Fractal Softworks Forum

Starsector => Mods => Topic started by: Trylobot on June 07, 2011, 08:27:53 PM

Title: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Trylobot on June 07, 2011, 08:27:53 PM
(http://i.imgur.com/rAAxUcp.png) Download Latest Version 1.4.11-rc2  (https://github.com/Trylobot/ss-nom/releases/tag/1.4.11-rc2)(http://i.creativecommons.org/l/by-nc-sa/4.0/80x15.png) (https://creativecommons.org/licenses/by-nc-sa/4.0/)

Supports GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (optional, but recommended)
Nexerelin: supported
DynaSector: compatible

This mod adds a new faction, The Nomads, to the game with custom ships and weapons. They are universally hostile, except to the player and the other neutral or independent factions. The Armada Fleet will depart from the Nur system and journey around the sector for as long as it can. If, however, the Oasis is destroyed, the escort fleets will scatter. The Oasis is available for sale during the brief period following its destruction, from the station in the Nur. It also adds some demo missions to allow for a quick preview of the content.

Update: as of v1.2.0, it is now possible to acquire the ability: REDACTED
Spoiler

(https://github.com/Trylobot/ss-nom/blob/master/graphics/nom/icons/abilities/oasis_deep_dream.png?raw=true) Oasis Deep-Dream - points the way to the Oasis fleet, while in hyperspace. Consumes Recreational Drugs (of course). Acquired by talking to any Nomad, and purchasing an Hallucinomagnetic Locator.

(http://i.imgur.com/5HKjnUg.gif)
[close]

Planned Features - https://github.com/Trylobot/ss-nom/projects (upcoming & planned features)
Sourcecode - https://github.com/Trylobot/ss-nom (complete source code for the mod)

FractalSoftworks Forum Credits

Others Have Said

   That was nuts; we got our asses handed to us, no mistake. — Nemonaemo
   I'm going to give that Komodo Mk.II a big hug as soon as I get my hands on one. — Goleg_The_Great
   Nomads were updated? I hadn't even noticed... I should probably go give them a go — Silver Silence
   Simply amazing. The engine motion [of the Roadrunner] and the tug-drones are something never ever seen before around here. — Uomoz
   I love the look of the weapons, I really do. — tokshen
   Nice mod man, Love the ship design. — HOWITZER


Additional Credits


Full Ship Roster

(https://raw.githubusercontent.com/Trylobot/ss-nom/master/docs/roster.png)

Title: Re: The Nomads (Mod-in-progress, for 0.34a)
Post by: Avan on June 07, 2011, 08:48:46 PM
cool! The middle one I presume is a heavy fighter of some sort?
Title: Re: The Nomads (Mod-in-progress, for 0.34a)
Post by: Flare on June 07, 2011, 10:14:14 PM
Maybe a mini corvette?
Title: Re: The Nomads (Mod-in-progress, for 0.34a)
Post by: Avan on June 07, 2011, 10:20:59 PM
the largest ship is really on the lowest end of the scale for frigates I would think.
Title: Re: The Nomads (Mod-in-progress, for 0.34a)
Post by: Trylobot on June 07, 2011, 11:01:42 PM
I haven't nailed down roles for them or written any mod data, for now they're just sprites. I could see the second one being an abnormally large fighter, yeah. Definitely I plan on some bigger ones for sure. As far as typical armaments go, I'm thinking auto-pulse lasers will be the weapon of choice. If they don't exist on the smaller scale I'll just make some.

pew pew
Title: Re: The Nomads (Mod-in-progress, for 0.34a)
Post by: mendonca on June 08, 2011, 02:46:52 AM
Nice, I like it a lot.

As far as typical armaments go, I'm thinking auto-pulse lasers will be the weapon of choice. If they don't exist on the smaller scale I'll just make some.

pew pew

I understand completely where you are coming from.
Title: Re: The Nomads (Mod-in-progress, for 0.34a)
Post by: BobHound on June 08, 2011, 12:34:12 PM
Absolutely love the design!

I'm also very interested in the idea of nomadic people in space.  One would imagine that losing a ship would be like losing a city. So probably that would be reflected in their design and combat tactics etc.

Anyways, keep up the good work! Looks swell!
Title: Re: The Nomads (Mod-in-progress, for 0.34a)
Post by: Alex on June 09, 2011, 02:42:07 PM
I'm also planning on a "Thumper" weapon. This weapon will do something special that I don't believe anyone's done yet - it will essentially be a melee weapon, mounted on a hardpoint. It is, very simply, a pneumatic ram-spike. It will do incredible kinetic damage and impact force, but have point-blank range. I'm going to achieve the look I want by using a visual recoil hack. Two things, I plan to try; the first will be to set a negative value for the recoil. That should move the "spike" (actually the turret barrel) forward, and then slowly backward. Much like a hydraulic quick-release system would work. The other way might be to use the mounting point "angle" field to rotate the barrel 180 degrees, and draw it backwards, which might also have the intended effect. The Thumper would only be mounted on the faster, more maneuverable Nomad ships.

Hah, just saw that. Very cool idea, I'd love to see it in action.
Title: Re: The Nomads (Mod-in-progress, for 0.34a)
Post by: Trylobot on June 10, 2011, 08:23:24 AM
I put up a downloadable version of what I've got done so far, simply because I'm going to instead be focusing my effort on the Star Control mod for a bit. The Nomads version 0.1 has the Wurm and Komodo equipped with Light & Heavy Nomad Blasters facing off against a Hammerhead. It's not a particularly difficult battle, but the Hammerhead has managed to hand me my ass twice when I wasn't playing my best, so you still have to pay attention.

Planned Ships:
Planned Missions:
Title: Re: The Nomads (Mod-in-progress, for 0.34a)
Post by: tinsoldier on June 11, 2011, 07:17:51 PM
Tried it and liked it!  The Komodo is pretty fun to cruise around in and since he has just slightly more range than the Hammerhead's cannons you can take him out pretty easily if you're paying attention, don't wander into those cannons or missiles!!  It'd be nice if the smaller turrets could target missiles when on auto-fire, it just seems like something they should do since they kind of feel like energy-based vulcans.
Title: Re: The Nomads (Mod-in-progress, for 0.34a)
Post by: Trylobot on June 11, 2011, 09:37:58 PM
It'd be nice if the smaller turrets could target missiles when on auto-fire ...

Now that you mention it, I agree; I'll look into that.
Title: Re: The Nomads (Mod-in-progress, for 0.34a)
Post by: tinsoldier on June 11, 2011, 11:10:16 PM
Now that you mention it, I agree; I'll look into that.

*sweet*

One thought on the skins; what if the black border was switched from the outside of the hull to the inside.  In other words, the large off-white panels have a black border facing the exterior of the hull but what if the border was on the inside edge.  Perhaps it would help create a bit of contrast between the plating and the infrastructure?  I imagine the color of the hull contrasts with the background enough that you may not need the border (perhaps you tried it and it does!) but I feel like the inner hull and the outer tend to blur together and flatten the image a bit.
Title: Re: The Nomads (Mod-in-progress, for 0.34a)
Post by: mendonca on June 15, 2011, 11:53:00 AM

Tried it aswell, and I like it aswell.

Sprites look really cool in the game. Not overly keen on the overlapping turrets, but to be honest it doesn't exactly make me angry, or anything. By 'not overly keen' I suppose I mean 'I noticed it slightly when I was stood still testing my turret arcs'.

Got my wings well and truly clipped first time round, thinking I could destroy the measly hammerhead by walking at him slowly and shooting all my guns as fast as possible.

His armaments really got me done at close range.

Conversely, second time round I sat at Heavy Blaster range and just pummelled away until he was dust.

Will be interesting to see how the Nomad fleet ties together and they start to form larger detachments.
Title: Re: The Nomads (Mod-in-progress, for 0.34a)
Post by: hairrorist on December 06, 2011, 09:28:38 AM
These are great sprites.  Hope the project doesn't die!
Title: Re: The Nomads (Mod-in-progress, for 0.34a)
Post by: Zarcon on December 06, 2011, 10:29:59 AM
These are great sprites.  Hope the project doesn't die!

Indeed.  It is my hope that after the next version release, some of these older mods will get brought up to spec and be playable again, or at the very least, once the game launches for real.  :)  The nice thing is that the Sprites should be fundamentally good no matter what version there is, etc.
Title: Re: The Nomads (Mod-in-progress, for 0.34a)
Post by: Trylobot on December 09, 2011, 06:10:17 PM
Yeah, real life has been intervening with my game-time lately, but I still have all my mods on my HD here, I'll update everything to the latest ver soon
Title: Re: The Nomads (Mod-in-progress, for 0.34a)
Post by: Lopunny Zen on December 25, 2011, 04:58:10 PM
seems like a nice mod...traveling with your city and defending it...breaking off for a bit for supplies and building materials...id play this :)
Title: Re: The Nomads (Campaign Mod)
Post by: Trylobot on February 20, 2012, 10:23:36 PM
Updated for 0.5 (spawns in the sun)
Title: Re: The Nomads (Campaign Mod)
Post by: Paul on February 20, 2012, 10:34:19 PM
Includes a new faction (spawning in the Corvus sector) with four ships and two custom weapons. Faction is hostile to the Hegemony and Tri-Tachyon. This mod is compatible with all other campaign mods; it non-destructively extends the SectorGen class, and adds the new faction spawns to the existing Corvus sector. Feel free to examine the scripts directory yourself for an example of how to do this.

Just wanted to note that the current issue with sectorgen for most mods isn't the spawn point - it's creating stations. To create a station around a planet, you need to get a planet - which you'd normally do with getEntityByName. And getEntityByName doesn't work inside gen files currently. Will next version, though.

I'm thinking of doing my next version of TT station using a gen file to create the spawn point and the spawn point to create the station as a temporary workaround though, since so many people are making mods and folks want to be able to combine them.
Title: Re: The Nomads (Campaign Mod)
Post by: Trylobot on February 20, 2012, 10:44:17 PM
Ah, that makes sense Paul. Thanks for the clarification.
Title: Re: The Nomads (Campaign Mod)
Post by: CaptainCato on February 21, 2012, 07:25:12 AM
This is a pretty cool mod I guess, I never had interactions with the Nomads, never found a (nomad)ship to buy, so I can't say much about it...
Also, is it supposed to have missions? I have no other than vanilla missions..
Title: Re: The Nomads (Campaign Mod)
Post by: Trylobot on February 21, 2012, 08:26:18 AM
When I start a new campaign, they spawn in the center of the sun
Title: Re: The Nomads (Campaign Mod)
Post by: Arghy on February 23, 2012, 03:06:52 PM
Abit of feedback:

The ships are very neat but on their own they suffer alot but as a combined arms fleet their amazing, watched them destroy my fleet of 4 destroyers by slowly pelting them to death with their efficient blasters as i struggled to counter and destroy them. They need a carrier and i love their whole idea--would love to play their faction in a campaign.
Title: Re: The Nomads (0.3)
Post by: Trylobot on February 29, 2012, 11:27:59 PM
Updated with next ship, to give an idea of its scale. I've got a solid idea for its role in the fleet, and the sprite is coming along nicely. I'd say the art is 33% done, conservatively.
Title: Re: The Nomads (0.3)
Post by: Wriath on March 02, 2012, 08:06:32 PM
Whoah! I think I need more torps...
Title: Re: The Nomads (0.3)
Post by: Verrius on March 02, 2012, 10:08:58 PM
That is one big sucker... This will be fun!

It's worth noting that your mod was the first one I ever played, and the primary inspiration for my own. Keep up the good work!
Title: Re: The Nomads (0.3)
Post by: Trylobot on March 06, 2012, 09:02:48 PM
Updated for v0.4
Title: Re: The Nomads (0.4)
Post by: Spartan114 on March 06, 2012, 10:17:35 PM
Damn, like the design for the Oasis.
Title: Re: The Nomads (0.4)
Post by: Lancefighter on March 06, 2012, 11:12:40 PM
I feel like these ships lack an effective point defense - Sure, the light lasers are classed as point defense, but they seem to do very poorly at it - Even with elite crews, it seems they fail miserably at point defense. I wonder if its a function of perfect accuracy weapons just being completely unable to aim properly at missiles? Flak avoids this issue by exploding iirc..
Title: Re: The Nomads (0.4)
Post by: Trylobot on March 06, 2012, 11:19:48 PM
It's true, and it's part of the mythos of the faction.

Have you ever read Dune? Sometimes I feel like I'm channeling Space-Fremen fighting the Empire when I envision the battles between Nomad ships and vanilla Starfarer ships.

If you want to block incoming missiles and fighters and such, you need to shut down your weapon systems and rely on directional shields. Dance away, regroup, and come in for a strafing run with no shields - take it all on armor, moving into and then away, always moving.

An interesting tactic is the drift; Vent flux, achieve maximum speed, and aim for a course that will near-collide you with a target. Let go of all thrust related controls at this point and slide at top-speed past your target, using all flux for weapons. It's an aggressive and dangerous tactic, but it pours the maximum amount of pain on a single target.
Title: Re: The Nomads (0.4)
Post by: Levik on March 06, 2012, 11:26:02 PM
not bad
Title: Re: The Nomads (0.4)
Post by: Lancefighter on March 06, 2012, 11:36:45 PM
So your basic tactic is to hope they die before you do?

I mean, that seems to work decently well until later, when your enemies are sitting on multiple LRMs - Im not too worried about srms and mrms, its the lrm spam that causes problems.

Id imagine as battles scale up in general the same issues arise

edit: additionally, that seems completely backwards when I look at the the single capital ship design - Basically a giant target with a single long ranged cannon. If its point defense weapons dont work for point defense, what is it supposed to do?
Title: Re: The Nomads (0.4)
Post by: Trylobot on March 06, 2012, 11:39:49 PM
Secret: the light blasters are really just for show. It better have support craft to distract, or it won't accomplish its goal. But, if it can sit unhindered and focus on a single battleship or battlecruiser, it will do surprisingly well at overloading shields and overcoming armor.
Title: Re: The Nomads (0.4)
Post by: Lancefighter on March 06, 2012, 11:44:21 PM
well yeah, i figured that out - It does absolutely nothing outside of sitting as far away as possible and launching its doom cannon rain of death at people..
It just seems contrary to your tactics above
Title: Re: The Nomads (0.4)
Post by: Trylobot on March 06, 2012, 11:54:22 PM
Perhaps I should reduce the range and increase the rate of fire and shield efficacy
Title: Re: The Nomads (0.4)
Post by: Apophis on March 06, 2012, 11:55:50 PM
The doom cannon is overpowered: high dps, medium efficiency, long range only for 32 op. I think you should increase op and more than double flux cost.
Title: Re: The Nomads (0.4)
Post by: Lancefighter on March 07, 2012, 12:04:32 AM
At the moment, it as a single weapon does something like three times as much dps as any other single large weapon (the one im comparing with being the plasma cannon), at over three times the range, with being about 50% more energy efficient.

(also the Capship has 250 OP, but uses ... 32+9*4? Like 70 of them? >_> )
Title: Re: The Nomads (0.4)
Post by: Apophis on March 07, 2012, 12:19:23 AM
Also slow down the projectile so it is used as intended only against capital ship
Title: Re: The Nomads (0.4b)
Post by: Trylobot on March 07, 2012, 12:31:20 AM
Okay - Doom cannon is OP, got the message, Here's an update (http://www.mediafire.com/file/97avbr5axerc5ll/nom_0.4b.zip). Brought down the range by 66%. Increased the flux-per-capita. Reduced the damage, and travel speed. More than doubled the OP cost, because it's still a really powerful weapon.

In my playtests, I was only able to beat the battleship about 50% of the time, ignoring the entire rest of the fight. And, I had to get real close-in to do it, so I soaked up a ton of damage from the Onslaught's weapons. There's no real way around it, but on the same token the Onslaught could not afford to ignore me either; he was constantly flipping his shields and venting to try and cope with the doom cannon.
Title: Re: The Nomads (0.4b)
Post by: Trylobot on March 07, 2012, 08:23:01 PM
Tested and working with SF 0.51a (campaign and demo mission), no changes required
Title: Re: The Nomads (0.4b)
Post by: Trylobot on March 07, 2012, 09:50:53 PM
Youtube Video - Demo Mission Gameplay (http://www.youtube.com/watch?v=Yyq6fM2vJRE&hd=1)
Title: Re: The Nomads (0.4b)
Post by: arcibalde on March 08, 2012, 12:31:01 AM
I just watch video. I don't get a filling of mass. It's just turning tooo fast compare to Onslaught. Such big ship shouldn't turn so fast. Just my opinion.
Title: Re: The Nomads (0.4b)
Post by: Trylobot on March 08, 2012, 01:06:26 AM
It's just turning tooo fast compared to Onslaught.

You are absolutely right, I am going to decrease its manueverability immediately. I really want it to feel like one of the largest ships; on the same token, I am going to increase its maximum flux capacity. I also want to test it in bigger battles, so I'm going to write a second demo mission, this time a full-on Nomad Jihad Death Fleet facing off against a fully-kitted-out Mercenary Elite force, complete with Conquest Battlecruisers et cetera. I'll update the first post with the update when I'm done playtesting it.
Title: Re: The Nomads (0.4b)
Post by: arcibalde on March 08, 2012, 01:20:37 AM
And dude yours ships are awesome. And on that big nasty thing with just 1 nasty weapon there is room for flight deck. From top to that circle control center. There is so much space on that ship. I really think that he got at least 1 flight deck... Dunno it's your ship but if it's up to me ill put him at least 1 flight deck. They are nomads, always on run it's just naturally that they have on their biggest ship a flight deck for fast scouting and defending and...
And and and you can do weaker version of DOOMthing and put it in medium slot a put 4 medslots so each cover 1/4 of ship and fire just 1 boltthingy (not 3 like big brother :))... or you can just ignore me  ;D


Like this:
(http://i.imgur.com/bQuf5.png)



P.S.  That extra "o" in "too" was on purpose and that lack of "d" in "compare"  was not  :D
Title: Re: The Nomads (0.4b)
Post by: Apophis on March 08, 2012, 01:28:03 AM
I also want to test it in bigger battles, so I'm going to write a second demo mission, this time a full-on Nomad Jihad Death Fleet facing off against a fully-kitted-out Mercenary Elite force, complete with Conquest Battlecruisers et cetera. I'll update the first post with the update when I'm done playtesting it.
In my mod random battles (http://fractalsoftworks.com/forum/index.php?topic=679.0) i have added the nomads as a faction in the mission "random battle factions"
Title: Re: The Nomads (0.4b)
Post by: Trylobot on March 08, 2012, 01:29:32 AM
I think I'll take you up on the flight deck idea, I just realized that I have fighters and not a single flight deck anywhere, haha. As for the weapons setup, I'm just starting to get comfortable with the idea of a very-high-OP cost main weapon, as opposed to the staple of most fleets which seems to be the porcupine approach (many smaller weapons firing everywhere at all times)
Title: Re: The Nomads (0.4b)
Post by: arcibalde on March 08, 2012, 01:32:01 AM
Oki  ;D
Title: Re: The Nomads (0.5)
Post by: Trylobot on March 08, 2012, 02:50:00 AM
Done and up, and I have to say it seems to "fit" more now with all the rest of it. Good suggestion arci!
Title: Re: The Nomads (0.5)
Post by: arcibalde on March 08, 2012, 02:57:37 AM
Sir YES sir dude sir yes dude sir!  ;D


Just got 100% on first mission  ;D


OOOOOOOKkkkkkkkk he feels much heavier now.

The gun is really nasty but what if you put him charge time (1,5s - 2s), recharge time (7s-13s), grater flux demand (3x-5x), faster bolt speed and 5x-9x dmg boost per shoot? So then you have ONE BIG NASTY GUN that can hit only cap ships (he is cap ship destroyer right?) and when he does he does it hhhhaaaaaarrrrrddddd  ;D


Title: Re: The Nomads (0.4b)
Post by: Trylobot on March 08, 2012, 03:07:21 AM
In my mod random battles (http://fractalsoftworks.com/forum/index.php?topic=679.0) i have added the nomads as a faction in the mission "random battle factions"

Kick-ass man, thanks
Title: Re: The Nomads (0.5)
Post by: Flare on March 16, 2012, 10:50:57 PM
Just to let you know, the download link seems to be down.
Title: Re: The Nomads (0.5)
Post by: Little Bluberry Bomb on March 17, 2012, 01:15:38 PM
Just to let you know, the download link seems to be down.

This appears to be a glitch with Mediafire itself - it has been happening to me, and it seems some others, as of late. That said, would there be the possibility of a mirror download? I'd love to take this fleet for a spin. I adore the aesthetic design, as well as the tactical; the idea of a cap-ship killer is unique and provides fleet [and anti-fleet] options so far unavailable in the game.
However, based on the preview video I'd like to put in my agreement with arcibalde - the primary cannon of the Gila feels a little too rapid fire for my tastes, as can be seen at the end where the ship is spinning about firing on frigates hoping for a good hit or two, slapping augmented thrusters on it would change it from a vessel with a defined role to an all-around threat to everything. I'd love to see it become the aforementioned single, extremely powerful shot with a long reload sort of weapon, where taking carefully aimed shots at only large or vulnerable ships is priority, and relying on its escort to cover the weakness (Which, in my opinion, any given ship should have).
Title: Re: The Nomads (0.5)
Post by: XpanD on March 17, 2012, 01:22:49 PM
*click me for temporary v0.5 download* (http://www.ugstunt.com/nom_0.5.zip)
Title: Re: The Nomads (0.5)
Post by: Trylobot on March 17, 2012, 01:52:09 PM
The mediafire link works for me, but I can also cross-post to my Dropbox if folks are having trouble with mediafire.

As for the video, the stats have actually been tweaked quite a bit since then, with regards to overall speed and maneuverability of the ship. It is a lot more cumbersome now, making the main gun difficult to aim at anything except other slow-moving ships. Also, I've added a flight deck to the front of it since then as well. I'm planning on making another video for the second mission soon anyway.

Main post updated with link to dropbox d/l. Here it is again as well for convenience. http://dl.dropbox.com/u/14340846/nom_0.5.zip (http://dl.dropbox.com/u/14340846/nom_0.5.zip)
Title: Re: The Nomads (0.5)
Post by: Little Bluberry Bomb on March 17, 2012, 02:11:50 PM
*click me for temporary v0.5 download* (http://www.ugstunt.com/nom_0.5.zip)

Ah, cheers! <3 Worked perfectly.


And aye, MF seems to be working only for some - perhaps something to do with locales, hard to tell. In any case, I've given the mod and demo mission a spin and I see what you mean - it's certainly a lot more in line, having to position the ship proper. I'd still like to see what augmented thrusters will do, personally, but that will come later when I have the chance to play around with the mod in campaign.
Overall though, really liking it. c: The designs are wonderful and the ships feel solid.
Title: Re: The Nomads (0.5)
Post by: XpanD on March 17, 2012, 02:14:37 PM
Nah, nothing to do with locale. I had it earlier on several downloads (including this one), and then suddenly it fixed itself and I quickly put a few mirrors up. :P
Title: Re: The Nomads (0.5)
Post by: Flare on March 17, 2012, 03:13:39 PM
*click me for temporary v0.5 download* (http://www.ugstunt.com/nom_0.5.zip)

Thank you!  :D
Title: Re: The Nomads (0.5)
Post by: Lopunny Zen on March 20, 2012, 04:55:50 PM
Doom cannon should turn...
Title: Re: The Nomads (0.5)
Post by: Lopunny Zen on March 20, 2012, 04:56:51 PM
and the nomad colony should have a fighterbay too
Title: Re: The Nomads (0.5.3)
Post by: Uomoz on March 22, 2012, 09:13:36 AM
Hi! I put the Nomads into my Compilation (http://fractalsoftworks.com/forum/index.php?topic=1799.msg20401#msg20401), great work (love your mashup-free sprites).

I was wondering if there's a lore reason why the Nomads spawn from the Corvus Sun, or if you are planning to add a Planet to address this (with or without a station). I'd love to see them coming from a Kharak-like planet!

(http://postfiles6.naver.net/20091208_277/pmsil_1260251007699LOyqV_jpg/4_pmsil.jpg?type=w2)
Title: Re: The Nomads (0.5.3)
Post by: Trylobot on March 22, 2012, 10:12:33 AM
No real reason for the current spawn point, definitely temporary. I will be adding a small desert planet close to the sun for them to spawn at, probably some play on Herbert's naming, either in the next version or the one after.
Title: Re: The Nomads (0.5.3)
Post by: Kilconey on March 26, 2012, 04:00:25 PM
The mods pretty good, Nomad fighter are pretty over powered, a single scarab group can take out a wolf class frigate...
Title: Re: The Nomads (0.5.3)
Post by: Trylobot on March 26, 2012, 06:40:31 PM
I definitely need to rebalance some more!
Title: Re: The Nomads (0.5.3)
Post by: mkire on March 26, 2012, 09:42:51 PM
i have to say i love the ultralight frigates. for their fleetpoints they outperform any fighter that doesn't come with a shield. Sure it's hard to get them and they suck up 16 people, but with a condor and elite crews i had three flights of them take down a medusa for me with no losses
Title: Re: The Nomads (0.5.3)
Post by: medikohl on March 26, 2012, 11:37:43 PM
I definitely need to rebalance some more!
you may also want to rename a couple of weapons
Title: Re: The Nomads (0.6)
Post by: Trylobot on March 27, 2012, 09:28:31 PM
Added the Scorpion and rebalanced some shiz; full changelog in OP
Title: Re: The Nomads (0.6)
Post by: Uomoz on March 28, 2012, 03:36:17 AM
Awesome. Will update my mod with this as soon as I come back from uni.
Title: Re: The Nomads (0.6)
Post by: medikohl on March 28, 2012, 05:06:59 PM
the only reason I bring it up is the fact that there are other light and heavy blasters out there. so the names tend to overlap
Title: Re: The Nomads (0.6)
Post by: Trylobot on March 28, 2012, 05:19:27 PM
the only reason I bring it up is the fact that there are other light and heavy blasters out there. so the names tend to overlap

I hear you, and I don't want to be overlapping, but I can't think of another good name for this class of weapon. Any ideas for me to consider?
Title: Re: The Nomads (0.6)
Post by: Lancefighter on March 28, 2012, 05:26:18 PM
You could always pull out 'disruptor' or just kinda pull random letters out of a bag and see what you can make with them....

Light Phase Pulse Cannon!
Medium Condensed-Particle Accelerator!
Ultra-Heavy Tardyon Laser Array!
Itty Bitty Pulsed Infrared Repeater!
Kinda Oversized Chraged Confetti Launcher!
Title: Re: The Nomads (0.6)
Post by: medikohl on March 28, 2012, 05:30:10 PM
the only reason I bring it up is the fact that there are other light and heavy blasters out there. so the names tend to overlap

I hear you, and I don't want to be overlapping, but I can't think of another good name for this class of weapon. Any ideas for me to consider?

quark cannon
muon cannon
nuetrino cannon
Title: Re: The Nomads (0.6)
Post by: medikohl on March 28, 2012, 05:32:10 PM
Renaming them to masers.

Microwave Amplification by Stimulated Emission of Radiation
Title: Re: The Nomads (0.6)
Post by: medikohl on March 28, 2012, 05:34:05 PM
Some common types of masers
-Atomic beam masers
--Ammonia maser
--Free electron maser
--Hydrogen maser
-Gas masers
--Rubidium maser
-Solid state masers
--Ruby maser
--Whispering-gallery modes iron-sapphire maser
Title: Re: The Nomads (0.6)
Post by: Trylobot on March 28, 2012, 05:40:16 PM
Haha thanks for the suggestions guys. I think I'll use Electron Maser.
Title: Re: The Nomads (0.6)
Post by: Lancefighter on March 28, 2012, 06:15:17 PM
What a pity - I was really hoping for some Charged Confetti Launchers :(
Title: Re: The Nomads (0.6)
Post by: Trylobot on March 28, 2012, 11:38:46 PM
Thought I'd share some of my concepts for the next ships I plan to create (not necessarily to scale/not final):

(http://i1239.photobucket.com/albums/ff516/Trylobot/nomadconcepts1.png)
Title: Re: The Nomads (0.6)
Post by: medikohl on March 28, 2012, 11:59:10 PM
with your permission I'd like to give your sprites a go with kitbashing. Might give you some extra ships to play around with.
Title: Re: The Nomads (0.6)
Post by: Trylobot on March 29, 2012, 12:02:29 AM
Knock yourself out, if I think the ship fits my theme so far, I'll use it. But I warn you; I'm picky
Title: Re: The Nomads (0.6)
Post by: medikohl on March 29, 2012, 12:04:20 AM
I just remember DeathSG's little blunder of jamming a few of my ships into your faction during the minimash. Kinda wonder what that guy was thinking.
Title: Re: The Nomads (0.6)
Post by: Okim on March 29, 2012, 12:04:51 AM
Just my opinion.

Gila Monster`s large mount should get some visual elevation (some kind of platform or hull like its bridge). I don`t know what weapon doest it use and what`s are the arc of fire, but if it is a doom cannon (or any non-missile one) it must be really high to fire above the side platings (which edges look elevated above the hull in which the mount is).
Title: Re: The Nomads (0.6)
Post by: Zilerrezko on March 29, 2012, 12:07:33 AM
how do you do you concepts? Mine are done on tablets of paper, and I only get like 1 ship out every 4 days D';
Title: Re: The Nomads (0.6)
Post by: Trylobot on March 29, 2012, 12:11:57 AM
Gila Monster`s large mount should get some visual elevation (some kind of platform or hull like its bridge).
I'll see if I can add an armor plate to the central area to make it look like it's raised, because that is a good idea.


how do you do you concepts? Mine are done on tablets of paper, and I only get like 1 ship out every 4 days D';
I had the ideas for these over about a 2 week period, I just collected them all and redrew in Paint.NET, about 1 minute per ship
Title: Re: The Nomads (0.6)
Post by: Zilerrezko on March 29, 2012, 12:13:51 AM
Quote
Paint.NET

YOUR DRAWING IS AMAZINGLY STRAIGHT!!!!! I have to use that line and curve tool otherwise my stright lines look like a cinnamon roll
Title: Re: The Nomads (0.6)
Post by: medikohl on March 29, 2012, 12:29:39 AM
just a bit of proof of concept. your art style offers some unique challenges for kitbashing

[attachment deleted by admin]
Title: Re: The Nomads (0.6)
Post by: Apophis on March 29, 2012, 01:19:11 AM
The supports for missile slots are a bit weak in the scorpion, they seems antennas. I think they will look better with more thickness
Title: Re: The Nomads (0.6)
Post by: VikingHaag on March 29, 2012, 03:44:20 AM
Very nice mod, and the sprites are simply amazing, whoever did the original isn't half as good as you.
But there are problems, light blasters (masers) don't work as pd, so your faction has no pd at all.
The doom cannon doesn't feel "doom". And generally they get steamrolled by any fleet with missiles.
And after 1 hour of playing i'll never see a Jihad death fleet again.
Title: Re: The Nomads (0.6)
Post by: Trylobot on March 29, 2012, 06:25:47 AM
@VikingHaag: The sprites are original, heh - from scratch. Also thanks for the playthrough feedback, this is very valuable input. Obviously I need a new PD weapon for them so they can survive longer against missile fleets, and the spawn rates in campaign need tweaking some more I suppose.
Title: Re: The Nomads (0.6)
Post by: VikingHaag on March 29, 2012, 07:05:32 AM
@VikingHaag: The sprites are original, heh - from scratch. Also thanks for the playthrough feedback, this is very valuable input. Obviously I need a new PD weapon for them so they can survive longer against missile fleets, and the spawn rates in campaign need tweaking some more I suppose.

Sorry, i mean, the vanilla sprites. I know these are from scratch ^^
Title: Re: The Nomads (0.6)
Post by: Uomoz on March 29, 2012, 07:10:53 AM
@VikingHaag: The sprites are original, heh - from scratch. Also thanks for the playthrough feedback, this is very valuable input. Obviously I need a new PD weapon for them so they can survive longer against missile fleets, and the spawn rates in campaign need tweaking some more I suppose.

Sorry, i mean, the vanilla sprites. I know these are from scratch ^^

That's a bit exaggerated :D

Nonetheless I absolutely LOVE the new concepts (as I loved the Scorpion). Sandstorm and Death Commando WILL be awesome.
Title: Re: The Nomads (0.6)
Post by: maffo on April 01, 2012, 03:00:33 AM
the only thing i want is the oasis man. i want to hear the screams of thousands of people when i shoot it to smitterines.(yes i am evil)
Did you cancel that ship or just not on it yet?
Title: Re: The Nomads (0.6)
Post by: Upgradecap on April 01, 2012, 03:17:29 AM
the only thing i want is the oasis man. i want to hear the screams of thousands of people when i shoot it to smitterines.(yes i am evil)
Did you cancel that ship or just not on it yet?

I'd actully love to see that. Along with a system to seperates ship parts when exploded and a system that is able to slowly explode ships in an epic way ;D
http://www.youtube.com/watch?v=jmjJpy4ubgs

Skip to 2:00 for some explosions.

Nad also a way to dramtically explode ships when they die, like this:

http://www.youtube.com/watch?v=aeGd1hgkjwY

skip to 1:10 for the epicness ;D
Title: Re: The Nomads (0.6)
Post by: Dante80 on April 01, 2012, 07:42:45 AM
I love the concept pics for the new additions man, especially the yellowjacket! Keep the goodness coming...^^
Title: Re: The Nomads (0.6)
Post by: Trylobot on April 01, 2012, 07:22:39 PM
I never cancelled it, in fact I have several sketches of it already. It's just going to take some time to get it to where I want it, and I have other ideas to explore as well.
Title: Re: The Nomads (0.7)
Post by: Trylobot on April 02, 2012, 10:57:40 PM
Update April 3rd: Added new ship: the Sandstorm; Rebalanced Gila Monster to be heavier, slower and less manueverable, with more HP but far less armor, less total flux and less flux dissipation; Increased damage and value of Doom Cannon; Renamed all weapons to "Electron Maser" or variations thereof; Added new weapon, Twin Electron Maser, a large-slot version of the heavy with twin barrels and slightly longer range; Reduced the "engine glare" of all Nomad engines, for better appearance (there was too much)


OP updated with the download link & new sprites.
Title: Re: The Nomads (0.7)
Post by: craftomega on April 03, 2012, 01:11:51 AM
You mkae me want to cry.... i just updated this....
Title: Re: The Nomads (0.7)
Post by: Upgradecap on April 03, 2012, 01:14:14 AM
Why do I get such a desire to kill every nomads fleet when i see then? ;D
Title: Re: The Nomads (0.7)
Post by: Uomoz on April 03, 2012, 01:54:20 AM
I will Update Uomoz's Corvus with this as soon as I come back from uni ;)

Love the new ship! (and the style overall ss getting even better)
Title: Re: The Nomads (0.7)
Post by: Dante80 on April 03, 2012, 09:38:26 PM
I absolutely love the sandstorm, so much that I decided to play around with it a little...here is the outcome... :)

(http://i44.photobucket.com/albums/f9/Dante80/Minecraft/nom_sandstorm.png)

Keep the goodness coming man, cheers...^^
Title: Re: The Nomads (0.7)
Post by: Trylobot on April 03, 2012, 10:27:19 PM
Looks good, I'll put it in.


I'm working on the Yellowjacket right now, and I'm going to be using a complicated weapon-fire animation made of many frames of sprite animation for the firing sequence. At present I have planned some spinning-screw type things to help it "wind back up" the barrel, and some pressure valves near the barrel spewing smoke, along with a large recoil and muzzle flare, and some very neat sounds from www.freesound.org
Title: Re: The Nomads (0.7)
Post by: Fantastic Chimni on April 04, 2012, 01:56:23 PM
The iguanas? Just destroyed my medusa in a 1v1.

They are a little bit too strong if they can take 4 tac lasers and a mining blaster on their shields and take less flux than i gain from firing it.

Just saying.
Title: Re: The Nomads (0.7)
Post by: Trylobot on April 04, 2012, 02:13:08 PM
I have a couple of questions for you, because my hope is just that you have expectations of strength based on other people's fighters, but possibly haven't considered what it means to be balanced.

1. Can you post your Medusa's *.variant so that I can test, if indeed they are in need of further balancing?

2. Does your Medusa lose consistently? (Or was it a fluke?)

3. Does your Medusa beat: a wing of Thunders, or a wing of Warthogs? (Consistently?)

If yes to all, then it confirms that they are overpowered and need to be toned down so they're not tearing everything apart, or their cost/fleet points ratcheted up; for instance, what if their fleet point cost was doubled? Then it would be more difficult to field them, etc., etc., and the expectation would transform to: Can they beat two Medusas consistently 8)

Thank you (F.Chimni, all) for the continuing feedback, it makes the mod better.
Title: Re: The Nomads (0.7)
Post by: Uomoz on April 04, 2012, 02:19:59 PM
I really like the "warn look" that dante gave to the Sandstorm. Is it appliable to the Gila Monster too? (the difference between the two is a little apparent in the OP)
Title: Re: The Nomads (0.7)
Post by: Trylobot on April 04, 2012, 06:28:01 PM
Heh... I have no idea, but probably (guess you'd have to talk to Dante 8))

TBH though, I don't mind if there are slight differences of style. Can't just keep revisiting old pieces because otherwise I'd never release anything. If Dante feels like improving ships out of love for the mod, I'm flattered; but I'm loathe to revisit early ships just because I discovered some new technique or other. If they look cohesive as a group, even if it's not exact, I'm satisfied.

Quote from: The Late Steve Jobs
Real artists ship.

Title: Re: The Nomads (0.7)
Post by: Trylobot on April 04, 2012, 07:53:24 PM
For the upcoming version, I have rebalanced the Iguana to my satisfaction. In fact I've spent more time trying to balance this craft then I think I've spent on any ship for this game ever. Here is a table of the results of my balance experiment:

   
Fighters and Interceptors
   1 x Iguana_Wing  Loses  vs.  1 x Broadsword_Wing
   1 x Iguana_Wing  Loses  vs.  1 x Warthog_Wing
   1 x Iguana_Wing  Loses  vs.  1 x Thunder_Wing
   1 x Iguana_Wing  Wins   vs.  1 x Wasp_Wing
   1 x Iguana_Wing  Wins   vs.  1 x Talon_Wing
Frigates
   1 x Iguana_Wing  Wins   vs.  1 x Hound_Assault
   1 x Iguana_Wing  Wins   vs.  1 x Lasher_Assault
Destroyers
   1 x Iguana_Wing  Loses  vs.  1 x Medusa_PD
   1 x Iguana_Wing  Loses  vs.  1 x Hammerhead_Balanced



I've likewise reduced the fleet points requirement of the wing to 5 (from 9).
Title: Re: The Nomads (0.7)
Post by: Iscariot on April 04, 2012, 07:55:46 PM
For the upcoming version, I have rebalanced the Iguana to my satisfaction. In fact I've spent more time trying to balance this craft then I think I've spent on any ship for this game ever. Here is a table of the results of my balance experiment:

   
Fighters and Interceptors
   1 x Iguana_Wing  Loses  vs.  1 x Broadsword_Wing
   1 x Iguana_Wing  Loses  vs.  1 x Warthog_Wing
   1 x Iguana_Wing  Loses  vs.  1 x Thunder_Wing
   1 x Iguana_Wing  Wins   vs.  1 x Wasp_Wing
   1 x Iguana_Wing  Wins   vs.  1 x Talon_Wing
Frigates
   1 x Iguana_Wing  Wins   vs.  1 x Hound_Assault
   1 x Iguana_Wing  Wins   vs.  1 x Lasher_Assault
Destroyers
   1 x Iguana_Wing  Loses  vs.  1 x Medusa_PD
   1 x Iguana_Wing  Loses  vs.  1 x Hammerhead_Balanced



I've likewise reduced the fleet points requirement of the wing to 5 (from 9).

I commend you.
Title: Re: The Nomads (0.7)
Post by: Dante80 on April 04, 2012, 09:30:20 PM
Quote
I really like the "warn look" that dante gave to the Sandstorm. Is it appliable to the Gila Monster too? (the difference between the two is a little apparent in the OP)
Quote
Heh... I have no idea, but probably (guess you'd have to talk to Dante Cool)

TBH though, I don't mind if there are slight differences of style. Can't just keep revisiting old pieces because otherwise I'd never release anything. If Dante feels like improving ships out of love for the mod, I'm flattered; but I'm loathe to revisit early ships just because I discovered some new technique or other. If they look cohesive as a group, even if it's not exact, I'm satisfied.


I really love this mod (and I think that together with Junk Pirates it is the best available as a boost for the vanilla campaign) so playing around with Trylobot's magnificent original art is both an honor and a pleasure.

Here is a variant for the Gila-monster that Uomoz asked.

(http://i1239.photobucket.com/albums/ff516/Trylobot/nom_gila_monster-2.png)(http://i44.photobucket.com/albums/f9/Dante80/Minecraft/nom_gila_monster-2-2.png)

Title: Re: The Nomads (0.7)
Post by: Trylobot on April 04, 2012, 09:41:37 PM
Damn Dante - nice. It's in.

I'll try to emulate your changes in the next ship. I see noise added, darker overall and more contrast? And possibly some custom touchups?
Title: Re: The Nomads (0.7)
Post by: Dante80 on April 04, 2012, 09:51:04 PM
Thanks for the kind words man. Here is a rough process..

1. gaussian noise at 3,8p exclusion @ overlay 30% opacity
2. sharpen mask at 5,0p exclusion @ soft light 30% opacity
3. crystallize filter @ color 30% opacity
4. 4% red hue shift, +12% brightness, -4% contrast
5. -5% saturation
6. diffuse glow at 6,0p exclusion @ multiply 25% opacity
7. custom brush touchups for reducing glow at the bridge and superstructure
8. plastic wrap filter @ overlay 20% opacity
9. chrome filter @ soft light 15% opacity
10. taking the 1pix brush and going over the torn armor pieces in luminocity mode
11. adding a warm filter mask (LBA) @ 20%

and then tweaking it until it it bleeds in with the rest of the ships.
Title: Re: The Nomads (0.7)
Post by: Trylobot on April 04, 2012, 09:54:57 PM
Lol.... you completely lost me.

I have no idea what half those things are. I use Paint.NET for everything, and basically I use layers and the pencil and line tools.
Title: Re: The Nomads (0.7)
Post by: Dante80 on April 04, 2012, 10:09:59 PM
 ;D

Well, its the same process as you do man (layers, filters, and a lot of elbow work with the pencil tool ~ I use CS3). The difficult part is not applying filters to the sprite of course, but making it in the first place. And your art is <3..keep the goodness coming, cheers...^^
Title: Re: The Nomads (0.7)
Post by: Uomoz on April 05, 2012, 12:49:12 AM
Whoa. Awesome modders are awesome. Can I love this community more? Thank you both guys, great job.
Title: Re: The Nomads (0.7)
Post by: Trylobot on April 05, 2012, 09:14:01 PM
I just noticed that the Komodo sucks. Like, really sucks, for a destroyer. So I rebalanced it. I also moved its weapon slots around physically so there is less overlap and it looks better, and swapped out one of its masers for a twin maser instead, and replaced two of the light masers with ultralights towards the back for better PD.

After changes (coming in v0.8 ), the Komodo ...
   0 won, 1 lost      vs    "conquest_Elite"
   1 won, 0 lost      vs    "enforcer_Assault"
   1 won, 0 lost      vs    "enforcer_Balanced"
   0 won, 1 lost      vs    "medusa_Attack"
   1 won, 1 lost      vs    "hammerhead_Balanced"
   0 won, 1 lost      vs    "hammerhead_Elite"
   1 won, 0 lost      vs    "gemini_Standard"
   stalemate          vs    "hound_Assault"
   1 won, 0 lost      vs    "lasher_Assault"
   1 won, 0 lost      vs    "thunder_wing"
   1 won, 0 lost      vs    "wasp_wing"

Title: Re: The Nomads (0.8)
Post by: Trylobot on April 08, 2012, 04:52:13 PM
Version 0.8 is up with new sprites and loads of balancing and a new ship.
Title: Re: The Nomads (0.8)
Post by: Uomoz on April 08, 2012, 09:16:55 PM
Yellowjacket. Simply awesome ship to fly. Having a great time sniping fighters with it (it's one of the possible starting ships in Uomoz's Corvus).

If I may suggest a little thing, up it's price a bit, because it's a little to cheap for it's value in combat (somewhere around the 6500 bracket should be perfect)
Title: Re: The Nomads (0.8)
Post by: Zani on April 09, 2012, 08:34:23 AM
AOJDASJ the fighters.... they... they annoy me very much
carrier + 2 fighter = lose
brawler = lose (well durr, bralwer sucks)
wolf = lose
hound = lose
*** EVERYTHING YOU START WITH CANNOT BEAT IT
Title: Re: The Nomads (0.8)
Post by: Trylobot on April 09, 2012, 08:52:31 AM
I'm OK with that. The vanilla starting roster is intentionally lackluster; you're supposed to fight the lesser pirates and independents, work your way up to fighting either the hegemony or tri-tach, and once you've got a decent force together, your options expand somewhat.

The Nomad fighters are balanced pretty much to where I want them  8)
Title: Re: The Nomads (0.8)
Post by: Uomoz on April 09, 2012, 08:54:38 AM
I'm OK with that. The vanilla starting roster is intentionally lackluster; you're supposed to fight the lesser pirates and independents, work your way up to fighting either the hegemony or tri-tach, and once you've got a decent force together, your options expand somewhat.

The Nomad fighters are balanced pretty much to where I want them  8)

This. Mods extends the longevity of a gameplay (usually their fleets are a tad stronger then vanilla ones), while keeping the overall balance of the game. They are the "lategame", while red pirates and Heg (for example) are more like "earlygame".
Title: Re: The Nomads (0.8)
Post by: Zani on April 10, 2012, 02:19:58 AM
Well, I understand that they're supposed to be quite powerful, but isn't it quite annoying how, a single fighter wing can take out two talon wings and a carrier, no problem?
Title: Re: The Nomads (0.8)
Post by: Trylobot on April 10, 2012, 05:57:58 AM
Please also make sure you are using the very latest version, because I have done rebalancing in every recent release.
Title: Re: The Nomads (0.8)
Post by: Trylobot on April 11, 2012, 08:08:24 PM
@Zani: I have to ask, which carrier and which two fighters? Because I just ran a simulation with the Iguana fighters...

1x Iguana wing vs. 1x Condor FS, 1x Wasp wing and 1x Talon wing, and the Iguana wing lost. Pretty badly. Like, the opposing force didn't end up losing a single unit.

So I have to question exactly what you did.
Title: Re: The Nomads (0.8)
Post by: Zergling on April 13, 2012, 03:49:48 PM
The Maser Pulse Beam feels a bit overpowered.
Just 2 of them on a frigate or destroyer can rip apart cruisers. 4 of them on a cruiser can easily kill capitals, all from long range and with only minor flux problems.

I think either the damage/sec and flux/sec should be at least halved, or it should be increased to large energy mount and 20-25 ord points.
Title: Re: The Nomads (0.8)
Post by: Trylobot on April 13, 2012, 05:44:05 PM
@Zergling: Nice observations, considering that's your first post  8)  Been lurking for a while? :D

I will definitely take it into consideration, and I will run your example scenarios. More than likely I will have to enlarge the ship somewhat (make it a destroyer) and upgrade the weapon requirements appropriately assuming you're on the money.

Ideally I can increase the flux requirement per-shot so that the frigate can still fire, but will perhaps be required to vent after every single shot in order to be effective... which would require the ship to be completely unmolested... which is actually starting to sound more inline with your stereotypical sniper class..........  :o  I think we're onto something here.
Title: Re: The Nomads (0.8)
Post by: Uomoz on April 14, 2012, 12:26:25 AM
Nuoooo my preferred ship Q.Q

*nerfhammer finally catch up with Uomoz*
Title: Re: The Nomads (0.8)
Post by: Zergling on April 14, 2012, 02:31:22 PM
@Zergling: Nice observations, considering that's your first post  8)  Been lurking for a while? :D

I will definitely take it into consideration, and I will run your example scenarios. More than likely I will have to enlarge the ship somewhat (make it a destroyer) and upgrade the weapon requirements appropriately assuming you're on the money.

Ideally I can increase the flux requirement per-shot so that the frigate can still fire, but will perhaps be required to vent after every single shot in order to be effective... which would require the ship to be completely unmolested... which is actually starting to sound more inline with your stereotypical sniper class..........  :o  I think we're onto something here.

Ahem, yeah, my first post. Been lurking for a week or two now since I purchased Starfarer. Apologies for not making a proper introduction first   :-[

I like the Maser Pulse Beam, it just feels kinda cheap to use. A single Hyperion with 2 of them can easily take down most cruisers, and can kill a capital if it doesn't have omni shields.

Another idea for balancing the weapon is to make seperate medium and large energy versions.

I also like the idea of a high damage single shot version, but it'd be tricky to balance right to be useful but not too powerful, as the shield/flux system of Starfarer has that effect on burst/instant damage weapons.
Title: Re: The Nomads (0.8)
Post by: BrickedKeyboard on April 17, 2012, 09:34:57 AM
Am here to complain about the pulse maser as well.   :o

It's just SO good, outclassing every other weapon by far.  I was using it to equip various high end Tri-Tachyon cruisers, and with 3 or more of them the cruiser would outmatch any ship in the game. 

I increased the ordinance points from 10 to 16, and boosted the base cost from 1500 to 15000 in my game.  That makes it feel a little more balanced.  It now has half the OP cost of a tachyon lance, and half the range (but same DPS)

Cost is also about half the cost of the tachyon lance. 

Still probably overpowered, but at least it has some drawbacks now (and the high cost means you can't start out with this weapon right away in a new playthrough)
Title: Re: The Nomads (0.8)
Post by: BrickedKeyboard on April 17, 2012, 10:54:13 AM


I will definitely take it into consideration, and I will run your example scenarios. More than likely I will have to enlarge the ship somewhat (make it a destroyer) and upgrade the weapon requirements appropriately assuming you're on the money.


A third option is you can make the weapon take 30 OP, but mount it "illegally" on the sniper frigate.  Players who capture that frigate won't be able to strip the weapon from it and put it back, but it'll work.
Title: Re: The Nomads (0.8)
Post by: Aleskander on April 18, 2012, 07:10:52 AM
It's OP but it only works on ships that have good flux dissipation from my observations.
Still needs to be nerfed
Title: Re: The Nomads (0.8)
Post by: Uomoz on April 27, 2012, 01:25:29 PM
Hey trylobot! I'd like to add some feedback about the Pulse Maser. I compared it's stats to similar weapons of it's class and what I noticed was that even if DPS and FPS (flux per second) were on par, it's range was three times better (without any direct backfire). I suggest to give this weapon a lot more flux per shot and some less shots per minute, or rise it's OP a lot (but I do like more the idea of a slower firing weapon with some punch).

Yellowjacket will probably remain my preferred frigate anyway. :D
Title: Re: The Nomads (0.8)
Post by: Trylobot on April 27, 2012, 09:20:56 PM
A solid suggestion, I'll probably do exactly that (with some testing).

I haven't had much time for SF work recently though, I'm sort of waiting for Alex's next update to drop. At that time I plan to use the recently announced feature of "Simulation from Refit Screen" to do all my balancing work because it will make things significantly faster. I also want to release a new ship that will serve as a universal transport that I've named the Cactus, but as of yet I have no solid design for it other than how I want some of the cargo detailing to look like. The Cactus itself isn't even the really important part of the update, It's honestly just an excuse to have a convoy fleet that can be raided for ship hulls and replacement parts for the Nomad faction since they lack a station. I have no plans to add a station either as I think it adds to their personality a tad.

In any case Alex believes the next update will be relatively soon. I'm looking forward to it, and to diving back into SF modding.
Title: Re: The Nomads (0.8)
Post by: Uomoz on April 28, 2012, 11:19:05 AM
If I might add (Uomoz, you lousy nerd), the Komodo needs the Dante "worn" treatment :3
Title: Re: The Nomads (0.8)
Post by: hairrorist on April 28, 2012, 11:31:44 AM
Love these sprites... except for the Scorpion.  It doesn't fit with the style of the others, and it looks like a strong sneeze would destroy it.
Title: Re: The Nomads (0.8)
Post by: Uomoz on April 30, 2012, 12:13:28 PM
MOAR FEEDBACK!  8)

This came out on Uomoz's Corvus thread:

Maybe they should make nomad weapons incompatible with normal ship.

Spoiler
(http://i1127.photobucket.com/albums/l624/Radiack/screenshot003-1.jpg)
[close]

Spoiler
(http://i1127.photobucket.com/albums/l624/Radiack/screenshot004.jpg)
[close]

I do agree, maybe the Pulse Maser should fit in a large slot? Maybe adjusting it's stats to vanilla Large Energy Weapons ;) (the Yellowjacket could then have a large slot there instead of the medium, with a boost to the price of the ship)
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on May 01, 2012, 10:01:49 PM
OK - minor update for SF 0.52a, original post updated. The Maser Pulse Beam has been nerfed by quite a bit, but playtesting with the Yellowjacket using the new "Simulation" feature in the campaign mode reveals to me that the ship still plays the way I originally envisioned, so I'm happy with it. And as a bonus, the AI is now much better at using the Yellowjacket than it was before. Heck, it's better at everything now. Kudos to Alex for all the AI work, really makes our mods look better, haha.
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on May 05, 2012, 12:01:48 PM
Below is a preview of the Oasis ship. Scale is not final. Inspired by Mass Effect somewhat, along with some of my own designs. Detailing will be a combination of existing Nomad styling with several new themes for the central habitat ring. The crates towards the back are not meant to be crew or civilian quarters, those are for cargo and storage. I also intend to depict a miniature shipyard, and several dozen launchbays. This ship is essentially a mobile space station. It will not be armed. It will, however, have a great deal of armor, and be heavily shielded. The ship devotes all of its resources to support of the Nomad civilization, and the Oasis' active defense falls to its escort armada.

I'd also like to describe my plan for a brand-new type of Campaign behavior. I have recently discovered that it is possible not only to issue and revoke orders for any active AI-controlled fleet, but also that a plugin gets a chance to run its logic every single frame while in the star system view. I don't think anyone has yet grasped the power that this offers.

So here's what I plan to do. Instead of spawning on a daily basis at a planet as they do now, the Nomad fleets will spawn as a group at the border of the map somewhere. My new spawnpoint plugin will be tasked with issuing orders to every one of these fleets in a somewhat more active way than folks have usually done it. Instead of determining the list of orders in advance, the plugin will scan the available non-fleet entities: planets, stars, space stations, and asteroids. The primary Nomad fleet, the one directly accompanying the Oasis, will choose a random destination from among these and proceed toward it.

Now here's where it will get a little interesting. My plugin, since it executes every frame, will get a chance to analyze the distance between the Oasis fleet, and all other nearby hostile fleets. The plugin will then assess the threat level of these fleets, and create a prioritized list of targets. Available fleets which stand a good chance of victory will be assigned to intercede and position themselves between the Oasis and the threatening fleet. If the distance closes to an uncomfortable range, they will engage. Otherwise they will continue their escort duty. If no threats are detected (hostile fleets are pitifully small or extremely far away), they will be ignored, and the escort fleets will assume a counter-clockwise circular patrol pattern around the Oasis.

The Oasis fleet, upon reaching its destination, will rest a while (presumably to refuel the fleet, perform repairs and such) before choosing a new destination, with a new scan of stationary entities.

A second interesting bit? The Nomads are also going to "scatter" if the Oasis is destroyed. In other words, if an enemy incursion successfully destroys or captures the Oasis fleet, all remaining Nomad fleets will immediately leave the star system (go to edge of map and dissappear). Several weeks later they will return with a new Oasis (restart process).

Thoughts, anyone?

(http://i1239.photobucket.com/albums/ff516/Trylobot/Oasispreview.png)
Title: Re: The Nomads (0.8.1)
Post by: Shield on May 05, 2012, 12:03:50 PM
Below is a preview of the Oasis ship. Scale is not final. Inspired by Mass Effect somewhat, along with some of my own designs. Detailing will be a combination of existing Nomad styling with several new themes for the central habitat ring. The crates towards the back are not meant to be crew or civilian quarters, those are for cargo and storage. I also intend to depict a miniature shipyard, and several dozen launchbays. This ship is essentially a mobile space station. It will not be armed. It will, however, have a great deal of armor, and be heavily shielded. The ship devotes all of its resources to support of the Nomad civilization, and the Oasis' active defense falls to its escort armada.

I'd also like to describe my plan for a brand-new type of Campaign behavior. I have recently discovered that it is possible not only to issue and revoke orders for any active AI-controlled fleet, but also that a plugin gets a chance to run its logic every single frame while in the star system view. I don't think anyone has yet grasped the power that this offers.

So here's what I plan to do. Instead of spawning on a daily basis at a planet as they do now, the Nomad fleets will spawn as a group at the border of the map somewhere. My new spawnpoint plugin will be tasked with issuing orders to every one of these fleets in a somewhat more active way than folks have usually done it. Instead of determining the list of orders in advance, the plugin will scan the available non-fleet entities: planets, stars, space stations, and asteroids. The primary Nomad fleet, the one directly accompanying the Oasis, will choose a random destination from among these and proceed toward it.

Now here's where it will get a little interesting. My plugin, since it executes every frame, will get a chance to analyze the distance between the Oasis fleet, and all other nearby hostile fleets. The plugin will then assess the threat level of these fleets, and create a prioritized list of targets. Available fleets which stand a good chance of victory will be assigned to intercede and position themselves between the Oasis and the threatening fleet. If the distance closes to an uncomfortable range, they will engage. Otherwise they will continue their escort duty. If no threats are detected (hostile fleets are pitifully small or extremely far away), they will be ignored, and the escort fleets will assume a counter-clockwise circular patrol pattern around the Oasis.

The Oasis fleet, upon reaching its destination, will rest a while (presumably to refuel the fleet, perform repairs and such) before choosing a new destination, with a new scan of stationary entities.

A second interesting bit? The Nomads are also going to "scatter" if the Oasis is destroyed. In other words, if an enemy incursion successfully destroys or captures the Oasis fleet, all remaining Nomad fleets will immediately leave the star system (go to edge of map and dissappear). Several weeks later they will return with a new Oasis (restart process).

Thoughts, anyone?

(http://i1239.photobucket.com/albums/ff516/Trylobot/Oasispreview.png)

Just make sure its big
Title: Re: The Nomads (0.8.1)
Post by: Uomoz on May 05, 2012, 12:14:50 PM
Awesome concepts: the ship AND the flotilla behavior.

(Is that ship Quarian-inspired? *_*)
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on May 05, 2012, 12:19:12 PM
(Is that ship Quarian-inspired? *_*)

Yes. When I said "inspired by Mass Effect," the Quarian ships were what I was referring to. Luckily the concept of a habitat ring is not unique to Mass Effect though, it's one of the earliest ideas for habitable space vessels in all of sci-fi; so I have plausible deniability (except of course for this admission, which irrevocably implicates me (good thing I'm a moderator))  8)
Title: Re: The Nomads (0.8.1)
Post by: Vandala on May 05, 2012, 12:19:45 PM
Sounds impressive. I'd love to see it.
Title: Re: The Nomads (0.8.1)
Post by: Uomoz on May 05, 2012, 12:25:03 PM
Then, when engaged and hostile they should say:

Spoiler
(http://i3.photobucket.com/albums/y92/trueghost/boshtet.jpg)
[close]
Title: Re: The Nomads (0.8.1)
Post by: Erick Doe on May 05, 2012, 12:25:20 PM
Reminds me of a concept design for the game Homeworld. There was going to be a ship that was so massive, it would act as background. Anyway, it was cancelled or something. Too difficult to implement. I recall the design got changed to the Bentusi shipyard-ship.

(http://media.moddb.com/images/downloads/1/13/12828/Bentusattack_icon.gif)

It also sort of reminds me of that. Anyway, awesome design!
Title: Re: The Nomads (0.8.1)
Post by: arcibalde on May 05, 2012, 12:28:08 PM
If you manage to pull that out it would be great  ;D
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on May 05, 2012, 12:32:52 PM
.. concept design for the game Homeworld ..

Another of my favourite games! It would be hard for me to think of another game that (up to that point) had solved so well the problem of issuing orders to heterogeneous fleets in true 3D space, and managing all the activity that you get in a pitched battle.

Also one of my favourite settings appears in their options menu:
"Enable NLIPS [_]"
(Non-Linear Inverse Perspective Scaling) or (small ships that you realistically wouldn't be able to see, instead appear slightly larger than they would be so that you can see all the cool detail that we put into it, because we think they look neat, and you should be able to look at how neat they are LOL)
Title: Re: The Nomads (0.8.1)
Post by: Erick Doe on May 05, 2012, 12:34:33 PM
Not to mention the sense of scale... and the story line!
Title: Re: The Nomads (0.8.1)
Post by: Uomoz on May 05, 2012, 12:38:21 PM

"Enable NLIPS [_]"
(Non-Linear Inverse Perspective Scaling) or (small ships that you realistically wouldn't be able to see, instead appear slightly larger than they would be so that you can see all the cool detail that we put into it, because we think they look neat, and you should be able to look at how neat they are LOL)

I always Disabled it!

On topic though: Will the Oasis be of the scale of 2 Paragons (approximately), more, less or TBD?
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on May 05, 2012, 12:46:17 PM
Since there would be no point to entering the refit screen to assign weapons to the Oasis, there's no limitation there. I think my biggest limitation is going to be "how much time am I willing to devote to the art."

I'm probably down for making something perhaps 1.5x - 2x as long as the Gila. We'll see. It's not going to be some kind of supermassive ridiculous ship, just real big. Since the ship itself will be larger than most capital ships, but will have no weapon systems, it's justifiable for it to have room for a massive number of people.

I'm thinking of setting very high limits on max crew, max cargo and max fuel. Only a skeleton crew would be required to fly it, say ~100, but the max crew limit will be ~20,000. Or in other words, enough crew that you could man several fleets, if they all suddenly vacated  8)
Title: Re: The Nomads (0.8.1)
Post by: Sunfire on May 05, 2012, 01:56:42 PM
Why wouldn't the ship have pd? that seems like something I would want my civilization's home/ship/massive thingy to have
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on May 05, 2012, 02:12:26 PM
It won't need any PD. The armor and shields will be such that a typical strikecraft will fail to do any significant damage, and that forces the attacker to engage the rest of the Nomad fleet.
Title: Re: The Nomads (0.8.1)
Post by: Sunfire on May 05, 2012, 02:25:44 PM
Oh lord this ship is going to be a monster to kill, is there any way to make it not retreat?
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on May 05, 2012, 02:32:38 PM
"Retreat" is probably giving the ship too much credit. It's going to be pretty slow. Among the slowest ships in the game, if not actually the slowest; you won't have any trouble catching up to it if you do manage to cripple its escort.

But no, there's no way to tell the game "ship X cannot retreat."
Title: Re: The Nomads (0.8.1)
Post by: Erick Doe on May 05, 2012, 02:37:28 PM
It won't need any PD. The armor and shields will be such that a typical strikecraft will fail to do any significant damage, and that forces the attacker to engage the rest of the Nomad fleet.

Need I remind you of the 1 X-wing vs 1 Deathstar concept?  :D

KABOOM!
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on May 05, 2012, 02:42:43 PM
Any attack made by the rebels against this station would be a useless gesture, no matter what "technical data" they've obtained. This station is now the ultimate power in the universe. It's virtually indestructible, like 99.99%.

There ... is this little hole .. it's kind of an aesthetic choice by the architect ... and if you shoot a laser into this hole....  the... uh station blows up. But the hole's only two meters across.
Title: Re: The Nomads (0.8.1)
Post by: Upgradecap on May 05, 2012, 02:49:31 PM
Any attack made by the rebels against this station would be a useless gesture, no matter what "technical data" they've obtained. This station is now the ultimate power in the universe. It's virtually indestructible, like 99.99%.

There ... is this little hole .. it's kind of an aesthetic choice by the architect ... and if you shoot a laser into this hole....  the... uh station blows up. But the hole's only two meters across.



Which resulted in this:

(http://aznbadger.files.wordpress.com/2011/03/death-star-explosion-star-wars.jpg)
Title: Re: The Nomads (0.8.1)
Post by: Erick Doe on May 05, 2012, 02:49:41 PM
Shall I get estimates on the costs of applying plywood over the hole, lord Trylobot?
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on May 05, 2012, 03:05:45 PM
But that would look terrible! You have to think about resale.
Title: Re: The Nomads (0.8.1)
Post by: Erick Doe on May 05, 2012, 03:08:31 PM
Lord Trylobot, your inside references to the mod development scene haven't given you the clairvoyance to turn a profit on that condo in Glendale. Nor has it...

*chokes*
Title: Re: The Nomads (0.8.1)
Post by: Dragon239 on May 09, 2012, 02:46:59 PM
Am I missing something, or is there no way to purchase Nomad ships and whatnot? I can't dock at Adum'Tulek (which is where it appears the Nomads spawn from?), but it looks like some of you are acquiring their craft/weaponry - are you merely capturing them?
These ships are among my favorite, so I want a fleet of them, but peacefully :(
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on May 09, 2012, 04:53:30 PM
After 0.9, you won't even have a reliable spawn point; you'll have to catch up with their flotilla, wherever they happen to be. It's by design. However, I plan to add mothballed ships and weapons to the Oasis fleet.

The idea being, if you really want a nomad fleet, take out the Oasis; you'll get plenty of hulls and weapons ready to use for your own fleet that way. After all, it's a floating ship yard.

Just don't think it's going to be easy, by any stretch.
Title: Re: The Nomads (0.8.1)
Post by: WKOB on May 10, 2012, 01:58:40 AM
Being a nomad peacefully would be nice, I'd like to fly some of their ships.
Title: Re: The Nomads (0.8.1)
Post by: Psycho Society on May 12, 2012, 02:03:33 PM
I've always really liked this mod. Playing campaign with it for the first time I noticed the wolf close support frigate can't touch the Wurm with it's graviton beam and 3x tactical lasers. They don't even break even in terms of flux output. The Wurm's flux was only raised significantly when it fired it's weapons.
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on May 12, 2012, 03:03:21 PM
The question that has to be asked, before we jump to any conclusions is, "should it be able to?" In other words, are the Wurm and Wolf CS on equal footing via fleet pts/OPs/credit cost? If they are, then this becomes a glaring imbalance. If on the other hand, the total cost of ownership of a Wurm is higher than a Wulf's by a wide enough margin, then it really means everything is still OK.

I don't know the answers to this right now, but I know I spent a good deal of time setting the balance sheet values for the Wurm and it behaved according to all my expectations at the time, given its fleet point values and such. Things may have changed since then, I dunno.

I'll have to revisit this one in the near future.
Title: Re: The Nomads (0.8.1)
Post by: arcibalde on May 12, 2012, 03:15:20 PM
I just eye compared Wolf and Wurm ship_data.csv value and

Wrum cost 1 OP less to deploy its base value is lower its shield efficiency is 0.4 compare to 0,8 Wolf's, shield arc is same and flux reserves are on Wolf side 2250 compare to Wurm's 1000 also Wolf have 250HP more but 50 armor less... But Wurm got 20! OP less than Wolf.

Looking at that, do not attack it with energy weapons use kinetic dmg to overload it. It got good shield but low flux reserves. With only 30 OP and such low max flux i think it's pretty balanced. Little thing is good against high tech ships  ;D
Title: Re: The Nomads (0.8.1)
Post by: alecnin on May 15, 2012, 05:02:42 PM
can't wait for oasis, i think it should have a bit of extremely low flux point defense weps(new ones), other wise i love the idea
Title: Re: The Nomads (0.8.1)
Post by: 7007King0770 on June 30, 2012, 08:39:11 PM
What if the Oasis encountered the Scourge Heart? Would the Nomad home fleet win? And what are the chances of such a thing to occur? I assume that Nomads will still be part of Corvus after it's Oasis update. I'm intrigued in the concept of the Oasis, and how it would react to the system it's placed in. Would a Home Defense Fleet destroy it? What sort of precautions are being taken to ensure it just doesn't get totally annihilated by the other factions?
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on June 30, 2012, 11:20:04 PM
To be honest, it's entirely possible. At any time on their route they could get weakened, and then at a later time destroyed by the next opponent. The script will simply start over if this happens, so that there are multiple opportunities to fight them.
Title: Re: The Nomads (0.8.1)
Post by: Lopunny Zen on July 01, 2012, 05:43:45 PM
the giant city ship is slow and as a result the doom cannon seems useless...it should have the ability to turn...even a little bit like 70 degrees or more and it would be nice to have a station so if i join the nomads in uomoz mod i can have a fleet of their ships to join the fray
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on August 09, 2012, 11:52:06 PM
Hi Nomads fans. I know it's been painfully long since the last update here, so here's a tidbit.

Attached are two files; one is the current version of my generified "Armada Controller" - a class which implements the spawn point plugin at its lowest level and controls the fleets more directly. Currently it controls only the single leader fleet with a set of waypoints; but the plan for implementing the escort fleets is very straightforward now, and you can clearly see where that logic will go now. The second file is an example instantiation of the controller class, which you might place in a sector gen plugin, say for a faction.

I have tested this class in-game, with Nomads, using the placeholder sprite for the Oasis, and it's pretty cool to see it act out my orders in the way I intended.

I am going to be releasing the finished Armada Controller in the very near future on Github and on the forum so that others might benefit from its structure, and even fork a version of it, should they wish to extend it. It could function in a script library stand-alone type mod, but I'd actually rather individual mod authors include a version of it in their project so that if any of the API's change, they can continue to use the still-working version they originally included and tested in their mod.


Anyway. So, progress. It is highly probable that finishing the sprite for the Oasis will take longer than writing the rest of the code for the Armada controller, and that's because I'm going to take extra good care to detail it. I want it to be an icon of the faction, and so it needs to be cleaner than some of my other sprites.

[attachment deleted by admin]
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on August 10, 2012, 11:48:36 PM
Here's a video of the finished generic armada waypoint controller class in action!

http://youtu.be/i3BsEO9M7rU (http://youtu.be/i3BsEO9M7rU)

I'll soon be releasing this with The Nomads v0.8.9, which will include this re-usable positioning/spawning/waypoint script, but with a subclassed version that adds Nomad-specific cargo and resupply scripted events (so that you can start finding their ships and weapons randomly at stations throughout the entire sector). My intention is that anytime they pass by a station close enough, they'll pop in for a pit stop to resupply and might leave some weapons behind, or even a mothballed hull. I also intend that their fleets will have some appropriate replacement parts in their inventory which will hopefully have a chance to drop.

If you're curious about the details of the implementation, I'll be explaining more in further updates.



[attachment deleted by admin]
Title: Re: The Nomads (0.8.1)
Post by: arcibalde on August 11, 2012, 12:20:47 AM
woooooowwwww  ;D  But they don't brake formation. Is it possible to make their formation more fluid like ships in fleet on starmap?
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on August 11, 2012, 10:20:02 AM
I tried that for a while, but what happens is they completely forget about the fleet they're supposedly guarding. Basically after the armada had encountered one or two pirate scouts, the entire thing was scattered across the map. So now I force them into a rigid formation, and I think it looks closer to the effect I was going for. You won't mistake that armada for anything else, anyway.
Title: Re: The Nomads (0.8.1)
Post by: arcibalde on August 11, 2012, 11:41:00 AM
Lol ok, so they each going for they own way huh? True nomads  ;D
Title: Re: The Nomads (0.8.1)
Post by: FlashFrozen on August 11, 2012, 06:35:38 PM
Dat Oasis ship :D

Something to fear? or something to pick on? :P

Interesting use of the armada script though for sure, is it possible to switch the target it's orbitting mid campaign? say if the central fleet was destroyed it'll automatically select another fleet in the armada to orbit? or something like that? xP
Title: Re: The Nomads (0.8.1)
Post by: robokill on August 11, 2012, 06:39:38 PM
will there be ship systems
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on August 11, 2012, 08:20:15 PM
@FlashFrozen: definitely something to pick on. It has to be defended, because its a ship focused primarily on the comfort of its populace. The armada protects it and provides for it. But, it has a lot of hull hitpoints and a fortress shield. As for switching targets, its definitely possible; I just don't do it. If the colony fleet goes down, the remaining escort fleets scatter and raid the system. Then, a week or two later, another armada will spawn. The effect being there will usually be one of these roaming around, stirring up trouble.

@robokill: yes, I'll be equipping them with appropriate ship systems. Mostly high-energy focus, but the scorpion will get the fast missile racks (of course), and interestingly the gila monster when equipped with high maneuverability thrusters is able to better defend itself from faster-moving destroyers if it becomes absolutely necessary. You can also setup clever strafing runs with it. And I took someone's advice from earlier and gave the Doom Cannon slot about 4 degrees turn arc so that you can make small adjustments down range without turning the whole ship.
Title: Re: The Nomads (0.8.1)
Post by: Reshy on November 30, 2012, 08:28:16 PM
The Gila Monster ships is kind of pathetic, it costs too much has too little OP, has pathetic weapon mounts and terrible stats.  What is the point in it?  It needs a massive buff and the doom cannon is kind of a joke.
Title: Re: The Nomads (0.8.1)
Post by: Lopunny Zen on December 30, 2012, 11:22:56 AM
i think the city ship needs more flight decks....everyone else's big ships have 2 or more but because this only has one i feel it gets left behind..especially for its price
Title: Re: The Nomads (0.8.1)
Post by: Shoat on December 30, 2012, 12:58:44 PM
The Gila Monster ships is kind of pathetic, it costs too much has too little OP, has pathetic weapon mounts and terrible stats.  What is the point in it?  It needs a massive buff and the doom cannon is kind of a joke.

The Doom Cannon will probably become a built-in (built-in weapons didn't exist back when this was first created), which will then allow for some buffs to it to make the Gila Monster a true anti-capital ship.
Title: Re: The Nomads (0.8.1)
Post by: icepick37 on March 12, 2013, 12:18:46 AM
You still maintaining/furthering this effort? Did you want help at all? (I'd love to help with converting some things to internal weapons and the like)

Anywho. Some thoughts from playing recently: Yellow jacket is annoying, but sufficiently squishy if you ever catch it. I GUESS. (hateful things)

Love the Komodo. It's borderline op when you skirt that max flux level line with ridiculous overcharge and all masers on it, haha. Though there is the fact that you are then essentially running without shields. :) Will have to keep playing it, but really love everything about it. Art, balance, how it fits into the sector. It's good stuff.
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on March 12, 2013, 07:41:28 AM
Hey thanks!

And yeah, I actually have an update to the Nomads almost ready to go. I just have to finish a last bit of scripting work to make them behave the way I want them to in the sector map, and put the finishing touches on my Oasis sprite.
Title: Re: The Nomads (0.8.1)
Post by: Uomoz on March 12, 2013, 08:13:39 AM
Hey thanks!

And yeah, I actually have an update to the Nomads almost ready to go. I just have to finish a last bit of scripting work to make them behave the way I want them to in the sector map, and put the finishing touches on my Oasis sprite.

WOAH! This is DEFINITELY interesting.
Title: Re: The Nomads (0.8.1)
Post by: Sandremo on March 12, 2013, 09:41:35 AM
Nice looking mod! I like the style. xD I have to confess though the first thing that came into mind from the name "The Nomads" were the nomads from freelancer. ._.

Anyway nice work with the mod!

-Sandremo

Edit: I noticed you did some thing to "Speed up the time" in the youtube video. O_O I didnt even know that time compression existed in starsector.
Title: Re: The Nomads (0.8.1)
Post by: Gotcha! on June 02, 2013, 04:37:17 PM
I love how truly alien these ships look. Very impressive artwork. /envy

I'd only suggest one thing, and that's replacing the current portrait with some sort of alien lifeform. :D
Title: Re: The Nomads (0.8.1)
Post by: Reshy on June 02, 2013, 08:20:40 PM
Was the Gila Monster made more powerful yet? 
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on September 17, 2013, 12:06:34 PM
Original post updated with new plans, after the Starsector 0.6a release.
Title: Re: The Nomads (0.8.1)
Post by: Verrius on September 17, 2013, 12:07:43 PM
How exciting! One of my favorite mods from my childhood.
Title: Re: The Nomads (0.8.1)
Post by: Silver Silence on September 17, 2013, 12:38:04 PM

  • All ship weapons will be built-in; Lore reason: Nomad technology was pre-modularization


No more uber efficient Sandstorms with 8 dual lasers and the rest PD lasers~?
Or similarly efficient Paragons?

Ah well. It was good times.
Spoiler
(http://derpicdn.net/img/view/2013/9/12/425979__safe_solo_pinkie+pie_crying_portrait_artist-colon-antiander.png)
[close]

What was the non-lore reasoning for it, if I may ask?
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on September 17, 2013, 12:51:52 PM
It saves me from having to balance the ships and hulls separately; if the weapons are built-in, it means that the only "legitimate" combination is as a unit, and that's much easier to balance against vanilla. I don't know if you've considered how much time it would take to properly balance every ship and weapon in the game, but the math is somewhat frightening.

After I arrived at this decision, I decided that even if I had time to do it, I'd like to do it this way anyway because of lore. It makes sense to me that their shipbuilding would be smaller-scale and more streamlined than other factions', since their ships would in theory be built while the fleet is in motion.
Title: Re: The Nomads (0.8.1)
Post by: Borgoid on September 17, 2013, 05:04:19 PM
It's a sad day for Sandstorms everywhere... No more will we be able to mount 8 HIL and turn on high energy focus

A moment of silence, if you would ____________ :'(
Title: Re: The Nomads (0.8.1)
Post by: ciago92 on September 17, 2013, 05:31:46 PM
______________

:-(
Title: Re: The Nomads (0.8.1)
Post by: sirboomalot on September 17, 2013, 07:50:51 PM
____________  :-\
Title: Re: The Nomads (0.8.1)
Post by: etherealblade on September 20, 2013, 01:19:16 AM
____but the Gila Monster is stronger now rite? I'm tired of using this really unique and beautifully designed faction as a punching bag...  :'(

er...more like money and xp farms.  ::)
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on September 28, 2013, 08:35:37 PM
I am not finished with the data or script changes yet, but I thought I'd share the final version of the Oasis with you all. The next downloadable version of The Nomads is coming soon!

Spoiler
(http://i1239.photobucket.com/albums/ff516/Trylobot/nom_oasis_withbg.png)
[close]
Title: Re: The Nomads (0.8.1)
Post by: Uomoz on September 28, 2013, 08:39:38 PM
OMG.
Title: Re: The Nomads (0.8.1)
Post by: etherealblade on September 28, 2013, 09:24:02 PM
OMG :o :o :o :o .....*Then there's silence once more___________________________________________________________________________ _________________________________________________________
Title: Re: The Nomads (0.8.1)
Post by: MShadowy on September 28, 2013, 09:31:12 PM
Oh, lovely.  Very nicely done.
Title: Re: The Nomads (0.8.1)
Post by: ssthehunter on September 28, 2013, 09:39:13 PM
What. Oh god.
Title: Re: The Nomads (0.8.1)
Post by: MesoTroniK on September 28, 2013, 10:43:42 PM
(http://i492.photobucket.com/albums/rr285/darvus1/riker-clap_zps04811228.gif)
Title: Re: The Nomads (0.8.1)
Post by: Foxer360 on September 28, 2013, 10:45:32 PM
Grats on the mega ship. I like the idea of a gravity ring in space.
Title: Re: The Nomads (0.8.1)
Post by: Thule on September 28, 2013, 11:59:23 PM
Good, very good.
(http://i564.photobucket.com/albums/ss87/GhostGrendel/OrsenWellesClapping.gif)
Title: Re: The Nomads (0.8.1)
Post by: mendonca on September 29, 2013, 12:08:18 AM
Yeah, that is really good.
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on September 29, 2013, 03:32:09 AM
Here's a GifCam movie (WARNING: ~37 MB) showing off the 50-drone Gecko defense system in action against three Talon squadrons.
http://www.mediafire.com/view/7g1908la381te30/oasis_drones.gif
(Choose Download, I had problems with View)


The Oasis doesn't have any other weapons, but the Gecko drones do a great job of handling a reasonable number of missiles and/or fighters. The Gecko drone is weaker structurally than the Scarab fighter, but it has the same weapon, an ultralight maser.
Title: Re: The Nomads (0.8.1)
Post by: Gotcha! on September 29, 2013, 05:17:19 AM
(http://forum-img.pinside.com/pinball/forum/?bb_attachments=987415&bbat=115965&inline)

(Are you sure it's big enough? ;D )
Title: Re: The Nomads (0.8.1)
Post by: Shoat on September 29, 2013, 05:34:20 AM
(http://www.reactiongifs.us/wp-content/uploads/2013/08/picard_clapping.gif)
Damn, Riker was already taken.


How could I forget what a brilliant artist you are? It's been too long.



I'm also glad that, due to stuff becoming built-in, the Gila Monster may actually become useful now. It's existence so far has been quite sad.
Title: Re: The Nomads (0.8.1)
Post by: Hyph_K31 on September 29, 2013, 05:52:08 AM
(http://i.imgur.com/CJC9hMI.jpg)

That thing is beautiful!

Can't wait to give it a spin.
Title: Re: The Nomads (0.8.1)
Post by: Trylobot on September 29, 2013, 09:47:58 AM
the Gila Monster [...] has been quite sad.

I felt the same way. I've been running a lot of simulations with the Gila Monster against other battleships, and I have tweaked its stats considerably. It now has the potential for quite a bit more damage output than it did before, but even with all the improvements, it still does terrible (on its own) in situations it was not designed for.

For example if you run a sim now with the standard Gila vs. a standard Onslaught one-on-one, the Onslaught does the same thing I would do, if I were in its place: activate the burn drive, close the distance as quickly as possible, and flip on the auto-annihilator payload unleashing hell. If you fire into the hail of rockets directly, the doom cannon will fizzle out on one of the warheads while the Mark IX's and TPC's whale on you, and you will lose. The secret is to shoot askance, at one of the flanks as far off to the side as you can manage. Because if you manage to get a few shots through, it'll overload his systems. If you still have enough flux remaining (which isn't a sure thing) you can finish him off. If you elect not to use the Doom Cannon right off the bat, you can rely on the PD weapons to destroy the annihiliators until they're exhausted, and then go in for the kill, but this too can be a problem. So in conclusion, Gila vs. Onslaught head-on is possible to win, but the Onslaught is still properly scary when it wants to be. That's exactly what I want.

Versus a Paragon, the Gila is still lacking. This also fits with my desired lore; everything about the Nomads is a sort of branch of low-tech designs. Things are built simply and built to last. The Paragon is from a completely different mindset, and really I feel it ought not to be taken out so thoughtlessly. If you want to take down a Paragon, you'll need to put the Gila into a support role and bring it in to finish off the Paragon when its flux is already high. For this purpose, I've added an additional flight deck to the Gila, so you can field more fighters in this way. It's also important to use the High Energy Focus ability to squeeze every last bit of damage out of the main cannon.

Against the lesser battleships and cruisers, one on one, there is no contest: Gila annihilates them. Versus multiple faster cruisers, it gets dangerous very quickly. Even against multiple slow cruisers, like Dominators, it can be a tough fight. It is still, however, fairly expensive to have in a fleet, and expensive to field in combat. It has its role in a fight, but you'll generally want it with an escort. It's also important to use its directional shield as much as possible.

In conclusion it's getting there now, but I feel like this fleet still has some gaps. For instance I still have no cruiser-class ships (oddly enough) and no strike craft. I'm planning on tackling these roles soon, after the next release.
Title: Re: The Nomads (0.8.1)
Post by: Uomoz on September 29, 2013, 10:03:54 AM
(http://hilobrow.com/wp-content/uploads/2011/02/joker-clap.gif)

I guess I missed the train.
Title: Re: The Nomads (0.8.1)
Post by: Ember on September 29, 2013, 10:25:59 AM
getting the error

24940 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [sounds/fx/beams/fire_beam_burst01.ogg] resource, not found

this happens when I load your mod

or is the current version not 0.6a
Title: Re: The Nomads (0.8.1)
Post by: Silver Silence on September 29, 2013, 10:28:44 AM
Big....... Big badaboom (http://25.media.tumblr.com/tumblr_laxkhzH3071qbxq6qo1_500.gif)


Title: Re: The Nomads (0.8.1)
Post by: Trylobot on September 29, 2013, 10:30:17 AM
getting the error

24940 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [sounds/fx/beams/fire_beam_burst01.ogg] resource, not found

this happens when I load your mod

I know, it won't be 0.6a compatible until I put up the next release. I'm going to add a warning to the OP making this clear, which I'll remove later.
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Thule on September 29, 2013, 10:44:26 AM
the ring shaped part of the ships HAS to be animated, i hope you know that trylobot ;)
Title: Re: The Nomads (0.8.1)
Post by: Ember on September 29, 2013, 10:51:59 AM
getting the error

24940 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [sounds/fx/beams/fire_beam_burst01.ogg] resource, not found

this happens when I load your mod

I know, it won't be 0.6a compatible until I put up the next release. I'm going to add a warning to the OP making this clear, which I'll remove later.

ah I see, hope to see it done soon then
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Trylobot on September 29, 2013, 10:52:05 AM
the ring shaped part of the ships HAS to be animated, i hope you know that trylobot ;)

Yes :D
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Thule on September 29, 2013, 11:21:47 AM
ah I see, hope to see it done soon then

gnihihihihi
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Uomoz on September 29, 2013, 11:26:37 AM
Small feedback post about the sprite: I think that the red area has a little too much brightness compared to the rest of the ship and the fuel tanks stands out a little bit too much for this reason.

EDIT: and maybe the extended part on the right of the red area have some bright outline that feels different from the parts near the engines.

(http://i.imgur.com/4MtBZQC.png)
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Trylobot on September 29, 2013, 12:06:31 PM
Thanks for the feedback, Uomoz. The sprite looks a little hodgepodge in places, but I have reasons for all of those things (as they stuck out to me as well).

For the red area you circled (what I call the Keel of the ship) the tip of the uppermost segment is aligned with the true center of the ship. It was meant to provide a focal point for the whole sprite, and it's a very important area lore-wise as well. The increased brightness there is intentional, though perhaps seemingly inconsistent.

The fuel tanks are closely related to the coolant feeder tanks found on the Gila Monster, but upon retrospection, I think I'm going to change them. They really ought to be red, like the tanks on the Prometheus and Phaeton tankers in the vanilla game. I'll change those. Being a darkish sort of red will also take the focus away from that area as much.

The bright outline on the right hand side was somewhat unintentional, I think it got doubled up somewhere and was meant to be not quite as bright. I'll fix that.

Thanks again U.  :D
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Uomoz on September 29, 2013, 12:27:11 PM
No problems! It's just one of the coolest and oldest mods of SS (SF!), and I wish it the best.
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Verrius on September 29, 2013, 09:16:59 PM
That thing is crazy cool, and looks absolutely amazing.

Although the shaft and the ring might look a little... TOO slick. Almost a little jarring to look from the top to the bottom, like it's made of two different art styles. It goes from being super clean to super dirty engines and armor.
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Trylobot on September 29, 2013, 10:33:00 PM
Got the rotation the way I wanted, with the crossbar and shadow layered and positioned properly. The ring rotates fully every 2.5 minutes, and is fully independent of the angle of the rest of the ship. It looks neat when you turn. Here's a gifcam, and the new version of the sprite at fullsize.

(http://i1239.photobucket.com/albums/ff516/Trylobot/nom_oasis_withbg-1.png) (http://i1239.photobucket.com/albums/ff516/Trylobot/oasis_ring.gif)
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: ssthehunter on September 29, 2013, 10:36:18 PM
Very impressive, keep up the good work!
I hope this comes out soon :)
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Uomoz on September 29, 2013, 10:41:49 PM
May i suggest a custom interaction plugin for the mother fleet?
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Trylobot on September 29, 2013, 10:50:01 PM
May i suggest a custom interaction plugin for the mother fleet?
 That's not a bad idea, Uomoz. I'd never considered that really until I started seeing stuff about the custom dialogs after 0.6a was released. I'm not sure what special interactions would really be appropriate though, and I am definitely open to suggestions. One interesting thing might be to somehow get it to behave like a station that will allow you to trade and so forth, but I'm not sure what the effort for something like that would be. I don't think custom interactions are going to be for v1.0, but I'm not closed to the idea down the road.

That thing is crazy cool, and looks absolutely amazing.
Although the shaft and the ring might look a little... TOO slick. Almost a little jarring to look from the top to the bottom, like it's made of two different art styles. It goes from being super clean to super dirty engines and armor.
  Ah, well I'm actually glad you noticed that, because it's very intentional. The habitat ring is meant to be the heart of the ship, and it's meant to look a little less ragged than the rest of it. When it comes to the keel (spine) and the engine area, things get a little more hodgepodge. This is to illustrate the staggering age of the ship. According to the lore that I'm still working through, this one ship has been the heart of the Nomad fleet since they left Nur, and only patched, refitted or jury rigged since then. It's even been completely disabled on multiple occaisons, but never successfully boarded or completely destroyed, sometimes through sheer luck. Eventually, they always get it moving again.
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Verrius on September 29, 2013, 11:00:49 PM
Gotcha, that seems logical. As long as there is a reason, that's all that matters! Given that last bit, do you have any plans on protecting the lore from the player in the mod? Because of course, the first thing anyone is going to do when they get a supership and sneeze on it and make it vanish.

(Also, I don't actually think it'd take much effort to let you trade with the fleet type that normally contains it would be too high. I've got a plan out for something of my own there. It should, in theory, be pretty easy.)
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Trylobot on September 29, 2013, 11:46:01 PM
I don't think it'd take much effort to let you trade with fleets [...] plan for something of my own there.
  Sweet! Certainly let me know if you get something usable in that vein, I am interested in seeing how it's done.

I'm currently working on getting the Nomad Armada routing and behaving properly in the sector, and of course interacting with any systems that happen to be present whether they were generated from vanilla or from other folks' mods. Basically anywhere you can go, you should have a chance to meet them. They'll basically start at their home system and wander until they're all completely destroyed, or the flagship is destroyed/captured; in the latter case, the remaining fleets of the armada will scatter and eventually despawn at the home system. A new armada eventually spawns to keep the gameplay going, but only one will be active at any given time.
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: theSONY on September 30, 2013, 05:33:33 AM
(http://i1239.photobucket.com/albums/ff516/Trylobot/oasis_ring.gif)
looks nice BUT...
damage on the spining ring won't move along the ring (so it will look a bit strange)
2'nd AI won't shoop proparly, just like on any big long/wide ship
PS: do only I see this looks like a guitar  ? :D
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: HELMUT on September 30, 2013, 05:34:21 AM
It's pretty cool ship. However what will be its role in the fleet? We got the Gila Monster as carrier/point-defense platform and the Sandstorm as a Brawler. I am thinking of some kind of freighter/tanker hybrid because of the tanks fuels/crates strapped to it. But then what's that big circle-bridge thingy?

Edit: Eh, fancy guitar... Personally i saw a key.
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: etherealblade on September 30, 2013, 06:37:16 AM
Nope...It's definitely a Key Blade.
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: MShadowy on September 30, 2013, 06:40:20 AM
She's the Nomad mothership, if memory serves.  She doesn't actually have what you could consider a fleet role, rather she is essentially just a city in space.
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Trylobot on September 30, 2013, 08:03:57 AM
damage on the spining ring won't move along the ring (so it will look a bit strange)
   I haven't actually seen any damage appear on the ring itself. It may be due to the fact that the entire ring is a decorative weapon, but it's never shown any actual damage. The rest of the ship will, which is pretty much what I wanted anyways.
   As for the AI, it doesn't actually have any turrets! Its only weapon is the squadron of 50 Gecko drones it can deploy, but they are forced not to roam, they remain in a tight orbit so they are strictly for defense. And their AI is instanced per drone, so there's really no issues there either.

It's pretty cool ship. However what will be its role in the fleet? We got the Gila Monster as carrier/point-defense platform and the Sandstorm as a Brawler. I am thinking of some kind of freighter/tanker hybrid because of the tanks fuels/crates strapped to it. But then what's that big circle-bridge thingy?
   Good questions, and fair to ask. The role of ship isn't a strategic one beyond the above-average storage capacity it has. Freighter/Tanker combo is probably most accurate, although it also has a Repair Gantry. But the reason for why that is, and what the circle-bridge really is has to do with the lore of the faction.

   It's meant to be a really old ship that's been repaired again and again, and fitted with whatever spare parts that happened to be lying around. The rotating ring is actually the remains of an ancient pre-travel-drive space station, that was essentially rigged with engines after the fact so that it could move about. The artificial gravity only works on certain areas of the ship, but on the station itself gravity is supplied the old-fashioned way: centripetal force. Hence the spinning. And the size of the thing? Well it's larger than most current ships, but far smaller than a modern space station. The station itself has also been subject to abuse, and is patched together as well.

She's the Nomad mothership, if memory serves.  She doesn't actually have what you could consider a fleet role, rather she is essentially just a city in space.
   Got it in one.
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Uomoz on September 30, 2013, 08:14:00 AM
Quarians!
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Trylobot on September 30, 2013, 09:43:33 AM
(http://i437.photobucket.com/albums/qq95/shortstack96/up.gif)

I've never denied that The Nomads were inspired by Bioware's Quarians, of the Mass Effect universe. They are a fantastic creation. If you look at pictures of the Migrant Fleet, you'll see a lot of similar design elements between the Oasis and their Flotilla ships.

Nomads also borrows from Frank Herbert's classic Dune series, though not in the conventional ways; it's more of a borrowing of spirit than of any actual concrete designs.

And there are elements inspired by Star Trek as well; who can forget the cube-greebling of everyone's favourite bad guys, the Borg? Expert greeblers, those guys.
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Trylobot on September 30, 2013, 03:13:31 PM
TO DO:
(Not all of these will appear in the next release, but this is the 1.0 plans. There'll be an interim release for compatibility with 0.6a sooner than 1.0)

Spoiler

Thorn (new ship)
  * alternate name ideas: (none)
  * frigate-class
  * new hullmod: Dead Man's Switch Auto-Scuttle Device
    * internal graviton generator
     * generator connected to internal, armoured flux capacitor array
      * activates on "dead-man's switch" (whenever ship becomes Hulk in a battle)
      * increases mass dramatically
    * burn drive also activates on dead-man's switch
      * causes the hulk's engines to activate (different color)
      * continuously rotates the hulk to face the direction of the nearest hostile ship (non-fighter, non-missile)
      * ridiculous acceleration
    * after pre-set amount of time, ship detonates
    * will not activate if ship explodes due to friendly fire, asteroid impact, or if there no suitable targets within pre-set range

Death Bloom (new ship)
  * strike craft comparable to vanilla Hyperion
  * new, unique energy-based strike weapon (name not finalized)
    * name ideas:
      * Thermal Lance
      * Solar Lance
      * Solar Forge Lance
      * Solar Crucible
      * Thermal Crucible
    * will have unique multi-frame chargeup sprite animation that covers most of the ship
      remember the TA/Core avatar you created on dA? like that
  * and three ultralight masers for PD

Flycatcher (new ship)
  * light carrier, destroyer-class
  * 1 flight deck
  * offensive dual-drone system (sturdy drones kind of like the Tempest's Terminator)
  
Rattlesnake (new ship)
  * cruiser-class
  * armament somewhere between Sandstorm and Komodo

Komodo Mk.II (new ship)
  * based on Komodo
  * heavier armor
  * sprite should depict armor as steel/iron banding around the armor plates
  * with armoured engine mounts
  * slower movement and maneuverability, but higher flux and an additional weapon slot, higher ord.pts.

Campaign Mode
  * create binary system Nur @ 18000,-900
  * spawn Nomad armada in Nur with sufficient supplies, fuel and crew
  * enable dev mode and watch for accidents.
    * scout fleets > more supplies
    * colony fleet > less crew
  * navigation logic:
    1. upon creation, armada will be in Nur; immediately head for the nearest hyperspace beacon and jump
    2. armada (small group of separate fleets) flies in orbital formation around a VIP fleet (Oasis/colony fleet)
    3. choose a hyperspace destination which is in range, given current fuel consumption of all fleets
    4. fly to that destination and enter the system
    5. choose a series of waypoints from a pool of waypoints generated for that system upon entering it; scan for planets and stations
    6. visit them in turn, and then fly to a random hyperspace jump point
    7. choose another hyperspace destination and repeat
    8. if the flagship/VIP fleet (Oasis fleet) is destroyed or the Oasis itself is lost, scatter remaining fleets and whatnot
  * resource sharing logic:
    * if, for any given fleet in the armada, the fleet is low on any required resource (supplies/fuel/crew) then attempt to borrow the needed amount from all other fleets equally (many-to-one on-demand sharing)
   * if the armada is critically low on any one resource, take a detour
     * insert a navigation destination into the current sequence, path to the nearest station
     * once there, refill all the resources for all fleets back to optimal levels (50% of storage capacity)
   * Oasis-specific abilities that apply to the Campaign only
    * Oasis will produce Supplies at a constant rate (rate will be enough to cover usage of an average-sized armada when it is all at Max CR; will not cover combat usage or rates while repairing, so can run out
    * Oasis will also produce Green Crew at a constant rate (a low rate) if the current colony_fleet's total crew is between a predetermined Min and Max, as a function of the maximum capacity of the Oasis ship.
    * all campaign-level Oasis abilities will apply regardless of whether the owning fleet is the player's or not.
   
Gila Monster
  * playtest the Gila Monster changes further, play both with and against it as battleships, cruisers (heavy+light) and destroyers

[close]
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Uomoz on September 30, 2013, 03:23:03 PM
Ohboy. So much upcoming great stuff.
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: HELMUT on September 30, 2013, 03:54:09 PM
Yep, lot of interesting stuffs you're gonna do there.

For the names, i like Flycatcher and Rattlesnake.
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Trylobot on October 01, 2013, 12:36:24 AM
Here's a GifCam of the armada controller script in action:

(http://i.imgur.com/sYQGGq4.gif)
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Hyph_K31 on October 01, 2013, 12:51:28 AM
Oh boy. The Thorn sounds like a tonne of fun.

Gimme.
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Gotcha! on October 01, 2013, 05:44:27 AM
Wait, I am sincerely not hoping you'll be sending THAT kind of fleets after people. ^_^'''
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Shoat on October 01, 2013, 11:12:46 AM
Wait, I am sincerely not hoping you'll be sending THAT kind of fleets after people. ^_^'''


Well, those wandering fleets have to be at least as dangerous as flying right into a hostile faction's core territory, so it's quite fitting.
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Cosmitz on October 01, 2013, 02:34:46 PM
That armada controller script can do so much good and introduce so many tactics in map-movement. Imagine trying to get a fleet small enough 'through the defences' to strike at the center command fleet direct, or causing 'breaches' in the defences. Really opens up a world of possibilities and add actual gameplay to the map versus 'get more burn then enemies, win'.
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Erick Doe on October 01, 2013, 03:12:57 PM
I think the Oasis is a wonderful design. So different looking from your earlier ships, but still fitting the theme of the Nomads. It is also giving me a strong Dune and Homeworld vibe (which is a good thing!). I'm glad you've picked up on this mod again.
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Trylobot on October 01, 2013, 03:23:13 PM
That armada controller script can do so much good and introduce so many tactics in map-movement. [...]
  I'm glad you think so. I've written the script that deals with this logic in a reusable way; it's entirely agnostic of the fact that it's being used by my faction. Once it's matured a bit and gone through some actual play, I'll probably get in touch with LazyWizard and see if he wants to include it in his distros. A lot of mods already take his lib as a dependency so it might be a good place for it rather than releasing it standalone.

   To illustrate, here's an example call to where I construct the script instance from my sector gen file:

Code: java
GenericWaypointArmadaController nomad_armada_spawner_script =
new GenericWaypointArmadaController(
"nomads", // faction
"colonyFleet", // VIP fleet
sector, // global sector api
system,  // system wherein armada should initially spawn
8, // escort_fleet_count
new String[]{ "scout", "longRangeScout", "battleGroup", "royalGuard", "jihadFleet" }, // escort_fleet_composition_pool
new float[] {  0.250f,  0.250f,           0.200f,        0.175f,       0.125f      }, // escort_fleet_composition_weights
GenericWaypointArmadaController.ESCORT_ORBIT, // escort formation type
300.0f, // escort_formation_separation_distance (applies to all formations
2, // waypoint_per_trip_minimum
4, // waypoint_per_trip_maximum
2, // waypoint_idle_time_days
12 // out_of_sector_time_days
);
system.addScript( nomad_armada_spawner_script );
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Uomoz on October 01, 2013, 04:32:20 PM
Wow its actually similar to what I made!

Code: java
public UomozBaseSpawnPoint(
  SectorAPI sector, LocationAPI location,
  float daysInterval, int maxFleets, SectorEntityToken anchor,
  String faction, String rnd_faction_fleet, String fleet_name, String fleetType,
  int minFP, int maxFP, Map variants,
  String [] capitals, String [] cruisers, String [] destroyers, String [] frigates, String [] wings, String [] specials,
  String baseship,
  float CS_chance, float C_chance, float D_chance, float W_chance, float S_chance,
  int minAP, int maxAP, String A_focus1, String A_focus2, String A_focus3 )
{
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Trylobot on October 01, 2013, 05:19:16 PM
Lol...  it totally is.

Great minds, Uomoz. Great minds. Something about thinking. Similarly.

In other news, had some nifty ideas for hullmods that both allow me to implement my campaign behaviors for the Nomad Armada re: resource production + sharing, and provide lots of nifty lore and flavour text at the same time.

Spoiler

Oasis
  * Custom-scripted hullmods appropriate to the Nomads
    * Biosphere
      * reduces supply cost of this ship to 0.25/day,
      * restricted to capital ships only,
      * must be "builtIn"
    * Cloning Vats
      * requires Biosphere,
      * produces green crew members at a constant (low) rate (unless crew capacity is > 50%),
      * restricted to capital ships only, must be "builtIn"
    * Automated Nanobot Fabricators
      * produces supplies at a constant (decently high) rate (unless cargo capacity is > 50%),
      * restricted to capital ships only,
      * must be "builtIn"
    * Logistical Distribution Drones
      * actually does nothing; provides flavour text to handwave resource sharing for campaign armada,
      * restricted to capital ships only,
      * must be "builtIn"
[close]

These will be implemented as proper hull mods like the Repair Gantry and Tow Cable, with descriptions and icons and so forth.
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: Silver Silence on October 01, 2013, 09:34:39 PM
How big is the Oasis in comparison to the Gila or the Sandstorm?
Title: Re: The Nomads (0.8.1) [NOT 0.6a COMPATIBLE]
Post by: ssthehunter on October 01, 2013, 09:58:19 PM
How big is the Oasis in comparison to the Gila or the Sandstorm?
Massive I suppose, probably atleast twice the size.
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Trylobot on October 05, 2013, 02:43:06 PM
--- Changes ---
* Nomad Armada spawns in new, true binary star system, Nur located at 18000,-900 in hyperspace.
* Station containing basic supplies and Nomad Ship hulls is (slowly) auto-restocked, near Nur's first planet Naera.
* If the Colony Fleet is destroyed, a new one will spawn in a month. During that time, a single Oasis hull is available for purchase at the station. The rest of the time, it is unavailable other than via direct boarding action.
* Armada will visit other mods' systems natively.
* Armada is hostile by default to all factions (even other mods'), save Player/Neutral/Independent.
* Balance and sprite changes to all ships.
* Gila Monsters' Doom Cannon made more powerful, but provided with a limited amount of charges only.
--- RC2 ---
* Fix for lower-than-intended Oasis max flux
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Uomoz on October 05, 2013, 02:53:42 PM
OOOOHBOY HEREWEGO
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: ssthehunter on October 05, 2013, 03:46:52 PM
OOOOHBOY HEREWEGO

WORK UOMOZ! YOU CAN DO IT. WE BELIEVEEEEEEEEEEEEEE.

Anyways, this looks amazing, I'll try it out now :)
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Foxer360 on October 05, 2013, 04:25:30 PM
Giggity...  ;D
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: xeranes on October 05, 2013, 09:20:28 PM
It's happening!!!

I have waited so long for this moment!
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: MShadowy on October 06, 2013, 10:02:03 AM
Awesome!  Time to give 'er a try!
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Trylobot on October 06, 2013, 12:29:41 PM
--- RC3 ---
* Made the Oasis' destruction a crucial event, not just the destruction of the colony fleet.

Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: FlashFrozen on October 06, 2013, 01:37:50 PM
Just wondering for the Oasis, is it by default supposed to have shields/60 flux capacity? Unless it's there to absorb one shot and shot only , because every time an asteroid taps it it'll overload, lol

Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Trylobot on October 06, 2013, 02:00:41 PM
Just wondering for the Oasis, is it by default supposed to have shields/60 flux capacity? Unless it's there to absorb one shot and shot only , because every time an asteroid taps it it'll overload, lol

Nope, definitely not. I noticed that right after and fixed it up in version RC2. I'm now up to RC5, so you can re-download if you like.


--- RC5 ---
* Fixed unintended massive bonus from flux capacitors
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Erick Doe on October 06, 2013, 02:25:16 PM
I found that the Nomads are compatible with all these mods:

Mod List:
-LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (required for several mods to run)
-Neutrino Corp. (http://fractalsoftworks.com/forum/index.php?topic=2345.0)
-Zorg (http://fractalsoftworks.com/forum/index.php?topic=6522.0)
-Omnifactory (http://fractalsoftworks.com/forum/index.php?topic=5199.0) *Requires LazyLib
-Respec Mod (http://fractalsoftworks.com/forum/index.php?topic=5570)
-Kadur Theocracy (http://fractalsoftworks.com/forum/index.php?topic=6649.0) *Requires LazyLib
-Bushi (http://fractalsoftworks.com/forum/index.php?topic=6413.0) *Requires LazyLib
-Hiigaran Descendants (http://fractalsoftworks.com/forum/index.php?topic=6347.0) *Requires LazyLib
-Junk Pirates (http://fractalsoftworks.com/forum/index.php?topic=161.0)
-The Gedune (http://fractalsoftworks.com/forum/index.php?topic=3865.0) *Requires LazyLib
-Shadowyards Heavy Industries (http://fractalsoftworks.com/forum/index.php?topic=3491.0) *Requires LazyLib
-Blackrock Drive Yards (http://fractalsoftworks.com/forum/index.php?topic=4018.0) *Requires LazyLib
-The Nomads (http://fractalsoftworks.com/forum/index.php?topic=162.0)
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Trylobot on October 06, 2013, 02:42:39 PM
Thank you I updated original post with this information.
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Trylobot on October 06, 2013, 03:11:48 PM
I have just become aware of a bug with Nomad hulls due to my flux capacity workaround; if you install any flux capacitors, they have a much more beneficial effect than intended. This will be addressed soon has been fixed in RC5.
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Borgoid on October 06, 2013, 09:07:55 PM
The Nomad station seems to build up an insane amount of fighters. So many that it locks up and threatens to crash my game every time I open the Buy tab.
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Trylobot on October 06, 2013, 10:52:48 PM
Whoa, it's supposed to cap at 8. Yikes. I'll look into it. Thanks for the report Borgoid. Also, I'll make sure the cap is enforced so that no more than the cap exist, so that when I patch it hopefully it should remedy the situation.

--- RC6 ---
* fix for insane amount of fighters bug
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Borgoid on October 06, 2013, 11:58:21 PM
Awesome, now shopping won't involved 3 minutes of waiting :D

By the way - What's the intention of the Oasis from a player standpoint? I understand it's instrumental for your faction/fleet design but as a player it effectively just turns off the entire supply mechanic and the credit mechanic gets thrown under the bus as a result.
Basically you can just buy one of these and sit at any station that's continent and sell the never-ending stream of supplies and green crew for infinite cash. Not only that but on a fleet-wide scale it removes the consequence for over-deploying in combat.
Maybe it's something you could fix with scaling tweaks, not sure.

Failing that... Would it be possible for the Oasis to generate pseudo-Supplies that either don't have a value or have an extremely low value without touching the Vanilla supply cost?
The crew isn't nearly as big of an issue because of the time involved to game the system but the supplies is a huge deal.
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Trylobot on October 07, 2013, 12:13:52 AM
Valid points, actually.

What if I changed the mechanic such that instead of generating supplies blindly up to a percentage cap, it merely matches the supplies lost? That way you couldn't sell the supplies off for any significant amount of cash. From a game engine perspective it would examine the per-frame supply drop and merely add them back, so you'd have to have at least some supplies in the hold in the first place, but they wouldn't ever seem to drop. You could sell some, and the new total would be preserved. Likewise if you picked some up from a defeated foe. Naturally it would still nullify the supply mechanic, but that was always the intention.
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Borgoid on October 07, 2013, 12:24:52 AM
That's an extremely clean solution to the entire problem! It's even easily tweakable if you want to change the balance of it in the future.
I'm not sure if the green crew requires the same solution, it's hard to say.
I don't personally find myself losing crew very often if ever so I'll probably be selling off spares constantly, though the total income gain from those is significantly less.


One other thing...What do the Biosphere and Logistical Drone Control hull mods do? I wasn't able to notice any differences in any stats of any kind and the descriptions aren't very clear.
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Trylobot on October 07, 2013, 12:59:41 AM
The logistical drones are technically flavour text in that they don't alter the stats of the ship they are installed on; rather, they provide a flag to a module in the armada controller that resupplies fleets that are part of the armada, as long as the Oasis is part of it.

The biosphere reduces the supply usage of the ship it's installed on to 0.25 supplies/day. Technically with the nanobot fabricators also installed, in RC7 it does nothing. But take a lot of what's installed on the Oasis with a grain of salt; half of it is lore-related/flavour text.


(http://i1239.photobucket.com/albums/ff516/Trylobot/nom_banner.png) Download version 0.9.0RC7 (https://dl.dropboxusercontent.com/u/14340846/nom_0.9.0_RC7.zip)

--- RC7 ---
* adjusted cloning vats and nanobot fabricators (crew/supply generators) to be less exploitable. supplies generated only to match usage, and crew generated much more slowly (0.75 green crew/day) up to the cap of 25% of the way from skeleton requirement to max personnel


Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Borgoid on October 07, 2013, 01:16:18 AM
Fair enough, I figured as much.

One thing to note is that all Oasis... crap what's the plural of Oasis? - one google search later - All the Oasises I've encountered have a listed supplies per day of 0.5(+0.25). It's a tiny and mostly irrelevant difference but that's not working/displaying correctly, unless I misunderstood you.

Anyway!
The new Oasis feels a lot better with the supply change, I don't feel compelled to sit around accruing money and building obnoxiously large fleets because I'm Scrooge--Mc--ducking around like a maniac.
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Trylobot on October 07, 2013, 01:20:00 AM
Lol. Thanks for all the help Borgoid~ and let me know if you see any other strange behaviors.
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Erick Doe on October 07, 2013, 05:13:26 AM
what's the plural of Oasis?

Oases.  ;)
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Trylobot on October 07, 2013, 11:18:36 PM
Here's a WIP of the new Death Bloom, an elite Nomad strike frigate I'm building currently. It's planned for version 0.9.1.

(http://i.imgur.com/3RYKr3a.png)
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Foxer360 on October 07, 2013, 11:22:15 PM
I feel like its going to "inject" my frigates to death...
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Trylobot on October 08, 2013, 01:29:53 AM
Hypodermic Death Flower Laser is in ur fleets, zappin' ur engines
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Borgoid on October 08, 2013, 01:55:19 AM
That's horrifying!

Of course if I look at it slightly differently it starts to look less like a needle and more like a nasal aspirator :P


By the way Trylobot when a Nomad fleet has its primary (center) fleet destroyed and no longer has an Oasis they still patrol around in formation despite you know... missing all their important parts.
It's not really a big deal and it might be more trouble than it's worth but perhaps they should break formation and retreat or something? Not sure, it just seems a bit odd.
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Trylobot on October 08, 2013, 02:06:48 AM
Odd. I identified that as a potential source of weirdness and fixed it in v0.9.0 RC3. And I know you're not using RC2 or earlier, because you downloaded my bugfixes. Can you perchance provide me with a save file in which the nomad oasis fleet is about to be destroyed but the escorts stay in formation? They're supposed to scatter, so something is very wrong. During my testing, everything went well, so there must be some edge case I'm not checking for.
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Borgoid on October 08, 2013, 02:20:25 AM
I'll start up a clean game ( unmodded except for Nomads ) and see if I can replicate it, shouldn't be too hard.

As an aside I've been running Blackrock, Bushi, Junk Pirates, Kadur, Neutrino, Omni, Shadowyards,Gedune, Nomads and of course LazyLib. Apart from the occasional frame drops after saves it all runs smoothly but I suppose that could be the root of the problem.


Edit: I think this was entirely my own fault. I recently did a fresh download of all the mods I listed and I think I grabbed the wrong Nomad version. I can't replicate on the most recent version.
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Trylobot on October 08, 2013, 08:00:23 AM
yay!
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: HELMUT on October 08, 2013, 08:37:22 AM
Your Death bloom is gorgeous Trylobot! It remind me a bit of the Horatio ships from Endless space.

Spoiler
(http://geekypleasures.com/wp-content/gallery/endless-space-research-artwork/concept_horatio.jpg)
[close]

Oh by the way, when an Oasis class is destroyed, its ring thing still look intact. It look a bit weird, dunno if it is possible to do something about it though.
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Gotcha! on October 08, 2013, 08:52:06 AM
Truely amazing art, Trylobot. I absolutely love it.
Spriting, coding, making tools for the public... is there anything you can't do? Don't tell me, you can't cook? :(
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Trylobot on October 08, 2013, 09:14:06 AM
I actually can't cook.
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Gotcha! on October 08, 2013, 09:32:46 AM
Well, at least you have flaws. ;D
Title: Re: [0.6.1a] The Nomads (v0.9.0)
Post by: Trylobot on October 08, 2013, 02:13:51 PM
Rattlesnake heavy cruiser concept image (actual scale):

(http://i.imgur.com/BCdukYK.png)
Title: Re: [0.6.1a] The Nomads (v0.9.1)
Post by: Trylobot on October 08, 2013, 03:54:15 PM

Changes:
* added Death Bloom as a playable ship, and added mission and campaign content appropriate to it. Updated original post with new roster.


The Naeran Rite of Passage mission is similar to the "Sinking the Bis'mar" mission from vanilla, and in my opinion just as fun. The Death Bloom is more than capable of tackling the slower-moving Dominator and Onslaught... as long as you don't get hit. Unfortunately, this version is not compatible with v0.9.0 saves.
Title: Re: [0.6.1a] The Nomads (v0.9.1)
Post by: WKOB on October 08, 2013, 04:02:36 PM
I hadn't seen the new Oasis, it's great! The new Death Bloom is very cool, as well.
Title: Re: [0.6.1a] The Nomads (v0.9.1)
Post by: Trylobot on October 08, 2013, 06:46:22 PM
Changes:
- Compatibility update for Uomoz's Sector: Journey and Exerelin; specifically as it relates to the Character Creation Plugin. Nomads has its own plugin, but if it detects that one of those mods is present, it uses their character creation functions instead of its own. This should allow for compatibility and flexibility of the mod. I also plan to post the convention of how I accomplished this in a Modding forum announcement shortly.
Title: Re: [0.6.1a] The Nomads (v0.9.1)
Post by: Trylobot on October 08, 2013, 08:42:24 PM
Here's the sprite for the Komodo Mk. II shown next to its predecessor, a sort of heavier-armored and all around beefier hull variant of the Komodo. Still some cleanup and such to do, and still tweaking the data etc, but I am almost there. Also it has racing stripes.

(http://i.imgur.com/Ny6W6vW.png)
Title: Re: [0.6.1a] The Nomads (v0.9.1)
Post by: Foxer360 on October 08, 2013, 09:55:57 PM
I envy your glorious productivity...

Spoiler
(http://i.imgur.com/bjbMBvV.jpg) (http://imgur.com/bjbMBvV)
[close]
I want that ship so bad...
(So what if I used it incorrectly!?)
Title: Re: [0.6.1a] The Nomads (v0.9.2)
Post by: Trylobot on October 08, 2013, 10:54:23 PM
I want that ship so bad...

Well, then, here you go!


Changes:
- Added the Komodo Mk.II, and it's a beast among destroyers. It's also 33% more expensive to field, comparatively.
Title: Re: [0.6.1a] The Nomads (v0.9.2)
Post by: Borgoid on October 09, 2013, 01:11:56 AM
Sheesh that Mk II really is a beast.

I really do miss being able to mount other weapons on Nomad ships though :(

How will I create a Pain-bow now with High Energy Focus without a Sandstorm with 8 HILS, 2 Gravitons, 2 Phase Beams, 2 LRD PDs, 2 Pds, and 2 tactical lasers, 2 burst Pds and 2 mining lasers :P

Just thinking about it makes me sad! Painbows are a thing of the past!

Edit: Hilariously if you remove heavy armor and replace it with Unstable Injector you can literally just out-gun a Nevermore :P
Title: Re: [0.6.1a] The Nomads (v0.9.2)
Post by: Trylobot on October 09, 2013, 06:56:40 AM
OK That's actually a bit much, LOL. I might need to scale it back just a bit.
Title: Re: [0.6.1a] The Nomads (v0.9.2)
Post by: Foxer360 on October 09, 2013, 09:44:25 AM
I feel that the weapons on the sandstorm can absolutely destroy any ship... maybe not any ship, but it is pretty powerful!
Title: Re: [0.6.1a] The Nomads (v0.9.2)
Post by: Trylobot on October 09, 2013, 09:50:38 AM
I've had the opposite experience in the campaign. Whenever I pilot Nomad ships and go up against the Hegemony or the Pirates even, I always feel woefully outgunned. Sandstorm included.

Ugh I'll never get the balance right.
Title: Re: [0.6.1a] The Nomads (v0.9.2)
Post by: Magician on October 09, 2013, 11:40:16 AM
 Hegemony has all-around good ships both stats and utility wise and together they don't have many obvious weaknesses, also beefy. So factions with narrow specialization can struggle against them sometimes. And nomads is one of these factions, though it's not something bad. It something like rock/paper/scissors and Hegemony has all 3 (maybe not strong, but good, and all three), while nomads have only strong paper. And maybe nomads paper a bit stronger, but they don't have anything else. With built-in weapons it only makes weaknesses more apparent.
 There are 3 parts of balance. Stats. Utility. And ships lineup, or in other words how good factions ships coexist together. And for so called "balance" it is necessary to balance each part separately. Because if we will try balance utility part by pumping stats it almost never will come out good, probably it will just create more imbalance. And as I said Hegemony has all those parts balanced very good.

 As for facts about nomads:
- they have very specialized weapons, which in certain situation creates great disadvantage; it is utility part. Fast example - komodo or even sandstorm are capable of wasting big chunk of flux while they try to shoot down one very fragile but fast threat. And still miss all shots.
- nomads lack in ships lineup. Komodo mk2 is first attempt of nomads to deploy something beefy. But still not enough. Nomads lack a big variety of ships between komodo and capitals. And by this I don't mean that they need 10 new ships, I mean that they need 1-3 bigger, tougher cruiser like ships which are capable of doing cruiser size tasks. Also almost every ship has same task on the battlefield (which is also limited by weapons). Only frigate with long range maser and scorpion have distinct jobs. Built-in weapons don't help too, making it impossible to add variety to nomads fleet. It means that if you ever run into situation where you want your ships to do something else, you are screwed, because they have only one specialization(and mostly same!) from frigate to capital. I will continue previous example - now imagine that long range enemy appears while fleet struggles with evasive threats.

I like nomads and I appreciate your awesome work, and I often use some ships from nomads faction(thats the funny part - some nomads ships are very good when used in fleets of other factions). But because you brought up balancing against hegemony, I decided to post my thoughts. In short it is hard to balance nomads against other factions, because they require some depth development to be fully independent faction capable of taking on anyone in Starsector.
But because I am not that huge fan of all this balancing stuff, in my opinion nomads are pretty good as is. But they definitely have potential to become even more interesting faction.

(Also both new frigate and Mother are very cute)
Title: Re: [0.6.1a] The Nomads (v0.9.2)
Post by: Trylobot on October 09, 2013, 11:55:37 AM
Magician, thank you for this detailed analysis. I find that I agree with you about balance vs. specialization as it applies to the Nomads.

The future of the faction holds some interesting opportunities for variety, then, since all the ships are indeed very similar in what they are capable of handling. Rock, paper, scissors, etc; very good analogy. The next two ships in line I plan to create are going to be fun I think. Maybe I'll try to address the variety problem with these ships and more to come.

The Flycatcher is going to solve the problem of trying to have fighters in very small Nomad fleets. It's going to be an ultralight carrier, with only drones for defense. That way you won't need a Gila Monster if you plan to have fighters.

The Rattlesnake Heavy Cruiser is going to fill some of the gap I've got between the Komodo and the capital ships. It's going to be heavily armored and slow, and it's going to have some new weapons. One of the weapons is a ridiculous three-barrel heavy maser that I've been calling The Ripper because it reminds me of the weapon by the same name from the classic Duke Nukem' 3D. Another new weapon is going to be a special energy-missile launcher (think Star Trek-style photon torpedos) that regenerates charges, and has excellent seeking capability similar to the Salamander, but without the EMP bonus, just straight HE damage. I've also got plans for a special version of the vanilla Swarmer; but instead of fighters, this missile launcher will only target other enemy missiles/bombs in flight; it's a missile-intercept defense system. I also plan for the Rattlesnake to have two Universal slots so that it can have actual customization. I am still pretty attached to the concept of over-specialization, I feel the weakness that it brings in game is part of the faction's constant conflict, and part of the pull for me that makes it fun.

Anyway, thanks again Magician for sharing your thoughts.
Title: Re: [0.6.1a] The Nomads (v0.9.2)
Post by: Trylobot on October 09, 2013, 04:03:07 PM

Changes:
- Komodo Mk.II nerfed slightly, now performs closer to intended yet still significantly beefier than its Mk.I counterpart.
Title: Re: [0.6.1a] The Nomads (v0.9.2)
Post by: Borgoid on October 09, 2013, 06:13:42 PM
Not sure the Komodo MkII nerf was warranted, Blackrock ships are notorious for having low sustained dps and the AI handles them a bit poorly. The Boxenstien from Junk Pirates can take out Cruisers quite easily and it's a "Superheavy" Destroyer. *shrug* Up to you of course. I suppose it's less okay to have a ship punch above its weight when you're using entirely built in weapons.

As for overall balance a single kinetic weapon on pretty much every Nomad ship would probably solve it :P
Currently Nomad ships are big hard flux energy bricks but raising enemy flux - especially ballistic ships with Kinetic weapons - takes waaay too long and you get pretty heavily punished because of it. There are other problems but that one definitely stands out to me.

The Death Bloom is great by the way, it helps solve the inherent weakness that Nomads suffered in the frigate dueling department and also gives them something a bit higher teir when engaging larger ships.
Adding more ship types will definitely fix the balance problems and I really do like the idea of giving some universal or customizable slots to some ships.
Stripping out weapon customization entirely really does remove a lot of the fun and depth from a player standpoint alone but I understand it from a " oh god how do I balance this" standpoint
Title: Re: [0.6.1a] The Nomads (v0.9.2)
Post by: Uomoz on October 09, 2013, 07:34:50 PM
That sounds right, a bit of customizable slots wouldn't be too bad!
Title: Re: [0.6.1a] The Nomads (v0.9.2)
Post by: Foxer360 on October 09, 2013, 08:45:20 PM
In my opinion, the death bloom is pretty powerful, although weak. You really gotta alpha strike it when he has high flux, otherwise your frigate is toast!
Title: Re: [0.6.1a] The Nomads (v0.9.2)
Post by: Uomoz on October 10, 2013, 06:21:09 PM
It's THAT time.
Title: Re: [0.6.1a] The Nomads (v0.9.2)
Post by: Borgoid on October 10, 2013, 07:19:40 PM
It's THAT time.
Hammer time?


By the way on the subject of the Death Bloom have you considered giving it a modified, toggleable, version of High Energy focus? It's mostly a terrible idea to fire when you don't have it up especially in 1v1 or 1v2 situations so it feels like a lot of unnecessary interface checking to see whether or not it's viable to fire at any given time.
Title: Re: [0.6.1a] The Nomads (v0.9.2)
Post by: Trylobot on October 11, 2013, 07:10:22 PM
I might circle back around to it when I've got some other items outta the way. I'm ok with how it is at present.
Title: Re: [0.6.1a] The Nomads (v0.9.2)
Post by: Trylobot on October 11, 2013, 11:57:26 PM


Changes:

Flycatcher (new ship)
  * ultralight carrier, destroyer-class
  * 1 flight deck
  * laser PD and swarmer racks

Gila Monster
  * added two new weapon mounts; moved the fighter launch bays to be more obvious
  * Doom Cannon
      doom cannon projectiles plow through missiles now instead of disappearing on hit (weapon script)

Komodo Mk.II
  * add more visual distinction between original and Mk.II (in the form of bad-ass antennae)
  * slight stat tweaks (very slight de-nerf)

Title: Re: [0.6.1a] The Nomads (v0.9.3)
Post by: Uomoz on October 12, 2013, 06:27:48 PM
Wow, I love all this new stuff!!!  ;D Also I'm aware that the *REDACTED* is getting PIMPED, via a great SS modder  8). I just hope you won't change the armada script anytime soon!

(Flycatcher, one of the BEST shape for a ship I've ever seen in SS. Feels like the millenium falcon mother.)
Title: Re: [0.6.1a] The Nomads (v0.9.3)
Post by: Wunder on October 13, 2013, 01:31:20 AM
Thats A Beautifal Mod That Ive Lacked the Courage to download  :'( Can you tell me what its like?
Title: Re: [0.6.1a] The Nomads (v0.9.3)
Post by: Trylobot on October 13, 2013, 09:43:49 AM
Thats A Beautifal Mod That Ive Lacked the Courage to download  :'( Can you tell me what its like?

Be Strong, GGMC; I Know That Potential Losses From Downloading A File Are Heavy, But Trust Me It's Worth It.
Title: Re: [0.6.1a] The Nomads (v0.9.3)
Post by: Foxer360 on October 13, 2013, 10:18:15 AM
Don't mock the new guy! (Using the tras-later-torial mahdingy, perhaps?)
Title: Re: [0.6.1a] The Nomads (v0.9.3)
Post by: Trylobot on October 13, 2013, 10:24:18 AM
Good point Foxer. I'll put together a quick Youtube video showing the latest ver.
Title: Re: [0.6.1a] The Nomads (v0.9.3)
Post by: Uomoz on October 13, 2013, 10:44:21 AM
Some more feedback! I watched the gila controlled by the AI and it's super passive. I'm not sure it is intended but the Hint Carrier is set on the ship and this make it behave very cautiously.
Title: Re: [0.6.1a] The Nomads (v0.9.3)
Post by: Trylobot on October 13, 2013, 10:53:07 AM
Interesting; noted. I'll compare its behavior without the hint and use the one I like more.
Title: Re: [0.6.1a] The Nomads (v0.9.3)
Post by: Cycerin on October 13, 2013, 11:19:14 AM
Some more feedback! I watched the gila controlled by the AI and it's super passive. I'm not sure it is intended but the Hint Carrier is set on the ship and this make it behave very cautiously.

THAT's why my co-Gila was acting so weird! Yeah, Carrier hint should only be on backline ships like the Condor. Even the Venture does not have it.
Title: Re: [0.6.1a] The Nomads (v0.9.3)
Post by: Uomoz on October 13, 2013, 11:39:20 AM
Yeah, without the carrier hint it actually uses that doom cannon :D
Title: Re: [0.6.1a] The Nomads (v0.9.3)
Post by: Trylobot on October 13, 2013, 12:16:41 PM
Cool thanks for the feedback guys. I recorded a video with the carrier hint removed, it's uploading presently.
Title: Re: [0.6.1a] The Nomads (v0.9.3)
Post by: Lopunny Zen on October 13, 2013, 07:21:11 PM
Does Giant ship finally have more then 1 flight deck because there carrier options sucks with only one and for a ship that size i expect more decks o.o
Title: Re: [0.6.1a] The Nomads (v0.9.3)
Post by: Trylobot on October 13, 2013, 08:10:14 PM
Here's a Youtube video of mission #2.
http://www.youtube.com/watch?v=G0OllRzL2gE&feature=youtu.be

@Lopunny: Yes, flight decks was increased to 2 on the Gila Monster. But it really shouldn't go any further, based on the vanilla carrier with 3 decks, and it's a purpose-built carrier ship. The Gila has the Doom Cannon.
Title: Re: [0.6.1a] The Nomads (v0.9.4)
Post by: Trylobot on October 13, 2013, 09:55:38 PM
(http://i.imgur.com/ph8uYx1.png)

Changes:
- Added a new fighter! The Toad is a heavy dogfighter, useful as a multirole fighter and can harass for long periods.
- Replaced all sound effects with glorious creations from Cycerin! They sound wicked, y'all. Major props to cyc.
- Removed "Carrier" hint from Gila Monster; AI is much more aggressive with this ship now.
- Fixed a bug with missing fighter data resulting in very few replacement chassis for all Nomad fighters; now comparable to vanilla

Also, I will soon be replacing use of stock missiles in Nomad ships with a custom "smart" torpedo; this will affect the Scorpion, Flycatcher and Toad.
Title: Re: [0.6.1a] The Nomads (v0.9.4)
Post by: Uomoz on October 14, 2013, 01:45:32 AM
Updating nao. Btw, you know what could be cool? All those round bridges on nomad ships could slowly rotate to the mouse direction, using decorative weapons (even AI uses a fake virtual mouse). That could be interesting, maybe xD.
Title: Re: [0.6.1a] The Nomads (v0.9.4)
Post by: Shoat on October 14, 2013, 02:49:42 AM
Updating nao. Btw, you know what could be cool? All those round bridges on nomad ships could slowly rotate to the mouse direction, using decorative weapons (even AI uses a fake virtual mouse). That could be interesting, maybe xD.


Holy crap that might almost be too cool... I don't know if I'd be able to handle such incredible details.

What's next - sunglasses attached to the nomad ships and the Oasis changed to look like a fully animated disco ball? This mod is getting out of control with neat features.
Title: Re: [0.6.1a] The Nomads (v0.9.4)
Post by: etherealblade on October 14, 2013, 03:13:41 AM
With all these awesome changes I can only say that I was incorrect in initially assuming his faction has been merely reborn...On the contrary...he has only begun to tap the true potential of what he was originally trying to create. I've got nothing but admiration and appreciation. Thanks for sharing.

Edit: I just watched your demo video. My friend you are rather humble. I don't know if I couldn't resist slapping some super weapon/system on something as awesome looking as the oasis. Yet you are tried and true to the function and intention of your faction. I cried inside as the onslaughts blew it up. I have yet more admiration for you XD.
Title: Re: [0.6.1a] The Nomads (v0.9.4)
Post by: Trylobot on October 14, 2013, 11:01:43 AM
What's next - sunglasses attached to the nomad ships and the Oasis changed to look like a fully animated disco ball? This mod is getting out of control with neat features.

(http://i.imgur.com/GiFKz1L.png)

Q.E.D.
Title: Re: [0.6.1a] The Nomads (v0.9.4)
Post by: Shoat on October 14, 2013, 12:59:36 PM
Spoiler
(http://i.imgur.com/GiFKz1L.png)
[close]

Q.E.D.

I wish I could deal with that. But I can't. I just... can't.

You are way too awesome Trylobot.



Anyone notice how the Gila Monster actually has a nose with a mustache below it's sunglasses?
Title: Re: [0.6.1a] The Nomads (v0.9.4)
Post by: HELMUT on October 14, 2013, 01:07:08 PM
Anyone notice how the Gila Monster actually has a nose with a mustache below it's sunglasses?

I was actually thinking about posting the exact same thing as you about it.
Title: Re: [0.6.1a] The Nomads (v0.9.4)
Post by: Trylobot on October 14, 2013, 05:00:05 PM

The Toad has been rebalanced; before this change, it dominated every fighter without a nick, and cost less to field than some of the heavier fighters. This was not my intention, and as we all know, balance is an ongoing, uphill battle. Anyways, I've kept the spirit of the Toad, which is to be a superior fighter platform in the field, for somewhat more up-front cost (12,000 CR base value), but not to be a godlike unstoppable death machine (which they were).

AFTER the balance changes, you'll notice they still win every 1-on-1 fight against any vanilla fighter... but some of these fights were extremely close. Basically they're where I wanted them originally. Slightly more powerful than vanilla, for more cash money, with in-combat fleet points of a standard heavy fighter chassis. The following log shows my in-depth trial results, and I am very pleased with the outcomes now.


nomads__balance_record__oct_2013.txt

Map size: 8000 x 8000
Fighter wing duel: 1 wing vs 1 wing
CR: 60%
Using ship_data / wing_data last modified:
   2013-10-14 6:18 PM CST
---
TESTING GRID

toad          7 fp
  vs
broadsword    6 fp
xyphos        7 fp
gladius       6 fp
warthog       8 fp
thunder       6 fp
talon         3 fp
wasp          5 fp
dagger        5 fp
piranha       5 fp
trident       8 fp
longbow       5 fp
mining_drone  5 fp

---
TEST RESULTS

toad vs broadsword
   toad wins, 100% total hull no losses, enemy retreated with 2 lost

toad vs xyphos
   toad wins, 60% total hull no losses, enemy retreated with 0 lost
   toad wins, 50% total hull no losses, enemy destroyed

toad vs gladius
   toad wins, 80% total hull no losses, enemy destroyed
   toad wins, 20% total hull 1 loss, enemy destroyed
   toad wins, 90% total hull no losses, enemy destroyed

toad vs warthog
   toad wins, 45% total hull no losses, enemy destroyed
   toad wins, 40% total hull 1 loss, enemy destroyed

toad vs thunder
   toad wins, 100% total hull no losses, enemy retreated with 1 lost
   toad wins, 98% total hull no losses, enemy retreated with 1 lost
   toad wins, 100% total hull no losses, enemy retreated with 1 lost

toad vs talon
   toad wins, 100% total hull no losses, enemy retreated with 3 lost
   toad wins, 100% total hull no losses, enemy retreated with 2 lost

toad vs wasp
   toad wins, 100% total hull no losses, enemy retreated with 1 lost

toad vs dagger
   toad wins, 100% total hull no losses, enemy destroyed

toad vs piranha
   toad wins, 100% total hull no losses, enemy destroyed

toad vs trident
   toad wins, 100% total hull no losses, enemy destroyed

toad vs longbow
   toad wins, 90% total hull no losses, enemy destroyed

toad vs mining_drone
   toad wins, 100% total hull no losses, enemy destroyed

Title: Re: [0.6.1a] The Nomads (v0.9.4)
Post by: Azmond on October 15, 2013, 07:58:08 AM
I don't think the Dagger's would effectively hurt a small ship unless it was imbolie in the first place.

As for the mod, I love your sytle, keep it up! (i particularly love piloting the yellow jacket, that thing is fringgin' evil!!!! EEEEVIIIIIIIL!)
Title: Re: [0.6.1a] The Nomads (v0.9.4)
Post by: Trylobot on October 15, 2013, 03:11:08 PM
Here's my concept thus far for a work-in-progress ship I'm calling The Roadrunner:
(The sixth image on the far right is the one I like the most, so far)

(http://i.imgur.com/MX9abXz.png)

Roadrunner
* a light "sprinter" destroyer
* streamlined/sleek shape but still asymmetric
* "Escape Drive" ship system; similar to Burn Drive
  however, weapons are completely disabled while active
  and controls are not locked (steering possible)
  but maneuverability is still reduced from the normal amount


The idea with this one is simple; Roadrunner steps in on normal power, unloads a barrage on its target using all or most of its flux reserves; then when other ships would normally need to back off or vent, Roadrunner runs the hell away with its Escape Drive, and vents at a safe distance. Since steering while burning is possible, it need not trap itself by being locked on a heading, and fly into another even more hostile situation. The hit-n-run concept should be a nice complement to the upfront high-flux gamble flying Nomad ships are usually known for.
Title: Re: [0.6.1a] The Nomads (v0.9.4)
Post by: Zaphide on October 15, 2013, 03:21:23 PM
Here's my concept thus far for a work-in-progress ship I'm calling The Roadrunner:
(The sixth image on the far right is the one I like the most, so far)

Spoiler
(http://i.imgur.com/MX9abXz.png)

Roadrunner
* a light "sprinter" destroyer
* streamlined/sleek shape but still asymmetric
* "Escape Drive" ship system; similar to Burn Drive
  however, weapons are completely disabled while active
  and controls are not locked (steering possible)
  but maneuverability is still reduced from the normal amount


The idea with this one is simple; Roadrunner steps in on normal power, unloads a barrage on its target using all or most of its flux reserves; then when other ships would normally need to back off or vent, Roadrunner runs the hell away with its Escape Drive, and vents at a safe distance. Since steering while burning is possible, it need not trap itself by being locked on a heading, and fly into another even more hostile situation. The hit-n-run concept should be a nice complement to the upfront high-flux gamble flying Nomad ships are usually known for.
[close]

Haha nice annotations; I agree with the chicken one :D

I actually like the one second from the right. Obviously I'm not quite sure what you are imagining as the final ship but it seems to me to offer that Nomad feel while also feeling different enough from the existing nomad ships to give a visual representation of your new hit-n-run concept :)

Anyway, I also like the far-right one too. Both are great concepts :)
Title: Re: [0.6.1a] The Nomads (v0.9.5)
Post by: Trylobot on October 16, 2013, 01:20:08 AM

Version 0.9.5 is up! This is primarily a weapons update. I had a lot of fun with this. Also, I'm not sure anyone else has managed to put missile capabilities on a projectile before, but it's now possible. If you're interested in doing this, take a peek at data/scripts/weapons/RenderMissileAsProjectileFXBase.java, which I'll paste here:
Spoiler
Code: java
package data.scripts.weapons;

import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.CombatEntityAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.EveryFrameWeaponEffectPlugin;
import com.fs.starfarer.api.combat.MissileAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import java.util.Hashtable;
import java.util.Iterator;

public abstract class RenderMissileAsProjectileFXBase implements EveryFrameWeaponEffectPlugin
{
protected Hashtable fx_table = new Hashtable();

public String FX_WEAPON_ID()
{
return null;
}

public void advance( float amount, CombatEngineAPI engine, WeaponAPI weapon )
{
if( engine.isPaused() || FX_WEAPON_ID() == null )
return;

// for every missile launched from this weapon
// spawn a special visual-only projectile which follows the missile around
// and lets me create, essentially, a different-looking missile rendering effect
// also, kill off fizzled torpedoes because they don't "coast" like regular missiles
for( Iterator m = engine.getMissiles().iterator(); m.hasNext(); )
{
MissileAPI missile = (MissileAPI)m.next();
if( weapon != missile.getWeapon() )
continue;
CombatEntityAPI fx = (CombatEntityAPI)fx_table.get( missile );
if( fx == null )
{
fx = engine.spawnProjectile(
 weapon.getShip(), weapon, FX_WEAPON_ID(),
 missile.getLocation(), 0, weapon.getShip().getVelocity() );
fx.setAngularVelocity( -25.0f + (float)Math.random() * 50.0f );
fx_table.put( missile, fx );
}
else // faux_plasma already created
{
fx.getLocation().set( missile.getLocation() );
fx.getVelocity().set( missile.getVelocity() );
}
}
for( Iterator m = fx_table.keySet().iterator(); m.hasNext(); )
{
MissileAPI missile = (MissileAPI)m.next();
CombatEntityAPI fx = (CombatEntityAPI)fx_table.get( missile );
if( missile.isFizzling()
||  missile.isFading()
||  missile.getHitpoints() == 0.0f
||  missile.didDamage()
||  missile.getHullLevel() == 0.0f )
{
if( fx != null )
{
engine.applyDamage( fx, fx.getLocation(), 99999.0f, DamageType.ENERGY, 0.0f, true, false, null );
m.remove();
}
engine.removeEntity( missile );
continue; // skip rest
}
}
}
}
Code: java
package data.scripts.weapons;

public class TheNomadsSelfSustainedFusionTorpedoEffect extends RenderMissileAsProjectileFXBase
{
@Override
public String FX_WEAPON_ID()
{
return "nom_effect_faux_plasma";
}
}
[close]

Changes:
- replaced all Nomads usage of ballistic missiles with a "Fusion Torpedo" - large ones are heatseekers, small ones are standard missile tracking. There are three sizes of launcher.
- replaced usage of light/ultralight masers where they were being used as PD, with a new type of PD weapon, the "Firecracker" which behaves very similarly to the vanilla Flak Cannon except that it fits a small slot, does significantly less damage, is Energy type instead of Fragmentation, and does not have limited ammunition. Added a neat sound effect for this weapon as well
- added a new weapon called the "Ripper" which is a triple-barreled heavy maser, and gave a couple to the Sandstorm.
- global balance tweaks
- updated strings/descriptions for all weapons
- updated roster pic with new info
- split Github repo into four subtrees for easier management; one for each mod + one for source materials and docs
- put up a Github page for Nomads at http://trylobot.github.io/ss-nom/

Title: Re: [0.6.1a] The Nomads (v0.9.5)
Post by: Doogie on October 16, 2013, 06:21:30 PM
Cool :D
But maybe you could make the death bloom the same color as the Komodo MK II, as that would fit into the "elite brigade" style better.
Title: Re: [0.6.1a] The Nomads (v0.9.5)
Post by: Trylobot on October 16, 2013, 06:55:35 PM
I was actually thinking of doing that with the Rattlesnake. It's a heavy cruiser, and I'm about 90% done with the sprite at the moment. After it's done I was going to do an "elite" pass and see which version I prefer. As for the Death Bloom, I'm honestly afraid to mess with it. It came out precisely as I had imagined it, and if I start mucking about with it again I might just ruin it.
Title: Re: [0.6.1a] The Nomads (v0.9.5)
Post by: Trylobot on October 17, 2013, 07:57:41 AM
Spoiler
(http://i.imgur.com/Hhbvlx1.png)
[close]

The Rattlesnake is 99% ready to be released, I just want to make a final balancing pass, and a bit more playtesting. But overall I'm really happy with it. Probably v0.9.6 release tonight.
Title: Re: [0.6.1a] The Nomads (v0.9.5)
Post by: Trylobot on October 17, 2013, 09:54:59 AM
And, here's an exciting new idea for a ship system I came up with a few minutes ago: "Tug Drones 2x"

(http://i.imgur.com/hUrUVrs.png)
Title: Re: [0.6.1a] The Nomads (v0.9.5)
Post by: Uomoz on October 17, 2013, 09:57:55 AM
Wow, super cool idea! Maybe spawn a bunch of relatively immovable projectiles for every pixel of distance (drone-ship) to represent the cable?

Title: Re: [0.6.1a] The Nomads (v0.9.5)
Post by: Trylobot on October 17, 2013, 10:10:16 AM
In my head it's sort of like a "spider thread" thing; so thin that you can't see the cable itself, only the reflection of nearby bright light sources; can sort of fake it by having a couple bright dots that sort of move up/down an invisible line connecting the tow cable anchor and the drone. The movement could tie in to the angle of the cable, so they move only when the line rotates.
Title: Re: [0.6.1a] The Nomads (v0.9.5)
Post by: Uomoz on October 17, 2013, 10:55:40 AM
Sounds neat!
Title: Re: [0.6.1a] The Nomads (v0.9.5)
Post by: Foxer360 on October 17, 2013, 12:17:23 PM
It could also be a weak beam the does 0 damage, kinda looking like cyc's sunfire beam.

Title: Re: [0.6.1a] The Nomads (v0.9.5)
Post by: HELMUT on October 17, 2013, 05:34:16 PM
Hum i have a question. From what i have read the Nomads technology date from the pre-autofactory era, so it is safe to think they are low-tech? Because i find them very strong in 1v1 fights. I have played a bit the campaign with them. The Wurm frigate, as well as being dirt-cheap, can slaughter most frigates pretty easily. They are fast, their weapons hit hard and they vent incredibly quickly.

The Yellowjacket, while its sniper is very deadly, it can die to pretty much anything and is punished by its high deployment cost. Its main gun might be a little too strong, i think the problem come from the projectile speed as it can land pinpoint shots on moving fighters wings.

I'm going to try the other ships soon.

Oh and just one thing. Would it be possible to make Nomads weapons available only on Nomads ships? Right now they are built in, which is kinda sad for the player who like to try different layout. I don't know if it is possible to make them exclusive to Nomads (like their hull mod) but that would be interesting and add more customization possibility.
Title: Re: [0.6.1a] The Nomads (v0.9.6) Released
Post by: Trylobot on October 17, 2013, 06:43:10 PM
As has been stated endlessly, low tech has never meant explicitly "inferior," just different. And yes, they are meant to be somewhat different. My observations of the Wurm matched against vanilla ships have generally been close fights, I'm satisfied with where it's at. Yellowjacket is also working as designed. Think "Sniper" and I think you described pretty much the ideal scenario for this ship.

Regarding the weapon restrictions: no. That isn't possible. And the fact that they're mostly built-in is an important quirk, lore-wise. But in the interest of allowing for a bit of customization, this release provides one way to do so: The Rattlesnake has 4 Universal slots.


(http://i.imgur.com/Hhbvlx1.png)
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: Borgoid on October 18, 2013, 06:00:34 AM
You might need to do a balance pass on the Firecrackers, possibly a lower fire rate.
Right now Nomad ships with Firecrackers pretty much just ignore missiles, they might as well have not been fired.
Edit: This of course has solved the Nomad firepower problem pretty handily since they trade really well with anything with missiles and trash Fighters much more easily, it does lend itself to a shieldless play style though because there's no large HE threat that can't be dodged. The Komodo in particular benefits heavily due to its thin profile.

Also is it intentional that Nomad ships don't benefit from Optimized Assembly from the Combat tree?
I'd say it's fine from a balance standpoint that they don't since Nomads scale very well with player skills but it's an inconsistency.

Oh! I haven't been able to check this yet but when a Nomad ship is repaired after being disabled in combat does it keep its weapons? If they lose their built-in weapons they'd be a useless husk.

Also - if your intention is to have Nomad weapons available to people for purchase like they currently are via pirates ect - you need to do an OP cost adjustment on the Fusion Torpedoes, currently they all cost 10 OP

LOVE the Rattlesnake design by the way, keen to see how many Onslaughts I can kill with it :D
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: Trylobot on October 18, 2013, 09:38:33 AM
Thanks for the feedback B~, I'll take a hard look at the firecracker balance-wise. Besides firing rate, there's always flux cost, limited ammo + optional regen, overall damage... lots of things I can tweak. My basis for comparison has been and will continue to be the vanilla Flak Cannon, naturally.

Nomad ships will not lose their built-in weapons (it isn't possible for a ship to lose built-in weapons, ever); but they will lose their hull mod assignments. So if your character lacks the skill to re-mod the hulls back to their standard variants, you'll have to get creative with the hullmods you do have, or add more vents/capacitors. You'll also have to manually apply the Naeran Flux Shunts hullmod, because it's not built in.

Also I was not aware of the Optimized Assembly problem, but it makes sense now that I think about it. I believe I have a solution for this. As you know, Nomad ships don't have to use any OPs for weapons, because they have mostly built-in weapons, so the Naeran Flux Shunts represents most/all of the OPs they would have used for weapons, to bring the ships' used OPs up to vanilla-esque levels. I had thought it was important for the AI to do power comparisons and strategies (not actually sure if it is). Anyways, in order to fix Optimized Assembly, all I need to do is apply it to the OP cost of the Naeran Flux Shunts, which will end up having approximately the same effect as it would with other ships, the only notable exception is not being able to actually equip different weapons (which is a desired lore-based quirk). But you will be able to fit way more vents/capacitors and hullmods, so it's not a total waste.
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: HELMUT on October 18, 2013, 09:40:01 AM
Have played a bit more. Going for a carrier oriented fleet. The Flycatcher is handy for this job but that's all, unlike the Condor and the Gemini, it lacks the long range fire support to take down heavier ships.  But it had very good PD to compensate.

Speaking of heavy ships, the Nomads really suffer from a lack of dedicated bomber. The Toad is a very good heavy fighter but lack the proper punch to deal with big targets (my fleet really had some troubles to take down a Venture.) Iguanas and Scarabs are interceptor, they can overload shields but struggle to pierce heavy armor.

But then again, my fleet is integrally composed of Flycatchers and wings. Having a Gila Monster at hand would obviously help me cracking though nuts.

The Death Bloom is a pretty funny ship. The Nomad equivalent of the Hyperion. It's fast and hurt like a truck but die by blowing on it and it's whooping 40% deployment cost prevent it to be used in two battles in a row.

Haven't tried much other ships. The Scorpion however seems far less threatening with its new weapon load-out. I remember being scared to death by the amount of LRM that thing was able to throw away. Have to fight some more of them to decide.

As Borgoid said, the Firecrackers may be a bit too strong. It can one shot Harpoons and Pilums and its pretty high ROF ensure that it can (almost) destroy entire volley of missiles. Haven't seen this weapon on anything else than the Flycatcher for now, and as my fleet is fielding a lot of them, it may be why i found this weapon so effective.

Still, i hope you'll plan to make a bomber for the Nomads as well. Also, i really like the Rattlesnake look.

Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: Wunder on October 18, 2013, 10:29:42 AM
I put a doom cannon on a sunder (Found it from Bre'nii), Now Capital ships are scared of me.
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: Trylobot on October 18, 2013, 01:15:20 PM
That is awesome GGMC. I bet it looks cool on a Sunder too.
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: Magician on October 18, 2013, 01:36:53 PM
All my favorite mods are updating this season. I don't know where Ill get all the time I need to taste every mod I like.

Now I wanted to say that seeing your discussion about nomads bombers gave me idea of bomber without actual bomb. Something like bomber with only one charge of Doom Cannon. As a faction with heavy maser/pink projectiles theme it will be nice addition I think. Though it probably will be tough to balance bomber version of DC, because PD will be useless against projectile(but not against bomber!).
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: Erick Doe on October 18, 2013, 02:44:35 PM
Are Nomad Armada's supposed to spawn in random systems? I just noticed while testing the Zorg mod (loaded along a dozen other mods to test for compatibility) that a massive Nomad Armada suddenly appeared in the middle of Zorg Zeta.

If so, that is a nice touch. They are certainly powerful. Though they did not last long as they spawned near the Zorg Zeta sun and were decimated by four or five large Zorg regulator fleets.
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: Trylobot on October 18, 2013, 02:49:01 PM
[...] your discussion about nomads bombers gave me idea of bomber without actual bomb. Something like bomber with only one charge of Doom Cannon.

What if I combined your idea (fighter-mounted doom cannon projectile with 1 charge) with my idea for the Thorn (post-hulk missile mode), and made that the bomber?

This sounds completely crazy as I write it, but it's also giving me a huge grin. So we could have a bomber craft, say a wing of 3; Bomber craft could have the standard expected loadout of mini-fusion torpedo launchers and maybe some half-hearted PD in the form of an ultralight maser. Taken on its own, this actually sounds kind of crappy for a bomber so far because the mini torps are pathetic against everything but fighters (they were made to replace Swarmer SRMs).

But: I could script the bomber craft so that any time one of them is hulked (but not completely destroyed), after a brief activation window period (say 3-5 seconds) the game would spawn some kind of fiery-death-missile (not the Doom Cannon projectile, something new entirely) that is about the same size as the bomber's hull but with some kind of neat particle FX. This missile would be meant to represent the fighter hulk activating its dead-man's switch, so it will spawn with the same initial position, velocity and angular velocity as the hulked fighter, and the hulk object is removed from combat at the same time; it will then accelerate toward a target of opportunity nearby. I'm thinking the nearest enemy Frigate or larger.

Factoring in a second idea that was suggested by someone earlier in the thread, the engine profile of this "phoenix missile" system could be something that has no practical top speed and decent acceleration, so this projectile would very quickly become nigh-unavoidable. And just to make things super-fun, we could set the damage of the missile to something reasonably dangerous, in the neighborhood of 40% to 80% of a Reaper Torpedo. After all, you did just lose a fighter chassis (and a crewman). To be fair, I'd have to set the CR-per-deployment much higher for this theoretical fighter wing so that it has fewer than normal replacement chassis (if any).

I actually want to start on this tonight... lol

Thanks for the inspiration, Magician.

P.S.: I need a better name for this Bomber/Ship System. The working name I had for the ship was "Thorn," but that was when it was a Frigate. And for the system itself, Phoenix System sounds OK, it at least explains the concept well enough, but maybe something more sci-fi sounding like Phoenix Field or Phoenix Drive; I'm open to suggestions there.

P.P.S.: Does anyone think this would cause problems for balance? In other words, "is it even possible for a system like this to be balanced?"
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: Trylobot on October 18, 2013, 02:50:33 PM
Are Nomad Armada's supposed to spawn in random systems?

Even cooler than that; they spawn in Nur, but choose random systems to journey to, and random celestial bodies within those systems at which to run their errands. So any mod that adds accessible jump gates and celestial bodies is a valid target.

Of course, if someone added a 1-way gate and the Nomads became trapped forever on the other side... that would be regrettable for the Armada.
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: Wunder on October 18, 2013, 03:34:26 PM
That is awesome GGMC. I bet it looks cool on a Sunder too.
Yeah But I took A week leveling up so I could get enough OP to put it on :D

Also, Maybe Nerf the OP of that Superweapon?
It Murders me Without proper Capacitators
And That Funny Looking ship system you have there.
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: Wunder on October 18, 2013, 03:52:25 PM
Speaking Of Cycerin, There is already another mod with a Nevermore, which is now nevermore that name
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: xeranes on October 18, 2013, 05:16:00 PM
[...] your discussion about nomads bombers gave me idea of bomber without actual bomb. Something like bomber with only one charge of Doom Cannon.

What if I combined your idea (fighter-mounted doom cannon projectile with 1 charge) with my idea for the Thorn (post-hulk missile mode), and made that the bomber?

This sounds completely crazy as I write it, but it's also giving me a huge grin. So we could have a bomber craft, say a wing of 3; Bomber craft could have the standard expected loadout of mini-fusion torpedo launchers and maybe some half-hearted PD in the form of an ultralight maser. Taken on its own, this actually sounds kind of crappy for a bomber so far because the mini torps are pathetic against everything but fighters (they were made to replace Swarmer SRMs).

But: I could script the bomber craft so that any time one of them is hulked (but not completely destroyed), after a brief activation window period (say 3-5 seconds) the game would spawn some kind of fiery-death-missile (not the Doom Cannon projectile, something new entirely) that is about the same size as the bomber's hull but with some kind of neat particle FX. This missile would be meant to represent the fighter hulk activating its dead-man's switch, so it will spawn with the same initial position, velocity and angular velocity as the hulked fighter, and the hulk object is removed from combat at the same time; it will then accelerate toward a target of opportunity nearby. I'm thinking the nearest enemy Frigate or larger.

Factoring in a second idea that was suggested by someone earlier in the thread, the engine profile of this "phoenix missile" system could be something that has no practical top speed and decent acceleration, so this projectile would very quickly become nigh-unavoidable. And just to make things super-fun, we could set the damage of the missile to something reasonably dangerous, in the neighborhood of 40% to 80% of a Reaper Torpedo. After all, you did just lose a fighter chassis (and a crewman). To be fair, I'd have to set the CR-per-deployment much higher for this theoretical fighter wing so that it has fewer than normal replacement chassis (if any).

I actually want to start on this tonight... lol

Thanks for the inspiration, Magician.

... Dear god, this sounds amazing!
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: Borgoid on October 18, 2013, 05:54:46 PM

P.P.S.: Does anyone think this would cause problems for balance? In other words, "is it even possible for a system like this to be balanced?"

Oh it's totally possible for it to be balanced. Current Torpedo bombers function almost identically with larger payloads and lower velocities. The only real difference is the actual delivery mechanic is... strange. I have no doubt it's balanceable.
There are really only two things to consider for bombers, effective damage and cost. You've already got a nice tweakable system with replacement chassis and CR costs. The damage is a trivial change via actual damage value, acceleration, and maneuverability of the projectile.
The real question on my mind is "can you make it work"? Because that's probably the coolest mechanic I've ever seen anyone even consider!

A bomber that you almost don't want to escort as opposed to the obnoxious babysitting of current bombers? Yes please!
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: Trylobot on October 18, 2013, 09:15:42 PM
Yeah and of course the AI will completely ignore hulks... it's so devious :D
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: FlashFrozen on October 18, 2013, 09:55:09 PM
I like the new ships :D

But some concerns, I'm not sure about some of the shield efficiencies, some are pretty high... like on the gila monster, 0.4 eff and 35000 giving a tanking ability of 87500, a paragons is 0.6 eff and 25000 capacity giving around 41600 tanking, but it does have a fortress shield.

The scorpion missile destroyer also has pretty darn efficient shields for glass missile boat though that may be because of the hardened shields also applied, but it does vent pretty quick given it's role.

Most others are okay, just the oddballs with some shield efficiency that push them over, I'm fine if they had the same total capacity with reduced eff ( more capacitor ) to offset the high amount and make the dissipation of them actually feel more like a weakness.

Neat updates though ;)
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: Trylobot on October 18, 2013, 10:15:34 PM
Good points all of them, Flash; I might as well revisit this when I go to fix the Firecracker. I need to definitely make the Gila not exceed the tanking ability of a Paragon... that's not what it's supposed to do at all. Plus the Fleet Points of a Gila are well below that of a Paragon. Perhaps I should make the Gila have weaker shields but higher top speed and less turn acceleration. Like a missile (haha).
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: HELMUT on October 19, 2013, 09:31:30 AM
Ah, i was wondering why my Nomad carrier fleet was so crappy, now i know!

The scarab wing seems bugged, for some reasons it don't shoot at enemies, at all.
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: Trylobot on October 19, 2013, 10:22:11 AM
Yikes, I just figured out why. You can't use floats for the flux values in the ship data csv, they get cast to ints; and the base flux value for both scarab and gecko is currently less than 1, so they're both bugged in the same way. I'll need to correct this asap.
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: joey4track on October 19, 2013, 10:27:18 AM
So it is possible to get this to work with Exerelin? Because I've had no luck with that. Tried to comment out the line in the modinfo file but I cannot choose to start with them and they don't show up in game. Strangely enough though they do appear in the simulator.
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: Trylobot on October 19, 2013, 10:41:13 AM
joey4track, I believe we are still waiting on a release of Exelerin from Zaphide; it's been a long time coming. The version that I have works with Nomads, but then again I have the dev version straight from his BitBucket repository, and I don't think the current released public version is nearly as up-to-date.

If I'm wrong and it has been released and this is a new problem, I'll of course look into it becuase yes at some point it did work. I'll give you more info on this later today.
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: Lopunny Zen on October 19, 2013, 10:57:40 AM
when will this be exerlin compatible?
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: MShadowy on October 19, 2013, 11:16:39 AM
Well, Trylo, the Exerelin OP hasn't been updated since the 10th of this month (so over a week ago) and makes no mention of Nomads, so I'm guessing your version is probably newer than the publicly available build.

And Lopunny, that question has already been answered.
in the post directly preceding yours cripes

That depends on when the next version of Exerelin is released, which Trylo has no real control over.
Title: Re: [0.6.1a] The Nomads (v0.9.6)
Post by: ValkyriaL on October 19, 2013, 11:18:19 AM
Not compatible with valks? :'(
Title: Re: [0.6.1a] The Nomads (v0.9.6 RC2)
Post by: Trylobot on October 19, 2013, 05:42:28 PM
(http://i1239.photobucket.com/albums/ff516/Trylobot/nom_banner.png) Download version 0.9.6RC2 (https://dl.dropboxusercontent.com/u/14340846/nom_0.9.6_RC2.zip)

Changes:
- fix for zero-flux scarabs and geckos
- balance tweaks, primarily on the firecracker but also other random tweaks
- increased overall accuracy of maser weapons to help with (the currently pathetic) transverse targeting (leading)
- added system tag to maser pulse beam, doom cannon and solar crucible (they're not meant to be used on just any old ship)
Title: Re: [0.6.1a] The Nomads (v0.9.6 RC2)
Post by: xeranes on October 19, 2013, 06:11:05 PM
- added system tag to maser pulse beam, doom cannon and solar crucible (they're not meant to be used on just any old ship)

Noo! My fleet of Neutrino Falkens with augmented engines and doom cannons will be gone! Aw well, probably for the best!

Also, noticed a bug while using the doom cannon on these aforementioned Falkens... the projectile moves relative to the ship and not to the world. This allows you to "boomerang" shots around ships by moving your ship. I have been able to hit a ship in the rear after missing on purpose by backing up at full speed!
Title: Re: [0.6.1a] The Nomads (v0.9.6 RC2)
Post by: HELMUT on October 20, 2013, 09:52:56 AM
Have finally finished my Nomad campaign. That was pretty fun game.

I wasn't really convinced by the Nomad carrier fleet. The Gila Monster is the only thing that can hope to take down capital ships and even cruisers. The problem with the Gila is that it had incredibly bad maneuverability and have trouble getting a proper gun-sight against other ships, even huge ones! I don't even want to know the nightmare Nomads have when they are fighting against Shadowyard.

So yeah, aiming is hard but other than this, the Gila Monster is the ultimate Brawler in the entire game. There is nothing (save perhaps Neutrinos) than can hope to tank the doom cannon. But even with its raw firepower, my Nomad carrier fleet had a lot of trouble taking down big stuffs.

I also tried something else. A fleet based around a Sandstorm, the idea is to get your entire fleet protecting the capital ship and flying as a big blob, crushing everything that come too close. And it worked pretty well, Komodoes make great PD escorts and shield walls. Some Yellowjackets as fire support to take down frigates and big fighters. Wurms struggled to find a use until the big final brawl when both core fleets collided, then they would make reasonable basic gunners/cannon fodder. The Sandstorm of course fit the role of big ship killer, while it lack the dreaded Doom cannon, its array of Maser is still reasonably efficient against everything from Talons to Onslaughts. It also doesn't have to worry about ammo.

The Death Bloom is perhaps the only ship fit for being the flagship. The IA can handle very well other ships as they don't do anything fancy other than "get close and shoot". While the DB is powerful, i think its turning speed was a tad too high, i had a lot of troubles aiming against moving targets.

The only one that have some trouble to fit in is perhaps the Scorpion. While it give reasonable medium range support fire , it doesn't do it as well as other ships. It isn't bad by any means but i think it's kinda lacking some long range missiles to really support the fleet. In the previous version, Pilums and MIRV were great to take down stuff at long range. With the new fusion torpedo pod, it is only good to scare away fighters and frigates.

I played with the 0.9.5 version, so i couldn't try the Rattlesnake yet. But overall, you really improved this mod for 0.61 Trylobot, one of the greatest faction on the modding forum.

Title: Re: [0.6.1a] The Nomads (v0.9.6 RC2)
Post by: Trylobot on October 20, 2013, 09:59:44 AM
Thanks for the great feedback helmut :) I'll take a look at the death bloom and scorpion; regarding the DB's turning rate though, have you tried using "shift aiming"? It lets you turn at variable rates toward a precise target, using the mouse to aim (instead of the keyboard). It's the only way I can hit anything.
Title: Re: [0.6.1a] The Nomads (v0.9.6 RC2)
Post by: HELMUT on October 20, 2013, 10:04:21 AM
Yeah i did this, still, it turn very fast. I may have to adjust my mouse sensitivity though.

Edit: oh yeah, one thing i forgot. You should put the fusion torpedoes for the Flycatcher and Scorpion on autofire. That way they'll be more eager to fire their payload and as they regenerate ammo it's worth shooting at everything that come close.
Title: Re: [0.6.1a] The Nomads (v0.9.6 RC2)
Post by: Borgoid on October 20, 2013, 06:45:20 PM
I'm really struggling to find a use for the Rattlesnake. It's essentially a slow Sandstorm with less potential firepower and for 80% of the cost

The universal slots are useful there's no doubt about it, and it's definitely heavily armored, frankly it's tanky as hell... but I don't ever find myself wanting a tanky ship, or at least not one so slow.
Less a rattlesnake, more a snap-turtle : /
Perhaps it's not a problem with the Rattlesnake so much as it is with the Sandstorm.

The Sandstorm is a downright monsters. It can tackle a Paragon on a good day and for only 10 supplies/day and 22% CR per use it's incredibly cheap to maintain... It even has a burn speed of 4 compared to the Rattlesnakes 3.

On an unrelated note... why does the Komodo MkII have such terrible arcs on its Firecrackers compared to the standard Komodo?
The worst part about them is that they don't actually converge at the front of the ship, they're offset to the right. Kinda sucks for the ship with a less efficient shield, that's also slower by a fair chunk to have less comprehensive PD.
At least with the Rattlesnake you know missiles aren't ever going to bother you but with the MKII it's a bit harsh given the side-gradey nature.

I haven't had any problems with the Scorpion, apart from it being so expensive to maintain it does exactly what it says on the box, great support ship.


Edit: One more thing about the Rattlesnake/Sandstorm comparison... The range from ITU because of the hull class difference is a killer.
Title: Re: [0.6.1a] The Nomads (v0.9.6 RC2)
Post by: Trylobot on October 20, 2013, 07:35:52 PM
Thanks @HELMUT, @Borgoid; your feedback has been considered and some balance tweaks have been made.

Also: Here's the Fang. Yes, it works as promised (seriously). Have fun 8)!
Note that the sound effect for the Retribution missile system might change in the near future, as Cycerin has mentioned to me that he might have one in mind.

(http://i.imgur.com/muRE6wC.png)

Other misc changes for 0.9.9 RC2:
- tweaked base/static sprite for Oasis; this doesn't affect really anything except the small tactical icon used in various places, because it was missing the ring, and looked funny.
- tweaked the Retribution missile visual representation while the Fang is hulked, and the missile is waiting to fire, to make it more obvious which hulks have fired a missile, and which ones have not (and thus are immediate threats); does not affect normal Fang appearance or appearance of missile while in-flight.
Title: Re: [0.6.1a] The Nomads (v0.9.9)
Post by: MesoTroniK on October 20, 2013, 07:49:16 PM
Damn Trylo that is a big missile.

Quietly gets back to work*

Edit: I just fought it, its the most deliciously evil thing I've ever seen in Starsector :o
Title: Re: [0.6.1a] The Nomads (v0.9.9)
Post by: Borgoid on October 20, 2013, 08:02:54 PM
I'm giddy just thinking about the Fang, looks fantastic by the way.

You're really zippy on the updates, it's glorious :D


Edit: Fang is great! Working as intended by the looks of things. I'll set up a carrier fleet and do some more extensive testing.
Rattlesnake/Komodo MKII feel like much more viable options now too.
Title: Re: [0.6.1a] The Nomads (v0.9.9)
Post by: doodlydee on October 21, 2013, 02:55:13 PM
I am getting this error on startup of new version

57429 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error compiling [data.scripts.TheNomadsModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.TheNomadsModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/plugins/TheNomadsRetributionWeaponPlugin.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/TheNomadsRetributionWeaponPlugin.java, Line 108, Column 36: A method named "get_distance_squared" is not declared in any enclosing class nor any supertype, nor through a static import
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6829)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3553)
   at org.codehaus.janino.UnitCompiler.access$63(UnitCompiler.java:3552)
   at org.codehaus.janino.UnitCompiler$11.visitMethodInvocation(UnitCompiler.java:2967)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:2993)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4017)
   at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2725)
   at org.codehaus.janino.UnitCompiler.access$44(UnitCompiler.java:2615)
   at org.codehaus.janino.UnitCompiler$9.visitBinaryOperation(UnitCompiler.java:2551)
   at org.codehaus.janino.Java$BinaryOperation.accept(Java.java:2683)
   at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2583)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1549)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.access$7(UnitCompiler.java:955)
   at org.codehaus.janino.UnitCompiler$5.visitBlock(UnitCompiler.java:925)
   at org.codehaus.janino.Java$Block.accept(Java.java:1386)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.access$7(UnitCompiler.java:955)
   at org.codehaus.janino.UnitCompiler$5.visitBlock(UnitCompiler.java:925)
   at org.codehaus.janino.Java$Block.accept(Java.java:1386)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1049)
   at org.codehaus.janino.UnitCompiler.access$10(UnitCompiler.java:1017)
   at org.codehaus.janino.UnitCompiler$5.visitForStatement(UnitCompiler.java:928)
   at org.codehaus.janino.Java$ForStatement.accept(Java.java:1527)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2083)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:851)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:832)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:528)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
   ... 5 more
Title: Re: [0.6.1a] The Nomads (v0.9.9)
Post by: Buffered on October 21, 2013, 03:14:30 PM
I am getting this error on startup of new version

 * snip *
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/TheNomadsRetributionWeaponPlugin.java, Line 108, Column 36: A method named "get_distance_squared" is not declared in any enclosing class nor any supertype, nor through a static import
 * snip *
I had this error too, for me it was caused by Shadowyards' own data/scripts/misc/Utils.java not having get_distance_squared (or get_distance). Copying the larger Nomads one over to Shadowyards fixed it, but the underlying problem is the namespace overrun.
Title: Re: [0.6.1a] The Nomads (v0.9.9)
Post by: Borgoid on October 21, 2013, 03:20:04 PM
Okay so after about four hours of testing these things against pretty much everything out there I've come to a few conclusions about the Fangs

1. The CR cost per fighter is totally out of whack, due to the way the deployment costs are applied even if NONE of them die they're still out of action for days. I'd say if you gave them roughly the cost of a Dagger they'd be closer to the mark but it's hard to say. The downtime is definitely a killer though.

2. This ties into the CR cost - The total combat effect of a wing of Fangs is... really low, at best you're going to get 5 total missiles which may or may not do damage. The missiles themselves seem quite violent -Out of curiosity what IS the listed damage?- but not so violent as to justify how few are fired.

3. The Bomber AI doesn't actually suit the Fang, the formation based bombing run is totally meaningless and actually has the unfortunate side-effect of sometimes leaving the carcass of the ship ontop of the intended target which means it often dies before the missile is fired due to collision damage.

4. Hilariously they can't perform their intended roll in a 1-sided fight, I'm not sure it's a problem per say but it's not uncommon for them to fly about ships un-targeted and doing very little if any damage.
It's a huge shift from a standard bomber which ideally exploits an overload or high flux caused by supporting ships to do its damage which isn't necessarily a bad thing but it definitely lowers their overall value.


Other things unrelated to the Fang -
The Flycatcher's primary competition for Destroyer carriers is the Gemini... I'll be the first person to point out that the Gemini is probably overpowered for its cost of 2 supplies/day but I just can NOT justify ever deploying a Flycatcher.
It's lacking in firepower, flight decks per logistics, and durability. It makes up for it somewhat in speed but I remain unconvinced that speed is required for a carrier
Title: Re: [0.6.1a] The Nomads (v0.9.9)
Post by: Uomoz on October 21, 2013, 03:40:33 PM
But, on the other hand, I't possible that nomads carriers are less efficient than the mid-line Gemini.
Title: Re: [0.6.1a] The Nomads (v0.9.9)
Post by: theSONY on October 21, 2013, 03:45:03 PM
Spoiler
(http://i.imgur.com/8vb35Sa.png)
[close]
Spoiler
(http://i.imgur.com/Gf5sQ78.png)
[close]
on Uomoz's mod
Title: Re: [0.6.1a] The Nomads (v0.9.9)
Post by: ciago92 on October 21, 2013, 04:17:20 PM
Spoiler
(http://i.imgur.com/8vb35Sa.png)
[close]
Spoiler
(http://i.imgur.com/Gf5sQ78.png)
[close]
on Uomoz's mod

Negative flux lol I want to see a -200% damage multiplier applied to their beam weapons!
Title: Re: [0.6.1a] The Nomads (v0.9.9)
Post by: Trylobot on October 21, 2013, 04:38:07 PM
org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/TheNomadsRetributionWeaponPlugin.java, Line 108, Column 36: A method named "get_distance_squared" is not declared in any enclosing class nor any supertype, nor through a static import

This will be fixed shortly, I'm going to move my Utils into a deeper namespace to avoid conflicts like this.


images: "geckos not firing" & "negative scarab flux"
on Uomoz's mod

theSONY, I think it's possible that the version of the Nomads that is bundled with UsSJ had a problem with both the gecko and scarab, related to flux; I'll check on this and get back to you, but if it's what I'm thinking of, it's already been fixed.

EDIT: I have confirmed this, this issue was already fixed, when Uomoz next integrates Nomads it will be included. 'Til then, there's not much to do about it.


Okay so after about four hours of testing these things against pretty much everything out there I've come to a few conclusions about the Fangs

Thanks as always Borgoid for the superb feedback. I'll consider each item and how best I feel it can be addressed in a release SoonTM. The listed damage per missile is 3250, of energy type.
Title: Re: [0.6.1a] The Nomads (v0.9.9 RC3)
Post by: Trylobot on October 22, 2013, 12:29:04 AM

Balance tweaks, small misc. fixes. Exerelin compatibility updates. Portraits/icons. Weapons tweaks. Small stuff, but good stuff. OH! I almost forgot: I added a pant-load of missions, and they're huge. If you have a decent computer, crank your battle size up to 500 (it's in settings, in-game) and play one of the big missions. It's 1000+ total fleet points, or thereabouts. Great fun. Also if you're in Dev mode and you go through the Nomads track on the character creation process, when you start the campaign you'll have a full Nomads fleet. Great for testing with. Have fun y'all.
Title: Re: [0.6.1a] The Nomads (v0.9.9 RC3)
Post by: Trylobot on October 22, 2013, 11:58:37 PM
OK Folks. Big release coming up. After this next release, Nomads will officially be version 1.0, and development will slow for a while as I work on other Starsector projects, such as the ship editor, and the Star Control II mod. So, it had to be something suitably awesome, to capstone this whole faction.

The Roadrunner: It's equipped with unmatched speed (for a destroyer), but it pays a hefty price for all that horsepower. It makes every conceivable tradeoff in order to cram a cruiser-sized engine into a destroyer chassis, and the engine is from three generations of ship technologies past, but it's effective. The Roadrunner can catch damn-near anything. When it does catch up to its target, it can bring to bear a pair of Gamma Pulse EMP turrets, a new medium turret that dishes out a hefty amount of EMP damage (and some regular energy damage as well), which is ideal for disabling engines. It is also worth mentioning that it can deploy a pair of Damselfly tug drones (2x) that can provide a passive speed boost as well, but the speed boost is lost if they are destroyed (of course).

The ship is currently playable but is undergoing a few rounds of balance testing etc, and I'm also working on the visual effects for the visual drone tow line, and the effect I'm calling the "V24 Thunderdome Musclecar Engine FX" which animates the piston-like structures on the beastlike engine, varying the animation speed according to the ship's speed.

I anticipate this release to drop tomorrow or the next day. I'm super excited about it! In order to test this ship I've also added a new mission I'm calling Killing Blow in which you try to rack up as many convoy freighter kills as possible before they escape :)
Title: Re: [0.6.1a] The Nomads (v0.9.9 RC3)
Post by: Foxer360 on October 23, 2013, 12:17:52 AM
Clever... Very cool too! Starsector needs more EMP weapons, which I plan on adding in my own mod.

Edit: moved ship editor bug report to ship editor thread ~ Trylobot
Title: Re: [0.6.1a] The Nomads (v1.0)
Post by: Trylobot on October 24, 2013, 08:08:15 PM

(http://i.imgur.com/IJtRkd4.png)

RC2: fixed bug with gecko not firing (ever)
Title: Re: [0.6.1a] The Nomads (v1.0)
Post by: Uomoz on October 24, 2013, 08:28:20 PM
The roadrunner is by far one of the most interesting ships ever modded into the game. It is definitely powerful (maybe, considered its peak speed, a peak active timer could be appropriate like for the medusa), but the mind blowing stuff is the cosmetics you added onto it. Simply amazing. The engine motion and the tug-drones are something never ever seen before around here.
Title: Re: [0.6.1a] The Nomads (v1.0)
Post by: Trylobot on October 24, 2013, 08:54:05 PM
I definitely had some fun with it :)

I tried to balance the speed against the hull/armor strength (it's pretty weak), the reduced-efficacy shields (compared with all other nomad ships) and the very limited flux dissipation, leading to a very shortened effectiving firing duration; leading to the most effective tactic being a sort of "fly-by" which is really fun to pilot.  8)
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Trylobot on October 25, 2013, 06:39:29 AM
Version 1.0 gameplay: http://www.youtube.com/watch?v=CPizLA32Qjg&feature=youtu.be
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: HELMUT on October 25, 2013, 08:45:51 AM
I agree with Uomoz, the Roadrunner is very good looking. The two little tugs drones attached make it really awesome. However, i think the engine animation could be improved. While it is very interesting to see it move at different speed according to the ship thrust, the animation could be smoothed a bit.

That thing made me think of German U-boats engines with all the pistons and stuffs. Something like that http://www.youtube.com/watch?v=kUurXdTPgfg#t=1m56s
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Trylobot on October 25, 2013, 11:52:23 AM
I can take a look. Animation's not really my strong suit, but if there some simple tweaks I can make so that it would be more aesthetic, I'm not opposed to it.

The main differences I'm seeing here is that I would want to have more frames per-piston movement, but have more pistons than 1 moving at the same time? It might come out to about the same number of frames as there are now, or perhaps fewer.

Another thing I can change is to make the animation speed tied to velocity in a more analog way (rather than two-speed discrete).

Oh, and Uomoz: I do plan to give it a peak running time clock, just like the Medusa, it was a good suggestion.
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Wunder on October 25, 2013, 12:13:40 PM
Roadrunner with more moving parts?, maybe a little more s.t.e.a.m.p.u.n.k like,
maybe a boost system instead of tugs where the whole ship opens up                             HELP, I FLAMEDOUT  
                                                                                                                                         
                                                                                                                                                                               +Ill save you=----------------------
Mow
Moew
Cooleow
(http://modcatlove.com/wp-content/uploads/2011/02/cat-sun-glasses-sunglasses.jpg)
I find THAT a cool cat

You're welcome. ~T
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Lopunny Zen on October 25, 2013, 03:35:32 PM
can this work on exerlin and if yes how do i make it work?
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Trylobot on October 25, 2013, 04:03:46 PM
Assuming you already know how to get Exerelin working on its own, adding Nomads into the mix is just as easy. Download Nomads and enable it in the Mods menu from the launcher. Exerelin will recognize that it is there.
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Wunder on October 25, 2013, 04:10:00 PM
Roadrunner with more moving parts?, maybe a little more s.t.e.a.m.p.u.n.k like,
maybe a boost system instead of tugs where the whole ship opens up                             HELP, I FLAMEDOUT  
                                                                                                                                         
                                                                                                                                                                               +Ill save you=----------------------
Mow
Moew
Cooleow
(http://modcatlove.com/wp-content/uploads/2011/02/cat-sun-glasses-sunglasses.jpg)
I find THAT a cool cat

You're welcome. ~T
WHO DID THIS.
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Shoat on October 25, 2013, 04:24:19 PM
WHO DID THIS.

I have found very subtle, yet decisive proof of who did "that": IT WAS TRYLOBOT!

(http://img9.imageshack.us/img9/9358/1bgg.png)
(You can tell from the "You're welcome. ~T" and the fact it says "last edited by Trylobot")

Before you ask: Yes, I am a professional private detective.
That'll be 100€. Nice doing business with you.
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Wunder on October 26, 2013, 12:52:27 AM
WHO DID THIS.

I have found very subtle, yet decisive proof of who did "that": IT WAS TRYLOBOT!

(http://img9.imageshack.us/img9/9358/1bgg.png)
(You can tell from the "You're welcome. ~T" and the fact it says "last edited by Trylobot")

Before you ask: Yes, I am a professional private detective.
That'll be 100€. Nice doing business with you.

10,000 ugandan dollars!
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Thule on October 26, 2013, 12:55:35 AM
Great faction, glad you flashed them out and i am really excited what you will do with them in the future.

The onyl thing that bugs me a bit is, (the roadrunner is a cool concept) that decorative weapons cant be rendered under engines, looks a bit odd seeing the engine trail not lighting the animated parts. But that will maybe be solved in future updates.
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Wunder on October 27, 2013, 05:29:47 AM
WHO DID THIS.

I have found very subtle, yet decisive proof of who did "that": IT WAS TRYLOBOT!

(http://img9.imageshack.us/img9/9358/1bgg.png)
(You can tell from the "You're welcome. ~T" and the fact it says "last edited by Trylobot")

Before you ask: Yes, I am a professional private detective.
That'll be 100€. Nice doing business with you.

Also, can you find out why my BBQ Pasta is so watery?
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Shoat on October 27, 2013, 06:20:29 AM
Also, can you find out why my BBQ Pasta is so watery?

I have a few eyewitnesses who can confirm that Ross spit into them. God damn it, Ross!
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Wunder on October 27, 2013, 08:11:31 AM
Urm....
     BLAUGHGHGHGHGHGHGGHGHHGHGHGHGHGHGHGHGGGHGHGHGHGHHGHGHGHGHGHGHGHGHGHGHGHGHGHHGHG GHGHGHHGHGHGHGHGGHGHGHGHGHGHGHGHGHGHGHGHGHG!                                                          
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Trylobot on October 27, 2013, 08:45:39 AM
GGMC, Shoat: please stop derailing my thread  ;)
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Shoat on October 27, 2013, 11:41:06 AM
GGMC, Shoat: please stop derailing my thread  ;)


Sorry.
On the bright side, we have reached a new page in the thread so people won't be distracted by the derailing nonsense anymore.
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Foxer360 on October 27, 2013, 12:03:51 PM
Y'know, I think that the nomad ships could use an interesting system: 32000 armor and 600 hull. It's a more realisitc armor system, so if you attack one place, it can kill them better.
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Trylobot on October 27, 2013, 02:59:02 PM
That might be an interesting change.... for someone else's faction. I'm not really going to be doing sweeping "re-balance every ship" kind of changes at this point, now that it's relatively stable versus vanilla ships.
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Wunder on October 27, 2013, 03:13:41 PM
GGMC, Shoat: please stop derailing my thread  ;)
Sorry, Its unfortunate my second star was reached by unrelated comments  :'(
I JUST WANT TO BE HEARD
Title: Re: [0.6.1a] The Nomads (v1.0 RC2)
Post by: Shoat on October 27, 2013, 06:07:21 PM
Y'know, I think that the nomad ships could use an interesting system: 32000 armor and 600 hull. It's a more realisitc armor system, so if you attack one place, it can kill them better.

I don't think the hull/armor-relation would be that extreme for normal ships, so that'd be something for an insect-themed faction.

Tough exoskeletons filled with useless insect goop - they evaporate as soon as a single tiny hole has been cut through the exoskeleton.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Trylobot on October 28, 2013, 09:09:07 AM
(http://i1239.photobucket.com/albums/ff516/Trylobot/nom_banner.png) Download version 1.0RC3 (https://dl.dropboxusercontent.com/u/14340846/nom_1.0_RC3.zip)

Changes:
- Roadrunner now has a peak active time of 3 min., which doesn't affect its usage as a pursuit ship, but it does make it impractical to use for long engagements.
- Engine FX have been smoothed; the speed of the animation now varies with the ship speed, within a certain range, if the accelerator pedal is engaged; if the ship is coasting, the engine is idle.

(sorry Uomoz)
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Uomoz on October 28, 2013, 09:21:41 AM
(sorry Uomoz)

Why that? :)
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Trylobot on October 28, 2013, 09:22:33 AM
Because I said no more changes for a while  :D
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: rada660 on November 03, 2013, 01:35:35 PM
hey... When I try to run the Nomad on Exelerin, with every other compatible mod with exelerin, i get this error

Spoiler
30363 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error loading [graphics/nom/portraits/portrait_nomad_female_01.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\syndicate_asp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Bushi,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exerelin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\junk_pirates,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gedune,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\nom_1.0_RC3,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Zorg15f,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/nom/portraits/portrait_nomad_female_01.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\syndicate_asp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Bushi,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exerelin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\junk_pirates,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gedune,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\nom_1.0_RC3,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Zorg15f,../starfarer.res/res,CLASSPATH]
[close]

Unless the nomads are not meant to be played with all the other faction mod?
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Trylobot on November 03, 2013, 02:13:46 PM
Oh I think that Exerelin just needs an update. Repost this on Zaphide's main Exerelin thread.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: rada660 on November 03, 2013, 02:14:11 PM
oh derp. Will do that now....
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Zaphide on November 03, 2013, 02:33:15 PM
hey... When I try to run the Nomad on Exelerin, with every other compatible mod with exelerin, i get this error

Spoiler
30363 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error loading [graphics/nom/portraits/portrait_nomad_female_01.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\syndicate_asp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Bushi,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exerelin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\junk_pirates,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gedune,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\nom_1.0_RC3,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Zorg15f,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/nom/portraits/portrait_nomad_female_01.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\syndicate_asp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Bushi,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exerelin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\junk_pirates,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gedune,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\nom_1.0_RC3,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Zorg15f,../starfarer.res/res,CLASSPATH]
[close]

Unless the nomads are not meant to be played with all the other faction mod?

Rada660, 'graphics/nom/portraits/portrait_nomad_female_01.png' is not actually referenced anywhere in the current Nomads or Exerelin mods, which means you are running with some old code somewhere.

I think you need to delete the existing Exerelin/Nomad mod folders from StarSector/mods before copying the new versions into the StarSector/mods folder :)
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Uomoz on November 03, 2013, 05:37:15 PM
That's actually UsS stuff xD.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: rada660 on November 03, 2013, 07:26:14 PM
So yea I updated the mod that needed update and it working perfectly fine now!
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Trylobot on November 04, 2013, 07:28:25 AM
Glad to hear it, rada.  :D
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Lopunny Zen on November 06, 2013, 06:06:27 AM
I have just noticed something that might be a tiny design issues. The edges of alot of the ships are not smooth...they look like jagged edges instead of a smooth finish which would make more sense in space. Another thing is the giant space colony ship has oddly only 2 flight decks...you figure for such a large ship that needs to transport so many people that they would have 3-5 flight decks to better handle all the civilians.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Garmine on November 06, 2013, 07:23:00 AM
I have just noticed something that might be a tiny design issues. The edges of alot of the ships are not smooth...they look like jagged edges instead of a smooth finish which would make more sense in space.

In space there's no air resistance or other shenanigans, so your designers are free to engineer whatever looks the best to them! ;)
So there's no shape that 'makes sense' in space, however, you should consider combat properties of the shapes of military ships for sure.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Erick Doe on November 06, 2013, 07:57:37 AM
Also keep in mind that ships have to blast off from a planet and pass through an atmosphere. Some thicker and more resiliant than others. This may cause engineers to design smooth aerodynamic shapes. Ships build in orbit or in space are less likely to need such shapes. Unless they have an atmospheric purpose as well.

Besides all that, what looks cool trumps all.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Trylobot on November 06, 2013, 09:15:22 AM
It's more of just an art style thing. I was conflicted between painterly edges and "pixel-art" edges on a lot of stuff, so I'm hoping you'll just overlook the imperfections  ;D
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Lopunny Zen on November 13, 2013, 06:29:48 PM
eh...it bothers me...maybe i can smooth them if i can get my hands on the ships image file...im in college and i learned adobe illustrator and learning adobe photoshop
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Trylobot on November 14, 2013, 07:34:10 AM
I'd really rather you didn't.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Doogie on November 14, 2013, 08:42:15 AM
The ships are beautiful as is and I see nothing wrong with them.
They're also really fun to use.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: IronBorn on November 21, 2013, 02:48:31 AM
I really like the ships and lore in this mod!

Are these ships meant to be balanced vs vanilla? They are arguably overpowered if so. The cruisers have the hull strengths of capital ships and the capitals are ridiculously strong. That, and since their weapons are all energy based, there is no way to exhaust their ammo. Some of the overpowered ships have descriptions stating they have limited staying power on the field, but they win in every race to overload their flux capacity.

I feel the faction needs some sort of weakness that can be exploited. Perhaps CR limits on a number of them? Though, I am not a big fan of CR limits. Or switch some of their weapons to ammo based.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: conorano on November 21, 2013, 02:57:35 AM
I really like the ships and lore in this mod!

Are these ships meant to be balanced vs vanilla? They are arguably overpowered if so. The cruisers have the hull strengths of capital ships and the capitals are ridiculously strong. That, and since their weapons are all energy based, there is no way to exhaust their ammo. Some of the overpowered ships have descriptions stating they have limited staying power on the field, but they win in every race to overload their flux capacity.

I feel the faction needs some sort of weakness that can be exploited. Perhaps CR limits on a number of them? Though, I am not a big fan of CR limits. Or switch some of their weapons to ammo based.

I second this. The rattlesnake seems to beat even the largest of capital ships
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: phyrex on November 21, 2013, 12:42:46 PM
I really like the ships and lore in this mod!

Are these ships meant to be balanced vs vanilla? They are arguably overpowered if so. The cruisers have the hull strengths of capital ships and the capitals are ridiculously strong. That, and since their weapons are all energy based, there is no way to exhaust their ammo. Some of the overpowered ships have descriptions stating they have limited staying power on the field, but they win in every race to overload their flux capacity.

I feel the faction needs some sort of weakness that can be exploited. Perhaps CR limits on a number of them? Though, I am not a big fan of CR limits. Or switch some of their weapons to ammo based.

lol, some peopled used to say the nomads were UP XD
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: ValkyriaL on November 21, 2013, 01:02:39 PM
That was before he introduced his triple electron and the rattlesnake cruiser, still, they are not as overpowered as the zorg, which in turn is not as overpowered as ORI. ::)
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: conorano on November 21, 2013, 03:51:50 PM
Atleast the zorg have a weakness, a pretty big one too. No shields makes full HE fleets a good counter
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: IronBorn on November 21, 2013, 11:40:19 PM
Quote
I'd say the major "weakness" they have is that although their flux capacity is massive, their flux venting capability is not as impressive.  In a battle between vanilla ships and Nomads, you can't win in a race to overload their flux.  You have to survive until they vent, then you destroy them in the ample time they're helpless.  A Paragon with maximum vents and Fortress Shield is what it generally takes to absorb the fire of one of the Nomad cruisers or capitals without any serious damage.

But doesn't listing the most powerful ship in vanilla as their only counter kinda demonstrate that they are overpowered (and they are faster, able to outrun the few other ships that can hold up long enough to force a vent)? Their armor/hulls are so tough that it takes three vent cycles to even reach the hull. By then you've lost half a dozen or more ships. And they usually back off when they are near maxed flux. But at that point my ships are too, or are overloaded and missing half their armor/hull with all front guns disabled.

I've been trying the big missions of vanilla vs nomad fleets. I could probably win if I refit all ships like I want, but I've been trying to win playing it straight. I can survive until the Nomads unleash their cruisers and capitols, then they sweep the map and there isn't much I can do about it. A fun challenge, but I doubt it is winnable.

Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Erick Doe on November 22, 2013, 03:54:48 AM
Perhaps modders should start rebalancing their mods toward vanilla factions more. This also goes for the Zorg whom, I will admit, have been created and balanced with many other modded factions in mind. Which is normally not how I balance my work. But since it plays a large part in Exerelin gameplay, I felt I had little choice. Of course, this is a discussion that deserves a thread of its own.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: ValkyriaL on November 22, 2013, 06:00:08 AM
I thought balancing towards vanilla was the whole point of "vanilla balance" ??? if another modded faction crushes yours, thats not your fault. i feel we should indeed make a thread about it or a sticky.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Uomoz on November 22, 2013, 06:02:34 AM
I thought I had a trademark on all this ***BALANCE*** bitching!

;D

I fell like nomads fit into a nice niche given how hard they are to acquire and stuff. Definitely powerful.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: HELMUT on November 22, 2013, 06:58:04 AM
Nomads are slow, if you can bring fast ships with long range weaponry, you shouldn't have any problems, just keep an eye on fighters and the Roadrunner destroyer. The thing about Nomads is that they have very efficient shields and going into slugfest with them isn't likely to succeed.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: IronBorn on November 24, 2013, 09:41:15 PM
Nomads are slow, if you can bring fast ships with long range weaponry, you shouldn't have any problems, just keep an eye on fighters and the Roadrunner destroyer. The thing about Nomads is that they have very efficient shields and going into slugfest with them isn't likely to succeed.

Nomads aren't so overpowerd that they are unstoppable. If I build up a custom fleet with weapons configured to fight them, the Rattlesnake would be the only real threat. I was talking about the big missions (not campaign) like Hegemon vs Nomads, Tri Tachyon vs Nomads, etc. If I play Nomads, I can win without barely losing a ship. If I play vanilla and don't refit, there is no chance to win. And in Exerelin games, if you play with Nomads, they can really throw off the balance between factions.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: mkire on January 07, 2014, 05:51:56 PM
do the flux shunts do anything besides act as an expensive set of flux capacitors?
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Doogie on January 07, 2014, 06:55:49 PM
They dissipate flux passively, IIRC
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: mkire on January 07, 2014, 07:37:19 PM
They dissipate flux passively, IIRC

So they're expensive flux vents and capacitors. Which means i am perfectly fine replacing them with regular capacitors and vents, then using the excess OP points for something else. Thanks
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Trylobot on January 07, 2014, 11:08:23 PM
Yes, that's perfectly valid. It's just that the weapons will be all but useless.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: ValkyriaL on January 08, 2014, 06:48:45 AM
I feel nomads need more of their own missiles, 1 ain't enough. :P
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Lopunny Zen on January 08, 2014, 12:30:39 PM
some of the larger ships have jagged edges...i mean i know its space and all but the jagged edges make the ship look flatter...if you want i can maybe round them out a bit or if you prefer you do it but..the edges make it look kinda flat..smaller ships seem to be ok but the bigger ones is where you notice it
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: MesoTroniK on January 08, 2014, 12:58:10 PM
Lopunny Zen, Trylobot already mentioned he would prefer that you do not modify his sprites.

If you like the idea of different art styles and large capacity carriers so much, why not start work on your own faction?
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: jet36 on January 27, 2014, 03:04:21 PM
Hey! just played your mod in Exerelin and I really like it! The ships look really neat and the weapons too. However like people said before I feel as if it is too strong, I think it would add a lot to the play-ability if you made the ships or weapons weaker. Being over powered isn't very fun.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Trylobot on January 27, 2014, 03:30:58 PM
It's probably due for a balance pass soon. Thanks for the feedback.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: conorano on February 14, 2014, 07:13:07 AM
allright ehh, theres one major bug if it is one. the bombers with the huge missilles fire even when they are disabled... it almost killed my flagship  :(
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Silver Silence on February 14, 2014, 09:27:28 AM
Nomads were updated? I hadn't even noticed... I should probably go give them a go, or at least steal all the weapons and use their stuff against them. That's the best bit. Does that new triple maser have the same slight delay as the twin? (b-bam..b-bam) It's quite noticeable on when the Sandstorm is fitted with as many twin masers at the front and fires them in unison. I tweaked it myself when I last played with them, removing the delay and lowering the damage and flux/s slightly to offset it. That organic ball-shaped one, the death bloom looks very out of place with all of the Nomad's hard angles. That other Komodo, even more so with the recolouring. Still using those teeny small mount slots, though, I see.  :D
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: Trylobot on February 15, 2014, 02:26:57 PM
allright ehh, theres one major bug if it is one. the bombers with the huge missilles fire even when they are disabled... it almost killed my flagship  :(

That's ... not actually a bug. That's the entire reason I made those bombers. That's like their only purpose.
Title: Re: [0.6.1a] The Nomads (v1.0 RC3)
Post by: conorano on February 16, 2014, 03:35:38 AM
ah that explains. then i praise you for the idea, but curse you for almost killing my nevermore!   ;D
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Trylobot on February 26, 2014, 04:40:21 PM
Minor update - download link updated in original post.

version 1.0 RC4
- memory leak fixed
- rattlesnake nerfs
  - max flux reduced by 10%
  - flux dissipation reduced by 10%
  - acceleration/deceleration reduced by 14.3%/28.5%
  - max turn rate reduced by 10%
  - shield arc degrees reduced by 10%
  - shield efficiency reduced (worsened) by 10%

Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Sathe on February 26, 2014, 05:03:12 PM
Just idea for a ship name: olgoi-khorkhoi  http://en.wikipedia.org/wiki/Mongolian_death_worm (http://en.wikipedia.org/wiki/Mongolian_death_worm)
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: pyg on May 17, 2014, 07:44:34 PM
The Flycatcher destroyer is too good IMO at 2 logistics per flight deck and 200 cargo space.  It is almost a dirty cheat in UsS, anyway not vanilla balanced.  I can't comment on it's combat performance as I've not tested it extensively (seems OK to good), but should be less cargo by up to half and 3-4 logistics to be in line with SHI Sargasso.
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Lopunny Zen on May 20, 2014, 04:25:08 PM
the new file doesnt seem...it doesnt pop up in the mod menu to activate it o.o
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: ahrenjb on May 20, 2014, 04:29:02 PM
I don't know how relevant this is, or if it's specific to me, but any time I'm fighting a sandstorm and it opens up with full frontal weaponry, it slows my framerate down significantly. It's the only time I ever experience slowdowns in game, period. I don't know if it's an effect thing or what.

I'm on an i7 with 16gb of RAM, an SSD, and 2x nVidia 755 in SLI.
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: NCMagic on May 24, 2014, 12:42:51 PM
Ehm, that's just how the Sandstorm works I think. I mean it does have like a metric ton of large energy slots after all.
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: ThePirateKing on December 09, 2014, 12:01:03 AM
I get a game crash and an error when I try to run the game with this mod:

Spoiler
9480 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading nomads faction
9759 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - org.json.JSONException: JSONObject["logo"] not found.
org.json.JSONException: JSONObject["logo"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
   at com.fs.starfarer.loading.void.super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I unzipped it into the mod directory like the instructions said.  I have no other mods installed.
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: kazi on December 09, 2014, 12:38:51 AM
Any mod thread starting with [0.6.2a] is not compatible with Starsector 0.65. This mod is out-of-date and will not work.
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: ValkyriaL on December 09, 2014, 01:10:45 AM
I REALLY wish people would read before they ask why something dosn't work, this is getting repetetive now..

No offence to ThePirateGuy, i cannot expect someone who just joined the forum to know everything out of the blue. (welcome to the forum BTW :))
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: ThePirateKing on December 09, 2014, 01:30:53 AM
Any mod thread starting with [0.6.2a] is not compatible with Starsector 0.65. This mod is out-of-date and will not work.
Darn, I knew there had to be something obvious I was missing.  I checked the mod info file and saw "Game Version: 6.1a", and thought it said 65.1a.  That's too bad, I really would've liked to play this mod.  Thanks for the help though.

I REALLY wish people would read before they ask why something dosn't work, this is getting repetetive now..

No offence to ThePirateGuy, i cannot expect someone who just joined the forum to know everything out of the blue. (welcome to the forum BTW :))

Sorry if I'm being a nuisance, I did spend a decent amount of time searching the forums for the specific error I got, and reviewing the instructions for installing mods; I just didn't notice the version number.  The fact that this thread and the blog post from fractal that mentioned this mod were so old probably should have clued me in.
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Trylobot on December 09, 2014, 08:38:26 AM
Yeah it's up to each mod's author to perform an update each time a new game version is released, and there was recently a large release. I'll be updating soon.
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: ValkyriaL on December 09, 2014, 09:53:10 AM
Oooooh jiiizzzz!!!!! Gogo Trylo!
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Creepin on January 28, 2015, 10:05:19 AM
Yeah it's up to each mod's author to perform an update each time a new game version is released, and there was recently a large release. I'll be updating soon.
Hey there Trylobot, any news on how is the update going? I'm itching to add Nomad ships to SS+ :)
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: sirboomalot on January 28, 2015, 06:19:53 PM
Yeah it's up to each mod's author to perform an update each time a new game version is released, and there was recently a large release. I'll be updating soon.
Hey there Trylobot, any news on how is the update going? I'm itching to add Nomad ships to SS+ :)

I, too, would love to have the glorious nomads as a faction to fight once more.  ;D
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Foxer360 on February 08, 2015, 02:50:32 PM
Sorry to break your hopes and dreams, but Trylobot basically is gone for good. The Nomads and his Trylobox ship editor will soon be phased out and forgotten like all of the other inactive stuff on this forum.



Hope lives.
- Trylo

Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: sirboomalot on February 08, 2015, 06:44:36 PM
Phased out? Maybe...

Forgotten? Not by me, I like to remember the older stuff.
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: ValkyriaL on February 09, 2015, 02:40:13 AM
i think even Alex uses that editor, since making ship files from scratch is a pain, so if it came down to it i would believe he would fix it for us, or someone else around that has some experience in the area.
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Jay2Jay on February 09, 2015, 10:08:38 PM
Sorry to break your hopes and dreams, but Trylobot basically is gone for good. The Nomads and his Trylobox ship editor will soon be phased out and forgotten like all of the other inactive stuff on this forum.
Aaaaand why is he never coming back? (Been scouring  the forums for the answer  for days)
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Midnight Kitsune on February 10, 2015, 04:10:37 AM
Sorry to break your hopes and dreams, but Trylobot basically is gone for good. The Nomads and his Trylobox ship editor will soon be phased out and forgotten like all of the other inactive stuff on this forum.
Aaaaand why is he never coming back? (Been scouring  the forums for the answer  for days)
Burned out on SS if I'm not mistaken
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Flying_Whale on October 24, 2015, 01:10:33 AM
Could anyone take Nomads and update them? For example, ICE returned to Starsector thanks to Histidine.
Nomads are wonderful faction with a uneque style. We should not loose them ;)
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Zudgemud on October 24, 2015, 04:27:05 AM
Could anyone take Nomads and update them? For example, ICE returned to Starsector thanks to Histidine.
Nomads are wonderful faction with a uneque style. We should not loose them ;)
It is fully up to the mod author to decide.
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: celestis on October 24, 2015, 06:47:45 AM
Trylobox ship editor will soon be phased out and forgotten
Indeed? What is it going to be replaced by?
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Foxer360 on October 24, 2015, 04:05:25 PM
Perhaps soon is the wrong word, but regardless, something's going to need to happen eventually in order to replace this. It works, but just barely, and also has a few annoying bugs hidden around. It's still a great tool and is the basis of every mod here, but unfortunately Trylobot is not in the mood to code from what I remember.
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Creepin on October 25, 2015, 03:06:59 AM
Could anyone take Nomads and update them? For example, ICE returned to Starsector thanks to Histidine.
Nomads are wonderful faction with a uneque style. We should not loose them ;)
Just wanted to second this; I love the faction and would be happy to see it in action again! :)
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Trylobot on October 27, 2015, 09:00:04 AM
Feels like a lot of wasted effort until 0.7 drops; when it does I'll probably download it, play it for a few days, and see what direction I want to take the Nomads. When I have a clear goal, I'll do the work, and in the process be motivated to fix the editor.

Just remember that this game is a work in progress, and writing tools for a game that is constantly changing is even harder than writing tools for a game that's already been released, and all of the time is donated.
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Tartiflette on October 27, 2015, 09:25:22 AM
If anything, I thing you did a pretty good job in making the editor not break much despite many updates!
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Creepin on October 27, 2015, 10:41:49 AM
Feels like a lot of wasted effort until 0.7 drops; when it does I'll probably download it, play it for a few days, and see what direction I want to take the Nomads. When I have a clear goal, I'll do the work, and in the process be motivated to fix the editor.
Great news, everyone! :)
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: samsaq on April 29, 2016, 07:46:44 PM
I hope I get to see this mighty faction again soon
I would love to use my 1000 marines to board an Oasis in nexrelin once more.
(http://i1239.photobucket.com/albums/ff516/Trylobot/nom_oasis_withbg-1.png)
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Trylobot on May 03, 2016, 12:28:27 AM
Believe it or not I have actually started the process of upgrading the homeward fleet as she dances through the cosmos of old. Soon, my friends.
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: SpacePoliticianAndaZealot on May 03, 2016, 06:00:58 AM
Sweet Emperor! It lives! Looks like I'll have a chance to try out this gem after all!
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: sirboomalot on May 04, 2016, 07:06:43 PM
Hallelujah!  :D
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: RandomnessInc on May 05, 2016, 10:02:34 AM
Agreed can wait to smash some approlight with this blast from the past mod :D
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: ganjou234 on June 08, 2016, 07:53:17 PM
Cant wait! Hope this gets back.
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: RandomnessInc on October 25, 2016, 08:51:17 AM
Any progress on the revive or are you waiting for the next update?
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: felixsimon on May 08, 2017, 12:08:54 PM
maybe someone can revive this mod? Anyone? No? Ok :'(
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Mealstrom on May 11, 2017, 09:31:19 PM
theres a good chance it will be revived...
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Snrasha on May 11, 2017, 11:13:31 PM
theres a good chance it will be revived...

Ah? (or i misturdanting) You know where we can see that?
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Gezzaman on May 12, 2017, 01:57:43 AM
Holy mother of a necro post
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Snrasha on May 17, 2017, 07:07:33 AM
Trylobot:"Sure. I haven't had much time to work on it, so go ahead."

I out a lighted version soon. (Lighter version: The Oasis(MotherShip) functionnality disabled : (Unique Ship on the world, if destroy, can be buy on the capital planet of the Nomad faction))
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: peperoni_playboy on May 17, 2017, 08:43:56 AM
Trylobot:"Sure. I haven't had much time to work on it, so go ahead."

I out a lighted version soon. (Lighter version: The Oasis(MotherShip) functionnality disabled : (Unique Ship on the world, if destroy, can be buy on the capital planet of the Nomad faction))
do you mean to say you're updating the mod for 0.8?
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Snrasha on May 17, 2017, 09:37:59 AM
Trylobot:"Sure. I haven't had much time to work on it, so go ahead."

I out a lighted version soon. (Lighter version: The Oasis(MotherShip) functionnality disabled : (Unique Ship on the world, if destroy, can be buy on the capital planet of the Nomad faction))
do you mean to say you're updating the mod for 0.8?

Yes. You can already play to the missions of Nomad mod 0.8a if you want, but the campaign is more long to made.
The 0.6a have very low difference with the 0.8a on battle, except on campaign.

Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: felixsimon on May 17, 2017, 10:09:09 AM
Trylobot:"Sure. I haven't had much time to work on it, so go ahead."

I out a lighted version soon. (Lighter version: The Oasis(MotherShip) functionnality disabled : (Unique Ship on the world, if destroy, can be buy on the capital planet of the Nomad faction))
do you mean to say you're updating the mod for 0.8?

Yes.


HYPE!!!!
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: peperoni_playboy on May 17, 2017, 10:09:39 AM
Trylobot:"Sure. I haven't had much time to work on it, so go ahead."

I out a lighted version soon. (Lighter version: The Oasis(MotherShip) functionnality disabled : (Unique Ship on the world, if destroy, can be buy on the capital planet of the Nomad faction))
do you mean to say you're updating the mod for 0.8?

Yes. You can already play to the missions of Nomad mod 0.8a if you want, but the campaign is more long to made.
The 0.6a have very low difference with the 0.8a on battle, except on campaign.


nice, I'm looking forward to it. thanks for picking it up, and Trylobot for giving you permission.
Title: Re: [0.6.2a] The Nomads (v1.0 RC4)
Post by: Snrasha on May 17, 2017, 11:44:28 AM
Old message, too big.
Spoiler



SEMI UPDATE 0.8a

I have just update a lighter version, so the experience with Nomads Factions is not probably go so good than that.
I have just go of the 10% of the work. But the Readme give the work to done.

I launch a test and i see that:
Spoiler
(http://i.imgur.com/Yn1ZZDO.png)
[close]


Lighter Version 1.0 (https://bitbucket.org/Snrasha/starsector/downloads/ss-nom.zip) Nomads Factions, contains anything except missions, the starsystem not finish, etc(read the spoiler just below)
You can play anyways with the Nomads without problem or crash(i think), the rest is now between your hands.

You can access to the github on the readme, the master branch is the 0.6a.

Spoiler

Quote
Snrasha update:
Need to be made per community:

Fighter :
- tags
- tier
- rarity
- range
- attackrunrange
- role desc
Faction :
- Troop
- Banner
- custom
- doctrine
- traits
Ship:
- 8/6/5/4%
- Others things link to supply/mo,...
Dialogues:
-Lighter Versions have not dialogue, you need to create that.
StarSystem:(very empty)
-Nebula somewhere?
-Size station?
-More planets owner per Nomads?

Need to be re-made per Snrasha/ Coders:
-Unique Oasis. (Vanilla code : https://github.com/Trylobot/ss-nom)
-Others things?

Need to be changed:
-Delete the white star nur who do not exist on reality.

Urgent:
-Reput the Unique Oasis:
Why?  Because Nomads factions is a faction who have a small station of size 3 for the moment, but not for that.
Nomads mod have a special fleet who go around the world, a big fleet who contains a Oasis than you need to destroy for have a Oasis.
-Only means for obtain big ship, for the moment, this is just scavage. Or just black Market.
[close]

The next update will do not be very soon, i need update a other thing, and i wait than you made description, banner, etc, ah ah
WE NEED A NOMADS BANNER

[close]

Well, we need a nomads banner '.'.
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: Trylobot on May 18, 2017, 09:36:21 AM
Snrasha has a demo version up of a 0.8a-compatible version of The Nomads (untested)

Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: RandomnessInc on May 20, 2017, 06:42:29 PM
hallelujah this has to be the best thing since ever :D
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: Snrasha on May 21, 2017, 01:12:23 AM
hallelujah this has to be the best thing since ever :D

Well, this is the community to finish the mod: Description, banner, etc, not me ^^.
I need just finish the script for unique Oasis and me, i have finish my job.
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: Mealstrom on May 24, 2017, 08:22:49 PM
hhnnnnnnnnngggggggg I NEED TO MAKE MY GAME WORK D:
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: Takion Kasukedo on May 25, 2017, 03:36:53 AM
The Nomads are a tad bit too cheap OP cost wise AND in the market compared to the lot of vanilla/mod ships...

Do what you want with them though.
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: Protonus on May 25, 2017, 06:03:50 AM
Really true relics, presumably like the old precursors that awaken from slumber in order to explore the old stars that turn anew when humanity stepped in and claimed them as their own.

I do like the classic blaster barrage feel into it, especially from the Sandstorm battleship.

Issues so far: I find the Rattlesnake's collision size a bit small though, it has a tendency to get collide its rear to anything faster than it.
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: Snrasha on May 25, 2017, 09:38:00 AM
The Nomads are a tad bit too cheap OP cost wise AND in the market compared to the lot of vanilla/mod ships...

Do what you want with them though.
This is because all weapons are already build-in, so you need to retire the price for buy weapon, i think.


Really true relics, presumably like the old precursors that awaken from slumber in order to explore the old stars that turn anew when humanity stepped in and claimed them as their own.






EDIT:
The version advance, I begin to remade the Oasis fleet. But I have nothing for the faction description or the banner.

I do like the classic blaster barrage feel into it, especially from the Sandstorm battleship.

Issues so far: I find the Rattlesnake's collision size a bit small though, it has a tendency to get collide its rear to anything faster than it.

The collision RattleSnake are good for me, but yes, i up to that.



So anyone for donate a description of the faction?
And donate also a banner for this faction. This is a community project, so well :p


Other thing in campaign? Or this is correct? I have not implemented the Oasis fleet for the moment, i go soon, here.


Thank for this feedback, also.

Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: PokerChen on May 30, 2017, 12:10:39 AM
Hmm. Rather than edit it into the strings of the mod, I figured I should put the faction description here.
> (to go into) nomads,FACTION,"",,, <
"Across the eons, only a small fraction of humanity have ever seriously contemplated trading an anchored life for an eternal journey. Regardless of whether the choice was between a house and the roads, or a planet and the stars, humanity has generally preferred the stability of a sedentary life over one spent wandering through the vastness of Creation. Home was a concept rooted on firm ground, and even the most adventurous of pirates would find tempting the prospect of retirement into some freeport cartel. After all, who would tell their stories if they died ignominiously in some forgotten corner of the sector?

To those bitten with wanderlust, however, hyperspace travel was the ultimate gateway drug. One group of these minorities came to be called the Nomads - simply named due to the sheer age of their distinct civilisation relative to all other nomadic splinters. The Nomads' origin stretches before even the Domain of Man, when according to legend hyperspace was pierced by bright and colorful trails - outpacing the rudimentary droneships exploring the neighborhood of fabled Earth. A fleet of ill-fitted ships departed the cradle of humanity for the unknown expanse, carrying explorers who were driven to see the galaxy for themselves and who could not endure being spoilered by blurred hypercomm images. Neither the destination of this first fleet nor the names of their crew are now knowable, and given the dangers of hyperspace to long-term health unknown to the initial explorers it is also likely that the present civilisation is mostly descended from later participants during the initial Domain epoch. Nevertheless, their indomitable spirit remains within all those who now call the Oasis fleet home.

Based on their current fleet technology, the initial Nomad fleet likely maintained sporadic contact with early Domain settlers, then broke off as the frontiers became increasingly militarized. The inexorable exploitation of both planet and people drove the Nomads away from colonized space, and were it not for the Collapse we may never hear of them again. However, it seems that the Nomads somehow become aware of the calamity - and then became curious of what had befallen humanity as each sector was left to fend for itself. At least, this is what the Oasis fleet claims after it emerged within hyperspace sensors and establishes contact with a shocked independent scavenger fleet. The fleet currently tours this sector, mining resources from unclaimed planets and conducting restricted trade with the major factions while maintaining some distance from population centers. A small outpost has even been established in a minor system, raising the suspicious eyebrows of many Hegemony and Tri-tachyon security officers.

Will they prove to be a painful reminder of ancient history, or a beacon to humanity's future?
"
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: Snrasha on May 30, 2017, 12:54:08 AM
Thank you, you have be put on my personal credits!


Now, I need just found a banner.

(The specificity of the faction, where you have a big nomads fleet go cross around the world work, but I need finish some things. Like the market who sell the Oasis when he is defeated)
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: Takion Kasukedo on May 30, 2017, 05:30:21 AM
oh wait no forget what I said I meant Interstellar Fed not Nomads, don't think Nomads are in campaign

I'l have to test it out soon though.
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: PokerChen on May 31, 2017, 02:35:22 PM
NB: I've git-cloned the current branch for direct modifications in the future when there is time and desire. Can git pull-request directly after testing.

== On the state of Nomad fleet balance and first steps to take them from 0.6.x towards 0.8 standards ==
 I've also had a brief look at each vessel in simulators against Lasher/Enforce/Eagle/Conquests to see how they fare against hegemony standards. Here are some notes in in terms of my proposed changes - looking for a bit of feedback on the first step.

Current status, based on ship design and thread-trawl:

Suggestions to convert to 0.8 standard:
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: isaacssv552 on May 31, 2017, 02:46:03 PM
NB: I've git-cloned the current branch for direct modifications in the future when there is time and desire. Can git pull-request directly after testing.

== On the state of Nomad fleet balance and first steps to take them from 0.6.x towards 0.8 standards ==
 I've also had a brief look at each vessel in simulators against Lasher/Enforce/Eagle/Conquests to see how they fare against hegemony standards. Here are some notes in in terms of my proposed changes - looking for a bit of feedback on the first step.

Current status, based on ship design and thread-trawl:
  • Nomad fleets are low-tech and have a low-flux/armor-focus not dissimilar to Hegemony. Their ships emphasize logistic efficiency over combat prowess, hence no/few ballistics or non-rechargeable missile mounts. Their outdated maser systems are very flux inefficient and short-ranged compared to current mainline fleets, but their constant fusion torpedo fire available on destroyers can outlast front-shield adversaries due to heatseeker AI.
  • Lore-wise and mechanics-wise, Nomads tend to be hard-countered by high-tech equivalents (via some combination of being out-fluxed, out-ranged, and out-maneuvered in addition to a lack of Nomad kinetic power). Meaning Paragon->Gila, Medusa->Komodo, Wolf->Wurm.
  • Since almost all mounts are built-ins, combined-arms fleet composition is usually necessary in a big fight. Without specialists that provide long-range pressure and finishing blows, it should be harder for Nomad fleets to win even against standard Hegemony (severely out-teched after all).
  • Given official 0.8 stuff like REDACTED, I'm not sure how to lore-harmonize the fact that all Nomad ships have shields but not useful kinetics, and are generally stuck with masers.

Suggestions to convert to 0.8 standard:
  • If the strategic AI isn't looking at the OP stats to decide fleet power, tentatively suggest converting Nemean flux-shunts to be a built-in, and adjusting OP down accordingly. Alternatively as a lore-fluff (if it is possible), make the Nemean flux-shunt a unique D-mod presenting its age relative to Domain standards, decreasing flux-stats in return for unique hard-flux dissipation. This allows players to make the choice of making an expensive upgrade, yielding alternate Nomad loadout with improved flux but no hard-flux dissipation.
  • Adjust the speed upwards slightly for a number of ships to allow it not to be kited so easily by hegemony...? Or one of the alternatives below.
  • Improve weapon stats slightly to combat mainline power-creep, i.e. mainline updates w.r.t. ammo-free ballistics, increased projectile weapon range. Keep flux management weakness.
  • Update the strikecraft behaviour/stats for more diversity. Most fighters are fighting oddly in the same way, so Scarabs sit around to die immediately to PD, and Fang's missile isn't currently working, it seems. They die without a resulting explosion.
  • Diversify ship systems to have things other than High Energy Focus. Roadrunner seems to have lost its burn-drive?
  • If variants can be applied to built-ins, add a couple of alternative loadouts. Otherwise consider cloning.
  • I wonder where the limited universal mounts went from the old days? Synergy mounts (energy/missiles) might be a useful addition.

I love the idea of worn but irreplaceable flux systems.

Fleet power is determined by fleet points, not OP.
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: Snrasha on June 01, 2017, 05:46:39 AM
Figther:
-Like I have put on the readme, the range and the attack run range  have put per default and just not made.
For you, what is the max range for each (fang,toad,iguana,scarab) where can reach?
And the attack Run range.   Normally, this is to author to made that, but I have not created their fighter, so I am not probably sure.
Fang, toad and Iguana are fighter, and the scarab is a interceptor(need to fix a tag for him, for the auto fit), need to be changed?

Weapons:
-When I look, I say correct value for me. This thing will probably take many time.
-Bugs: weapon.csv have some problem who do not inflict the game, I will go fix that on the next version

Hull ships:
-There are maybe not better than Hegemony who have high war technology. Maybe just than Nomads have a *** on technology?
-Max Burn: Seems good also.

Variant ships:
-I need to play a campaign, missions more with them, but I think wait the 0.8.1 for that. (I out on the same time, the next Nomads versions, maybe)
-Yes, they have a lack on the variant.

ShipSystem:
-My two others mods have also majority all same ship system,  have a multiple ship system have a cost, Nomads know how build the highenergyfocus and fast ammo rack, but for others?  Else, I do not see what ship system we can put on ship who look very old.

Hullmod:
-I go probably go work on that. For the next version, this is will go just on build-in.
-Put that on a D-hullmod is problematic with industry skill.
-The hullmod seems do not have be updated, sorry, I fix that when I can.

For finish, my feedback of what I think of the mod:
The Nomads faction have a star system, yes (with two stars, this is fixed, now), but this is a weak and semi-hidden faction who have just a Oasis fleet who go around the world. This is not a Interstellar imperium, or others mods where are present on the constellation.

I think we can go discuss about the stats when the 0.8.1 out and the Nomads version also.

And also, we can build skin variant without the hullmod build-in(on the next version) than you say, without problem.
The problem is than you will never go see them except than you go on a bounty mission and see the fleet, you will never fight them! (Except if you play on Nexerelin and want kill the nomads faction)



Edit: Important, yes,i have completely fail the supply deploy of each ships.
Edit2:I out a new version soon.
Edit3:I have  compare value, yes the max burn of Nomads ships are too slow.
Edit4:
-Hum, after many problems with the escort fleet, I report this, but you can found the Oasis around the external world.
-Patrol always active on the nomads star system, for keep spy steal the blueprint of the oasis ship.
-Add some carrier variant(because this is the most easy).


Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: PokerChen on June 03, 2017, 02:25:55 AM
Ok, I'll stick to filling all the lore sections for the time being. Git pull request done for the frigates and some fighters.

> Fighters
The Scarab, being an interceptor, could be faster. The relative performance will need to be tested, but the Neriads from Shadowyards are one of the excellent expensive interceptors worth 8~10 OP (although it is currently too cheap @ 4OP). I think Scarabs can be a much cheaper option that still distinguishes itself from mainline factions by being the fastest and weakest.
Iguanas, I'm not sure about, but Toads are tough. Fangs need their bomb back for them to be evaluated properly.

> Variants
It is more meaningful if each Nomad ship does have a customisable mount (small energy or small kinetic). Is it possible to spawn, e.g., scout fleets from the Oasis fleet? If this is so, then having random variants will be meaningful.

> Ship systems
The main thing I'm thinking of is giving burn drive to the Roadrunner and moving its Damselflies to a fighter-bay. Their original design by Trylobot had a screenshot of ~240 su in combat (with a burn drive?), which is probably too fast, but given its really weak flux stats, I would place Roadrunners as a frigate catcher and pure flanker.

High energy focus seems to be high-tech to me, so it's odd to see most of the Nomads have them.

Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: Snrasha on June 03, 2017, 09:04:02 AM
Well, many work other than Oasis fleet.

I have not fail, but it seems than the 0.6.5 is very different of the 0.7.2.
Many data are completly wrong, currently.

I try some test, the oasis fleet is not finish, but correct for the moment.
I have cut the download, because i out the new, very soon ^^.



Edit: I will do not reply a new thing.
Update 1.01 Version:
Snrasha:
-Up the collision radius of each ship.
-Add the Oasis fleet
-Fix hullmod than i have completely forgot.
-Fix ship supply to deploy.
-Fix OP, put main hullmod to build-in.
-Fix fuel/ly value
-Fix too high cargo/fuel of frigates.
-Divise the faction per two, The Oasis fleet is a special faction of nomads.

PokerChen:
-Add Lore



EDIT 06/05/2017: Compatible Nexerelin, go look on Looters/Artefact mod Subject for know how.
Edit2: Fail graphic, updated.
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: MCWarhammer on June 03, 2017, 06:55:25 PM
Thanks for bringing The Nomads back Snrasha!  :)
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: RandomnessInc on June 05, 2017, 06:36:49 PM
nexralin soon?
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: Snrasha on June 06, 2017, 03:37:35 AM
For Nexerelin, I need just than Histidine confirm.
But you can go on the first page of my Looters mod:
http://fractalsoftworks.com/forum/index.php?topic=10067.0
And put these files on Nexerelin folder.
The Corvus mode is disabled. And You have not for the moment Starsystem. I wait something for that.


Edit: The new version of Nexerelin include Nomads, now.
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: sirboomalot on June 07, 2017, 03:52:23 PM
Spoiler
4280459 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at src.data.scripts.campaign.Nomad_CampaignArmada.under_isRoyalC(Nomad_CampaignArmada.java:142)
   at src.data.scripts.campaign.Nomad_CampaignArmada.isEscortNull(Nomad_CampaignArmada.java:127)
   at src.data.scripts.campaign.Nomad_CampaignSpawnSpecialFleet.advance(Nomad_CampaignSpawnSpecialFleet.java:70)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I had nexerelin and a bunch of other mods running and was just flying along when this happened
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: Snrasha on June 07, 2017, 09:34:53 PM
Sorry, missed.


Thank for the report, fixed.
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: PokerChen on June 08, 2017, 12:35:47 AM
Note: all ship lores have been added with the latest pull-request, but I have not checked whether the small version cuts each piece at appropriate sections. Some of them will probably need to be revised later for this.

On the plus side, the coming patch gives all ships some form of explicit continuity within the context of a space-borne faction, based on their existing stats and design:
Spoiler
  • Nomad fleets lack dedicated civilian vessels because the Oasis can only maintain so many ships. No Starliners, no Prometheuses, etc. It's fairly maxed out with the current fleet size, so every vessel has to do everything to some degree.
  • For transport and trade (if any), Komodo-Is have the largest cargo capacity and should be used. As an outdated destroyer design, it functions today as more similar to Mules.
  • Oasis's sprite size is big enough to build entire frigates and parts for larger ships (externally on its starboard gap). On the other hand it isn't station-sized and can't fit everyone, so half of the population end up living on other cruisers and capitals. Will considering adding civilians as a Nomad drop if Alex doesn't add them for mainline civilian transports.
  • There's definitely a ton of AI-cores on board the Oasis somewhere, given what it's supposed to know how to do: everything to maintain a civilization for thousands of years. ( PS: this isn't implemented. ;) Presumably, players want an Oasis for itself, not the parts onboard. )
  • The population redistribution means Gila Monsters are true civilian-military hybrid battleships with its large people/fuel/storage, and logistical efficiency. This also means it's slows as a rock and can't fight for very long with limited Doom Cannon support, meant only to kill the biggest threats to the fleet.
  • In other words, the Sandstorm is the largest military ship that people should be fearing.
  • Rattlesnake cruisers are the usual centerpieces, and have the only universal mounts in Nomad fleet. This is experimental integration of Domain tech, so expect future variants with sabots and torpedoes to make them truly deadly.
  • Other older experiments are all dedicated shipspecs like sniper frigates and missile destroyers. This is a by-product of the lack of universal mount technology.
[close]
...on the minus side, there are some lore-ific ship changes that are yet to be implemented. The Nomad's don't have a sensor or mining ship, although for the latter ships like the Death Blossom might be able to fill-in, and I'll give a Mining Pod-variant to the Flycatcher.
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: Snrasha on June 08, 2017, 10:14:12 AM
After have be accepted per Trylobot, for somes problem of update, except if Trylobot continue Nomads, this subject is depricated.

If bug, you can request here.
http://fractalsoftworks.com/forum/index.php?topic=12600.0
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: Mealstrom on June 19, 2017, 01:45:52 PM
quick question, is the oasis fleet implemented now? Or is it still non present and only the ships?
Title: Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
Post by: Snrasha on June 20, 2017, 02:38:22 AM
quick question, is the oasis fleet implemented now? Or is it still non present and only the ships?

Sorry not see, well currently:
Implemented, but with private work, I cannot test more than than the normal. They are disabled with Nexerelin for that.

The market do not work when I kill the Oasis for the moment, but whatever, you can recover that very often than the normal.(Low cost to deploy -> so big change to can recover that)

After, the unique issue than I have with that, this is than the Oasis fleet disappears, but always exist, just invisible.
Because we can see Escort Nomads fleet around of the world.
If we can crash or others things which can happens because I have forgot a null pointer ^^.
Title: Re: [0.8a] The Nomads (v1.0 - outdated)
Post by: Trylobot on June 20, 2017, 09:25:56 AM
Tonight, I'll be trying to bring this mod into the present, with all of the features it used to have; incorporating anything from Snrasha's work that is in-line with my own expectations for the work. PokerChen's lore updates are also valid for inclusion if possible.
Title: Re: [0.8a] The Nomads (v1.0 - outdated)
Post by: Snrasha on June 20, 2017, 09:46:26 AM
Tonight, I'll be trying to bring this mod into the present, with all of the features it used to have; incorporating anything from Snrasha's work that is in-line with my own expectations for the work. PokerChen's lore updates are also valid for inclusion if possible.

Well, you can re-use your old code for Nomads fleet, my code is not very good. I need probably refactoring. Well, i can close my subject so.

Thank for your return.

This is PokerChen, for me, who have do the most.
Title: Re: [0.8a] The Nomads (v1.0 - outdated)
Post by: Reh on June 20, 2017, 05:25:54 PM
Tonight, I'll be trying to bring this mod into the present, with all of the features it used to have; incorporating anything from Snrasha's work that is in-line with my own expectations for the work. PokerChen's lore updates are also valid for inclusion if possible.

Thank you so much. I can't wait to be able to play it.
Title: Re: [0.6.2a] The Nomads (v1.0 - outdated)
Post by: c0nr4d1c4l on June 20, 2017, 07:39:44 PM
It'll be nice to see it up and running again! Godspeed Trylo!
Title: Re: [0.8.1a (pre)] The Nomads
Post by: Trylobot on June 21, 2017, 10:35:39 PM
Important Note: the current release (1.1.0-alpha-2) has only partial campaign support and will crash. But, you can play the missions again, and I'm actively working on the campaign code to bring it up to snuff with the new Starsector 0.8.1 features and data requirements for new factions, and I'm very excited to be doing so.
Title: Re: [0.8.1a] The Nomads
Post by: Trylobot on June 22, 2017, 01:29:18 AM
In this latest (still unfinished) 1.1.0-alpha-4 release, I've re-enabled code supporting the (famous?) Colony Fleet with its orbiting escort fleets, and their waystation in the binary system of Nur. I've made it available for download at the Github project page / releases, link on OP.

I've also figured out an exception that I was getting when trying to open comms with one of these new Nomad fleets:
Spoiler
235968 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Looking for best match
235969 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Memory:
235971 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Found 13 rules for trigger [BeginFleetEncounter]
235971 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: dialogHegRelayInterference_start
235971 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: !$sniffer_didAlready $respondingToCommRelayInterference score:100 $global.csInProgress
235971 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $respondingToCommRelayInterference score:100
235971 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: dialogHegRelayInterference_cancelledAndRan
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: !$sniffer_didAlready $respondingToCommRelayInterference score:100
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $respondingToCommRelayInterference score:100
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: LPTitheCheck
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: $faction.id == luddic_path score:100 RepIsAtWorst $faction.id HOSTILE !$LP_tithePaid !$LP_titheAskedFor $relativeStrength >= 0 LPTitheCalc
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $faction.id == luddic_path score:100
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: customsInspectionScan
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: $doingCustomsInspection score:100
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $doingCustomsInspection score:100
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: customsInspectionWaitFinished
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: $doingCustomsInspection score:100 $global.ciFinished
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $doingCustomsInspection score:100
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: mpm_pirateEncounter
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: $mpm_isSpawnedByMPM !$ignorePlayerCommRequests
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $mpm_isSpawnedByMPM
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: tOffPatrolBegin
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: CaresAboutTransponder !$tOff_didAlready !$isHostile !$faction.c:allowsTransponderOffTrade !$sourceMarket.mc:free_market $isPatrol $sawPlayerTransponderOff score:100
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: CaresAboutTransponder
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: tOffPatrolBeginNoTalk
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: CaresAboutTransponder !$tOff_didAlready !$isHostile !$faction.c:allowsTransponderOffTrade !$sourceMarket.mc:free_market $isPatrol $sawPlayerTransponderOff score:100 $sawPlayerWithTOffCount > 1 score:100
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: CaresAboutTransponder
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: cargoScanInitial
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: !$cargoScan_didAlready !$isHostile $pursuePlayer_smugglingScan score:50
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $pursuePlayer_smugglingScan score:50
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: remnantStationFleetOpenDefault
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: $isStation $faction.id == remnant !$printedDesc
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $isStation
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: remnantStationFleetOpenDamaged
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: $isStation $damagedStation $faction.id == remnant !$printedDesc
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $isStation
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: dstr_normalStart
235974 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: !$isHostile $distress score:1000 !$distressNoHail
235974 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $distress score:1000
235974 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: dcall_normalStart
235974 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: !$isHostile $distressResponse score:1000 !$distressNoHail
235974 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $distressResponse score:1000
235974 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - No matches
235977 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
236026 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
  at com.fs.starfarer.ooOO.J.ö00000(Unknown Source)
  at com.fs.starfarer.ooOO.J.o00000(Unknown Source)
  at com.fs.starfarer.ooOO.E.o00000(Unknown Source)
  at com.fs.starfarer.ooOO.E.Ó00000(Unknown Source)
  at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
  at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
  at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
  at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
  at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
  at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
  at com.fs.state.AppDriver.begin(Unknown Source)
  at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
  at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
  at java.lang.Thread.run(Unknown Source)
[close]

The output from Rules makes it obvious, though, now that I'm armed with a bit of understanding on Alex's new Rules-based scripting/event/UI/dialog system. The game is trying to figure out what to do; it's triggered an event BeginFleetEncounter, but none of the rules provided by the system-defined rules.csv, nor the mod-provided one, have a rule whose condition passes for this trigger.

I am currently working on adding some appropriate dialog for this, but first I will provide the minimum amount of data to prevent an exception, and then come back to it after I've had a chance to talk to PokerChen. I have a feeling, based on his already generous contributions that he might have some creative ideas for a dialog tree, or perhaps some special actions that could take place with the Colony Fleet. I know I've had a few ideas already, and it's very exciting to have such a powerful scripting language at my fingertips now (thanks Alex!).

- T
Title: Re: [0.8.1a] The Nomads
Post by: Snrasha on June 22, 2017, 01:46:47 AM
For know, their ships are weak on combat, no?


With the 0.6a to 0.8a, 0 nomads ships can win against anythings a low-tech of vanilla ship of the same size.

So, i request for know if this is normal.

Except maybe the Flycatcher.
Title: Re: [0.8.1a] The Nomads
Post by: Trylobot on June 22, 2017, 02:12:13 AM
their ships are weak on combat, no?

You had disabled the Naeran Flux Shunts mod, and it affects their stats with Java code, so I wonder if that had any effect on their combat abilities? I'm not sure yet, still working through exceptions and errors and the like, haven't tested the balance really at all yet in 0.8.1a.
Title: Re: [0.8.1a] The Nomads
Post by: Snrasha on June 22, 2017, 02:27:36 AM
their ships are weak on combat, no?

You had disabled the Naeran Flux Shunts mod, and it affects their stats with Java code, so I wonder if that had any effect on their combat abilities? I'm not sure yet, still working through exceptions and errors and the like, haven't tested the balance really at all yet in 0.8.1a.

In my experimental version, the hullmod seems is enabled, what you want say per than I have disabled the hullmod?
Title: Re: [0.8.1a] The Nomads
Post by: Trylobot on June 22, 2017, 02:29:29 AM
In my experimental version, the hullmod seems is enabled, what you want say per than I have disabled the hullmod?

Some of the associated Java code doesn't seem to be running properly in your version; such as the Roadrunner visual effects; that lead me to believe that perhaps there was something up with it.

But it's also possible the ships are just weak. Like I said, I'll do a balancing pass soon.
Title: Re: [0.8.1a] The Nomads
Post by: StormySunrise on June 22, 2017, 06:28:19 AM
Getting a crash error when generating a sector
Spoiler
java.lang.RuntimeException: Ship hull variant [nom_flycatcher_carrier] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at data.scripts.world.systems.TheNomadsNurStationRestocker.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.super(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]


https://puu.sh/wrkEx/1331ae573e.png
Title: Re: [0.8.1a] The Nomads
Post by: Snrasha on June 22, 2017, 07:16:20 AM
Getting a crash error when generating a sector
Spoiler
java.lang.RuntimeException: Ship hull variant [nom_flycatcher_carrier] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at data.scripts.world.systems.TheNomadsNurStationRestocker.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.super(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]


https://puu.sh/wrkEx/1331ae573e.png

For answer, this is "my error", because I have forgot to report to Trylobot, change than I have go when I have update a lighter version on 0.8. I have add three variants for flycatcher and deleted the carrier, he need to fix that ^^.

Else Stormy, like he have say, you can try only mission for the moment.
Title: Re: [0.8.1a] The Nomads
Post by: Trylobot on June 22, 2017, 08:37:43 AM

Released fixes for several fatal campaign-mode exceptions, including the one reported by StormySunrise, above.

Also, if you enable devMode in the game's settings.json, there's a new dialog option for a Nomads start, that puts you in the Nur system so you can track the Nomad armada if you wish. In the future, I will add a way to locate the armada on the map, perhaps with a special item purchased from the station, or some other interesting in-fiction way.

I've also put my To-Do list into Github Projects as a series of mini Kanban boards (https://github.com/Trylobot/ss-nom/projects) so anyone can see what features I'm planning and where I'm at with them.
Title: Re: [0.8.1a] The Nomads
Post by: Snrasha on June 22, 2017, 10:31:00 AM


Released fixes for several fatal campaign-mode exceptions, including the one reported by StormySunrise, above.

Also, if you enable devMode in the game's settings.json, there's a new dialog option for a Nomads start, that puts you in the Nur system so you can track the Nomad armada if you wish. In the future, I will add a way to locate the armada on the map, perhaps with a special item purchased from the station, or some other interesting in-fiction way.

I've also put my To-Do list into Github Projects as a series of mini Kanban boards (https://github.com/Trylobot/ss-nom/projects) so anyone can see what features I'm planning and where I'm at with them.

What is the help than you needed for Nexerelin?
Nexerelin have a Lighter nomads.json (https://bitbucket.org/Snrasha/starsector/downloads/nomads.json) who need to be re-work, but he do not have corvus (Nomads Starsystem do not exist on no-random mode)
We will need also have modify the modPlugin for include the boolean Corvus, so...

Thank you ^^

Corvus Spawn points:
faction   system   entityID
#machine name   #human name   #machine name

Corvus capitals:
system   entityID
#human name   #machine name

We need just the starSystem and the entity of the capital planet. (No idea what is the "capital" of Nomads mods, sorry)



Title: Re: [0.8.1a] The Nomads
Post by: Trylobot on June 22, 2017, 10:54:00 AM
What is the help than you needed for Nexerelin? ... We need just the starSystem and the entity of the capital planet. (No idea what is the "capital" of Nomads mods, sorry)

You should branch off of my master mainline/trunk branch, it has diverged from your Lighter branch quite a bit.
https://github.com/Trylobot/ss-nom
If you do this, and submit a pull request, it will be much easier to include in the new version.

The capital planet of the Nomads, if it has one, would be the station in Nur, or the moon around which it orbits:
https://github.com/Trylobot/ss-nom/blob/master/data/scripts/world/systems/TheNomadsNur.java

public class TheNomadsNur implements SectorGeneratorPlugin, CampaignArmadaControllerEventListener
...
StarSystemAPI system = sector.createStarSystem( "Nur" );
...
PlanetAPI planet_I = system.addPlanet("nur_c", system_center_of_mass, "Naera", "desert", 45f, 300f, 8000f, 199f);
...
PlanetAPI planet_I__moon_e = system.addPlanet("nur_h", planet_I, "Eufariz", "frozen", 180f, 65f, 1750f, 200f);
...
// stations
station = system.addOrbitalStation("stationnom1", planet_I__moon_e, 180f, 300f, 50, "Naeran Orbital Storage & Resupply", "nomads");
station.setCircularOrbitPointingDown(system.getEntityById("nur_h"), 45, 300, 50);


So the starsystem would be "Nur" and the entity would ideally be "stationnom1".

But I'll have to add a flag to the generator so that if Nexelerin is enabled, it doesn't create the armada fleet.
Title: Re: [0.8.1a] The Nomads, v1.1.2-rc4
Post by: Trylobot on June 24, 2017, 12:03:31 PM
Update: full support now in place for GraphicsLib; use of the library is optional, but of course recommended.
Update 2: campaign/comms exception fixed; was due to music definition data!

Title: Re: [0.8.1a] The Nomads, v1.2.0
Post by: Trylobot on June 25, 2017, 01:21:53 PM

Title: Re: [0.8.1a] The Nomads, v1.2.0
Post by: Trylobot on June 25, 2017, 11:20:29 PM
- Scrapped the old "escort fleet positioner" in favor of the ORBIT_PASSIVE built-in fleet assignment type.
- Fixed the station cargo restocker. Will now find plenty of Nomad ships for sale at the station. No restrictions really.
- Oasis for sale again, but only when the Oasis has been recently destroyed in space. It will hang about in drydock for 30 days after it is destroyed, waiting for crew complement and so on; that's your window to purchase one, if you so desire. It respawns with escorts either way after the period has elapsed.
Title: Re: [0.8.1a] The Nomads, v1.3.0
Post by: Davidkerr7 on June 26, 2017, 03:54:38 AM
I keep getting this error when I gen a new sector, I am using

- Nexerelin 0.8.1b
- Dynasector 1.3.2
- LazyLib 2.2
- zz GraphocsLib 1.2.1

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.systems.TheNomadsNur.handle_event(Unknown Source)
   at data.scripts.world.armada.CampaignArmadaController.addListener(Unknown Source)
   at data.scripts.world.systems.TheNomadsNur.generate(Unknown Source)
   at data.scripts.TheNomadsModPlugin.onNewGame(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.super(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.8.1a] The Nomads, v1.3.0-rc2
Post by: Trylobot on June 26, 2017, 08:21:24 AM
I keep getting this error when I gen a new sector, I am using

- Nexerelin 0.8.1b
- Dynasector 1.3.2
- LazyLib 2.2
- zz GraphocsLib 1.2.1

Fixed. https://github.com/Trylobot/ss-nom/releases/tag/1.3.0-rc2
Title: Re: [0.8.1a] The Nomads, v1.4.0
Post by: Trylobot on June 30, 2017, 09:21:17 AM
(http://i.imgur.com/rAAxUcp.png) Download Latest Version 1.4.0  (https://github.com/Trylobot/ss-nom/releases/tag/1.4.0)(http://i.creativecommons.org/l/by-nc-sa/4.0/80x15.png) (https://creativecommons.org/licenses/by-nc-sa/4.0/)


Title: Re: [0.8.1a] The Nomads, v1.4.0
Post by: Lakis on June 30, 2017, 06:36:54 PM
YOU. ARE. ALIVE!


*** awesome! I've missed this mod.
Title: Re: [0.8.1a] The Nomads, v1.4.0
Post by: MesoTroniK on June 30, 2017, 06:46:39 PM
Small note Tyrlobot.

Nomads has some name collisions with stuff.
Title: Re: [0.8.1a] The Nomads, v1.4.0
Post by: Trylobot on June 30, 2017, 09:38:17 PM
Nomads has some name collisions with stuff.

Thanks for the tip. I remember the last time I had a naming conflict. I made some pretty major changes to the themes and lore of my weapons. I'm not sure I'm so keen on a repeat.

If you can tell me what it conflicts with in particular, maybe we can work something out, but no guarantees.
Title: Re: [0.8.1a] The Nomads, v1.4.0
Post by: xenoargh on June 30, 2017, 09:50:31 PM
Who cares anyhow, so long as it's not internal ids?
Title: Re: [0.8.1a] The Nomads, v1.4.0
Post by: MesoTroniK on June 30, 2017, 09:59:44 PM
Scarab is a vanilla ship.
Scorpion is a BRDY ship.

Might be others as well, but this is why we have this.
http://fractalsoftworks.com/forum/index.php?topic=9550.0

Xeno... Really? Personally, I find it pretty wrong to have name collisions, especially with vanilla. Is confusing, and immersion breaking too. But the confusion it can cause is the real problem.


Edit: Some of the names of things on your ToDo list on your Github also collide with stuff.

Title: Re: [0.8.1a] The Nomads, v1.4.0
Post by: Trylobot on June 30, 2017, 10:56:40 PM
Politely, I want to point out a few things.

Scarab is a vanilla ship.

Scorpion is a BRDY ship.


In both cases, my ships predated. In the case of Vanilla, I'd be willing to stand aside, simply given the nature of the relationship between any game and its mods, where such mods are not total conversions but rather content-additive; and I'll consider changing the name of the Scarab for that reason.

In the case of Cycerin's BRDY mod, even considering that he's a friend and has helped me personally with my modding work, I would appeal to his sense of pride in mod-authorship to recognize my valid claim on the name Scorpion, and let me continue to use it while he renames his ship.

The list you link to doesn't seem aware that I exist, but that's hardly on me; at the time of naming, that list didn't exist yet, so I don't think it's fair to reference it as a reason why I should change anything.
Title: Re: [0.8.1a] The Nomads, v1.4.0
Post by: MesoTroniK on June 30, 2017, 11:51:34 PM
Mosquito is a BRDY bomber.

Also, I want to politely point out. That pretty much everyone thought the Nomads would *never* be updated, and your presence was sporadic at best. So, some folks seem to have picked names you did in the far past. Anyways, I am not defending or attacking anyone, as it doesn't directly concern me. I am very careful with my own naming conventions.
Title: Re: [0.8.1a] The Nomads, v1.4.0
Post by: Trylobot on June 30, 2017, 11:54:10 PM
pretty much everyone thought the Nomads would *never* be updated, and your presence was sporadic at best.
It's lovely to think I was so quickly forgotten.

Like I said, I'll get out of Vanilla's way, and I won't create new conflicts, .. but if I established a name first, then I don't see the problem with keeping it.
Title: Re: [0.8.1a] The Nomads, v1.4.0
Post by: Midnight Kitsune on July 01, 2017, 12:01:45 AM
pretty much everyone thought the Nomads would *never* be updated, and your presence was sporadic at best.
It's lovely to think I was so quickly forgotten.
I would think that 3 to 3.5 years would be pretty long to many, especially in the gaming scene. And that was compounded by your lack of presence, minus the last few weeks
Title: Re: [0.8.1a] The Nomads, v1.4.0
Post by: Trylobot on July 01, 2017, 12:08:45 AM
I would think that 3 to 3.5 years would be pretty long to many, especially in the gaming scene. And that was compounded by your lack of presence, minus the last few weeks

Politely, I disagree. I've made my position known, and I've identified the few outstanding conflicts in the spreadsheet. Doesn't appear too bad, really. The rest is between Cycerin and I.

P.S.: I've always placed this license on my work: (http://i.creativecommons.org/l/by-nc-sa/4.0/80x15.png) (https://creativecommons.org/licenses/by-nc-sa/4.0/) and I take it to heart. All I ask for is correct attribution; there is no statue of limitations on that, because it is not a contract, it is a license. On top of that, global uniqueness of names is never a guarantee, it is a voluntary courtesy. And personally, I don't care if other people use the same ship names in their mods. I built The Nomads to function in an environment of Vanilla + Nomads. I have never guaranteed compatibility or global uniqueness, but at the same time I have never told other modders how to operate.

P.P.S.: Scarab is also in use by BRDY. That was a 3-way conflict.
Title: Re: [0.8.1a] The Nomads, v1.4.0
Post by: MesoTroniK on July 01, 2017, 01:12:46 AM
P.P.S.: Scarab is also in use by BRDY. That was a 3-way conflict.

That is not the case, it was renamed when the Scarab frigate was added to vanilla.

Spoiler
(http://i.imgur.com/NajTVJE.png)
[close]
Title: Re: [0.8.1a] The Nomads, v1.4.1
Post by: Trylobot on July 01, 2017, 01:22:50 AM
Sure, but even so - when it was added, there was already a Scarab. Mine.
Title: Re: [0.8.1a] The Nomads, v1.4.1
Post by: Tartiflette on July 01, 2017, 01:28:07 AM
Like I said, I'll get out of Vanilla's way, and I won't create new conflicts, .. but if I established a name first, then I don't see the problem with keeping it.

Sure, but even so - when it was added, there was already a Scarab. Mine.

Trylo, are you sure this is a fight you want to pick? Randomly coming back after 3+ years of absence, act like nothing changed and expecting everyone to bow and act in deference?
Title: Re: [0.8.1a] The Nomads, v1.4.1
Post by: Trylobot on July 01, 2017, 01:32:18 AM
Who's picking fights? Meso came onto my thread, notified me of a conflict. I changed some future plans, squared with vanilla, and as far as I'm concerned, everything is fine. That's the end of the conversation.

If you're reading tone, you're reading too deep. If you resent me taking a break, that's on you. If you want to fight with me, let's do it in private.
Title: Re: [0.8.1a] The Nomads, v1.4.1
Post by: Spoorthuzad on July 01, 2017, 02:45:58 AM
Now that we are on the topic of names. Tarantula has also been taken. Which was added in one of the first releases of my mod.

Not sure how this would cause conflicts though... other then some confusion. Shouldn't the prefix ("flx" in my case) that most mods use in their filenaming prevent compatibility issues.
If it doesn't cause issues I would have no problem with it.

edit: Welcome back btw. This mod always had a unique look to it that I always liked :)
Title: Re: [0.8.1a] The Nomads, v1.4.1
Post by: Azmond on July 01, 2017, 04:01:11 AM
Yes, but, a way of thinking about it is a similar way to how Vanilla sprites are handled now. if you look at certain buffalos you'll find they have the same name and different sprites. So, with mods, it also gets the same effect.

If a player has seen one buffalo they may've seen all the buffalos, then, they see a ship that ISN"T a bufflao as they know it to be and now have to hunt through the codex to find the buffalo... I think that's the situation that most people are pointing towards in some fashion or another. it's a matter of not filling up the Codex with Duplicates if it can be helped. Really, I think a few repeats are fine (it's to be expected at some point. I mean how many mustangs do you see on the street?) So, the same can be said of ships to a degree, but, for the sake of unique entry and clarity  even then they have the model or call it "2013 mustang" or something.

As far as the mod goes, I'm happy to see you back in action. :) even if it's not under the best of circumstance with the whole naming tid-bit.
Title: Re: [0.8.1a] The Nomads, v1.4.1
Post by: Trylobot on July 01, 2017, 06:55:29 AM
Tarantula has also been taken. Which was added in one of the first releases of my mod.
...
edit: Welcome back btw.

Thanks, it feels good to be back in the pipeline. I did check Tarantula against the Already Used Names sheet (https://docs.google.com/spreadsheets/d/1TezjLhhemFYX6Dzn6HAQay2CzBCQ-0Rqo7AyxDjpvyg/edit#gid=0) last night, and I don't remember seeing your ships at all; according to revision history, you added them to the sheet in the last 3 hours. You can't really hold that one against me :P

Since your Tarantula is a carrier, and mine is a fighter, the obvious solution is to just fill the Tarantula full of Tarantulas
(http://forums.euw.leagueoflegends.com/board/attachment.php?attachmentid=136926)

But yes, actually the internal ship name prefix would definitely prevent any compatibility issues. I have a similar prefix, as do most modders. We learned the hard way early on that it was a necessary fact of life.
Title: Re: [0.8.1a] The Nomads, v1.4.1
Post by: Spoorthuzad on July 01, 2017, 07:51:40 AM
Oh don't worry, I'm not holding anything against you. This thread actually reminded me of the spreadsheet thing and I decided to finally add my stuff to it. So thanks :)

Now I'm really tempted to create a fighter with a small spider name.... like Maratus or something :p
Title: Re: [0.8.1a] The Nomads, v1.4.1
Post by: aReclusiveMind on July 01, 2017, 09:14:52 AM
I hope you can all get along.  I appreciate the effort and hard work of all the modders and a name "conflict" seems like a really minor issue and certainly not something to get up in arms about.  The Nomads being back in action just means we have one more fun and exciting thing available to spice up our Starsector experience.

Personally, what I'd find even more useful than unique hull names is to see more of the ship hull descriptions include the mod name somewhere in them as it can be difficult to tell which mod a ship comes from while playing.  I've also seen Nemo confused about which mod a new ship hull comes from in his playthrough, and he has a lot more experience with the mods than I, so I know it's not just my issue as a new (to mods anyway) player.
Title: Re: [0.8.1a] The Nomads, v1.4.1
Post by: Trylobot on July 01, 2017, 09:16:52 AM
.. what I'd find even more useful than unique hull names is to see more of the ship hull descriptions include the mod name somewhere ..

Now there's a worthwhile suggestion. Thanks Recluse, I can make that happen.
Title: Re: [0.8.1a] The Nomads, v1.4.1
Post by: aReclusiveMind on July 01, 2017, 09:23:15 AM
Now there's a worthwhile suggestion. Thanks Recluse, I can make that happen.

Awesome, thank you!  I kind of wish the Codex had a place within all entries called Content Origin (i.e. Content Origin: Vanilla, Content Origin: The Nomads) or something similar, but that would require Alex to make some changes I believe.  The description seems like the best place for now.
Title: Re: [0.8.1a] The Nomads, v1.4.1
Post by: Alex on July 01, 2017, 09:55:57 AM
Let me make a note to see about adding a "manufacturer" field to ships/weapons. There's only so many cool names, especially the more obvious ones, so I think any attempt to have mods not step on each others' toes is... well, depending on the total number of mods, it's going to be less than practical at some point, and people are going to be unhappy.

IMO, if mod ship/weapon/etc names clash, either with each other or with vanilla, then that's just a thing that happened - regardless of who had it first, I don't think it's fair to expect someone to give up a name that fits whatever they designed and is thematic to it.

So for example if there's a BRDY Scarab and a Nomads Scarab (which is very thematic for Nomads in particular), I don't think that's really a big issue even with vanilla having a Scarab. Especially if there was a way, in-game, to tell where it came from.
Title: Re: [0.8.1a] The Nomads, v1.4.1
Post by: cjuicy on July 01, 2017, 10:00:38 AM
Let me make a note to see about adding a "manufacturer" field to ships/weapons. There's only so many cool names, especially the more obvious ones, so I think any attempt to have mods not step on each others' toes is... well, depending on the total number of mods, it's going to be less than practical at some point, and people are going to be unhappy.
Does that mean we might get another codex tab for different ship makers and/or industrial interests? Would be interesting for lore, especially for things like the Ko Combine or Fabrique Orbital.
Title: Re: [0.8.1a] The Nomads, v1.4.1
Post by: Trylobot on July 01, 2017, 10:02:46 AM
Let me make a note to see about adding a "manufacturer" field to ships/weapons.

That's a great idea Alex. I think it would make a lot of streamers happy, too; they download a lot of content.
Title: Re: [0.8.1a] The Nomads, v1.4.1
Post by: Alex on July 01, 2017, 10:14:48 AM
Does that mean we might get another codex tab for different ship makers and/or industrial interests? Would be interesting for lore, especially for things like the Ko Combine or Fabrique Orbital.

I wouldn't expect it initially - I'd imagine that field would simply not show for vanilla ships at first - but mmmaybe. It Depends.
Title: Re: [0.8.1a] The Nomads, v1.4.1
Post by: aReclusiveMind on July 01, 2017, 10:17:51 AM
Let me make a note to see about adding a "manufacturer" field to ships/weapons. There's only so many cool names, especially the more obvious ones, so I think any attempt to have mods not step on each others' toes is... well, depending on the total number of mods, it's going to be less than practical at some point, and people are going to be unhappy.

This is a great solution to the problem that is fair to everyone and very useful for players.

Does that mean we might get another codex tab for different ship makers and/or industrial interests? Would be interesting for lore, especially for things like the Ko Combine or Fabrique Orbital.

Yes, having a way to filter the codex by manufacturer would be great as well.  That way when I install a new mod I can quickly review all the ships/weapons it contains without scrolling and playing the "what looks new here" mini-game.   ;)
Title: Re: [0.8.1a] The Nomads, v1.4.3
Post by: Trylobot on July 01, 2017, 08:36:05 PM
(http://i.imgur.com/rAAxUcp.png) Download Latest Version 1.4.3-rc2  (https://github.com/Trylobot/ss-nom/releases/tag/1.4.3-rc2)(http://i.creativecommons.org/l/by-nc-sa/4.0/80x15.png) (https://creativecommons.org/licenses/by-nc-sa/4.0/)

* Added the "Leaf" autonomous planetary survey probe
* Added the "Cactus" tanker
* Nerfed the Rattlesnake again; now it can still go toe-to-toe with other heavy cruisers like the Eagle, but cannot "punch above its weight" like it used to. It's more in line with my intended niche for the ship now.
* All Nomad ship and weapon prices have been adjusted for galactic inflation.
* Slight range reduction on the Twin & Triple Electron Maser
* Universal slots on the Death Bloom and Rattlesnake have been downgraded to Ballistic. This limits the amount of balancing work necessary, and also prevents some really broken combinations.
* Updated faction shipRoles, fleetTypeNames, and doctrine
* Fixed the Roadrunner engine FX; no longer has more-than-necessary overhang/overlap with the ship sprite, which improves lighting effects and glow-bleed from the engine flares.
* Updated roster
Title: Re: [0.8.1a] The Nomads, v1.4.3
Post by: HELMUT on July 02, 2017, 03:07:09 AM
I'm glad to see the Nomads have been resurrected, i'll definitely add them for my next campaign.
Title: Re: [0.8.1a] The Nomads, v1.4.3-rc2
Post by: PokerChen on July 02, 2017, 01:57:34 PM
Public note: I will slowly fill out the lore entry for the new ships over the next weeks.

Also, I'm glad Alex has stepped in on the possibility of adding manufacturer fields.
Title: Re: [0.8.1a] The Nomads, v1.4.4-rc2
Post by: Trylobot on July 03, 2017, 12:50:12 AM
(http://i.imgur.com/rAAxUcp.png) Download Latest Version 1.4.4-rc2  (https://github.com/Trylobot/ss-nom/releases/tag/1.4.4-rc2)(http://i.creativecommons.org/l/by-nc-sa/4.0/80x15.png) (https://creativecommons.org/licenses/by-nc-sa/4.0/)

Title: Re: [0.8.1a] The Nomads, v1.4.4-rc2
Post by: MesoTroniK on July 03, 2017, 06:03:21 PM
It would be nice if you leveraged Version Checker for the Nomads Trylobot.
Title: Re: [0.8.1a] The Nomads, v1.4.4-rc2
Post by: Trylobot on July 03, 2017, 06:29:51 PM
No thanks.
Title: Re: [0.8.1a] The Nomads, v1.4.4-rc2
Post by: MesoTroniK on July 03, 2017, 07:01:23 PM
With respect... Why not?

It is invaluable to help players, and content creators, while overall improving the health of the Modiverse and SS itself. It also takes all of three minutes at the most to setup.
Title: Re: [0.8.1a] The Nomads, v1.4.4-rc2
Post by: Trylobot on July 03, 2017, 07:20:18 PM
Busy.
Title: Re: [0.8.1a] The Nomads, v1.4.4-rc2
Post by: Shoat on July 03, 2017, 10:50:38 PM
I was really happy to see nomads back, but sadly both 1.4.0 and 1.4.4-rc2 crash immediately during the game's initial loading screen with the following message:
"Fatal: Ship hull spec [norm_scarab] not found!"

Starsector.log failed to attach to this post for some reason, but here's the line from the log where it stumbles because it can't find the thing:
Spoiler
8230 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [nom_scarab] not found!
java.lang.RuntimeException: Ship hull spec [nom_scarab] not found!
   at com.fs.starfarer.loading.F.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]


I have lazylib 2.2 and graphics lib 1.2.1. I tried turning all the other mods off, I tried both current nomads versions.


Anything that I missed or that I'm doing wrong? Anything further I can try to fix it myself?
Title: Re: [0.8.1a] The Nomads, v1.4.4-rc2
Post by: Trylobot on July 03, 2017, 11:13:54 PM
java.lang.RuntimeException: Ship hull spec [nom_scarab] not found!

Anything that I missed or that I'm doing wrong? Anything further I can try to fix it myself?

That ship id was changed to  nom_ant  out of respect for the vanilla ship of the same name. It's probably something to do with that, although when I load up the game with either of those versions, I don't get that error.

Did you completely delete the "ss-nom/" folder when you switched versions? I'm hoping it's just some old files sticking around with bad references.
Title: Re: [0.8.1a] The Nomads, v1.4.4-rc2
Post by: Shoat on July 03, 2017, 11:24:43 PM
java.lang.RuntimeException: Ship hull spec [nom_scarab] not found!

Anything that I missed or that I'm doing wrong? Anything further I can try to fix it myself?

That ship id was changed to  nom_ant  out of respect for the vanilla ship of the same name. Unfortunately that means any saved games you had before the change probably won't work anymore. If you're not loading an old saved game..  I'm stumped for the moment. Make sure you completely delete the old ss-nom directory when switching versions, so no old files are left floating around.


It was on the initial game's load, before even getting ot the main menu.

But I obviously *** up and had just overwritten the old mod folder, now that I deleted the folder and then unpacked the new mod version again it boots up just fine. Thank you very much.
Title: Re: [0.8.1a] The Nomads, v1.4.4-rc2
Post by: Trylobot on July 03, 2017, 11:26:25 PM
I had just overwritten the old mod folder, now that I deleted the folder and then unpacked the new mod version again it boots up just fine. Thank you very much.

Glad to hear it!
Title: Re: [0.8.1a] The Nomads, v1.4.6-rc2
Post by: Trylobot on July 04, 2017, 01:54:56 AM
(http://i.imgur.com/rAAxUcp.png) Download Latest Version 1.4.6-rc2  (https://github.com/Trylobot/ss-nom/releases/tag/1.4.6-rc2)(http://i.creativecommons.org/l/by-nc-sa/4.0/80x15.png) (https://creativecommons.org/licenses/by-nc-sa/4.0/)

New Ships
- Royal Scorpion (skin)
- Cobra (troop transport)

New Weapons
- Heavy Fusion Torpedo (for the Royal Scorpion)
- Poison Drone System (for the Cobra)

New Variants
- Komodo (Necro) - Support variant
Title: Re: [0.8.1a] The Nomads, v1.4.6
Post by: Seifer on July 04, 2017, 03:06:28 AM
Coming back to the game soon, I'll play this mod for sure, I always loved it back in earlier Starsector build. The cobra is astonishing ! I remember playing a lot with the Scorpion and the Sandstorm :) Thanks a lot for your hard work. Have a great day :D !!
Title: Re: [0.8.1a] The Nomads, v1.4.8
Post by: Trylobot on July 05, 2017, 01:41:17 AM
(http://i.imgur.com/rAAxUcp.png) Download Latest Version 1.4.8  (https://github.com/Trylobot/ss-nom/releases/tag/1.4.8)(http://i.creativecommons.org/l/by-nc-sa/4.0/80x15.png) (https://creativecommons.org/licenses/by-nc-sa/4.0/)

New Ships
- Added the Willow, a salvage rig
- Added the Dragonfly, a tug

Scripting
- Greatly improved the Nomad Colony Armada's escort fleet behavior (better movement, faster follow-jumping, less blocking of Colony fleet movement, joins any battle the Colony fleet engages in, or moves into range as fast as possible to do so, even if the player initiates it)
Title: Re: [0.8.1a] The Nomads, v1.4.8
Post by: PyroFuzz on July 06, 2017, 05:09:13 PM
:O Whoa! It updated!




(https://media.giphy.com/media/vnmEOUikgzEqI/giphy.gif)
lol sorry for this. ~T
Title: Re: [0.8.1a] The Nomads, v1.4.8
Post by: Firelord88 on July 07, 2017, 08:30:10 AM
I do not notice that Nomads has been updated. I want Once you have created a version checker! I love you!
Title: Re: [0.8.1a] The Nomads, v1.4.8
Post by: Trylobot on July 07, 2017, 08:33:58 AM
Fair enough. I'll include it in the next release. (https://www.icon2s.com/img16/16x16-heart-red-valentine-icon.png)
Title: Re: [0.8.1a] The Nomads, v1.4.9-hf1
Post by: Trylobot on July 07, 2017, 11:21:06 AM
(http://i.imgur.com/rAAxUcp.png) Download Latest Version 1.4.9-hf1  (https://github.com/Trylobot/ss-nom/releases/tag/1.4.9)(http://i.creativecommons.org/l/by-nc-sa/4.0/80x15.png) (https://creativecommons.org/licenses/by-nc-sa/4.0/)

New Features

Fixes, Tweaks & Balance Changes
- Bug fixes related to multiple acquisition of Hallucinomagnetic Locator item & ability
- Cobra & Poison Drone system
  - slightly increased hitpoints and armor of the Cobra, and slight increase to max speed
  - increased fleet point value of Cobra by 1 (now 10)
  - slight debuff to Cobra acceleration/deceleration
  - sped up rotation speed and PD effectiveness of Poison Drone
  - altered positioning of the drones to be concentrated on the left side of the ship, but closer to the center
  - increased roaming range of drone system
  - increased DPS of Lunar Crucible (Poison Drone's weapon)
  - decreased shield efficiency of Poison Drone
  - reduced max flux of Poison Drone
  - slight buff to range, damage, and cooldown of Lunar Crucible
  - reduced drone free roam range, and gave each drone different targeting priorities
- Solar Crucible
  - buffed (reduced) cooldown times of
- Maser Pulse Beam
  - buffed (reduced) cooldown times of
- Fusion Torpedoes
  - debuffed (increased) flux cost to fire fusion torpedoes
  - buffed (increased) ammo capacity and regen rate of fusion torpedoes
  - buffed HP of large torpedo
  - changed large torpedo missile behavior to regular missile (used to be heatseeker)
  - buffed torpedo travel speed
  - increased size of large torpedo (visual only)
  - slightly increased volume of large torpedo firing sound (audio only)
- Komodo (Necro)
  - increased saturation on sprite

Title: Re: [0.8.1a] The Nomads, v1.4.9
Post by: peperoni_playboy on July 07, 2017, 06:32:45 PM
getting this strange crash on the latest version of the mod, but not the previous versions.
Spoiler
85368 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [nomads.version] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DynaSector,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Arsenal Expansion 1.4,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BetterBeginning_v0.3,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DisassembleReassemble_v0.4,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GKSec,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Galatia Complete,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hammer of Ludd,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hegemony Expeditionary Auxiliary,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\IBO Mobile Suits,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ifed Legacy,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LOGH,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Messy Portrait Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Metelson,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\New Galactic Order 1.05,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Oculian Berserks,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ORA,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\pathers,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Portrait pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ATX,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Save Transfer,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shadowyards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ship and Weapon Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Steiner Foundation,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Lions Guard,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ss-nom,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TheSilentArmada_v0.8,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Tore Up Plenty,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Tyrador Safeguard Coalition,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UNITINU,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Underworld,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UnknownSkies,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UpgradedRotaryWeapons,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Useable [REDACTED],C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Audio Plus,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Discount Ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\prv Starworks,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [nomads.version] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DynaSector,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Arsenal Expansion 1.4,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BetterBeginning_v0.3,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DisassembleReassemble_v0.4,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GKSec,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Galatia Complete,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hammer of Ludd,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hegemony Expeditionary Auxiliary,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\IBO Mobile Suits,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ifed Legacy,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LOGH,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Messy Portrait Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Metelson,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\New Galactic Order 1.05,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Oculian Berserks,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ORA,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\pathers,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Portrait pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ATX,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Save Transfer,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shadowyards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ship and Weapon Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Steiner Foundation,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Lions Guard,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ss-nom,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TheSilentArmada_v0.8,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Tore Up Plenty,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Tyrador Safeguard Coalition,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UNITINU,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Underworld,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UnknownSkies,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UpgradedRotaryWeapons,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Useable [REDACTED],C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Audio Plus,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Discount Ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\prv Starworks,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.?0000(Unknown Source)
   at com.fs.util.Object.?0000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.return(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.?0000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.loadJSON(Unknown Source)
   at org.lazywizard.versionchecker.VCModPlugin.onApplicationLoad(VCModPlugin.java:61)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.8.1a] The Nomads, v1.4.9
Post by: Trylobot on July 07, 2017, 09:44:06 PM
getting this strange crash on the latest version of the mod, but not the previous versions.
Spoiler
Error loading [nomads.version] resource, not found
[close]

Thanks for the report; fixed. Download updated.
Title: Re: [0.8.1a] The Nomads, v1.4.9-hf1
Post by: peperoni_playboy on July 07, 2017, 10:07:46 PM
yeah, the hotfix did it. works fine now, thanks.
Title: Re: [0.8.1a] The Nomads, v1.4.9-hf1
Post by: DinoZavarski on July 08, 2017, 02:20:19 AM
To bad there is no "Royal Flycatcher", would have been the ultimate name for a ship...

Why not add one as IBB bounty unique, with something like "The developer team managed to run with the prototype after an order to execute them for unspecified reasons has been issued..." in the description?
Title: Re: [0.8.1a] The Nomads, v1.4.9-hf1
Post by: Trylobot on July 08, 2017, 02:27:18 AM
Heh. I'm basically adding Royal skins for all the combat ships eventually. But I'm splitting time between working on this mod, and collaborating with Deathfly on updating the editor, so it's gonna take a little bit.

I can reveal though that I have concrete plans for a new fast attack frigate that I'll be excited to fly myself. I've already got a name, a shape and a general loadout plan that involves some hardpoint masers. I think it'll be the first non-turret masers in the fleet, besides specialized weapon systems. I imagine flying it to be a grown up version of the toad fighter, to give an idea.
Title: Re: [0.8.1a] The Nomads, v1.4.10
Post by: Trylobot on July 08, 2017, 04:55:59 PM
(http://i.imgur.com/rAAxUcp.png) Download Latest Version 1.4.10  (https://github.com/Trylobot/ss-nom/releases/tag/1.4.10)(http://i.creativecommons.org/l/by-nc-sa/4.0/80x15.png) (https://creativecommons.org/licenses/by-nc-sa/4.0/)

- Added "Dust Devil" frigate
- Added hardpoint art for Heavy Electron Maser
Title: Re: [0.8.1a] The Nomads, v1.4.10
Post by: Death_Silence_66 on July 09, 2017, 04:29:24 AM
The Oasis' cloning vats hullmod description reference green crew, which no longer exist.
Title: Re: [0.8.1a] The Nomads, v1.4.10
Post by: Trylobot on July 09, 2017, 09:47:12 AM
Well that's just not true at all, is it? Those new crewmen were just born; they may have the technical expertise and neurologically grafted-on knowledge given to every clone... but the men and women of the fleet running things day-to-day, the fighters, journeying through the wonders of space and the mysteries of time, from the boundaries of the incredible to the borders of the impossible; they're not green anymore.

(https://i.ytimg.com/vi/nsqsMFuo6P0/hqdefault.jpg)
Title: Re: [0.8.1a] The Nomads, v1.4.10
Post by: Erick Doe on July 09, 2017, 10:01:48 AM
The Nomads are back? You're just trying to get me to work on the Antediluvians again, aren't you? ;)
Title: Re: [0.8.1a] The Nomads, v1.4.10
Post by: Trylobot on July 09, 2017, 12:53:18 PM
Back, and (hopefully) better than ever. I'm really enjoying the new features in SS 0.8.1a, Alex has done a bang-up job with this game. I strayed for a while but now I'm back on the holy path with a vengeance.

Keep up or you'll be left in the dust!

I still remember your old tut:
(http://i.imgur.com/wYYoC2D.png)
Title: Re: [0.8.1a] The Nomads, v1.4.10
Post by: cjuicy on July 09, 2017, 02:44:59 PM
Now all we need is Batavia back and my sector will be complete! I might patch Kadur Theocracy back in (personally), but with all the work that will take it is safe to say I can be content with a few "old" mods. I still remember the first time I ran into the Oasis from Uomoz's sector pack.
Title: Re: [0.8.1a] The Nomads, v1.4.10
Post by: peperoni_playboy on July 09, 2017, 03:34:41 PM
if you did update Kadur, I'd be happy to see it back. I miss zooming around in the ridiculously fast battleship in that mod.
Title: Re: [0.8.1a] The Nomads, v1.4.10
Post by: cjuicy on July 09, 2017, 04:21:38 PM
if you did update Kadur, I'd be happy to see it back. I miss zooming around in the ridiculously fast battleship in that mod.
With my schedule, I probably won't get around to even looking at codework until after September. Then comes compatibility, possible sprite polishing, balancing, etc.
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Trylobot on July 12, 2017, 03:19:47 PM
(http://i.imgur.com/rAAxUcp.png) Download Latest Version 1.4.11-rc2  (https://github.com/Trylobot/ss-nom/releases/tag/1.4.11-rc2)(http://i.creativecommons.org/l/by-nc-sa/4.0/80x15.png) (https://creativecommons.org/licenses/by-nc-sa/4.0/)

- Nexerelin support
- Lore added (Thanks PokerChen!)
- Fix for Java warning in dialog with Nur station
- Added (very) minimal PD to Oasis to fill a small defensive gap (thanks DinoZavarski)
Title: Re: [0.8.1a] The Nomads, v1.4.11
Post by: DinoZavarski on July 13, 2017, 04:45:15 AM
Hey, i think something seems to be miscalculated with Oasis defenses. Right now in the middle of it's drone circle there is a dead zone, huge enough for two enemy wings to go on rampage. It looks really stupid, almost as if drones stay there to protect it's killers from the crowd.
Title: Re: [0.8.1a] The Nomads, v1.4.11
Post by: Trylobot on July 13, 2017, 08:26:02 AM
Oasis defenses.. there is a dead zone, huge enough for two enemy wings to go on rampage.

That is an interesting observation, and one I've never noticed. I'll look into it. I guess usually, if I see the Oasis in combat, the situation is pretty desperate for it, so maybe it just never came up. But my preference in this case would obviously be for the drones to take out the rampaging fighters!

Update: fixed.
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: OzarMidrashim on July 15, 2017, 10:31:23 PM
OMG ...Finnaly!
Yea...roadrunner animated engine is was "omph!" back those days in earlier builds...but suprisingly to this day its something most modders don't atempt with their factions.
Such silly little art-deteal, and yet so much immersion and releplay material to sink in, space MADMAX.
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: yamadaeclipse on July 28, 2017, 02:08:42 PM
ive got something weird.

got my character fully upgraded, at level 40 and addskillpoints 57, every skill at level 3.
then i use the command allhulls to get the oasis
the crew poping process works fine
but it doesnt produce supplies
and cause the supplies not to be consumed, whats worse is when i pick my supplies up and put it back into my inventory at the shop, the supplies just dup themselves and double the sum
this doesnt happen after i remove the oasis from my fleet
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Trylobot on July 28, 2017, 11:49:33 PM
it doesnt produce supplies, and cause the supplies not to be consumed, whats worse is when i pick my supplies up and put it back into my inventory at the shop, the supplies just dupe themselves and double the sum

Thanks for the bug report yamadaeclipse, I'll triage it. (https://github.com/Trylobot/ss-nom/issues/9)
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: 9of2 on August 08, 2017, 11:16:02 AM
Question about Nomads with the Nexerelin random sector feature. Is it possible to disable the spawning of the nur system but still get the nomad station? For some reason the random generator spawns the nur system with a faction on every orbital body which leads to what should be a large populated system crammed into a 2 foot space.

[attachment deleted by admin]
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Trylobot on August 08, 2017, 11:22:14 AM
Question .. possible to disable the spawning of the nur system but still get the nomad station?

That sounds pretty reasonable, I can look into it. (https://github.com/Trylobot/ss-nom/issues/10) Honestly I mostly play core mode when I play nexerelin so I hadn't done much on random mode other than to confirm that the armada spawns properly and doesn't crash the game. Thanks for the suggestion!
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Sooner535 on August 21, 2017, 02:06:28 PM
So I used the drug induced skill to find the nomad fleet, but cannot find it in the sector I'm using random gen universe and the system it's in doesn't seem to have them in there (unless they are on the outer most edge of the map) any ideas?
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Trylobot on August 21, 2017, 02:13:08 PM
So I used the drug induced skill to find the nomad fleet, but cannot find it in the sector I'm using random gen universe and the system it's in doesn't seem to have them in there (unless they are on the outer most edge of the map) any ideas?

Naturally! The Colony Armada is never guaranteed to exist. If the Oasis is destroyed, so too will be the locator beacon. After about an in-game month, another will be launched from Nur, and the skill should work once more.
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Sooner535 on August 21, 2017, 03:40:07 PM
Took your advice and waited about 1 in game year and it still directs me to the same system and still cannot find them. I have a blip on my neutrino detector but after traveling 185 days off in one direction gage up. Sure that's not the nomad fleet?
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Trylobot on August 21, 2017, 03:41:29 PM
Can you zip up your saved game and send it to me? Maybe I can find them, or determine if there's a new bug.

Also, if you've got the Console Commands mod, you can run the command ListNomads to see if they exist at all.
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Sooner535 on August 21, 2017, 05:25:29 PM
https://www.mediafire.com/file/msqsyk42q2w499w/save_GordonTaylor_4552049611032680053.7z

There is my save :)
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Trylobot on August 21, 2017, 10:27:44 PM
Looking at your save file, it would appear that the Oasis has been hijacked; there seems to be one present in the galaxy, but it belongs to the Independent faction. You say you've already checked the system where the locator told you to go, and you didn't find it.. so that could be a misinterpretation of the data, but if it was floating around somewhere, it would indeed prevent the spawning of another. You'll need to try and steal it back or destroy it in order to let the armada spawn again, or gain a window for purchase.

If you still can't find it, you might want to just cheat one in; I notice you have a lot of mods running, and though I know of no interactions explicitly, it is entirely possible that one of the other mods is interfering somehow.
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Sooner535 on August 21, 2017, 11:43:10 PM
Ya there are indeed a lot :) I enjoy messing with all the different things the community has added. Is there anyway to find their exact location? Or simply blow them up via a console command? Also would there be anyway for me to offer any more data to help make sure this doesn't happen to other people? Thanks btw for the replies and helping me through this :D
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Gotcha! on August 22, 2017, 04:56:32 AM
Wow, your fleet has grown immensely since last time I saw and played with it. A very creative and original look. Well done indeed. :)
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Delta7 on August 30, 2017, 09:44:09 PM
same issue as sooner135, followed the mothership tracker to a system and can't find the damn oasis anywhere in there. might have to cheat one into my game...
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Trylobot on August 30, 2017, 10:05:18 PM
Damn.. been working on the editor lately but I'll definitely take a look at this. Can you attach your savefile as well? Hopefully you're not running quite as many mods..   :D
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Delta7 on August 31, 2017, 01:01:37 PM
Mods + save in a zipped folder, was too stupid to create a copy when i saw the thread, so i had to recreate the situation where it occurred.

https://drive.google.com/open?id=0B60SSMhbtZvkaUd0UDdSenVUTEk
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Trylobot on August 31, 2017, 01:19:35 PM
I have triaged this issue and will look into it soon. (https://github.com/Trylobot/ss-nom/issues/11) Thanks for the reports! And I hope you're otherwise enjoying the mod!
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Sooner535 on August 31, 2017, 01:33:43 PM
indeed I am, the ships and story are super cool. What happens if you start as the nomads?
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Delta7 on September 02, 2017, 10:26:21 AM
out of curiosity, was trylobot a member of the old battleships forever forum? i recognize his name but can't recall from where...

i'm pretty certain that at least a couple other members including cycerin used to be a member of the BSF community. hjs ships kicked ass in BSF, and the blackrock ships are just as cool here as his old BSF designs were.
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Trylobot on September 05, 2017, 07:52:52 AM
It wasn't me.. but coincidentally I have used the BSF editor to create sprites before, though I never put them into any mods of my own (posted them on spiral arms thread a ways back)
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Fantastic Chimni on December 12, 2017, 09:41:25 PM
So I captured the oasis, but discovered a problem when trying to sell supplies. It was on stream so I clipped it

https://clips.twitch.tv/AdventurousNiceStarlingPJSalt

It wont let me sell or eject cargo, and each time I try with ctrl-click or click and drag it adds 1000 supplies to my fleet inventory.

It stopped once the Oasis left my fleet and was put into station storage
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: A Random Jolteon on December 24, 2017, 02:30:22 PM
So I captured the oasis, but discovered a problem when trying to sell supplies. It was on stream so I clipped it

https://clips.twitch.tv/AdventurousNiceStarlingPJSalt

It wont let me sell or eject cargo, and each time I try with ctrl-click or click and drag it adds 1000 supplies to my fleet inventory.

It stopped once the Oasis left my fleet and was put into station storage
That...was a lot of supplies. Do not ever say you don't have enough supplies. o.o

Anyway, I had this problem too. It also stops when you don't have the Oasis in your fleet, so it's most likely because it makes supplies.

I also noticed that supplies don't get USED unless you repair as a station/planet...was this intended?
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: felixsimon on November 30, 2018, 02:47:18 PM
any plans of updating this for 0.9? or should i abandon all hope?
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Hrothgar on June 04, 2019, 07:06:59 AM
Rise from your grave!
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Trylobot on June 04, 2019, 09:38:01 AM
Heh. I've actually been playing the latest vanilla for the past week straight or so. It's a solid improvement.

I do plan on updating nomads.
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Alex on June 04, 2019, 11:57:18 AM
Heh. I've actually been playing the latest vanilla for the past week straight or so. It's a solid improvement.

:D

I do plan on updating nomads.

That's awesome! I remember having a lot of fun with them waaaaaaaay back.
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Hrothgar on June 05, 2019, 12:53:19 AM
See? It worked.

One question  Trylobot, how i could got Necro Komodo? I never saw this one.
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Shoat on June 06, 2019, 06:12:18 AM
I do plan on updating nomads.

To think I'd live to see the day. This mod is legendary.
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: WKOB on August 18, 2019, 01:51:39 AM
I'm not going to nag you because I get it, but this is one of the classics I'm most disappointed to see couldn't be kept up with. I always loved the Komodo and the masers. :D
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Trylobot on August 18, 2019, 12:26:31 PM
A status update, then. I've immersed myself in the project again to see what it would take to get all the systems up and running again, but some of the APIs I used have been deprecated, so I'm trying to figure out what my original intent was, and whether it's worth it to try and continue to do it that way, or do something that fits in the new ways the game works, and so on. But yes, I'm not idle  :)
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Kraosdada on August 18, 2019, 07:58:10 PM
The main problem Nomads has is that the ships have a near-complete lack of modularity, as in, their mounted weapons are fixed and cannot be replaced. A good place to start would be fixing that issue.
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Offensive_Name on August 18, 2019, 09:49:33 PM
Now I by no means want to tell you how to do your mod, but(there is always a but) I think you might want to do something like the remake Dark.Revenant did with his Intersteller Imperium mod.
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Hrothgar on August 19, 2019, 01:06:24 AM
I think that Nomad weapons are actually their flavor. They're basically a long-lost Tuaregs of space , so their technology is outdate and incompatible, unless some serious work is done (vide some ships have normal weapon emplacement). I would just want to see more of reengineered to normal tech ships of Nomad origins, but that's my opinion and it can or cant be made into mod.
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: Hrothgar on November 26, 2019, 11:58:52 AM
Rise from your grave, again!

Please?
Title: Re: [0.8.1a] The Nomads, v1.4.11-rc2
Post by: ebolamorph on June 17, 2020, 02:59:31 AM
nomad mod is incompatible with a few mods. i can try to load it up again to generate another log and error message if you wish