Fractal Softworks Forum

Starsector => Mods => Topic started by: arcibalde on March 10, 2012, 04:01:19 PM

Title: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: arcibalde on March 10, 2012, 04:01:19 PM
(http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png) (http://fractalsoftworks.com/forum/index.php?topic=375.0)

(http://i.imgur.com/F215u.png) (http://fractalsoftworks.com/forum/index.php?topic=2382.msg31058#msg31058)


This mod is vanilla balanced and that means that it will blend in vanilla game and other compatible mods flawlessly. It will not overrun your system after some time nor it will extinct some race. It will be there, alive, fighting.



Relics MOD v4.7 (http://www.mediafire.com/?3okfcpdxcp4ofmo)
As always, something misplaced long time ago find us and...




LORE


ELDER:
They cannot be called race. There is no biological individual on any Elder's ships. They are fully automated and AI operated.  Elders AI is vastly advanced from AI that we have today and almost in pair with human logic and deduction. Their design is, without any doubt, Domain's but not as we have today in Corvus. Elders ships are way bigger than any Hegemony or Tri-Tachyon vessels. Their purpose is unknown.
     They are first spotted in clustered asteroid field near Corvus system second star, White Dwarf now,  Corvex. For humans Corvex was always mystery and its Red Giant - White Dwarf cycle was somehow altered. Research of this phenomena is long time ago abandoned as Grate Collapse have grand effect on primary humans needs and focus.



THE PURIFIERS:
Completely automated, build by Humans to protect the last of humanity. This ships have strong shields and big energy generators. All weapons are energy based and on turrets. No single hardpoint on any ship. They are fast OMNI protected and completely without armor. They are strong as long as they are protected by powerful shields. If shields are down there isn't anything to guard hull.









SHIPS:






Elder:
Spoiler
(http://i.imgur.com/05bn5.png)      (http://i.imgur.com/iZBcL.png)
                                  Extinctioner Capital Ship - fully automated                                           Faithoper Colony Ship - fully automated

                            (http://i.imgur.com/D59Gs.jpg)
                                                                                        D.A. Drone Auto-factory - fully automated

                         (http://i.imgur.com/BVwVh.png)
              Defense drone - D.A.'s drone
[close]




The Purifiers:
Spoiler
        (http://i.imgur.com/U7I5f.png)
Chaser - Interceptor


         (http://i.imgur.com/zsniX.png)
   Hiter - Fighter


        (http://i.imgur.com/pep0x.png)
Charger - Heavy Fighter                  


    (http://i.imgur.com/obi1T.png)              (http://i.imgur.com/keB1V.png)               (http://i.imgur.com/5WBXC.png)
  Pusher - Frigate         Solver - Frigate         Egler - Frigate


         (http://i.imgur.com/vfZTs.png)               (http://i.imgur.com/I1Hy9.png)         (http://i.imgur.com/RIlUm.png)
     ArWar - Destroyer            Carrioner - Carrier               Ringer - Destroyer


(http://i.imgur.com/cEw66.png)     (http://i.imgur.com/hIlws.png)      (http://i.imgur.com/EoG06.png)
       Intersepter - Light Cruiser                             Sidewayer - Cruiser                                      Plower - Cruiser
[close]



Relics mod curently have:
Campaign
3 missions
15 new ships
4 new weapon.


Downloads:

Relics MOD v4.7 (http://www.mediafire.com/?3okfcpdxcp4ofmo)
- Nerfed Faithoper - he turns and accelerate slower
- added one missing railgun in Faithoper Assault variant

Old versions:
Relics MOD v4.6 (http://www.mediafire.com/?abgqk7yojrzux3r)
- rename Queen and Bitter drone -> D.A. (Drone Autofactory) and Defense Drone
- tinkering with D.A. system and adjusting it more
- adjusting Elder and Purifiers spawn rates so now strongest fleets would be extremely rare
- redone all Purifiers variants, now they have normal weapons

Spoiler
Relics MOD v4.5 (http://www.mediafire.com/?6fo8wn5xp8ajcj1)
- fixed Biter drone bug with flux
- Queen now cost 40 FP to field
- tweaks to Queen system and drones

Relics MOD v4.4 (http://www.mediafire.com/?fuuiz9ec28z1mur)
- adding new capital ship for Elders: Queen
- adjusting relationships with all Uomoz Corvus factions
- reducing Elder spwan rate from 10 days to 7 days (now they'll spawn faster)
- adding Queen variant into Elder fleets

Relics MOD v4.3 (http://www.mediafire.com/?a05ye3zk5fl2xq9)
- adding max crew to Faithoper and Extinctioner
- change turrets arc and angle on Faithoper
- lowering kinetic dmg and flux usage on Ultima (it's weaker now)
- changing - lowering fleet composition for Elders (have weaker fleets now)

Relics MOD v4.2 (http://www.mediafire.com/?nk1n2zntjks2o37)
- enabling shield hull mod on Elders ships
- lowering shield efficiency on all Purifiers ships
- lowering max speed on all Purifiers ships
- reducing firepower of Purifiers fighters
- some minor tweaks ( can't remember what  ;D )

Relics MOD v4.1 (https://rapidshare.com/files/4159783919/relics_v4.1.zip)
- system bug fixes

Relics MOD v4.0 (https://rapidshare.com/files/1768497066/relics_4.0.zip)
- added systems to all ships
- changed all Purifiers ships to have original build-in weapons (not moded weapons, just original)

Relics MOD v3.1 (https://rapidshare.com/files/345565470/relics_v3.1.zip)
- added lots (120 of each) of small ballistic weapons in Gate Station
- reduced cargo capacity on Faithoper to 1600
- reduced cargo capacity on Extinctioner to 1000

Relics MOD v3.0 (https://rapidshare.com/files/3654557774/relics_v3.0.zip)
- added modified  Purifiers hulls with crew requirements
- added Purifiers station where player can buy Purifiers ships and weapons
- added Purifiers supply convoy
- added modified Exo, Blazo, Zaap that can be used on any ship
- changed weapons arc on Solver and ArWar and made them broadside
- modified Standard variants on all Purifiers ships
- balanced price on all ships
- added 1 new mission
- changed color of Purifiers weapons
This is FINAL version of Relics mod.

Relics MOD v2.2 (https://rapidshare.com/files/207731774/relics_v2.2.zip)
- set all Relics ships to 0-0 crews (after consulting  with DAT UOMOZ)
- remove ALL hullmods from fighters do to that bug that make them OP :/

Relics MOD v2.1 (https://rapidshare.com/files/1265674741/relics_v2.1.zip)
- added new race (The Purifiers):
   - 12 new ships
   - 24 new variants
- another spawn in Corvus
- added 3 new weapons (Exo, Blazo, Zaap)
- balanced with vanilla
- changed price on 3 fighters (lowered)

Relics MOD v1.4 (https://rapidshare.com/files/1378033253/relics_v1.4.zip)
- minor fixes
- finishing balance for Elder race
- made it compatible with TimCORP mod  8)

Relics MOD v1.3 (https://rapidshare.com/files/3796377917/relics_v1.3.zip)
- added few variants
- some minor balancing and tweaks for campaign

Relics MOD v1.2 (https://rapidshare.com/files/2615425073/relics_v1.2.zip)
-added campaign integration

Relics MOD v1.1 (https://rapidshare.com/files/3659875168/relics_v1.1.rar)
-added 1 mission (What the HELL?!)
-added 1 ship (RER Faithoper)
-added 1 weapon (Ultima)

Relics MOD v1.0 (https://rapidshare.com/files/3404742040/relics_v1.0.rar)
-added 1 mission (Parrot downfall)
-added 1 ship (RER Extinctioner)
-changed Parrot color palette
-changed Extinctioner color palette
[close]

Credits:

@Trylobot - for his advices and brilliant tool without this mod wouldn't be possible for me to make.
@Mendonca - for... Dude is SENSEI! Nuff sad  ;D
@Uomoz - for lots of help and style advices  8)
@Keptin - for good tool
@Alex - errr it's Alex  ;D. For telling everything i asked him and for helping me in crucial moments.
@All others - for feedback and kind words.
Title: Re: Relics - misplaced tehnology
Post by: ArthropodOfDoom on March 10, 2012, 08:22:59 PM
I... I... I have no words.
Just, nothing.
Nothing at all.
Title: Re: Relics - misplaced tehnology
Post by: InfinitySquared on March 10, 2012, 10:57:13 PM
I can't really say I'm happy with the sprite. It looks too cluttered for my taste.
Title: Re: Relics - misplaced tehnology
Post by: Bartcheeks on March 10, 2012, 11:33:05 PM
That big ass, so exposed :o
Title: Re: Relics - misplaced tehnology
Post by: Arghy on March 10, 2012, 11:56:53 PM
Yeah even with all those missiles its just a matter of waiting till their spent and circle strafing its engines, better with a supped up onslaught.
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on March 11, 2012, 12:05:49 AM
Heheheheh, well try to flank him with Onslaught  ;D. Primary roll of this ship is to fight other capital ships where he excels but as a down side he sucks in other fields.
Title: Re: Relics - misplaced tehnology
Post by: Flare on March 11, 2012, 12:58:21 AM
This looks like one of those top-down-fighter-shooter bosses from the arcades. It's simply awesome.
Title: Re: Relics - misplaced tehnology
Post by: Darloth on March 11, 2012, 03:04:26 PM
I agree. It strongly reminds me of one of the bosses in Cho Ren Sha 68k, the huge one that you think is the last boss but it's not even the second to last :)
Title: Re: Relics - misplaced tehnology
Post by: XpanD on March 11, 2012, 03:05:38 PM
This is so awesome.
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on March 22, 2012, 12:18:13 PM
Ok just added some sprite art in OP. kitbashing ofc, shamelessly ;D
Title: Re: Relics - misplaced tehnology
Post by: Upgradecap on March 22, 2012, 12:27:06 PM
Hope this will make it into campaign, So i can prove i have obliterared every mods fleet and have shown no mercy to them ;D
Title: Re: Relics - misplaced tehnology
Post by: Trylobot on March 22, 2012, 05:23:44 PM
Lol the Extinctioner is ridiculously huge and awesome, love it
Title: Re: Relics - misplaced tehnology
Post by: medikohl on March 22, 2012, 05:44:28 PM
why hitler?
Title: Re: Relics - misplaced tehnology
Post by: Trylobot on March 22, 2012, 05:46:01 PM
I think it's "hitter" misspelled
Title: Re: Relics - misplaced tehnology
Post by: Doom101 on March 22, 2012, 07:29:01 PM
i'd love to fight against that extinctioner :D i wonder how it fares against 30 thunder fighters.....
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on March 23, 2012, 12:10:14 AM
why hitler?

What a????  There is only Hiter - Heavy fighter no "L", there.
-----------------------------------------------------------------------------

I have 1 Q:

- I plan to build my own weapons for fraction and i would like to limit them to my fraction only. It's simply because of balance, so if that weapons would be use on regular ships they would be way to OP. Sooooo, i got an idea how to limit them so neither  players or AI would use them on any other ships, buuut before doing that i would like to know is there some regular way to make it happen?
Title: Re: Relics - misplaced tehnology
Post by: megal00t on March 23, 2012, 08:26:51 AM
haha i misread that the first time too but then i noticed it didn't have an L.
Title: Re: Relics - misplaced tehnology
Post by: Upgradecap on March 23, 2012, 08:46:57 AM
why hitler?

What a????  There is only Hiter - Heavy fighter no "L", there.
-----------------------------------------------------------------------------

I have 1 Q:

- I plan to build my own weapons for fraction and i would like to limit them to my fraction only. It's simply because of balance, so if that weapons would be use on regular ships they would be way to OP. Sooooo, i got an idea how to limit them so neither  players or AI would use them on any other ships, buuut before doing that i would like to know is there some regular way to make it happen?


I don't know of any way being to stop players from getting them now, so how where you planning on doing it? Decrease the chance of getting a weapon or?
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on March 23, 2012, 09:09:32 AM
....

I don't know of any way being to stop players from getting them now, so how where you planning on doing it? Decrease the chance of getting a weapon or?


No, not decreasing... Nwm, first i must build weapons then i have to test my theory... It suppose to be easy BUT!, it will reveal my mods secret intentions and i don't wanna to do that. Let's say it's little surprise... Or maybe I'm terribly wrong and it wouldn't  work  ;D 
Title: Re: Relics - misplaced tehnology
Post by: Upgradecap on March 23, 2012, 09:11:14 AM
well, if you succeed, hats off to you, sir :D
Title: Re: Relics - misplaced tehnology
Post by: Agalyon on March 23, 2012, 11:29:13 AM
I would like to say that I love the concept of your original ship, the extinctioner. A lot of people are saying that is silly or overcrowded, but I think I see what your going for. Its old tech, with gratuitous but oddly used firepower. I think you should make a few more with the same theme; (or at least the theme I feel like your going for, if im entirely off don't take it wrong, this is more just wishful thinking, I really like what you did) simple yet hulking monsters that look like they were patched together from hundreds of the same pieces with some huge strength but a fatal flaw. For example, you would stay out of in front of that thing (lol) at all costs, but it has a completely exposed rear. And again, I really feel like its perfect the way it is, because NOTHING could last in that things firing line: its an anti capital ship.. capital ship, even though something faster could cripple it from behind, even if you couldn't actually finish it off in such a way because of its sheer mass. I think of it as some kind of giant, outdated cannon with engines that you commit the rest of your fleet to protecting: as much a gift as a curse, but if used properly, neigh unbeatable. And the novelty of having that would be priceless, lol. Anyway, if you actually read all of that, thank you kindly, and again, this is all just my theory, if im totally wrong, forgive me.  :)
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on March 23, 2012, 12:15:35 PM
@HeartofDiscord DUDE tnx for such extensive answer/analysis. And yes, he is design to punch hole in enemy line or just to blast away any cap ship  ::) but alone stand absolutely no chance at all against anything smaller.



Hmmmm... To make another one... I changed plans... Hmmm.... But I think I can put... Will see...


Ok i figure it out  8)
Title: Re: Relics - misplaced tehnology
Post by: Upgradecap on March 23, 2012, 12:20:50 PM
Your mod has introduced capitals which can bear my leviathans to their knees. Time to see who'll win in a one on one with my super leviathan 8)
Title: Re: Relics - misplaced tehnology
Post by: mendonca on March 23, 2012, 12:54:25 PM
I have been meaning to say for a while now how much I love the Extinctioner ... now seems as good a time as any.

I love the Extinctioner!  :D
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on March 23, 2012, 01:22:23 PM
I have been meaning to say for a while now how much I love the Extinctioner ... now seems as good a time as any.

I love the Extinctioner!  :D

 :o SENSEEEEEEEEEEEEEIIIIIIIIIIIIIII!!!!!!!!!!!!!!!!  (you know if you ever watch "Naruto" we would be like Guy Sensei and Lee-san)
Title: Re: Relics - misplaced tehnology
Post by: Dante80 on March 23, 2012, 02:06:23 PM
Quote
I love the Extinctioner! 

How could someone NOT love the Extinctioner...especially after the color palette change...<3
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on March 23, 2012, 02:23:16 PM
 ^^ 8) :P


And another Cruiser added
Title: Re: Relics - misplaced tehnology
Post by: Upgradecap on March 23, 2012, 02:37:12 PM
You have a mac, don't you?
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on March 23, 2012, 02:51:07 PM
Macintosh? No, why?
Title: Re: Relics - misplaced tehnology
Post by: Doom101 on March 23, 2012, 03:07:00 PM
Your mod has introduced capitals which can bear my leviathans to their knees. Time to see who'll win in a one on one with my super leviathan 8)

i dont know the leviathan is actually quite agile and the 7 echo pulse can 1 shot onslaughts through their shields. i have no doubt it would be a glorious fight but i still think the leviathan would win. but we'll have to see, i love the way arciblade is being so bloody cryptic about his mod :D
Title: Re: Relics - misplaced tehnology
Post by: Upgradecap on March 23, 2012, 03:09:16 PM
The leviathan dosen't really one-shot stuff now that i've nerfed the weapon :), it was too OP (very OP ;D)
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on March 23, 2012, 03:35:20 PM
@Upgradecap  Why mac? HELLOOOOO  ;D
Title: Re: Relics - misplaced tehnology
Post by: Upgradecap on March 23, 2012, 04:16:59 PM
I see the image is wiewable now. Crickey :D

Why mac? Because usually macs don't upload pics good. But it was a problem with your uploaded image I see.
Title: Re: Relics - misplaced tehnology
Post by: Agalyon on March 23, 2012, 10:11:30 PM
Awesome man, I appreciate that, I feel like I made a difference. Im really glad your going to try and make more too. I think its a great concept that most people overlook because of how counter intuitive it is, but thats why its fun  ;D
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on March 24, 2012, 01:51:26 AM
80% of Faithoper is done  ;D
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on March 24, 2012, 09:39:44 AM
It's done. Sprite that is  ;D  OP updated for you to see.
Title: Re: Relics - misplaced tehnology
Post by: Trylobot on March 24, 2012, 12:40:00 PM
Holy crap dude, it's huge! And what a nice little garden you've got on your ship lol

Reminds me of that one ship from the new BSG
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on March 26, 2012, 04:50:05 PM
I need  help. I did try everything and don't know whats wrong. Here is error log part and .variant file

-------------------------------------------------------------------------------------------------------------------------------------
5562 [Thread-6] INFO  com.fs.starfarer.loading.SpecStore  - Loading variant [C:\Igre\Starfarer\starfarer-core\..\mods\relics\data\variants\relics_faithoper_Standard.variant]
5564 [Thread-6] ERROR com.fs.starfarer.combat.String  - org.json.JSONException: Expected a ',' or '}' at 533 [character 534 line 1]
org.json.JSONException: Expected a ',' or '}' at 533 [character 534 line 1]
   at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
   at org.json.JSONObject.<init>(JSONObject.java:227)
   at org.json.JSONTokener.nextValue(JSONTokener.java:352)
   at org.json.JSONObject.<init>(JSONObject.java:210)
   at org.json.JSONTokener.nextValue(JSONTokener.java:352)
   at org.json.JSONArray.<init>(JSONArray.java:125)
   at org.json.JSONTokener.nextValue(JSONTokener.java:356)
   at org.json.JSONObject.<init>(JSONObject.java:210)
   at org.json.JSONObject.<init>(JSONObject.java:311)
   at com.fs.starfarer.loading.H.?00000(Unknown Source)
   at com.fs.starfarer.loading.H.Ö00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ö00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.super.A.?00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
-----------------------------------------------------------------------------------------------------------------------

[attachment deleted by admin]
Title: Re: Relics - misplaced tehnology
Post by: Okim on March 27, 2012, 01:28:32 AM
You`ve missed a ',' after some of the elements within weapons array or ';' after the array in your relics_faithoper_Standard.variant
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on March 27, 2012, 01:44:11 AM
Yes tnx i just found it, now to see is it working.... bloody éll, mental note to myself, do not stay up till 2AM if you need to get up before 7AM  ;D
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on March 27, 2012, 01:52:04 AM
Now i got new error but this one is... here it is:

12500 [Thread-6] ERROR com.fs.starfarer.combat.String  - org.json.JSONException: JSONObject["type"] not found.
org.json.JSONException: JSONObject["type"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   at com.fs.starfarer.loading.SpecStore.?00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.super.A.?00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

SO it was in description.csv uder strings dir. But i dont know whats wrong there, only type i got is SHIP and WEAPON...
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on March 31, 2012, 11:23:48 AM
HEEEEEEEEEEEEEEEEEEEEEEEEEEEEELLLLPPPPPPPPPPPPPPPPPPP!!!!!!!!!!!!!!!!!  PLZ!!!!!!!

This is what i got Does anyone knows what it is:


26560 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id relics_faithoper_SHIP not found
26577 [Thread-6] WARN  com.fs.starfarer.title.ooOO.String  - Error loading mission preview
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.super.oOOO.I.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.N.super(Unknown Source)
   at com.fs.starfarer.loading.specs.N.super(Unknown Source)
   at com.fs.starfarer.loading.specs.N.super(Unknown Source)
   at com.fs.starfarer.title.ooOO.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.public$new(Unknown Source)
   at com.fs.starfarer.coreui.D.ô00000(Unknown Source)
   at com.fs.starfarer.coreui.D.<init>(Unknown Source)
   at com.fs.starfarer.ui.M.new(Unknown Source)
   at com.fs.starfarer.ui.impl.oooO.void.super(Unknown Source)
   at com.fs.starfarer.title.ooOO.F.super(Unknown Source)
   at com.fs.starfarer.title.ooOO.Object.super(Unknown Source)
   at com.fs.starfarer.title.ooOO.Object.?00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.String.super(Unknown Source)
   at com.fs.starfarer.title.ooOO.J.super(Unknown Source)
   at com.fs.starfarer.ui.C.B.o00000(Unknown Source)
   at com.fs.starfarer.ui.C.A.?00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.J.?00000(Unknown Source)
   at com.fs.starfarer.ui.public.super(Unknown Source)
   at com.fs.starfarer.D.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.public.super(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.?00000(Unknown Source)
   at com.fs.starfarer.ui.public.super(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.?00000(Unknown Source)
   at com.fs.starfarer.ui.public.super(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.oOOO.O??000(Unknown Source)
   at com.fs.super.A.?00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
28230 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.super.oOOO.I.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.N.super(Unknown Source)
   at com.fs.starfarer.loading.specs.N.super(Unknown Source)
   at com.fs.starfarer.loading.specs.N.super(Unknown Source)
   at com.fs.starfarer.title.ooOO.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.public$new(Unknown Source)
   at com.fs.starfarer.coreui.D.ô00000(Unknown Source)
   at com.fs.starfarer.coreui.D.<init>(Unknown Source)
   at com.fs.starfarer.ui.M.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.E.super.new$new(Unknown Source)
   at com.fs.starfarer.coreui.refit.E.Ó00000(Unknown Source)
   at com.fs.starfarer.coreui.class.?00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.String.super(Unknown Source)
   at com.fs.starfarer.ui.g.super(Unknown Source)
   at com.fs.starfarer.ui.o0OO.super(Unknown Source)
   at com.fs.starfarer.ui.T.o00000(Unknown Source)
   at com.fs.starfarer.oOOO.O??000(Unknown Source)
   at com.fs.super.A.?00000(Unknown Source)
---------------------------------------------------------

When i change ship in mission and put it extinctioner everything works but when i put new one i got this???? I check .variant and .ship and and cant find the thing....  HEEEEEEEEEEEEEEEEELPPPPPPP  :'( :'(
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on March 31, 2012, 12:32:05 PM
Problem SOLVED  ;D
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on April 06, 2012, 04:39:46 PM
Ello.


SO, i got another problem. I have strange problem with my custom made weapon. After i first fire with ULTIMA on its top small flame is created. That flame last until flux level is back on 0. It's slowly become less and less bright as flux going down.

It is flux related and i don't know why it is happening. When i was first testing that weapon i put small flux consumption for testing purpose and that never happend, but when i adjust flux consumption to higher level, well, i got that "flame trail"... Does anyone knows why is it happening?

Here is test mod file, just play TEST mission and fire ULTIMA gun...

https://rapidshare.com/files/694431384/test_relics.rar


Alex i think this is for bug forum don't you?
Title: Re: Relics - misplaced tehnology
Post by: Wyvern on April 06, 2012, 09:52:54 PM
That sounds like the normal energy weapon at high flux glow effect.  Look at a plasma cannon or pulse laser when your ship is at high flux; this isn't a bug.
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on April 07, 2012, 12:13:24 AM
 ??? Tnx mate  ;D 
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on April 07, 2012, 10:52:46 AM
I'm writing mission and i forgot how time is calculated or named here so i need little help about it and yes i could look it up but i don't have time for that. So is there anyone who can clarify me:

Year = Cycle
Month =
Day =


Tnx  :D
Title: Re: Relics - misplaced tehnology
Post by: Upgradecap on April 07, 2012, 10:56:37 AM
This mod ready for campaign integration?

If so, may i have your permission to add it to my corporate collection? ;D
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on April 07, 2012, 10:59:02 AM
This mod ready for campaign integration?

If so, may i have your permission to add it to my corporate collection? ;D
No  :P

It's not ready yet...
Title: Re: Relics - misplaced tehnology
Post by: Upgradecap on April 07, 2012, 11:01:01 AM
Are you intending to add it yet?

If so, need any help around...........? ;D
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on April 07, 2012, 11:18:05 AM
Yes i intend to make it campaign integrated and if i run into wall I'll scream like baby. I love to try to crack things up by my self but when I'm in trouble I ask for help. SO tnx for reaching out for me, it's nice, but when i finish my final ship for Elder fraction i will add them to campaign (meh could t wait for that :P). As a little minor fraction without station and place to call home...
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on April 07, 2012, 02:17:20 PM
New version is UP! It have 1 new ship, 1 new weapon and 1 brand new mission to test it... Can you beat it ? :P   Download in OP  :D


And yes I'm feedback hungry. You like it? Hate it? Laugh at it?  ;D
Title: Re: Relics - misplaced tehnology
Post by: Upgradecap on April 07, 2012, 02:27:04 PM
I really hope you added the faithope ( can't play it now, on my phone :P)
Title: Re: Relics - misplaced tehnology
Post by: arcibalde on April 07, 2012, 02:32:06 PM
Ofc I am  8)
Title: Re: Relics - misplaced tehnology v1.2 (WITH CAMPAIGN )
Post by: arcibalde on April 09, 2012, 02:59:26 PM
Relics MOD v1.2 (https://rapidshare.com/files/2615425073/relics_v1.2.zip)


YUP! It's in campaign now. Fight them, rip them, run from them, blast them or do whatever you wanna  do... And, yes, send me feedback... I will ad more variants in do time  ;D...
Title: Re: Relics - misplaced tehnology v1.2 (WITH CAMPAIGN )
Post by: arcibalde on April 10, 2012, 10:17:46 AM
OK i have problem... So, i don't want random fleets spawn, i just want 5x type1, 3x type2 and 3x type3 fleet, but i must do something wrong because it isn't working. Here is my piece of spawnpoint.json and if someone could help me with that i would be really  grateful :)

Quote
@Override
   protected CampaignFleetAPI spawnFleet() {
      CampaignFleetAPI fleet = getSector().createFleet("elder", "wond");
      getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
      CampaignFleetAPI fleet = getSector().createFleet("elder", "wond");
      getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
      CampaignFleetAPI fleet = getSector().createFleet("elder", "wond");
      getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
      CampaignFleetAPI fleet = getSector().createFleet("elder", "wond");
      getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
      CampaignFleetAPI fleet = getSector().createFleet("elder", "wond");
      getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
      CampaignFleetAPI fleet = getSector().createFleet("elder", "hvydef");
      getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
      CampaignFleetAPI fleet = getSector().createFleet("elder", "hvydef");
      getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
      CampaignFleetAPI fleet = getSector().createFleet("elder", "hvydef");
      getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
      CampaignFleetAPI fleet = getSector().createFleet("elder", "seek");
      getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
      CampaignFleetAPI fleet = getSector().createFleet("elder", "seek");
      getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
      CampaignFleetAPI fleet = getSector().createFleet("elder", "seek");
      getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
      
      if (type.equals("wond")) {
         fleet.addAssignment(FleetAssignment.RAID_SYSTEM, null, 10);
         fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
      } else {
         if (type.equals("hvydef")) {
            fleet.addAssignment(FleetAssignment.DEFEND_LOCATION, getAnchor(), 20);
            fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
      } else {
         if (type.equals("seek")) {
            fleet.addAssignment(FleetAssignment.RAID_SYSTEM, null, 30);
            fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
         }
      }
      
      return fleet;
   }

}


Ah yes and another Q: What does that NUMBER do or what is it for?
Quote
fleet.addAssignment(FleetAssignment.RAID_SYSTEM, null, 10);
Title: Re: Relics - misplaced tehnology v1.2 (WITH CAMPAIGN )
Post by: arcibalde on April 10, 2012, 02:31:04 PM
No-one knows?  :o
Title: Re: Relics - misplaced tehnology v1.2 (WITH CAMPAIGN )
Post by: Trylobot on April 10, 2012, 04:24:08 PM
From the standard Starfarer installation,

Starfarer/starfarer-core/starfarer.api.zip/com/fs/starfarer/api/campaign/CampaignFleetAPI.java

void addAssignment(FleetAssignment assignment, SectorEntityToken target, float maxDurationInDays);
void addAssignment(FleetAssignment assignment, SectorEntityToken target, float maxDurationInDays, Script onCompletion);




Title: Re: Relics - misplaced tehnology v1.2 (WITH CAMPAIGN )
Post by: Upgradecap on April 11, 2012, 01:11:00 PM
Have to tell you, arcibalde. Your mod is coming into the Corporate Collection (http://fractalsoftworks.com/forum/index.php?topic=2074.0)
Happy? :D

EDIT: Hmmm. it does crash when you try to play with my mod and this. What did you add around here to make it so? (I mean planet-wise)
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with othermods - vanilla balanced )
Post by: arcibalde on April 11, 2012, 01:13:01 PM
Version 1.3 is UP!. Changed OP. Balanced and VANILLA ready mod. Can coexist with: NOMADS, LOTUS, JUNK PIRATES, UOMOZ's CORVUS. Check OP for details  ;)
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: craftomega on April 12, 2012, 02:23:48 AM
Is now compatible with omega's minimash.
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on April 12, 2012, 02:24:52 AM
YAY!!!!  Tnx mate  ;D


Craft - whats your mod color?
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: craftomega on April 12, 2012, 02:26:05 AM
YAY!!!!  Tnx mate  ;D


Craft - whats your mod color?

Uhh lets go with forest green.
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on April 12, 2012, 02:27:35 AM
LOL ok green it is  ;D

It's done. Greeny  :P
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Upgradecap on April 12, 2012, 06:48:03 AM
Failed to answer my question. I'll try to make it compatible with TimCorp if you tell what code the planet uses. :D
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on April 12, 2012, 06:54:36 AM
Failed to answer my question. I'll try to make it compatible with TimCorp if you tell what code the planet uses. :D

I didn't see that you modified your post. Here it is:
Quote
"wdwarf":{
      "name":"White Dwarf",
      "tilt":0, # left-right (>0 tilts to the left)
      "pitch":0, # towards-away from the viewer (>0 pitches towards)
      "rotation":-3, # degrees/second
      "planetColor":[255,255,255,255],
      "atmosphereThickness":10.0, # as fraction of radius.  Set to 0 for no atmosphere
      "atmosphereThicknessMin":10, #  minimum thickness in pixels
      "atmosphereColor":[255,255,150,255],
      "texture":"graphics/planets/wdwarf.jpg",
      "icon":"graphics/warroom/icon_star.png",
      "iconColor":[255,255,202,255],
      "isStar":true,
      "lightPosition":[0,0,10], # in planet radii.  Not used for stars.  z > 0 is above the playing field.
      "starHaloBrightness":50, # 0-255, only for stars - the brightness of the large halo (the one that goes far out around the star)




Alex i have question for you:

This is not planet it's star and i did put pic of star (same pic for Corvus star) in warroom but when i hit TAB it don't give me star pic on map. Why?
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Upgradecap on April 12, 2012, 07:22:40 AM
Well, Thanks for the info, arcibalde ;), I will solve it somehow..... (Omega, how did you integrate it into your minimash? Just copy the contents over, or?)
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: craftomega on April 12, 2012, 07:25:18 AM
Well, Thanks for the info, arcibalde ;), I will solve it somehow..... (Omega, how did you integrate it into your minimash? Just copy the contents over, or?)

Just copy the code and the planet graphics.
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Upgradecap on April 12, 2012, 07:28:55 AM
As I suspected. I still can't get my head around the compability problem with my mod as a standalone.........
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Upgradecap on April 12, 2012, 08:37:06 AM
@Arcibalde Your Relics mod will most certainly work in the next version of the Corporate Collection, i managed to get it compatible ;D

(Might want to write that in the OP, just sayin 8) :D)
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: craftomega on April 12, 2012, 08:38:44 AM
@Arcibalde Your Relics mod will most certainly work in the next version of the Corporate Collection, i managed to get it compatible ;D

(Might want to write that in the OP, just sayin 8) :D)

Oh undercap This mod is no where near ready to add to a mod. It has great potential but is not ready. Also please use the modify button...
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Upgradecap on April 12, 2012, 08:59:28 AM
@craftomega, I needed some counter-weight to my huge fleets of doom that stroll  my corvus. :)

And i keep forgetting the modify button. >.<
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on April 12, 2012, 09:04:19 AM
Upgradecap what's your mod color?  ;D
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Upgradecap on April 12, 2012, 09:06:58 AM
Upgradecap what's your mod color?  ;D

The original color your mod had. Haven't changed that ;)
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Shoat on April 13, 2012, 06:52:48 AM
I've played this a bit now that it is compatible with omega's minimash, and I have to report a bug:

The Elder Seeker fleets (containing nothing but three Faithopters) will only send out one Faithopter into battle, and as soon as that one is defeated the battle will end instantly, and the other two will surrender and be boardable for free.

So suddenly those fleets went from "Oh, *** I'll die!" to "Well I can easily beat one of them and get free stuff.".
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: craftomega on April 13, 2012, 06:55:42 AM
I've played this a bit now that it is compatible with omega's minimash, and I have to report a bug:

The Elder Seeker fleets (containing nothing but three Faithopters) will only send out one Faithopter into battle, and as soon as that one is defeated the battle will end instantly, and the other two will surrender and be boardable for free.

So suddenly those fleets went from "Oh, *** I'll die!" to "Well I can easily beat one of them and get free stuff.".

They didnt have enough personal not a glich... but known issue.
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on April 13, 2012, 07:24:38 AM
I've played this a bit now that it is compatible with omega's minimash, and I have to report a bug:

The Elder Seeker fleets (containing nothing but three Faithopters) will only send out one Faithopter into battle, and as soon as that one is defeated the battle will end instantly, and the other two will surrender and be boardable for free.

So suddenly those fleets went from "Oh, *** I'll die!" to "Well I can easily beat one of them and get free stuff.".

They didnt have enough personal not a glich... but known issue.

I think i can make workaround that...


No no i can't. Dang it  :-\
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on April 13, 2012, 10:21:25 AM
Version 1.4 is up. Changes in OP. Basically polishing balance, added another fleet type, change some turret arcs, variants etc. Now, i think i'm done with Elder unless somewhere is lurking some creepy bug that ruins everything. If you find it let me know about it.
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Upgradecap on April 13, 2012, 10:25:33 AM
Wait, how did you manage to make it compatible with my mod???

Just want to know....... :D
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on April 13, 2012, 10:28:42 AM
Wait, how did you manage to make it compatible with my mod???

Just want to know....... :D

Errrrrr...  ???   I didn't because i can't.
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Upgradecap on April 13, 2012, 10:46:45 AM
Oh right. It's because of the game....... Stupid me :)
Title: Re: Relics v1.3 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on April 13, 2012, 10:52:17 AM
New v1.4 now compatible with TimCORP  8)


@Upgradecap in my planets.json i added  definition for 2 of yours planets and copy yours planet jpeg and that's it :)
Title: Re: Relics v1.4 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Upgradecap on April 13, 2012, 11:19:07 AM
I missed that one compeltley...

Well, this method wont be nessecary in the next patch, since he'll fix this bug :D

(also, could you add my mods faction color as blue in the OP? ;D)
Title: Re: Relics v1.4 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on April 13, 2012, 11:24:30 AM
(also, could you add my mods faction color as blue in the OP? ;D)

But earlier i understood you that you want black... Ok fine...  :P


And do you sens cold chill down your spine. It's because doom fleets approaching yours corporation  :P
Title: Re: Relics v1.4 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Upgradecap on April 13, 2012, 11:28:15 AM
We shall see about that....... DUN DUN DUUUNNN
Title: Re: Relics v1.4 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Uomoz on April 21, 2012, 01:03:43 AM
dum-de dum

*whistle*
Title: Re: Relics v1.4 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Upgradecap on April 21, 2012, 01:31:01 AM
dum-de dum

*whistle*

???
Title: Re: Relics v1.4 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on April 21, 2012, 02:42:58 AM
WH.......A........T....!....!.......!   
.
WH......O
.
.
.
.
A...WA...K...EN
.
.
ME...
.
.
.
.
.
...FR...O...M   
...MY...
.
.
SL...U...M...B...ER?!?!?!
.
.
.
.
!!!UPGRADECAP!!!
.
.
.
.
READY ULTIMA!!! NOW!!!
.
.
.
YOU
.
WILL
.
PAY!!!
Title: Re: Relics v1.4 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Upgradecap on April 21, 2012, 02:47:56 AM
Very well. You will face extinction by the TimCORP fleets.

Your fleets are no match for the corporate battle fleets.

Your forces will be obliterated no matter what you do.

Goodbye.

And also, your ultima is not even a game for the delta class leviathan.
Title: Re: Relics v1.4 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on April 21, 2012, 02:56:16 AM


And also, your ultima is not even a game for the delta class leviathan.

Delta class in its best days, was obliterated by Ultima gun.

1 Ultima gun.

And for OP value of 1 Delta class leviathan we bring 2 Faithoper class colony ship.

With total of 2 Ultimas.

Are

you

ready?
Title: Re: Relics v1.4 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Upgradecap on April 21, 2012, 03:28:16 AM
Bring it on 8)

But did you dare facing Chuck Norris as a TimCORP admiral? 8)
Title: Re: Relics v1.4 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Vandala on April 21, 2012, 07:43:58 AM
Chuck Norris is overrated my man is CNR.

http://www.youtube.com/watch?v=xLnapb-30hA
Title: Re: Relics v2.0 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on April 23, 2012, 04:04:32 PM
New version is UP. Purifiers are ready to go. Balanced with vanilla.


OP updated.

Please send some feedback so i can repair what's broken... Ok going to sleep now.. Oh crap its 1:17 AM now...
Title: Re: Relics v2.0 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on April 24, 2012, 05:09:52 AM
Changed version from 2.0 to 2.1, i messed up some missions  ;D
Relics MOD v2.1 (https://rapidshare.com/files/1265674741/relics_v2.1.zip)


If you have any previous RELICS release delete entire mod and unzip this in mod dir of game.
Title: Re: Relics v2.2 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on April 24, 2012, 02:50:15 PM
New version is out.
Small changes and BIG bug fix it's about fighters hullmods bug that make them OP in auto resolve. Now all fighters do not have any hullmod.

Relics MOD v2.2 (https://rapidshare.com/files/207731774/relics_v2.2.zip)


Op updated.
Title: Re: Relics v2.2 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on April 25, 2012, 12:53:09 AM
Just cursing around with my brad new Plower when suddenly EVIL Onslaught appear.

Meh, it's just pathetic Onslaught nothing to worry about.

ALL HANDS ON BATTLE STATION. ENGAGE!!!
(http://i.imgur.com/plSZK.png) (http://imgur.com/plSZK)


- Hahahahaha o yeah, plowering him down. And time for me to relax in hot tub. -

- Someone bring me a cigar, yeah! -
- Sir? -
- You already get it? -
- No sir. -
- Then what the...? -
- We are overloaded sir! -
- WHAT?!?!?!?!?!?!?!? -
- Put the shields UP!!! NOW!!!! -
- We can't just yet. -
- Holy crap we gonna die!!!! -


(http://i.imgur.com/Z9FJk.png) (http://imgur.com/Z9FJk)

- Why God WHY it's always MEEEEEEE!!! -
.
.
.
.

At the end it was easy win for Onslaught.

Title: Re: Relics v2.2 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Aleskander on May 02, 2012, 05:09:14 PM
An Alpha with torps from the executioner...
Can't wait until I can capture one
Title: Re: Relics v2.2 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on May 03, 2012, 02:05:11 AM
An Alpha with torps from the executioner...
Can't wait until I can capture one

If you refer to  Extinctioner then you'll need something to cover your ars  ;D Do not let anything go behind you.
Title: Re: Relics v2.2 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Aleskander on May 03, 2012, 08:23:56 AM
An Alpha with torps from the executioner...
Can't wait until I can capture one

If you refer to  Extinctioner then you'll need something to cover your ars  ;D Do not let anything go behind you.
Wait, there's room for something to get behind it?
Title: Re: Relics v2.2 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on May 04, 2012, 12:57:00 AM
Wait, there's room for something to get behind it?

Yes, fighters and anything small tend to kite him from behind  ;D
Title: Re: Relics v2.2 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Krelian on May 07, 2012, 08:22:06 PM
The Purifiers Art Style is just so awesome. Congrats.
Title: Re: Relics v2.2 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: craftomega on May 07, 2012, 08:23:52 PM

COMPATIBLE MODS
Lotus Conglomerate  Junk Pirates  NomadsTimCORP
Its a part of Uomoz's Corvus and Omega's minimash (http://fractalsoftworks.com/forum/index.php?topic=1799.0)
Title: Re: Relics v2.2 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on May 08, 2012, 12:21:47 AM

COMPATIBLE MODS
Lotus Conglomerate  Junk Pirates  NomadsTimCORP
Its a part of Uomoz's Corvus and Omega's minimash (http://fractalsoftworks.com/forum/index.php?topic=1799.0)

AWESOME!!!!!!!  ;D ;D ;D
Title: Re: Relics v2.2 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on May 12, 2012, 05:53:32 AM
The Purifiers Art Style is just so awesome. Congrats.

Tnx dude i just seen this.


Ok people i'm close to finishing up final version of Relics mod. You'll get stations and a little convoy that brings modified ships and weapons - Purifiers editions :)  Just to implement convoy script in there. Oh, yes, Uomoz i took your Gate station for Purifiers  ;D
Title: Re: Relics v3.0 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on May 12, 2012, 04:56:45 PM
This is it. Final version of this mod. I will only do rebalancing if needed. As for new content this is it. You have Purifiers station and an convoy with Purifiers ships and weapons. Now you can buy and test ships yourself. Enjoy :)

Relics MOD v3.0 (https://rapidshare.com/files/3654557774/relics_v3.0.zip)



OP updated with all stuff added to this update.
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on May 16, 2012, 04:52:51 AM
OKi doki here is small update. I reduced cargo space on Faithoper and Extinctioner so they are now in normal range. Added tons of small ballistics to Gate Station - now if someone capture Faithoper or two can armed them properly.

Relics MOD v3.1 (https://rapidshare.com/files/345565470/relics_v3.1.zip)


Oh yes OP updated :) Feedback is appreciated  ;D
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: krogoth on June 14, 2012, 02:25:14 AM
Could someone reupload last version?
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on June 14, 2012, 03:31:31 AM
Errr, whats wrong? It's still there.
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Lopunny Zen on June 22, 2012, 01:44:15 PM
the ordanance points for the ships is wrong...some or even half have too little ordanance points...which means i cant fully arm them which is very annoying...
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on June 22, 2012, 02:40:31 PM
the ordanance points for the ships is wrong...some or even half have too little ordanance points...which means i cant fully arm them which is very annoying...

They have maximum ordinance points according to formula used to balance out vanilla ships. All ships. Their weapons are OP expensive because it's energy weapons with HE dmg. There must be some drawbacks or else ships would be over powered. If i put them more OP then you can fit more vents and capacitors if you put normal weapons or more Hull mods and if i lower OP cost for weapons they wouldn't be too different from ballistic weapons with HE dmg. All ships have vanilla balanced ordinance points and purifiers weapons have huge drawbacks in OP cost because they roll as explosive dmg dealers in energy slots.
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Lopunny Zen on June 23, 2012, 08:43:41 PM
make th eweapons a bit weaker..anything to add the full pay loads....only a very few can load them out fully
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on June 24, 2012, 12:24:31 AM
Ill see, compare pur weapons value with vanilla again...
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: KriiEiter on June 24, 2012, 10:35:34 AM
Ill see, compare pur weapons value with vanilla again...

I almost never fit out vanilla ships with full payloads in favor of more vents, or capacitors, or hull mods.  You have to make sacrifices sometimes to make the ship better overall. 
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Lopunny Zen on June 25, 2012, 09:29:15 PM
but you cant put vents or anything on them and they still cant fully fit themselves...or make the other ships have a little more points..like the small frigate with 6 weapons...it can only get 4...there has to be a way to get the other half fully refittable
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on June 26, 2012, 01:48:46 AM
but you cant put vents or anything on them and they still cant fully fit themselves...or make the other ships have a little more points..like the small frigate with 6 weapons...it can only get 4...there has to be a way to get the other half fully refittable

That one is Pusher and it have 50 OP and 6 small energy mounts. So you can fit in 5 Blazo MKII in there.


OK i checked OP values for weapons and i didn't see anything odd with them. That weapons IS design to be usable on vanilla ships it's NOT design to be use ONLY on Purifiers ships. According to lore Purifiers decide to make MKII versions of their weapons that can be fitted on vanilla ships and they decided to make new versions of their ships which can be manageable with crews. My point is that Purifiers weapons isn't "theirs" weapons. Look at Purifiers fleets, you will see theirs ORIGINAL weapons on ALL theirs ships. That is weapons design to be on Purifiers ships not MKII versions.
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on June 26, 2012, 01:58:54 AM
Oh and if you wannt to change OP values for ships, just go in mod dir\data\hulls\ship_data.csv   Open it with Excel or OpenOffice find column with "ordnance points" value find ship ID and change OP to whatever you want
   


Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Lopunny Zen on June 26, 2012, 06:44:39 PM
so....is there any way to get a original version of the guns?
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on June 27, 2012, 01:34:37 AM
Well, yes, you need to attack and capture Purifiers ships. And original weapons can be used ONLY on original ships, because they (original weapons) have 999 OP cost  ;D 

But it's much easier to change ships OP or weapons OP then to capture one...
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Lopunny Zen on June 27, 2012, 08:26:45 AM
i see....
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on June 27, 2012, 08:33:23 AM
Ok, dude, seriously, you are creeping me out! Too many "." in your sentences... You sound like mister Burns (it's from Simpsons cartoon)... Creeeeepeeeeeeeeeeee...
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Lopunny Zen on June 27, 2012, 09:27:05 AM
im just very shy is all....and besides whats the vanila mod...never heard of it..
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: IIE16 Yoshi on June 27, 2012, 09:36:03 AM
Unless there is a mod that puts ice cream ships into the game, I know of no vanilla mod. If you mean vanilla balance, that refers to the fact that a fleet comprised of one faction's mod ships should fair equal against a fleet comprised only of ships from the original game. Provided both fleets are also about the same size.
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on June 27, 2012, 12:11:01 PM
Well, i'll still go with ice cream BUT IIE16 Yoshi is right. That kind of vanilla refers to balance with ships that comes in original-not-moded game.
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Lopunny Zen on June 29, 2012, 12:09:12 AM
i know but we are talking more expensive but more powerful alien built ships...there should be able to fully fit them...i mean cant the prices be higher then?
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on June 29, 2012, 01:34:08 AM
Lopunny The Purifiers isn't aliens ships. It's Domains ship build to fight Scourge. They are original armed only with their weapons, but that weapons can't be fitted on any other ship. When Purifiers find out about Corvus and Scourge infestation their advanced AI decide to build station and specially modified Purifiers ships that can be managed with people. (original purifiers ships are totally AI controlled). Then same AI decide to make modified Purifiers weapons so it can be mounted on any other ship. As you can see MKII versions of weapons isn't build exclusively for Purifiers modified ships.
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Lopunny Zen on June 29, 2012, 07:16:32 AM
i know that but...they dont have the ordanance points to fully arm themselves with the weapons...i try to match the ones in the lore and i cant...
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Upgradecap on June 29, 2012, 07:26:25 AM
Mounting MKI weapons on the original ships are easy, just get all the weapons required, then press the pre-made variant you wish to have. Simple :D
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on June 29, 2012, 08:10:24 AM
i know that but...they dont have the ordanance points to fully arm themselves with the weapons...i try to match the ones in the lore and i cant...

You can't match the one in lore they have 999 OP cost for every weapon (this is simple method to prevent people to mount that weapon on enything else). Lopunny my point is it that Purifiers MKII weapons isn't theirs weapons it's everyone's weapons, so when you say:"I can't fully arm them with theirs weapons...", it's NOT theirs weapons to begin with. Do you understand me?

And ships in the lore is different then the one you can buy and they can't be armed with original weapons.
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Upgradecap on June 29, 2012, 08:11:49 AM
..... Just do what i said on the original purifier ships ???
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Lopunny Zen on June 29, 2012, 10:02:01 AM
i know that im talking about the mk 2 versions but i cant fill the slots up to be armed like the ones in the lore...i cant use all the slots due to not enough ordinance points
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on June 29, 2012, 03:19:14 PM
*sigh* The one in the lore isn't the one you can buy. If you wannt the one from the lore DO what Upgrade told you to do.
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Lopunny Zen on June 29, 2012, 11:26:37 PM
nonono....im buying the mk 2's but still cant fill all the gun slots without running out of points
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on June 30, 2012, 01:40:05 AM
AGKHH... Dude, i surrender. Apparently i can't explain to you my point.
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Lopunny Zen on June 30, 2012, 06:22:18 PM
im asking why i cant fit with mk 2's...makes no sense why you cant fully arm their ships with their own weapons...
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on July 01, 2012, 01:13:46 AM
Their ships (ships for humans no original ones) isn't design to be fitted only with MKII, neither MKII is design to fully arm theirs ships.(for humans). The original ships are design to be fitted with ORIGINAL weapons and they are, original ships are only armed with Purifiers weapons. You can't reproduce that unless you capture original ships an have enough original weapons to load variant, then youll have Purifiers ship with Purifier weapons :) but it wont be MKII version :P
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: IIE16 Yoshi on July 01, 2012, 03:49:33 PM
Basically, the Purifiers ships that you can fly simply cannot be fitted with just MkII Purifier weapons. These MkII ships and weapons have been modified by the Purifiers to allow humans to command them, and as such, some of the capabilities of these ships have been sacrificed to allow a crew. If you want to have a Purifiers ship, with Purifiers weapons, attack them. Repeatedly. Till you have enough weapons to force-fit a variant onto a MkI Purifiers ship with MkI Purifiers weapons. Loading a variant evades the OP limits.
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Lopunny Zen on July 01, 2012, 05:40:02 PM
yeah but thats just cheating the system...cant i be allowed to do it normally?
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: IIE16 Yoshi on July 01, 2012, 06:20:11 PM
To put it simply, no. And that is working as intended by the mod creator.
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on July 02, 2012, 12:32:51 AM
What a  ???   You understand IIE16 Yoshi and didn't understand me? Oh c mon Lopunny that's im saying to you for a few days...

*mental not to myself - learn English*
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: Starlight on July 03, 2012, 06:25:18 AM
I do enjoy fighting the elders.  Hope to see more of that.
Title: Re: Relics v3.1 (WITH CAMPAIGN - compatible with other mods - vanilla balanced )
Post by: arcibalde on July 03, 2012, 06:35:11 AM
I do enjoy fighting the elders.  Hope to see more of that.

I like you like it but im done with this mode :)  Unless some balance changes is needed but everything else is complete.
Title: Re: Relics v4.0 (0.53.1a compatible - vanilla balanced )
Post by: arcibalde on August 18, 2012, 03:03:57 PM
UPDATE!!!!
For anyone who actually play this mod  ;D


Relics MOD v4.0 (https://rapidshare.com/files/1768497066/relics_4.0.zip)  <--- That IS download link
- added systems to all ships
- changed all Purifiers ships to have original build-in weapons (not moded weapons, just original)
Title: Re: Relics v4.0 (0.53.1a compatible - vanilla balanced )
Post by: arcibalde on August 19, 2012, 02:08:30 AM
Version 3.1 is still working OK with 0.53.1a just ships dont have system. In version 4.0 i overlook that i need WS for flare launchers so i must repair that. Sorry.
Title: Re: Relics v4.0 (0.53.1a compatible - vanilla balanced )
Post by: arcibalde on August 19, 2012, 03:51:56 AM
Relics MOD v4.1 (https://rapidshare.com/files/4159783919/relics_v4.1.zip) New version is out and now everything works.  ;D
Title: Re: Relics v4.0 (0.53.1a compatible - vanilla balanced )
Post by: Plasmatic on November 13, 2012, 04:22:49 AM
A little feedback from limited testing..

Purifiers

I like the ships, not sure on the weapons..

But the biggest thing that annoys me is the power of the ships shields + their speed..

They always chase after me, that's fine.

But they are so fast if I'm in a ship big enough to dent their shields they can fly circles around me. (which they don't, they just run away when their weapons are completely ineffective vs my shields)

-I think they need better weapons..
-Less powerful shields, either up the flux per hit, or lower the flux capacity on the ships.. maybe also make them have a very small gap in the shields at the back? maybe have 300 or 310 degree coverage?
-Less speed.. being fast is great, you can have them be faster than the other similar sized ships, but combined with their near useless HE weapons and insane shields they are just annoying..

They always want the engage me, then one ship tries to shoot my shield notices its completely ineffective and then they all retreat.. It's just a big time sink atm and a pretty annoying one.

So far the only ship I've been able to actually dent their shields with is a cruiser, and none of those are fast enough to catch them..
Title: Re: Relics v4.0 (0.53.1a compatible - vanilla balanced )
Post by: arcibalde on November 13, 2012, 05:26:57 AM
A little feedback from limited testing..

Purifiers
Tnx for testing and playing this mod :)  (i really reaaallllyyy didn't think that anyone play this dinosaur  ;D )

Now, all original Purifiers weapons are made HE because Purifiers are design to fight Scourge and Scourge only. Scourge do not have shields so HE dmg was perfect for that. About speed i could do something and maybe shields... Will see  :D

I could do mod recheck to see how all works again.



Oh yeah i forgot to ask, does Purifiers ships got on them only pur weapons or they have combination of regular and pur weapons?
Title: Re: Relics v4.0 (0.53.1a compatible - vanilla balanced )
Post by: Plasmatic on November 13, 2012, 09:54:38 AM
A little feedback from limited testing..

Purifiers
Tnx for testing and playing this mod :)  (i really reaaallllyyy didn't think that anyone play this dinosaur  ;D )

Now, all original Purifiers weapons are made HE because Purifiers are design to fight Scourge and Scourge only. Scourge do not have shields so HE dmg was perfect for that. About speed i could do something and maybe shields... Will see  :D

I could do mod recheck to see how all works again.



Oh yeah i forgot to ask, does Purifiers ships got on them only pur weapons or they have combination of regular and pur weapons?

from what i've seen, all the ships I meet are the drone type ones (0 crew), with all the HE type lasers. haven't seen any other weapons on them yet.
Title: Re: Relics v4.0 (0.53.1a compatible - vanilla balanced )
Post by: arcibalde on November 13, 2012, 10:16:48 AM
from what i've seen, all the ships I meet are the drone type ones (0 crew), with all the HE type lasers. haven't seen any other weapons on them yet.

That shouldn't be like that. They should have a pair of pur weapons and all others should be regular - vanilla weapons. What mod/mods are you have on? I ask because last version of Relics (4.1) have regular Purifiers ships with vanilla weapons and one pair of their weapons. Are you playing older version of UC?
Title: Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
Post by: Reshy on November 18, 2012, 02:18:55 PM
The Executioner needs to be modded so that it can carry the Frontal Shield Generator mod, same with the Faithoper.
Title: Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
Post by: arcibalde on November 18, 2012, 02:24:55 PM
The Executioner needs to be modded so that it can carry the Frontal Shield Generator mod, same with the Faithoper.
He can't?
edit: Yes he can't! What a???
Title: Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
Post by: Reshy on November 18, 2012, 02:33:58 PM
The Executioner needs to be modded so that it can carry the Frontal Shield Generator mod, same with the Faithoper.
He can't?
edit: Yes he can't! What a???


They can but the shield is within the ship's bounds and therefore doesn't work as it should.
Title: Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
Post by: arcibalde on November 18, 2012, 02:36:52 PM
They can but the shield is within the ship's bounds and therefore doesn't work as it should.
I got it, i putted shield radius 0. I will take care of it and work on some other stuff so i will update this mod in day or two. I think i can put on those two burn drive as system  ;D

@Reshy Thanks
Title: Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
Post by: Reshy on November 18, 2012, 02:44:01 PM
They can but the shield is within the ship's bounds and therefore doesn't work as it should.
I got it, i put shield radius 0. I will take care of it and work on some other stuff so i will update this mod in day or two. I think i can put on those to burm drive as system  ;D

@Reshy Thanks



By the way the armorless ships need to have weaker shields.  Remember that this is done by damage reduction so anything past 50% increases in power much more so than the point before.

For example:

.9 Efficiency equals about 111% shield strength.
.8 Efficiency equals about 125% shield strength.
.7 Efficiency equals about 142% shield strength.
.6 Efficiency equals about 166% shield strength.
.5 Efficiency equals about 200% shield strength.
.4 Efficiency equals about 250% shield strength.
.3 Efficiency equals about 333% shield strength.
.2 Efficiency equals about 500% shield strength.
.1 Efficiency equals about 1000% shield strength.


It goes up very dramatically when past 50%, please keep that in mind.
Title: Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
Post by: arcibalde on November 19, 2012, 12:50:47 AM
By the way the armorless ships need to have weaker shields.  Remember that this is done by damage reduction so anything past 50% increases in power much more so than the point before.

For example:

.9 Efficiency equals about 111% shield strength.
.8 Efficiency equals about 125% shield strength.
.7 Efficiency equals about 142% shield strength.
.6 Efficiency equals about 166% shield strength.
.5 Efficiency equals about 200% shield strength.
.4 Efficiency equals about 250% shield strength.
.3 Efficiency equals about 333% shield strength.
.2 Efficiency equals about 500% shield strength.
.1 Efficiency equals about 1000% shield strength.

It goes up very dramatically when past 50%, please keep that in mind.

What a... Oh i see. I miscalculate something badly... I see your point. Anything stronger than .4 is way too much. I'll take Plasmatic advice about speed and those shields will be weaker... And maybe something else... Will see, but it will be definitely some tweaking.
Tnx Reshy.


edit. OMG i have older version of my mod on my main PC, i did put system on ships. LOL
Title: Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
Post by: arcibalde on November 19, 2012, 05:53:04 AM
New version is out.

Relics MOD v4.2 (http://www.mediafire.com/?nk1n2zntjks2o37)
- enabling shield hull mod on Elders ships
- lowering shield efficiency on all Purifiers ships
- lowering max speed on all Purifiers ships
- reducing firepower of Purifiers fighters
- some minor tweaks ( can't remember what  ;D )
Title: Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
Post by: Reshy on November 20, 2012, 12:28:05 PM
Why are the Purifiers refered to as 'Terror' fleets?


Also shouldn't Elder Seeker ships be hostile to the player?
Title: Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
Post by: arcibalde on November 20, 2012, 01:50:40 PM
Why are the Purifiers refered to as 'Terror' fleets?
Only strongest Purifier fleet is Terror fleet because it would rain havoc upon Scourge Heart. It's ultimate Scourge fighting fleet.

Also shouldn't Elder Seeker ships be hostile to the player?
No. Elder ships are design to be salvation of human race. Can't be hostile toward player only toward those who attack them. Unless player attack them. Then he is toast  :P
Title: Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
Post by: Reshy on November 24, 2012, 05:33:39 PM
Can we please get this updated to .54?


Also the Elder Seeker ships tend to come in a lot larger numbers than ships of their size would otherwise imply.  8 giant ships shouldn't be in a single fleet, they should probably have 1-4 plus a small escourt of fighters.


Another reason to add fighters is that the fleets that appear on the map are very small dots, barely visible since they're all of the same class.
Title: Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
Post by: arcibalde on November 25, 2012, 02:04:30 AM
This mod works with 0.54a :)
I'm planing to reduce Elder fleet spawn and to alter Elder fleets compositions. Also I plan to integrate variants addon to this mod to add variety to Elder and Purifier ships.
And Elders are just relics of forgotten times... Fighter escort are lost long time ago...
Title: Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
Post by: Lordzias on November 25, 2012, 03:50:26 AM
I think that it would be cool if Elder had more ship types. While I like Faithopper and Extinctioner, I would love to see something like a massive, flying colony or some kind of small Dyson Sphere...
Title: Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
Post by: ValkyriaL on November 25, 2012, 04:15:55 AM
A planet with engines? the ultimate colony ship ::)
Title: Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
Post by: arcibalde on November 25, 2012, 08:51:30 AM
LoL.

People I will adjust this mod and vanilla addon mod an then i want to start work on another mod :) There you will have Behemoth ships  ;D
Title: Re: Relics v4.1 (0.53.1a compatible - vanilla balanced )
Post by: Reshy on November 25, 2012, 05:26:06 PM
The Faithoper is already a Colony ship (PS Arci, you should set it's maximum crew to like 1000 but keep it's min crew at 0).  The Ultima could use a little nerfing as well, as it seems a little too efficient in it's flux/kinetic damage conversion.


By the way if these are Colony ships that are still maintaining themselves why not have them have repair and refit facilities for fighters?  They have hanger space, why not just make them have 'drone' escorts.  Ships that they could easily make with the on-board repair and refit systems.


If you were to make another Elder Seeker ship I'd prefer one that's like a giant piece of construction or mining equipment and has it's own variant of the 'Homeworld Defense Force' from another mod (Basically, spawns 15 weak fighters and rebuilds a new one every few seconds). 
Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 02, 2012, 03:10:13 AM
New version is up.

Relics MOD v4.3 (http://www.mediafire.com/?a05ye3zk5fl2xq9)
- adding max crew to Faithoper and Extinctioner
- change turrets arc and angle on Faithoper
- lowering kinetic dmg and flux usage on Ultima (it's weaker now)
- changing - lowering fleet composition for Elders (have weaker fleets now)
Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: ValkyriaL on December 02, 2012, 03:30:11 AM
Elder Ultimate Fleet... "weaker"?.. ^_^
Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 02, 2012, 03:45:37 AM
Elder Ultimate Fleet... "weaker"?.. ^_^
Wa'?  ;D
Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: Reshy on December 04, 2012, 03:16:14 PM
Can we get smaller support ships or more capital ships for this mod?  Only having two ships kind of is a buzzkill.


Some Ideas:

Large Ships:
Construction Ship  (Weakest Elder ship, but capable of ramming enemy ships with incredible power due to it's Elder Burn Drive)

Mining Ship  (One large built-in weapon with a very small amount of guns on an otherwise large frame, but compensates this with Elder Mining Drones)

Derelict Orbital Defense Satellite  (A very slow flying turret meant for long range defensive purposes)

Derelict Drone Hanger  (A very slow/immobile building that generates Elder Fighter-bombers)

Freighter  (Weak ship, but carries tons of cargo and can defend itself to a semi-competent degree)


Small Ships:

Elder Swarm Drones (Point Defense drones sort of like Wasps on Crack)

Elder Bomber Drones  (Drone swarms that carry a significant bomb payload but no defensive weapons)
Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: ValkyriaL on December 05, 2012, 12:20:04 AM
Wasps on crack? 600 speed 1000 acc/deacc and 0 mass?
Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 05, 2012, 02:29:33 AM
@Reshy Thanks for suggestion but I just do not have inspiration for one more kitbashed ship. I just...
I tried, cube like ship with tons of drones arranged in three circles around it... But I can't... If i got inspiration to kitbash ill make it but for now, no. Sorry.
Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: Reshy on December 05, 2012, 10:17:24 AM
@Reshy Thanks for suggestion but I just do not have inspiration for one more kitbashed ship. I just...
I tried, cube like ship with tons of drones arranged in three circles around it... But I can't... If i got inspiration to kitbash ill make it but for now, no. Sorry.


Well you sounded like you wanted the mod to be included as part of Corvus but one of your factions has only two ships.

Anyway for the Hanger I was thinking something more like a sphere with tons of flight decks ranging from large to small on it, giving it a hive-like appearance.  But I don't know how to kitbash so I can't really say how difficult that would be to create.
Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 05, 2012, 10:46:28 AM
Well you sounded like you wanted the mod to be included as part of Corvus but one of your factions has only two ships.
Anyway for the Hanger I was thinking something more like a sphere with tons of flight decks ranging from large to small on it, giving it a hive-like appearance.  But I don't know how to kitbash so I can't really say how difficult that would be to create.
Well Uomoz say that he thinks Purifiers looks too obviously kitbashed, so making more obviously kitbashed ships wont help  ;D

Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: Reshy on December 05, 2012, 11:15:52 AM
Why not go give the Purifiers a facelift then?
Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 05, 2012, 11:20:20 AM
Why not go give the Purifiers a facelift then?
HOW???
Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: Omez on December 05, 2012, 02:36:52 PM
Why not go give the Purifiers a facelift then?
HOW???

Well you could try going more along the lines of Avan's Directorate Ships. I feel like they manage to pull off the higher-tech look. Maybe a lighter color with sharper edges. You could also give them the kind of plating/exposed circuitry look the Faithoper has going on. I've always liked having factions that looked similar to the originals personally. I love the Junk Pirates to death but I always feel like the guy who had to use the clearance sale paint that no one else wanted.
Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 05, 2012, 10:35:09 PM
Well you could try going more along the lines of Avan's Directorate Ships. I feel like they manage to pull off the higher-tech look. Maybe a lighter color with sharper edges. You could also give them the kind of plating/exposed circuitry look the Faithoper has going on. I've always liked having factions that looked similar to the originals personally. I love the Junk Pirates to death but I always feel like the guy who had to use the clearance sale paint that no one else wanted.
Hmmm... Or... Hmmmm... Let's see what i can do...
Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 06, 2012, 09:37:06 AM
Is this any good?

(http://i.imgur.com/C4JDF.jpg)
                                                                       Queen

As new Elder ship. Its still work in progress  ;D

And yes it will have drones. Lots and lots of drones  ;D  ;D ;D ;D ;D
Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: Reshy on December 06, 2012, 11:19:31 AM
The bounds for that will be... interesting.
Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 10, 2012, 05:52:03 AM
Here she is, QUEEN:
Spoiler
(http://i.imgur.com/D59Gs.jpg)
[close]


and her drone BITER:
Spoiler
(http://i.imgur.com/BVwVh.png)
[close]
Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: TheHappyFace on December 10, 2012, 06:04:31 AM
just out of curiousity, how does it move on the battlefield?
Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 10, 2012, 06:08:22 AM
just out of curiousity, how does it move on the battlefield?
Slower then an Onslaught  ;D

It got 7 large ballistic and 12 medium ballistic. And that is it.  Oh wait, it got 4 flight deck... And couple of drones as system. (71 to be precise)
Title: Re: Relics v4.3 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 10, 2012, 06:21:13 AM
Here it is in action. I have much more balancing to do but this is pic of some testings:

When the job is done:
Spoiler
(http://i.imgur.com/vNHmP.png)
[close]

First victim:
Spoiler
(http://i.imgur.com/Na9BP.png)
[close]

Second victim:
Spoiler
(http://i.imgur.com/k72xP.png)
[close]

Back to first again:
Spoiler
(http://i.imgur.com/qvmAE.png)
[close]

When you target someone drones will tear him apart and they will always attack your target first!
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 10, 2012, 02:51:32 PM
New version is out:
Relics MOD v4.4 (http://www.mediafire.com/?fuuiz9ec28z1mur)

Just little warning, do NOT, and i'll repeat this again just in case, DO NOT attack Elder fleets with Queen Capital ship unless you have over 120 FP worth of ships and your character is at least 30 level.
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: ValkyriaL on December 11, 2012, 07:29:35 AM
Doesn't look to strong, could probably beat it around lvl 15-20 with an onslaught, an enforcer or 2, a condor and bomber wings.
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 11, 2012, 07:33:45 AM
Doesn't look to strong, could probably beat it around lvl 15-20 with an onslaught, an enforcer or 2, a condor and bomber wings.
Could and Did are far from same. Do it if you can! HA!  :P   I dare you  ;D (17 lvl, 1xOnslought, 2x enforcer, 1x condor, XXx bomber wings)
And do not forget to take pictures of your win  ;D
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: Upgradecap on December 11, 2012, 07:35:49 AM
Then i dare calling that not vanilla balanced :P
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 11, 2012, 07:43:28 AM
Then i dare calling that not vanilla balanced :P
Akhm it's big as 5x Conquest. It's big and it is balanced (as good as i could). You must take into account its size you know.
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: Upgradecap on December 11, 2012, 07:45:42 AM
I know i know. But yunno, it is actually not quite balanced if it can outright beat the SDF alone. :P


Though what kind of formula did you go after when you balanced that thing, i wonder.
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: Uomoz on December 11, 2012, 07:57:32 AM
The current, unskilled, SDF is not vanilla balanced btw. Players got buffed, npcs didn't.
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 11, 2012, 08:00:33 AM
I know i know. But yunno, it is actually not quite balanced if it can outright beat the SDF alone. :P


Though what kind of formula did you go after when you balanced that thing, i wonder.
Same one Alex is using for OP, just added 30 more because it do not have shield. As for armor its like for midline ships just a bit lower and for HP its, you know, how many Conquest i can fit in it  ;D


Oh and it cannot beat SDF alone. Well at least not SDF i got  ;D
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: Sonlirain on December 11, 2012, 08:46:05 AM
- Grab a frigate.
- Kite and kill the drones untill the battleship runs out.
(2 hours later)
- Hit and run the battleship to death.
(unless it has crazy fireing angles)
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: conorano on December 11, 2012, 09:16:34 AM
it can fire in all directions so kiting wont really work XD. you could just torpedo spam it maybe since it has no point defense.

ooh and i think it could look better with no gaps in it IMO it just looks really fragile now
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: Reshy on December 11, 2012, 10:41:43 AM
What weapons do the drones carry?
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 11, 2012, 10:55:38 AM
@conorano He got PD, drones :)
@Reshy 1x dualMG on turret with 360 arc
            1x Light needler on hardpoint facing forward
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: ValkyriaL on December 11, 2012, 11:06:39 AM
now THAT, is OP, that's more weapons than most fighters and that ship has at least 50 of them at once.
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: TheHappyFace on December 11, 2012, 11:19:48 AM
@conorano He got PD, drones :)
@Reshy 1x dualMG on turret with 360 arc
            1x Light needler on hardpoint facing forward

you dont want to use a shield against those buggers
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 11, 2012, 11:26:26 AM
now THAT, is OP, that's more weapons than most fighters and that ship has at least 50 of them at once.
Well that depend of how much flux they have, how much HP, shield and vent capability. They have HP as wasp, max flux like talon, no shield and vent like talon too. Queen do not have any small weapon slot so they act as PD. So, you can't watch them without context.


Instead of needler they have light dual auto cannon. And 70 would fly out in same time. Queen loses fight against 1x Onslaught, 2xDominator and 1xEnforcer. So i have to do something. I put on them bigger gun, reduce number, reduce max flux and dissipation and let them out. This time Queen beat them. So i was satisfied (there was much more testing involve, in one version they got shields on). It should give player a challenge.
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: Reshy on December 11, 2012, 11:29:24 AM
http://i.imgur.com/COZ7U.png


Can you make the ship's two middle batteries overlap each other a bit so that the AI attacks from the center instead of trying to broadside?


Also as for the Fighters, I think that the Needler should be replaced with a Light Mortar and the Machine Gun be turned down to the standard variant.
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 11, 2012, 11:37:39 AM
http://i.imgur.com/COZ7U.png
Can you make the ship's two middle batteries overlap each other a bit so that the AI attacks from the center instead of trying to broadside?
Ah, yes I should do something about that. AI don't like it too much.

Also as for the Fighters, I think that the Needler should be replaced with a Light Mortar and the Machine Gun be turned down to the standard variant.
You mean drones? Well i could make such variant and test it but if it cannot defeat test fleet then i wont change it.
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: Reshy on December 11, 2012, 02:39:48 PM
http://i.imgur.com/COZ7U.png
Can you make the ship's two middle batteries overlap each other a bit so that the AI attacks from the center instead of trying to broadside?
Ah, yes I should do something about that. AI don't like it too much.

Also as for the Fighters, I think that the Needler should be replaced with a Light Mortar and the Machine Gun be turned down to the standard variant.
You mean drones? Well i could make such variant and test it but if it cannot defeat test fleet then i wont change it.



How much FP is the queen anyway?

Also it shouldn't 'easily' defeat but ti should certainly at least put a major dent into it.
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 11, 2012, 02:55:04 PM
How much FP is the queen anyway?

She is 30 FP tall  ;D

Also it shouldn't 'easily' defeat but ti should certainly at least put a major dent into it.
I'll tinker with it more. Will see with what ill end up. I did put other weapons but they manage do defeat her. That's why i put on drons needler but i reduce his flux so he can't abuse it. Ill do more testing...
Major problem is that AI control Queen different then player. When you MARK your target all drones swarm it and eat it extremely fast BUT AI do not mark  :-\ so drones aren't efficient...
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: Reshy on December 11, 2012, 03:09:15 PM
How much FP is the queen anyway?

She is 30 FP tall  ;D

Also it shouldn't 'easily' defeat but ti should certainly at least put a major dent into it.
I'll tinker with it more. Will see with what ill end up. I did put other weapons but they manage do defeat her. That's why i put on drons needler but i reduce his flux so he can't abuse it. Ill do more testing...
Major problem is that AI control Queen different then player. When you MARK your target all drones swarm it and eat it extremely fast BUT AI do not mark  :-\ so drones aren't efficient...



Too weak is better than overpowered.
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 11, 2012, 11:12:56 PM
Too weak is better than overpowered.
Well, from my point of view ALL ships in AI hands are too weak for player. Now, player can gain levels and advance and become even stronger so making another too weak ship? No. It should be tough. It's 4x capital ship in one. Put 4x Onslaught or 4x Paragon and see what they will do. They won't be easily  destroyed. And there is difference between strong and overpowered. I aim for strong.
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: ValkyriaL on December 11, 2012, 11:34:19 PM
Well, i never got the feeling of "overpowered" when relic was in UC, just a really strong enemy. i can easily see myself barge all of those ships given the right ships and load out.
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: Reshy on December 12, 2012, 09:52:14 AM
Too weak is better than overpowered.
Well, from my point of view ALL ships in AI hands are too weak for player. Now, player can gain levels and advance and become even stronger so making another too weak ship? No. It should be tough. It's 4x capital ship in one. Put 4x Onslaught or 4x Paragon and see what they will do. They won't be easily  destroyed. And there is difference between strong and overpowered. I aim for strong.

Because fielding 4 paragons costs 100 FP so with that amount you could easily deploy 3 queens.
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 12, 2012, 10:24:10 AM
Because fielding 4 paragons costs 100 FP so with that amount you could easily deploy 3 queens.
Well, yes, but that is engine limitation. I would love to give it 100 FP but no one would ever field one. So i do withing engine bounds and that's why it's "only", 30 FP.

And where are you planing to get 3 of them?  ;D
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: Reshy on December 12, 2012, 10:39:49 AM
Because fielding 4 paragons costs 100 FP so with that amount you could easily deploy 3 queens.
Well, yes, but that is engine limitation. I would love to give it 100 FP but no one would ever field one. So i do withing engine bounds and that's why it's "only", 30 FP.

And where are you planing to get 3 of them?  ;D


Why not make it 40?  That's the amount you always start with.
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 12, 2012, 10:44:03 AM
Why not make it 40?  That's the amount you always start with.
Hmmmmm...
Title: Re: Relics v4.4 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 12, 2012, 01:50:11 PM
-.- I found BUG. Needlers on drones do not fire because drones have only 350 max flux and they need at least 400 to work. I'll make fix for it with some other things (yup weapons arc on plower) and upload it today or tomorrow. Sorry.
Title: Re: Relics v4.5 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 13, 2012, 12:47:19 AM
Relics MOD v4.5 (http://www.mediafire.com/?6fo8wn5xp8ajcj1)

Fixed drone thingy, fixed Plower weapons arc, Queen now cost 40 FP to field.
Title: Re: Relics v4.6 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 21, 2012, 03:41:09 AM
Relics MOD v4.6 (http://www.mediafire.com/?abgqk7yojrzux3r)
- rename Queen and Bitter drone -> D.A. (Drone Autofactory) and Defense Drone
- tinkering with D.A. system and adjusting it more
- adjusting Elder and Purifiers spawn rates so now strongest fleets would be extremely rare
- redone all Purifiers variants, now they have normal weapons

D.A. was tested against simulator Onslaught + simulator Dominator + Paragon (custom build with 4x Plasma thingy). It was more than 20 fights and in half D.A. lost and half it win. It win always when Onslaught decide to burn drive in it and die really fast and it lose always when Onslaught decide not to burn drive in it and snipe it with Paragon and Dominator. So i think it's finally balanced... I think  ;D
Title: Re: Relics v4.6 (0.54a compatible - vanilla balanced )
Post by: ValkyriaL on December 21, 2012, 06:57:38 AM
All your crew in the station is corrupted, the station has "0" crew and if you buy them, your fleet has 0 crew of that type and supplies and fuel becomes 0 as well. and you really should make the ships a little less maneuverable, they turn faster than my cruisers.  :o
Title: Re: Relics v4.6 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 21, 2012, 08:06:00 AM
All your crew in the station is corrupted, the station has "0" crew and if you buy them, your fleet has 0 crew of that type and supplies and fuel becomes 0 as well. and you really should make the ships a little less maneuverable, they turn faster than my cruisers.  :o
Why would you buy 0 crew? Unfortunately i do not know how to fix that, just DO NOT BUY 0 crew  ;D
What ships?
Title: Re: Relics v4.6 (0.54a compatible - vanilla balanced )
Post by: ValkyriaL on December 21, 2012, 08:29:43 AM
I made your faction a sim_opponets.csv to better test the ships, i'l report the results in a min.

Its not that i would buy 0 crew, but your station's crew is 0 in all types, so if i buy them, i have 0 crew as well and have to delete all my crew to crew my ships again.. and you can exploit this because if you "select amount to buy" you can buy 100.000.000 crew for 0 credits.
Title: Re: Relics v4.6 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 21, 2012, 08:34:19 AM
I made your faction a sim_opponets.csv to better test the ships, i'l report the results in a min.

Its not that i would but 0 crew, but your station's crew is 0 in all types, so if i buy them, i have 0 crew as well and have to delete all my crew to crew my ships again.. and you can exploit this because if you "select amount to buy" you can buy 100.000.000 crew for 0 credits.
I made topic in BUGS for that, convoy should only bring weapons and ships, no crew, no supply, no fuel. I do not know why it brings it.
And thanks for testing  ;D
Title: Re: Relics v4.6 (0.54a compatible - vanilla balanced )
Post by: ValkyriaL on December 21, 2012, 09:53:48 AM
For a ship that has a mass of 10.000, it moves way to fast even without aux thrusters, i would cut its maneuverability by half and give it 1/3 of its acceleration.

Compared with my Vatican Mk.III, which is just about the same size. from top speed to mass and an image so you can see size difference.

Vatican Mk.III
Spoiler
(http://i.imgur.com/rdCDN.png)
[close]
Quote
10,2.5,2.5,2,0.50,4500


Faithoper
Spoiler
(http://i.imgur.com/0vwiU.png)
[close]
Quote
20,10,7,5,3,10000

It's not overpowered by any means, i can easily kill it. but it runs circles around other capital ships and that feels a little odd.

Oh and the assault variant has an empty small slot by the engines, intended to have a railgun there.
Title: Re: Relics v4.6 (0.54a compatible - vanilla balanced )
Post by: arcibalde on December 21, 2012, 10:40:06 AM
You know, it seems your right  :P about Faithoper. It's a bit agile for such large and heavy vessel. Still it can't take circles around other capitals its slower than Onslaught  ;D
Ok for all who wanted nerfed Faithoper here is d/l. Oh yes, assault version is fixed. Tnx ValkyriaL for noticing missing railgun  :D

Relics MOD v4.7 (http://www.mediafire.com/?3okfcpdxcp4ofmo)
- Nerfed Faithoper - he turns and accelerate slower
- added one missing railgun in Faithoper Assault variant
Title: Re: Relics v4.6 (0.54a compatible - vanilla balanced )
Post by: ValkyriaL on December 21, 2012, 10:45:03 AM
He does circles around my capitals, but that could be because my caps are so slow themselfs? ;D
Title: Re: Relics v4.7 (0.54a compatible - vanilla balanced )
Post by: ganjou234 on April 24, 2013, 09:31:56 AM
Oh...Good GOD... umm will these be implemented immediately after installation..cuz I have a good save and I wanna fight them relics (EAT MAC ROUNDS! >:D) anyway awesome!! :o
Title: Re: Relics v4.7 (0.54a compatible - vanilla balanced )
Post by: arcibalde on April 24, 2013, 09:39:51 AM
Oh...Good GOD... umm will these be implemented immediately after installation..cuz I have a good save and I wanna fight them relics (EAT MAC ROUNDS! >:D) anyway awesome!! :o
LOL  ;D Glad you like it. And about your question. I do not know will it work with save... Or you have to start new game.
Title: Re: Relics v4.7 (0.54a compatible - vanilla balanced )
Post by: Reshy on May 31, 2013, 07:06:47 PM
Is this still compatible?
Title: Re: Relics v4.7 (0.54a compatible - vanilla balanced )
Post by: arcibalde on June 01, 2013, 02:28:59 PM
Is this still compatible?
Yes, ill change title  ;D
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: ganjou234 on June 11, 2013, 08:23:28 AM
I have a question: what are the spawn rates of these? I cant see em spawning...(i think I got this set up right tho)
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: arcibalde on June 11, 2013, 09:36:45 AM
Elders spawns at every 7 days an Purifiers spawns at every 10 days.
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: Luingar on November 02, 2013, 02:33:50 PM
Your default mod_info.json has line breaks resulting in the mod being invisible to the launcher.
Code
{
"id":"relics", # internal id
"name":"Relics - Long forgotten past", # displayed to the player
"author":"arcibalde",
"version":"4.7",
"description":"Last of Domain secrets finds remainings of old masters.
Two 'races',
 Elder and The Purifiers consists of fully automated AI controlled ships enter Corvus and...",
"gameVersion":"0.54a",
}
My fixed code (which is visible to game lawnchair)
Code
{
  "id":"relics", # internal id
"name":"Relics - Long forgotten past", # displayed to the player
"author":"arcibalde",
"version":"4.7",
"description":"Last of Domain secrets finds remainings of old masters. Two 'races', Elder and The Purifiers consists of fully automated AI controlled ships enter Corv us and...",
"gameVersion":"0.54a",
}
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: Doogie on November 02, 2013, 02:39:50 PM
^Maybe it's just horrendously outdated? Since, you know, the last post was in June.
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: arcibalde on November 02, 2013, 02:54:06 PM
Your default mod_info.json has line breaks resulting in the mod being invisible to the launcher.
Umm I, like, stop with moding... So... Ummm, you know, this mod dont work any more  ;D
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: Wunder on November 03, 2013, 04:20:37 AM
It will mr Spellitnot!
54.1A
I got it
You are ment to get old versions
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: arcibalde on November 03, 2013, 08:02:56 AM
Well, yeah, it will work with 0.54.1a version of Starsector. Thing is i didn't plan to update it for 0.6.
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: HELMUT on November 03, 2013, 09:02:27 AM
Whyyyyyy?

That's sad, i really liked the Elders and their gigantic ships wandering around. If you don't plan to work anymore on this mod, at least please let us have a quick 0.6 update to toy with.
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: arcibalde on November 03, 2013, 01:57:21 PM
Whyyyyyy?

That's sad, i really liked the Elders and their gigantic ships wandering around. If you don't plan to work anymore on this mod, at least please let us have a quick 0.6 update to toy with.
Ummm, well it didn't seem anyone like mod so i just stopped. And there is another reason. I dont want to play Starsector anymore, cos i dont wanna spoil 1.0  ;D
So if someone wanna make RELIC 0.6 compatible go for it  ;D
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: sirboomalot on November 03, 2013, 08:20:16 PM
Please, someone make that, arci your mod is not as unloved as it apparently seemed.
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: Runoved on December 08, 2013, 10:23:51 AM
With the permission of the author at the request of members of the forum and spread their attempt to adapt latest version of mod for the game version 0.6.1. While unfortunately only managed to establish a company, mission for some reason do not work. All changed data type consumption supplies balanced by Codex 20. Just for some reason, not quite correctly displayed new small star. If someone tell me what's the matter will be grateful. As well as for any error messages.
While compatibility issues Exerelin, apparently there is no variant exerelin_atlas_b_Standart. With this I will continue to investigate. Again, if anyone knows the reason happy to hear advice. Thank you for your attention.
https://www.dropbox.com/s/x8mjx37yw1tqm4o/relics_v_4_7_%280_6_1%29.zip (https://www.dropbox.com/s/x8mjx37yw1tqm4o/relics_v_4_7_%280_6_1%29.zip)
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: Zaphide on December 09, 2013, 12:27:03 PM
The issue with this mod and Exerelin is because there are multiple different hulls (each with a variant) for each ship.

Most (all?) other mods have one hull definition, which then can have multiple variants. In this mod there are:
 - A <name>.ship file
 - A <name>_s.ship file
 - A <name>_h.ship file

The <name> and the <name>_s hulls each have variants, but the <name>_h variant does not.

I think the <name>_h hull is the one that should have the variants as it is the one that has the weapon mounts; the other hulls do not (they just have built in).

For the earlier Exerelin versions I converted some of the variants over to use the <name_h> hull rather than the other hulls. They are still in the current Exerelin version (just look in data/variants). If those variants can be included with the Relics release then it will work with Exerelin :)
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: Lopunny Zen on January 10, 2014, 10:05:30 PM
The issue with this mod and Exerelin is because there are multiple different hulls (each with a variant) for each ship.

Most (all?) other mods have one hull definition, which then can have multiple variants. In this mod there are:
 - A <name>.ship file
 - A <name>_s.ship file
 - A <name>_h.ship file

The <name> and the <name>_s hulls each have variants, but the <name>_h variant does not.

I think the <name>_h hull is the one that should have the variants as it is the one that has the weapon mounts; the other hulls do not (they just have built in).

For the earlier Exerelin versions I converted some of the variants over to use the <name_h> hull rather than the other hulls. They are still in the current Exerelin version (just look in data/variants). If those variants can be included with the Relics release then it will work with Exerelin :)

what o.o?...ok what do i have to change to get this to work....this is my favorite team ever made and i want to know how to get it to work...though this faction may have a hard time with boosting into battle since they are flimsy and meteors hurt at high speeds v.v....
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: Zaphide on January 11, 2014, 04:24:46 AM
The issue with this mod and Exerelin is because there are multiple different hulls (each with a variant) for each ship.

Most (all?) other mods have one hull definition, which then can have multiple variants. In this mod there are:
 - A <name>.ship file
 - A <name>_s.ship file
 - A <name>_h.ship file

The <name> and the <name>_s hulls each have variants, but the <name>_h variant does not.

I think the <name>_h hull is the one that should have the variants as it is the one that has the weapon mounts; the other hulls do not (they just have built in).

For the earlier Exerelin versions I converted some of the variants over to use the <name_h> hull rather than the other hulls. They are still in the current Exerelin version (just look in data/variants). If those variants can be included with the Relics release then it will work with Exerelin :)

what o.o?...ok what do i have to change to get this to work....this is my favorite team ever made and i want to know how to get it to work...though this faction may have a hard time with boosting into battle since they are flimsy and meteors hurt at high speeds v.v....

You need to go into the exerelin/data/variants folder (in the Exerelin mod) and change all the relics_[hull_name].variant1 files to relics_[hull_name].variant.

This will pair an appropriate hull with a variant so no weird stuff happens.

Then just start StarSector with Exerelin, LazyLib, Relics and any other faction mods you wish :)

Note you will need to rename these back if you wish to play Exerelin without the Relics mod active.
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: Lopunny Zen on January 11, 2014, 07:43:31 AM
okie dokie :)...ill try lol
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: Lopunny Zen on January 16, 2014, 11:54:50 PM
umm...you guys forgot to make it so the ships needed pilots....they are never ready for combat otherwise...is there a way to fix that now?
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: Lopunny Zen on January 17, 2014, 06:11:20 PM
can anyone fix the crew count for the ships?
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: arcibalde on January 18, 2014, 04:06:23 AM
can anyone fix the crew count for the ships?
Can you give me link from where did you DL Relics? Ill try to fix it.
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: ValkyriaL on January 18, 2014, 05:01:28 AM
Arc, make your mod playable again, it appears like a lot of people found it while lurking on the forum. (or perhaps it is playable and i'm being very rude right now) :P
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: arcibalde on January 18, 2014, 06:51:10 AM
Arc, make your mod playable again, it appears like a lot of people found it while lurking on the forum. (or perhaps it is playable and i'm being very rude right now) :P
Nobody wanna play it except Zen cos nobody else say so  ;D  so that info about "lot of people", you got there is, like, corrupted aka. bad data  :P   Well, basically, moding become to complex for me to handle AND, and that is a really huge and, I just don't want to spoil final version of Starsector. So i don't want to play it AT ALL until its done. And i cant mod without playing... So... You know...  ::)
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: ValkyriaL on January 18, 2014, 06:59:58 AM
(http://3.bp.blogspot.com/_KTbnwsD0C84/SZao-_FPbAI/AAAAAAAAApU/63YA97gWLRk/s320/THE%2BROCK%2BBROW.JPG)

Really?
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: arcibalde on January 18, 2014, 07:18:01 AM
YUUUUUP! When this game hits 1.zero all of you gonna be burned-out-old-starsector-farts and i'm gonna be fresh as newborn  :P HA!  :P
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: HELMUT on January 18, 2014, 08:59:43 AM
Nobody wanna play it except Zen

And me too. I always loved fighting lone giant ships, shadow of the colossus style. But yeah, modding take a lot of time as you must update your mod with every Starsector update and stuffs...

Still, i'll be glad if you manage to find time at least to keep Relics reasonably up to date.
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: arcibalde on January 18, 2014, 09:57:13 AM
OK, ok, ok you too. Ill see what i can do as soon as Zen gimme that link.
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: Lopunny Zen on January 18, 2014, 03:21:51 PM
you canplay it but theres no crew able to pilot it so its always no CR...

https://www.dropbox.com/s/x8mjx37yw1tqm4o/relics_v_4_7_%280_6_1%29.zip
is the download link
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: Vinya on January 18, 2014, 03:43:22 PM
Would you mind if I used the ArWar for a kitbash in the near future?
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: arcibalde on January 19, 2014, 10:39:55 AM
Would you mind if I used the ArWar for a kitbash in the near future?
Noooope as i wouldnt mind as you can use it for kitbash  ;D
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: arcibalde on January 19, 2014, 11:12:38 AM
Okay i think i got it, here is DL link guys, enjoy  ;D
https://www.mediafire.com/?yob74xx3b4sal39
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: Lopunny Zen on January 19, 2014, 12:03:14 PM
They require crew but...that didnt fix the CR problem...it still always goes to 0 and stays there...i wonder what the issue is :(?
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: Lopunny Zen on January 19, 2014, 12:06:04 PM
maybe Zaphide or someone familiar with this CR system can help
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: arcibalde on January 19, 2014, 01:08:04 PM
They require crew but...that didnt fix the CR problem...it still always goes to 0 and stays there...i wonder what the issue is :(?
Ok wait, when it goes to 0? When you fight them?


Never mind Zen... Like i said, moding become to complex for me to handle. Sorry.
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: Lopunny Zen on January 20, 2014, 10:26:59 PM
can you ask Zaphide or someone to make this compatible again please...i love this mod :)
Title: Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
Post by: ganjou234 on June 06, 2014, 09:13:50 PM
can you ask Zaphide or someone to make this compatible again please...i love this mod :)

I love this Mod oo....any news on an update???I have been waiting for this to update......and Its been pretty long since :( .....