having to consider some significant drawbacks.
In regards to the Aton, it's in an interesting spot imo. There aren't too many large, slower firing, lower range, high damage/shot but low dps burst beams, especially in the realm of 'antiquated' tech that can be more widely available. It might be a good weapon to make available to pirates and independents with just a buff to damage or flux.
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In version 1.2.1 at least, the David Pod is 10 OP. If its meant to be 8 that makes a lot more sense. More range and tracking sounds like a good buff, if the small goes down to 2 OP that might make it a serious low cost competitor while still having to consider some significant drawbacks.
OK so there is one small release since. David Medium is down to 8 and David small to 2 OP. So far I think it's still fit well it "cheap" and "better than nothing" design, but I should still give it a bit more range
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2 things.
1. this mod makes a duplicate of the enforcer with a slight change in 1 of the stats and no description.
2 the velite-PL frigate has Hoplite in the description even though there is no hoplite ship.
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You've done some really good work here, MajorTheRed. I'm quite impressed at the stuff you've added.
Minor quibble: Lepia's description says "breath" instead of "breathe."
A breath is a single inhalation of air. "To breathe" is the verb form.
I also found that its overlap of Commerce and Free port meant that it was very frequently 1 or 0 stability, leading to a comically small market that I never really cared about (and, though I didn't see it happen, likely had a very high risk of becoming decivilized due to being at 0 stability).
Maybe Light Industry or Mining, instead?
You could, of course, keep it as-is. I'm just floating other ideas!
Edit: also, from a thematic perspective, it might be appropriate to have Lepia be Hot + Thin Atmosphere or some other signifier of it being very unpleasant but sort of survivable, rather than Toxic Atmosphere. An actively toxic atmosphere more brings to mind e.g. Venus, not something that had begun to undergo terraforming but still wasn't quite habitable.
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Love the mod!
Just wanted to say that, while I see some of the ships in normal play (a lot of the pirate ones, at least), I practically never see the Luddic Church additions - either in their fleets or in their markets. However, if I start affiliated with the LC w/ nexerlin and use their blueprint, it does add the new ships.
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@Kiddin Me: good points for Lepia. I did notice it on my last run but didn't had the time to fix it. I think I will just remove one of them, and fix the Toxic world problem.
@Coaxy: interesting problem. I think it doesn't spawn enough but there should still be some of them. I will look at it.
I'm a bit busy at work for the next month but I would like to release a new version early Fall.
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here's an idea for a ship
a bunch of Sheperds slapped together to form one big plank with nothing but small ballistic turrets and missile hardpoints
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here's an idea for a ship
a bunch of Sheperds slapped together to form one big plank with nothing but small ballistic turrets and missile hardpoints
Isn't that called a Venture? More seriously, I would love to do a space mining ship (it's already on paper), but the problem is Vayra. Vayra makes the amazing Vayra's Ship Pack mod which is already loaded with superb mining and industrial ships, and I don't want to duplicate ships similar to him. However I strongly suggest you give a try to his mod :
https://fractalsoftworks.com/forum/index.php?topic=16059 (https://fractalsoftworks.com/forum/index.php?topic=16059)
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I have noticed the independents and others -PL maybe SD
have a fair amount of high tech ships especially the minas
I find it a bit weird that they have these high tech ships so often
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Stop Gap Measure v1.2
https://www.dropbox.com/s/oh9l0qeretzjsoh/Stop%20Gap%20Measure%201_2_1.zip?dl=0 (https://www.dropbox.com/s/oh9l0qeretzjsoh/Stop%20Gap%20Measure%201_2_1.zip?dl=0)
Finally, here is the updated version for SGM. Thanks for your patience. Include in this new version:
-Removal of several features (version checker and java compilation removed)
-Fixed many typos thanks to forum members Plantissue and BladedQueen
-Balance changes for the Herder, Trajan, Charon, Foundation.
-Many ships have changed names to be compliant with names used by other mods.
-Merx and salvage corvette removed
-Added/changed a few variants for the civilian ships.
As you may notice, this version is nearly more a downgrade than an upgrade. I want this mod to be fun to build, and I lost this view by getting anxious learning coding stuff until it was not fun anymore. That's why it is no more compliant with Version Checker (anyway I don't publish that many version of the mod...) and java compiling has been removed (too bothersome for the use I had for it).
Still, I have plan to add content, mostly new ships and basic starting options which help introduce the player to new ships and weapons. The recent addition of assault and escort package is something really good for SGM as many ships were build with this "ramshackle" aspect in mind.
By any chance is this 0.9.1a version (v1.2) of the mod still available somewhere? The link sends me to the 0.9.5a version (v1.2.1). Thank you.
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Stop Gap Measure v1.2.2
Download it there :https://www.dropbox.com/s/2lg22chv3vfoc8r/Stop%20Gap%20Measure%201.2.2.zip?dl=0
Here is the 0.95.1a version of SGM!
A few new ships:
Spoiler
(https://i.imgur.com/CPga19Y.png)
Maringuin kinetic support bomber
(https://i.imgur.com/TNWWLnB.png)
Charon (P) pirate carrier
(https://i.imgur.com/N0XvNdo.png)
Rosatom Combat auxiliary frigate
(https://i.imgur.com/PHyamr4.png) (https://i.imgur.com/P43ibU9.png)
Formica Assault drone carrier and its suspicious-looking wings
And modernized sprites:
Spoiler
(https://i.imgur.com/mgEpMG5.png)
Traverse Civilian freighter
(https://i.imgur.com/kSLVGUz.png) (https://i.imgur.com/cETs3Wy.png)
Foundation Salvage cruiser and its helping hands
(https://i.imgur.com/kMLEdc9.png)
Huntsman Luddic Church and Hegemony Support gunship (upgraded sprite)
And a bunch of usual balance changes in weapons and ships making use of new systems and hull mods. The Merx and Salvage corvette has been retired.
Thank you to Kiddin Me and PreConceptor for helping to fix spelling issues.
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Excellent work as always, MajorTheRed! Well done.
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Thanks for the hard work! Really love this mod to add variety to the ships I can use and face off against in enemy fleets.
The new Foundation looks very nice but personally I also like the Old Converted Mora Foundation, if I might suggest maybe you could make separate ships with the Old Foundation being Low Tech Demilitarized Salvage Ship and the New Foundation being High Tech Salvage/Exploration Ship (it looks like it'd be a very good fit in a Long Range Explorator/Salvage fleet) just and idea.
Also there are some typos in the description of Filum Drones as "This drone has been used to limited extent to help construct remote stations in deep space. A bit more elegant than the ordinary mining drones, the Filum use it's its Wielding Beam to help manipulate material in space. It helps its parent ship not only to build, but also salvage all kinds of space-born objects. The beam itself is an adequate PD weapon, while the graviton flux may occasionnaly disable incoming ennemy craft."
Also also, personally not a fan of the Pirate Charon since I think it's kind of far too "high quality?" for the Pirates imo. :D
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Will it be possible to actually make the Era be able to produce ships in space?
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Is it possible to add a toggle for the systems added by the Mod? Utic and Byzos still spawn when using nex random sector and it plays hell with the random colonies. More often than not they'll be colonized by two factions at the same time. Otherwise, excited for the update and thanks for the mod. It's a must have. I even went so far as to manually update a while back just so I could use it before you released an official one.
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Thanks for the hard work! Really love this mod to add variety to the ships I can use and face off against in enemy fleets.
[...]
Also also, personally not a fan of the Pirate Charon since I think it's kind of far too "high quality?" for the Pirates imo. :D
Thanks, that's the intent. Actually I realized in my current run that know fleets from various factions looks very dissimilar and I'm very pleased by that.
I agree with the Charon, it's a bit of a miss for both Vanilla and Pirate version. I'm planning to replace the Charon (P) by the makeshift battlecarrier of some sort.
The new Foundation looks very nice but personally I also like the Old Converted Mora Foundation, if I might suggest maybe you could make separate ships with the Old Foundation being Low Tech Demilitarized Salvage Ship and the New Foundation being High Tech Salvage/Exploration Ship (it looks like it'd be a very good fit in a Long Range Explorator/Salvage fleet) just and idea.
and
Will it be possible to actually make the Era be able to produce ships in space?
Kind of the same answer to both: problem is that right now ships in Starsector are very "combat-oriented" and lack interesting abilities for industrial ship. Adding drones to the Era for example would make sense "lore wise" because of its construction capability but would make it too similar to the High Tech Foundation. Same reason for removing the original salvage Mora, it was too similar gameplay-wise. But if new hull mods or systems are added they might come back and/or be changed to suit that perspective.
Is it possible to add a toggle for the systems added by the Mod? Utic and Byzos still spawn when using nex random sector and it plays hell with the random colonies. More often than not they'll be colonized by two factions at the same time. Otherwise, excited for the update and thanks for the mod. It's a must have. I even went so far as to manually update a while back just so I could use it before you released an official one.
I asked the question on Nexelerin about that. The final answer will depend of the complexity of implementing it vs my modding skills.
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• To Sarissofoi, for refusing to play anything without a description
I understand you tried to remove this frigate in a previous version.
Regardless, the lack of descriptions are annoying here, at fighter weapons and maybe elsewhere (my playtime with your mode is about 5 minutes).
[attachment deleted by admin]
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why did Apex lose its TPC for large energy mount? i kinda liked how it filled a niche in the modiverse of a TPC on something that isnt strictly lowtech.
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• To Sarissofoi, for refusing to play anything without a description
I understand you tried to remove this frigate in a previous version.
Regardless, the lack of descriptions are annoying here, at fighter weapons and maybe elsewhere (my playtime with your mode is about 5 minutes).
Thanks for the notice. I will take a look at that for the next version. It has been a while since I last checked the whole stuff for descriptions.
why did Apex lose its TPC for large energy mount? i kinda liked how it filled a niche in the modiverse of a TPC on something that isnt strictly lowtech.
Tbh, I do love the idea too. However I think it would make more sense that it's integrated in a more "salvaged-looking" ship than the Apex (which would require strong manufacturing and technological capability).
Just as a side note, I have around 4 new ships coming in out of the scratchbuilding workshop. I've been a bit unsettled by the last blog from Alex, as the game seems to be taking a direction away from the "crumbling industrial/technological" setting inspired from Battletech. I might want to reconsider the way I develop the mod to insist on this ramshackle aspect of the game I enjoyed in older versions.
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why did Apex lose its TPC for large energy mount? i kinda liked how it filled a niche in the modiverse of a TPC on something that isnt strictly lowtech.
Tbh, I do love the idea too. However I think it would make more sense that it's integrated in a more "salvaged-looking" ship than the Apex (which would require strong manufacturing and technological capability).
Just as a side note, I have around 4 new ships coming in out of the scratchbuilding workshop. I've been a bit unsettled by the last blog from Alex, as the game seems to be taking a direction away from the "crumbling industrial/technological" setting inspired from Battletech. I might want to reconsider the way I develop the mod to insist on this ramshackle aspect of the game I enjoyed in older versions.
Nice to see this mod still being supported, more of a fan of the previous Apex too
A little heads up you might want to look for a replacement name for the Apex since it'll be used for a new [REDACTED] ship according to the last blog post
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A little heads up you might want to look for a replacement name for the Apex since it'll be used for a new [REDACTED] ship according to the last blog post
Thanks for the heads up I'm definitely bad noticing these names conflicts.
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A little heads up you might want to look for a replacement name for the Apex since it'll be used for a new [REDACTED] ship according to the last blog post
Thanks for the heads up I'm definitely bad noticing these names conflicts.
Nah bro technically it's not a naming conflict yet, dw about it ;D
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I think you need to make it so the remnant and derelict AI ships you mod adds can be captured with ai ships skill.
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hello MajorTheRed
i have recently been working on a pet project and maybe sometime in the distant future I would like to use some of your ships in a XIV reskin mod...
is it alright with you if i do post them or would you rather I not share them?
i will give all due credit
Please let me know about your decision: [email protected]
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Hope you come back.
Small note, I've seen a few weapons not made compatible with Nex Mining. For example, the "Heavy Mining Beam" has no mining power with Nex, which certainly throws me off.
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Hope you come back.
Small note, I've seen a few weapons not made compatible with Nex Mining. For example, the "Heavy Mining Beam" has no mining power with Nex, which certainly throws me off.
Hey there Hopefall since it seems MajorTheRed is taking a well earned break and I saw your message. The Heavy Mining Beam is a real go-to for my ships that struggle with OP and use it a lot myself. Since you've been a nice contributor to my mods, I'll share my totally unofficial and not authorized by MajorTheRed in any way file for adding mining stats to the Era cruiser, mining beam and mining array. I added stats to those because in their descriptions they are listed as mining assets and if MajorTheRed has an issue with me sharing this publicly I will take it down.
Extract it and drop it in Stop Gap Measure 1.21\data\config and the Era/Era lc will have a stat of 18 mining strength, the Heavy mining beam a strength of 10 and the mining array a strength of 9.
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Hope you come back.
Small note, I've seen a few weapons not made compatible with Nex Mining. For example, the "Heavy Mining Beam" has no mining power with Nex, which certainly throws me off.
Hey there Hopefall since it seems MajorTheRed is taking a well earned break and I saw your message. The Heavy Mining Beam is a real go-to for my ships that struggle with OP and use it a lot myself. Since you've been a nice contributor to my mods, I'll share my totally unofficial and not authorized by MajorTheRed in any way file for adding mining stats to the Era cruiser, mining beam and mining array. I added stats to those because in their descriptions they are listed as mining assets and if MajorTheRed has an issue with me sharing this publicly I will take it down.
Extract it and drop it in Stop Gap Measure 1.21\data\config and the Era/Era lc will have a stat of 18 mining strength, the Heavy mining beam a strength of 10 and the mining array a strength of 9.
Really appreciate it, thanks.
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Hope you come back.
Small note, I've seen a few weapons not made compatible with Nex Mining. For example, the "Heavy Mining Beam" has no mining power with Nex, which certainly throws me off.
Hey there Hopefall since it seems MajorTheRed is taking a well earned break and I saw your message. The Heavy Mining Beam is a real go-to for my ships that struggle with OP and use it a lot myself. Since you've been a nice contributor to my mods, I'll share my totally unofficial and not authorized by MajorTheRed in any way file for adding mining stats to the Era cruiser, mining beam and mining array. I added stats to those because in their descriptions they are listed as mining assets and if MajorTheRed has an issue with me sharing this publicly I will take it down.
Extract it and drop it in Stop Gap Measure 1.21\data\config and the Era/Era lc will have a stat of 18 mining strength, the Heavy mining beam a strength of 10 and the mining array a strength of 9.
Really appreciate it, thanks.
Hey anything I can do to help the rockhoppers out there is my pleasure, looks like six others d/l it so win/win :)
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New version : 1.2.3
Download it there :https://www.dropbox.com/s/xd0y15fmpkzxh3x/Stop%20Gap%20Measure%201.2.3.zip?dl=0
So, this version is mostly about tidying a few things here and there. It's more a QoL version using the various feedback from people on this topic:
-Added Rugged Construction built-in mod to Porphyros
-Validated spawning of various ships
-(Re)Added the Babel
-Apex renamed to Auspicious
-Tantive has been removed
-Automated ships should now be salvageable with proper skill
-Mining values for Nexelerin
(https://i.imgur.com/ZAOmb4U.png)
Most notorious change is the comaback of the civil version of the Mora. Also a big thank you for Dazs for adding mining value compatible with Nexelerin. With his blessing this is now fully integrated into SGM.
About the future:
Now, to be perfectly honest, without the people posting on SGM topic, 1.2.2 will not have been released so "soon" (and that's saying a lot). I started playing Starsector TEN years ago. Depending on how you envision life, it's a testament of how long it take to create a game alone, how "tedious" it might be to wait for any new release, but also how great is the game considering that with hundreds of hours of game the 10 USD it costed me 10 years ago was a great investment. Now, considering the points above, I'm growing tired of the game, which is fineI think. I'm was also more found of the post-apoc setting of the previous versions but the game is more and more "vanilla sci-fi" with every new release. I will make sure my mod is up to date until Starsector 1.0, but then we will see. Maybe it will fall into oblivion, maybe I will find a care-taker on this forum.
On the bright side, I'm planning another version of the mod once Alex release 0.96a. It will bring 3 more ships to the game (2 capitals + 1 cruiser). There will also be a significant effort to update ships variants according to their parent factions. The incoming "missile-update" will change a lot things. Maybe I will even create new weapons. So far I'm glad than no ship from SGM will become obsolete from the next "Capital ship" update.
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New version : 1.2.3
Download it there :https://www.dropbox.com/s/xd0y15fmpkzxh3x/Stop%20Gap%20Measure%201.2.3.zip?dl=0
So, this version is mostly about tidying a few things here and there. It's more a QoL version using the various feedback from people on this topic:
-Added Rugged Construction built-in mod to Porphyros
-Validated spawning of various ships
-(Re)Added the Babel
-Apex renamed to Auspicious
-Tantive has been removed
-Automated ships should now be salvageable with proper skill
-Mining values for Nexelerin
(https://i.imgur.com/ZAOmb4U.png)
Most notorious change is the comaback of the civil version of the Mora. Also a big thank you for Dazs for adding mining value compatible with Nexelerin. With his blessing this is now fully integrated into SGM.
About the future:
Now, to be perfectly honest, without the people posting on SGM topic, 1.2.2 will not have been released so "soon" (and that's saying a lot). I started playing Starsector TEN years ago. Depending on how you envision life, it's a testament of how long it take to create a game alone, how "tedious" it might be to wait for any new release, but also how great is the game considering that with hundreds of hours of game the 10 USD it costed me 10 years ago was a great investment. Now, considering the points above, I'm growing tired of the game, which is fineI think. I'm was also more found of the post-apoc setting of the previous versions but the game is more and more "vanilla sci-fi" with every new release. I will make sure my mod is up to date until Starsector 1.0, but then we will see. Maybe it will fall into oblivion, maybe I will find a care-taker on this forum.
On the bright side, I'm planning another version of the mod once Alex release 0.96a. It will bring 3 more ships to the game (2 capitals + 1 cruiser). There will also be a significant effort to update ships variants according to their parent factions. The incoming "missile-update" will change a lot things. Maybe I will even create new weapons. So far I'm glad than no ship from SGM will become obsolete from the next "Capital ship" update.
I did NOT see this coming ngl, this mod has been a mainstay on my mod list
And this is kinda awkward since I readded the old Foundation to my own personal bootleg of the mod (for personal use ofc), it's just too good to be discarded and fits right in with the vanilla
Also if I might suggest:
1. Any plans for weapons balancing? Cause some (like the Hive) is seriously underpowered I made my own tweaks for it to be at least worth 2 swarmers in 1 slot (again, for personal use only)
2. A little heads up again, with the upcoming Pilum LRM Catapult, the Scorpius might be overshadowed/overlap with it so might want to tweak it to be more unique or remove it
3. Any plans for adding more illustrations? (maybe using AI? The drawn ones sure have soul though)
Nice work as always and happy to see you're around MajorTheRed! ;D ;D
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What a nice surprise to wake up to and ty for the mention, always to glad to help. I do have two QOL suggestions: First being that the with the renaming of the Apex, the update is not save game compatible and a little mention of that would be helpful to players. Second is since you do not have a version checker file and the update is not posted on the unofficial discord, I missed the 1.2.2 update entirely and almost missed this one.
I think your work is worth making sure people know about it and just trying to be a helpful mammal.
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Thanks for update! Greatest mod, i perform Lotop's volleys since discover it two years ago :)
It is any chance to get reworked/overhauled Herder ? He just resprited Drover for now, umm, planned some development for it ? Cant suggest, my vision of balance isn't competent, but there is no adequate support destro-carriers with pare hangars and large missile mount among tens of mods. Also we get large Pilum catapult soon...
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Yeah this is one of the best for Vanilla+, been using it every game.
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Awesome, thank you for the update!
E: Was the system spawning in random sector fixed? o.O
Someone asked on Stop Gap Measure topic about removing spawning of Star systems added by the mod. I'm not playing Nexelerin myself (too weak laptop) but if you have any idea how to add a toggle option for spawning of star system to my mod (so it better blends in Nexelerin) I will be pleased to add it (as long as it's not over-complicated). Here is the detail someone post about it:
Is it possible to add a toggle for the systems added by the Mod? Utic and Byzos still spawn when using nex random sector and it plays hell with the random colonies. More often than not they'll be colonized by two factions at the same time.
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Also if I might suggest:
1. Any plans for weapons balancing? Cause some (like the Hive) is seriously underpowered I made my own tweaks for it to be at least worth 2 swarmers in 1 slot (again, for personal use only)
2. A little heads up again, with the upcoming Pilum LRM Catapult, the Scorpius might be overshadowed/overlap with it so might want to tweak it to be more unique or remove it
3. Any plans for adding more illustrations? (maybe using AI? The drawn ones sure have soul though)
Weapon balance is the main focus of next release, especially considering the new missile weaponry for the PL. Appreciate the details about what should be fixed as it helps me keep track of things.What a nice surprise to wake up to and ty for the mention, always to glad to help. I do have two QOL suggestions: First being that the with the renaming of the Apex, the update is not save game compatible and a little mention of that would be helpful to players. Second is since you do not have a version checker file and the update is not posted on the unofficial discord, I missed the 1.2.2 update entirely and almost missed this one.
I think your work is worth making sure people know about it and just trying to be a helpful mammal.
Wooops, my bad :(
Version Checker was integrated a few years (!) before but probably got scrapped when I downgraded SGM to be easier to mod. I will add it for next update.
Thanks for update! Greatest mod, i perform Lotop's volleys since discover it two years ago :)
It is any chance to get reworked/overhauled Herder ? He just resprited Drover for now, umm, planned some development for it ? Cant suggest, my vision of balance isn't competent, but there is no adequate support destro-carriers with pare hangars and large missile mount among tens of mods. Also we get large Pilum catapult soon...
No exactely sure what you mean by reworking the Herder. The Herder will always be a copy-past of the Drover. It's just, I find the visual design of the Drover uninteresting at best
Awesome, thank you for the update!
E: Was the system spawning in random sector fixed? o.O
No unfortunately. The truth is I don't have the skills to implement that. If any one wants to add the necessary file for it I will gladly integrate it and give credit for it but I can't do it myself.
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I don't have the skills to implement that.
Neither do I, otherwise I'd do it... If I ever start playing around with Java and get into modding, things might change...
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Small announcement for people playing with this mod:
I just realized the 0.96version was released. It will be a good opportunity to do some weapon and ship balancing. Unfortunately I'm away for a few weeks and will not be able to update the mod until early June.
So, if people have any suggestions/comments about some weapons not balanced enough, ships that feel "wrong", duplication of ships vs the new release etc... please feel free to type it down this topic, it will help me move faster toward a new updated version of SGM and will be greatly appreciated!
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Small announcement for people playing with this mod:
I just realized the 0.96version was released. It will be a good opportunity to do some weapon and ship balancing. Unfortunately I'm away for a few weeks and will not be able to update the mod until early June.
So, if people have any suggestions/comments about some weapons not balanced enough, ships that feel "wrong", duplication of ships vs the new release etc... please feel free to type it down this topic, it will help me move faster toward a new updated version of SGM and will be greatly appreciated!
Very gladly! But first of all do we compare SGM to Vanilla or other mods too? Because if we're talking about overlaps there are some cases but here goes my thoughts, based on personal tweaks I've made to my personal bootleg of the mod (for personal use ofc), also this is pretty long so please bear with me :D:
1. Ships:
a. Auspicious/Apex: with the new update upsizing the Apogee's left hardpoint to a medium, the Auspicious is just Apogee but fighter bays instead of missile (something that could be done with the buffed Converted Hangar while keeping the Large Missile slot), without its own niche I think it's best to retire this ship.
b. Foundation: the small turret in the middle is facing backwards which is a bit awkward, maybe flip it to the other side or make it 360 degrees? It could also use another medium mount I think.
c. Era (LC): loses its small missile mount at the front compared to the regular Era.
d. Herder: sprite has two symmetrical bridges on both sides.
e. Copernic & Copernic (A): sprites have what looks like to be fighter bays but no slot.
PS. so glad you decided to bring back the Foundation Babel.
2. Weapons:
a. Hive SRM Launcher: as I've mentioned previously, it is severely underwhelming, I can share my stat sheet for what I think is properly balanced for it (to be between Swarmer & Locust).
b. Scorpius LRM: overlapped with the new Pilum Catapult, even the EMP niche, suggest removing it to reduce bloat.
c. David Missile System: personal opinion but the name is boring imo (no offense), and they, true to the lore, are awful and the only ones who'd use these missiles are Pirates (which in many cases it's either cheaper to use Hammers or just upgun to actual Harpoons), might want to try rebranding it or just remove them to reduce bloat.
d. Scattergun: a bit unreliable as a PD and a bit expensive for 5 OPs (for what looks like a makeshift weapon), might try increasing the firing rate so it can cover better and reduce the OP cost to 4.
e. Ice Bomb: very nice gun just think the sprites could use a touch up (feels a bit stretched) and a cooler name.
f. Mining Array: there are a few other mods that have similar or even the same as the Mining Array (at least HMI and BSC), personally I chose the HMI's out of the other options and disabled this in my bootleg to reduce bloat.
3. Systems/Worlds:
a. Byzos: Lepia's placement is too close to Bythinia in range of its patrols which leads to being rapidly decivilized in a few cycles, Bythinia is also lore-wise is a space dump so Scattered Ruins feels a bit lacking, personally I bumped it up to Widespread Ruins.
b. Ivree: Scilly has the size of 5 but the population of 6.
c. Utic: Nepheria being a size 6 independent with a high command and orbital works complete with a corrupted nanoforge strikes me as less than a "second rank industrial planet" lore-wise and more of a regional capital/command center (when the largest indie settlement in Vanilla is Nova Maxios), so I tuned it down by replacing high command > military base and orbital works > heavy industry.
Others:
a. Planet Illustrations are very awesome, would like to see more of them (or again, maybe AI generated illustration could be cool too) to give each planets more distinction.
b. Lots of typos/minor adjustments that could be made in the descriptions, I'd gladly help proofread if you need help with it.
All in all, this is my personal opinion based on my experience as a long time user of this mod, being one of the most Vanilla friendly that is still mantained (RIP DaRa & Missing Ships) and I'm very happy to support the development of this mod in any way I can.
If any others have different experience/POV/idea how to balance/improve, please kindly bring it up and maybe we can cook something up to make it even better. ;D
Edit: added Copernic feedback
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Thank you Zr0Potential, really appreciate the feedback!
I started updating the mod, but cant playtest it right now. I agree with you on many points:
1a) I'm not fan the Apogee is already a great warship, it's supposed to be an exploration cruiser, a bit like the Venture... Anyway I want to keep the Auspicious but distinguish it. I was thinking about adding a semi-useful mod like Nav or ECM (to represent converted survey equipment). I'm thinking about either replacing the front large mount by 2 medium energy mounts or a Missile/Energy hybrid. I want to keep the idea of a mixed cruiser/carrier
1b) thanks for noticing
1c) Era and Era(Lc) would probably be revised according to the new autoforge system. To be honest those ships where more interesting when the Assault and Escort Packages existed
1d) thanks for noticing
1e) I might be considering a Filum drone bay fitting with it.
2: a,b,c and f) relate to something i don't like in recent edition Starsector: every faction is a military superpower unable to enforce a no-military public sales. I agree many weapons are bloating the market but that's the intent, I wanted to convey the idea most factions have to deal with second-grade weapons. Actually next version I would like to incorporate less higher-tier weapons availability to promote players using what they can find.
a) to d) agree they need some changes" I started working on that. David might either get an increase in speed or in damage, while keeping the poor tracking.
3a) interesting, I usually don't play a run long enough so that it happens, I was hopping the Heavy Battery would help. I could either increase Lepia pop or decrease population of Bythinia
b) thanks for noticing!
c)So the initial idea is that Utic is a planet big enough to not be bothered by other factions but too small to start it's own empire. I can give a try to your changes, seems good enough to not impact gameplay without removing the feeling of the place.
Art is in the pipes, got some inspirations for a few planets
I don't mind having detailed feedback about description typos, I'm doing my best but doing its best is not always enough.
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I really look forward for your next version. I like that this mod doesn't power creep like many others do.
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Any news on the next version?
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Any news on the next version?
New Version! v1.2.4
Download it there :https://www.dropbox.com/s/nzszoxhn1egz4q9/Stop%20Gap%20Measure%201.2.4.zip?dl=0
Nothing major but just making sure everything seems ok to play under 0.96
-various re-balancing of weapons and ships according to 0.96a
-adjustment ships availability by faction
-added Capital ship availability for continuity
The last item is maybe worth detailing. Currently factions distinguish themselves by tech-level and capital ships. I completely agree with the former but not the later. In a setting where the Hegemony is willing to mount a military operation just to salvage one Onslaught, I don't expect factions nitpicking about what capital they should employ, they would instead use what they got. However, I realized that there is 2 sources of ships and weapons lore-wise: factions already established in the Sector or directly sourced from it when the gates closed (PL, TT) and those coming after (Hegemony and the Sindrian Diktat), which would explain some "compatibility" between them. Example: Conquest and Champion are associated to PL (so pre-gate collapse) so you would not expect it to be seen in the Hegemony fleet even if they are of a "compatible" tech-level. On the over side, the Sindrian Diktat is an offspring of the Hegemony and so would share some capital as long as they are reasonably compatible with the doctrine. As such: the Hegemony can field Pegasus ships sometime and the Sindrian Diktat has some Onslaught in its Navy (but not the Lion's Guard).
TL;DR : each factions deploy more type of capital as long as they fit with their Tech Level and their doctrine:
-Hegemony has a Elite Retribution variant and Pegasus
-Tri-Tachyon might deploy Conquest
-Sindrian Navy has a few Elite Onslaught
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Aw shucks I spent too long drafting this up a new update came out
Thank you Zr0Potential, really appreciate the feedback!
Glad if I could help in any way I can ;D
1a) I'm not fan the Apogee is already a great warship, it's supposed to be an exploration cruiser, a bit like the Venture... Anyway I want to keep the Auspicious but distinguish it. I was thinking about adding a semi-useful mod like Nav or ECM (to represent converted survey equipment). I'm thinking about either replacing the front large mount by 2 medium energy mounts or a Missile/Energy hybrid. I want to keep the idea of a mixed cruiser/carrier
Honestly I think removing the large mount would be a bad nerf imo, unless you're planning on turning it into a brawler-carrier ship like Mora ig? (and tbh I personally prefer the TPC Apex before this one)
1c) Era and Era(Lc) would probably be revised according to the new autoforge system. To be honest those ships where more interesting when the Assault and Escort Packages existed
Yeah some other ships (like Wardlaw) needs adjustments on their variants too with those being phased out but I personally think those are cool ships and very fit in Vanilla, and very fitting ships to use if you have the Supply Forging mod
1e) I might be considering a Filum drone bay fitting with it.
Yeah and if I may suggest, the Hegemony variant could be an open slot to represent the militarization
2: a,b,c and f) relate to something i don't like in recent edition Starsector: every faction is a military superpower unable to enforce a no-military public sales. I agree many weapons are bloating the market but that's the intent, I wanted to convey the idea most factions have to deal with second-grade weapons. Actually next version I would like to incorporate less higher-tier weapons availability to promote players using what they can find.
While I do agree with what you've said, the thing is if the weapons in question doesn't really have a niche or reason to use when you could get a better weapon with even less OPs, it would fell short and only be seen as "fodder guns" (the thing you only find used in Pirate and trade fleets), which is such a waste of potential imo, with some also overlaps with Vanilla
and on Mining Array's case, other mods (which tbf is not your problem, just wanted to let you know that we at least have 3 Mining Arrays-like floating around)
a) to d) agree they need some changes" I started working on that. David might either get an increase in speed or in damage, while keeping the poor tracking.
Rebalancing is sorely needed yes, and in Scorpius' case, a new niche imo (if you want to keep it around)
3a) interesting, I usually don't play a run long enough so that it happens, I was hopping the Heavy Battery would help. I could either increase Lepia pop or decrease population of Bythinia
I think the proximity of them is the main problem, less of the defense rating but more of stability since the Church will destroy any trade fleet coming to Lepia, tanking it down leading to decivilization, if I may suggest, follow the example of Vanilla with Salamanca - Qaras and Lacaille Habitat - Kapteyn and give them enough space not to disrupt one another (at least not that much)
c)So the initial idea is that Utic is a planet big enough to not be bothered by other factions but too small to start it's own empire. I can give a try to your changes, seems good enough to not impact gameplay without removing the feeling of the place.
Glad to hear, from my experience with the changes, it's pretty much seamless gameplay wise, being a notable resupply base and trade goods producer, and also fits in with the lore
Art is in the pipes, got some inspirations for a few planets
Neato, any more addition to the existing systems? Wouldn't need to be inhabited like Nora with its lore
I don't mind having detailed feedback about description typos, I'm doing my best but doing its best is not always enough.
It's alright, you'd be surprised at how many mods have these things going (even found a minor one in Vanilla), nothing a little proofreading wouldn't fix, I can send it to you
And again, most of these are based on my very personal opinion, some may share it, some may differ from it, feel free to disagree or add on to it :)
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Any plan to represent Lotop-bomber ? Something like Cobra-style, single craft wing, slow and shielded, with quarter-ranged Lotop variant.
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Is this mod compatible with other ship mods? I desperately wanted more support ship varieties and i'd love a carrier apogee haha. I'm running the ships and weapons mod.
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Is this mod compatible with other ship mods? I desperately wanted more support ship varieties and i'd love a carrier apogee haha. I'm running the ships and weapons mod.
I've been running it together with many other ship-adding mods and never had compatibility issues.
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Any plan to represent Lotop-bomber ? Something like Cobra-style, single craft wing, slow and shielded, with quarter-ranged Lotop variant.
Would be a bit over the top considering how the Lotop is already amazing but yeah why might take a look at it!
Is this mod compatible with other ship mods? I desperately wanted more support ship varieties and i'd love a carrier apogee haha. I'm running the ships and weapons mod.
It should be. I have nothing of a programer so everything is really basic and don't involve any major coding. Only potential issues is name conflic for ship and weapons but even then I took care of preventing this kind of problem.
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Well, main advantage of Lotop's family is total superiority over enemy's PD weaponry, it's can be intercepted in very few conditions. Agreed with "a bit over top", supposed strikecraft should do a less boom then Cobra, but more successfull, if we take estimation of 500 range missile launch and preaiming + 1000 on warhead split. Balance suggestion looks like a bomber's longer refit, though operate and combat range imply few casualties.
But, we definetly need decent, high-tek alternative of Cobra :)
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Version 1.2.5
Download it there :https://www.dropbox.com/scl/fi/r03ou8tb0pi1u2xqwxfhi/Stop-Gap-Measure-1.2.5.zip?rlkey=8cv6o18cjm2mxinjs2ijglqgz&dl=0
New versions just for compatibility sake with 0.97. Three news ships that were on the drawing tables for a long time and some adjustements to various ships and weapons. I'm trying to find the right balance between "useful" and "flavourful"
-Three new ships
-Formica and Copernic have been adjusted
-Auspicious got its TPC back
-Cathar got a Individual Fire Control system
-Some balance changes for multiples weapons
(https://i.imgur.com/8imY0wD.png)
Bahamut :
Armored freighter
(https://i.imgur.com/kJjKXwP.png)
Pharos :
Frontier waystation
(https://i.imgur.com/C7hR0p8.png)
Kuunlan :
Capital mining ship
Not sure what's the future for next version, but I still want to make some arts for the various planets and markets in it.