why hitler?
why hitler?
What a???? There is only Hiter - Heavy fighter no "L", there.
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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?
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
I love the Extinctioner!
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)
This mod ready for campaign integration?No :P
If so, may i have your permission to add it to my corporate collection? ;D
@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;
}
}
fleet.addAssignment(FleetAssignment.RAID_SYSTEM, null, 10);
YAY!!!! Tnx mate ;D
Craft - whats your mod color?
Failed to answer my question. I'll try to make it compatible with TimCorp if you tell what code the planet uses. :D
"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)
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?)
@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)
Upgradecap what's your mod color? ;D
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.".
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.
Wait, how did you manage to make it compatible with my mod???
Just want to know....... :D
(also, could you add my mods faction color as blue in the OP? ;D)
dum-de dum
*whistle*
And also, your ultima is not even a game for the delta class leviathan.
An Alpha with torps from the executioner...
Can't wait until I can capture one
Wait, there's room for something to get behind it?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?
COMPATIBLE MODSLotus Conglomerate Junk Pirates NomadsTimCORPIts a part of Uomoz's Corvus and Omega's minimash (http://fractalsoftworks.com/forum/index.php?topic=1799.0)
The Purifiers Art Style is just so awesome. Congrats.
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...
Ill see, compare pur weapons value with vanilla again...
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
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...
I do enjoy fighting the elders. Hope to see more of that.
A little feedback from limited testing..Tnx for testing and playing this mod :) (i really reaaallllyyy didn't think that anyone play this dinosaur ;D )
Purifiers
A little feedback from limited testing..Tnx for testing and playing this mod :) (i really reaaallllyyy didn't think that anyone play this dinosaur ;D )
Purifiers
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.
The Executioner needs to be modded so that it can carry the Frontal Shield Generator mod, same with the Faithoper.He can't?
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.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
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.
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
Elder Ultimate Fleet... "weaker"?.. ^_^Wa'? ;D
@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.Well Uomoz say that he thinks Purifiers looks too obviously kitbashed, so making more obviously kitbashed ships wont help ;D
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.
Why not go give the Purifiers a facelift then?HOW???
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.Hmmm... Or... Hmmmm... Let's see what i can do...
just out of curiousity, how does it move on the battlefield?Slower then an Onslaught ;D
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)
Then i dare calling that not vanilla balanced :PAkhm 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.
I know i know. But yunno, it is actually not quite balanced if it can outright beat the SDF alone. :PSame 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
Though what kind of formula did you go after when you balanced that thing, i wonder.
@conorano He got PD, drones :)you dont want to use a shield against those buggers
@Reshy 1x dualMG on turret with 360 arc
1x Light needler on hardpoint facing forward
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.
http://i.imgur.com/COZ7U.pngAh, yes I should do something about that. AI don't like it too much.
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.You mean drones? Well i could make such variant and test it but if it cannot defeat test fleet then i wont change it.
http://i.imgur.com/COZ7U.pngAh, yes I should do something about that. AI don't like it too much.
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.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.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...
How much FP is the queen anyway?
She is 30 FP tall ;DAlso 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.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.
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.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.
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.Hmmmmm...
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. :oWhy would you buy 0 crew? Unfortunately i do not know how to fix that, just DO NOT BUY 0 crew ;D
I made your faction a sim_opponets.csv to better test the ships, i'l report the results in a min.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.
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.
10,2.5,2.5,2,0.50,4500
20,10,7,5,3,10000
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!! :oLOL ;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.
Is this still compatible?Yes, ill change title ;D
{
"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",
}
{
"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",
}
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
Whyyyyyy?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
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.
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 :)
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....
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.
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) :PNobody 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... ::)
Nobody wanna play it except Zen
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
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?
can you ask Zaphide or someone to make this compatible again please...i love this mod :)