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Starsector => Mods => Topic started by: Armithaig on August 30, 2019, 06:14:06 PM

Title: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Armithaig on August 30, 2019, 06:14:06 PM
(https://i.imgur.com/3BbkbZn.png)

Honoring the 20th anniversary of the Homeworld franchise and the upcoming sequel announced today, a small mod to introduce the ships of Homeworld 2 into Starsector.

All fresh out of the factory midlines without paint jobs, any faction with midline blueprints'll sport them.
Rare painted versions'll show up as loot out in the fringes.

Download 1.3.1 (https://gitlab.com/Armithaig/kiith-nabaal-shipyard/uploads/b76cca063fffa3ded0ff1522281c3f8c/kiith-nabaal-shipyard-1.3.1.zip)
Source on Gitlab (https://gitlab.com/Armithaig/kiith-nabaal-shipyard)
Donations welcome (https://ko-fi.com/armithaig)
Integrated with Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181)


Ships
Fighters
(Large by Starsector standards, wing size reduced)

(https://i.imgur.com/Kt91hpz.png)(https://i.imgur.com/DwfgUWI.png)(https://i.imgur.com/VPvd4Mu.png)
Class: Sahir (https://i.imgur.com/jbumAWt.png)
Role: Recon Scout
Arms: 1x Light Kinetic Autogun
Class: Nasir (https://i.imgur.com/j1y8Gvo.png)
Role: Heavy Interceptor
Arms: 1x Kinetic Autogun
Class: Midhi (https://i.imgur.com/0TNciQ4.png)
Role: Plasma Bomber
Arms: 2x Plasma Bomb Launcher
(https://i.imgur.com/CxjPqjT.png)(https://i.imgur.com/n3cbOOs.png)(https://i.imgur.com/49OSKE4.png)(https://i.imgur.com/4p9CJgl.png)
Class: Kashaf (https://i.imgur.com/yjYaBWg.png)
Role: Survey Scout
Arms: 1x Light Flechette Cannon
Class: Alharis (https://i.imgur.com/5HxGFzD.png)
Role: Assault Craft
Arms: 1x Flechette Cannon
Class: Mufajir (https://i.imgur.com/ci35SJd.png)
Role: Plasma Bomber
Arms: 2x Plasma Bomb Launcher
Class: Ramah (https://i.imgur.com/wurNjZQ.png)
Role: Lance Fighter
Arms: 1x Light Plasma Lance

Corvettes
(https://i.imgur.com/H64WU5K.png)
Class: Tira (https://i.imgur.com/kdyI5sK.png)
Role: Corvette
System: Wing Leader (https://i.imgur.com/cjF1WD6.png) [Video] (https://streamable.com/ygcy2)
Mounts: 1x Medium Energy

Frigates
(https://i.imgur.com/dCeo1ni.png)(https://i.imgur.com/ylDLxvY.png)
Class: Banika (https://i.imgur.com/0ZliNkJ.png)
Role: Transport
System: Ram Drive (https://i.imgur.com/xQ69sBp.png) [Video] (https://streamable.com/abv7l)
Mounts: 1x Small Ballistic
Mods: Modular Holds (https://i.imgur.com/x1LHcrJ.png)
Class: Hinsra (https://i.imgur.com/buBM4vD.png)
Role: Heavy Frigate
System: Ram Drive (https://i.imgur.com/xQ69sBp.png) [Video] (https://streamable.com/abv7l)
Mounts: 1x Medium Ballistic, 2x Small Ballistic,
1x Small Missile

Destroyers
(https://i.imgur.com/6DBslFQ.png)
Class: Vidhvansak (https://i.imgur.com/xlVrGLe.png)
Role: Heavy Destroyer
System: Missile Defense (https://i.imgur.com/eRi2lIk.png) [Video] (https://streamable.com/8cmss)
Mounts: 1x Large Ballistic, 2x Medium Composite
Arms: 1x Rajih MRM Battery (https://i.imgur.com/fnzAkH1.png)

Cruisers
(https://i.imgur.com/ysAOYw9.png)
Class: Tajmahir (https://i.imgur.com/9yg6pNQ.png)
Role: Carrier
System: Reserve Deployment
Mounts: 1x Large Composite, 2x Medium Missile,
5x Small Ballistic, 3x Fighter Bay

Capitals/Utility
TODO

Weapons
(https://i.imgur.com/J66KYUW.png)(https://i.imgur.com/IfwCHZD.png)(https://i.imgur.com/jolVLTG.png)
Light Zenith Cannon (https://i.imgur.com/adq9UUX.png)
Role: Point Defense (Area)
Mount: Small Ballistic
Damage: Fragmentation
Pulsar Cannon (https://i.imgur.com/m9iDmhZ.png)
Role: General
Mount: Medium Energy
Damage: Energy
Kitar Flechette Cannon (https://i.imgur.com/yGirWHX.png)
Role: Anti Shield
Mount: Large Ballistic
Damage: Kinetic

Feedback
    Welcome suggestions of what to prioritise.
    Balance's taken a backseat to making more ships, pipe up if anything's over/underperforming.
    Homeworld's right sparse on information about its ships or technology, will begrudgingly take corrections and fan theories.


Credit
Homeworld is a registered trademark of Sierra Entertainment 1999-2007, Gearbox Entertainment 2013-2019.
All rights reserved.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.0
Post by: haloguy1 on August 30, 2019, 07:07:26 PM
Great work, Looks really awesome. Can't wait to see more.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.0
Post by: Armithaig on August 30, 2019, 07:34:40 PM
Thanks! Been touchin' on the Hiigaran carrier off and on for a few months, probably gonna be up next.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.0
Post by: Ed on August 30, 2019, 07:49:38 PM
With all those fighters a carrier would really be nice indeed
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.0
Post by: Offensive_Name on August 31, 2019, 12:02:59 AM
There was another Homeworld mod out there, which I think is dead, you should try to get in touch with the mod author and see if you could get his assets to lighten your workload. No reason to do everything twice. Keep up the good work!
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.0
Post by: DreXav on August 31, 2019, 03:55:09 AM
Awesome looking fighters!

I am working on reviving the Hiigaran Descendants mod, the Homeworld 3 announcement adds just more wind into my sails  ;D
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.1 - Hiigaran Carrier
Post by: Armithaig on September 06, 2019, 07:51:28 AM
Awesome looking fighters!

I am working on reviving the Hiigaran Descendants mod, the Homeworld 3 announcement adds just more wind into my sails  ;D
Homeworld's good enough for 'bout a dozen mods of it, won't be a faction mod of this for a while anyhow until've gotten all the ships in.

V1.1 - Hiigaran Carrier
(https://i.imgur.com/OmUVr36.png)
Shoved the Hiigaran carrier cruiser in there, +faction skin.
All the carrier subsystems exist, though there's no way to remount 'em for now. One variant with all slots filled, one bare.
Don't do much at the moment save for looking fancy.

Rubbed mitts on all the fighter sprites again, Vaygr Bomber/Lancer got scaled up to have same size bums with Interceptor.
Release notes here (https://gitlab.com/Armithaig/kiith-nabaal-shipyard/-/tags/1.1).
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.1 - Hiigaran Carrier
Post by: Dwarden on September 06, 2019, 10:35:05 AM
nice update, installed
i was too quick and there is first bug

goto to Barren planet
click `Mine`
click `What ships can mine?`
and instant crash

note: 1.0 is fine, only 1.1 crashes

Code
8153999 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.loading.specs.HullVariantSpec.getHullSpec()Lcom/fs/starfarer/loading/specs/privatesuper;
java.lang.NoSuchMethodError: com.fs.starfarer.loading.specs.HullVariantSpec.getHullSpec()Lcom/fs/starfarer/loading/specs/privatesuper;
at nabaal.hullmods.HiigaranFleet.applyEffectsBeforeShipCreation(HiigaranFleet.kt:13)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(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 com.fs.starfarer.api.impl.campaign.rulecmd.Nex_PrintMiningInfo.printMiningTools(Nex_PrintMiningInfo.java:194)
at com.fs.starfarer.api.impl.campaign.rulecmd.Nex_PrintMiningInfo.execute(Nex_PrintMiningInfo.java:54)
at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:176)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:208)
at com.fs.starfarer.ui.newui.Objectsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.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)
[code]
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
Post by: Armithaig on September 06, 2019, 07:24:37 PM
Ah thanks for bein' detailed, didn't realise it was obfuscated to that degree, uploaded a fix.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
Post by: Dwarden on September 07, 2019, 07:18:18 AM
thanks, the crash is gone, so far so good , thanks for fast fix
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
Post by: Gotcha! on September 08, 2019, 01:00:03 AM
Excellent art! Not to shortchange the guy who made my old mod's art, but your ships fit a lot better into the game.
I hope you'll be adding as many Homeworld 2 ships as you possibly can. :)

And to DreXav, good luck!  ;)
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
Post by: Armithaig on September 08, 2019, 02:02:16 AM
Relieved to hear ya say that, was a mite worried when'd revised this larger carrier for the 4th time that've gone and cooked my last two synapses along with any aesthetic sense.
Focus is certainly on doing as much art as possible first, fun stuff like coding new ship systems'll come after a healthy chunk of 'em are in. Alternating so'm not only doing the easy flat top Hiigarans, next'll be a Vaygr Destroyer.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
Post by: Lynx on September 11, 2019, 05:56:49 PM
First off, great work, thank you for reviving Homeworld for SS!

If you don't mind though, a critique about the scale. The scout looked too large compared to the interceptor, so I pulled a scale reference to check if my eyes weren't messed up.
So here's the results of a quick and dirty comparison:
(https://i.imgur.com/8uvGW4X.png)

I scaled it to the interceptor's size as the main reference, and there's a bunch of scaling differences. The most obvious is the scout though, so maybe scale the sprite down a bit?
The scale reference is compiled by someone on Deviantart btw, they also did scale for corvettes, frigates and capital ships.

Some other thoughts about how HW ships would balance in SS.
Since most of the ships don't have shields (save for that one lone Field Frigate maybe), they should have a higher armor and hull integrity rating than vanilla ships (built in Heavy Armor, Armored Weapon Mounts and Hull Integrity mods perhaps).
Kinetic weapons generate less flux compared to vanilla , but have a hard time damaging shields, because most of the kinetic weapons are designed for armor penetration (200% vs armor & hull, 25% vs shields), while beam/energy weapons are comparable to big energy weapons in vanilla.

Anyway glad to see HW getting some love again, keep up the good work!
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
Post by: Harmful Mechanic on September 12, 2019, 12:03:12 AM
These are really lovely; I'm especially enjoying your Vaygr bomber. It's really nice to see someone doing a Homeworld mod from scratch instead of reviving Gotcha!'s.

(I should really work on my Homeworld-ish mod (https://twitter.com/HarmfulMechanic/status/1137487839870873601) some more...)

Some other thoughts about how HW ships would balance in SS.
Since most of the ships don't have shields (save for that one lone Field Frigate maybe), they should have a higher armor and hull integrity rating than vanilla ships (built in Heavy Armor, Armored Weapon Mounts and Hull Integrity mods perhaps).
Mechanically, it's very hard, verging on impossible, to balance large shieldless Starsector ships for the player; they tend to be very binary (you either have enough armor and hull to tank long enough to kill your target or you don't) and either boring (nothing to do) or overpowered (nothing competing with weapons for flux) or both.

Add to that the fact that unlike an RTS, you don't really have the ability to produce an endless stream of ships, and direct 1:1 mechanical stuff like that isn't a great idea (although once the faction roster is fleshed out, there's always the advanced option of painstakingly designing a shield-replacement system).

I would instead make them extreme versions of low-tech Starsector ships; poor shield efficiency, slow, with ponderous ballistic weapons and lots of PD. High per-shot kinetic and long bursts of fragmentation damage with slow refire rates and shot speeds would make the guns work within Starsector's balance environment, with HE ion/pulsar beams to ruin hull armor.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
Post by: Armithaig on September 12, 2019, 02:49:31 AM
First off, great work, thank you for reviving Homeworld for SS! -snip-
Thanks darling! Might take yet another hand to the scout, as for the scales in general, there ain't a winning option.

Do use the HW2 scale as a starting point e.g. Interceptor's 17.3m to the Bomber's 23m. Given the I occupying 46h pixels, B should be ~61, made an even 60 to dodge interpolating.
Promptly goes halfway into the rubbish bin since these fighters're already breaking Starsector's sprite limits in some ways, game becomes how small they can be made while still evoking the original ship and staying approximately in scale.

To the carrier, doesn't take a chart to see they'd barely get their momma size bum out the hangar bay.
S' a few things let me suspend my disbelief. Based on the Starsector bay exit animation, fighters're probably a good deal smaller than their sprite'd suggest, occupying a layer closer to the screen.
Or NLips is ticked on. In both games, something'll go bampy with the scale for the benefit of whoever's laying peepers on it, so'll do the same.

Gonna get more egregious from here since'm compressing "super capital ships" within Starsector's class sizes.
Things'd get out of hand immediately if I just looked at their actual size: "Well the Carrier's 45 times the Interceptor, 2000h pixels it is."
(https://i.imgur.com/ii7avWe.png)



These are really lovely; I'm especially enjoying your Vaygr bomber. It's really nice to see someone doing a Homeworld mod from scratch instead of reviving Gotcha!'s.


(I should really work on my Homeworld-ish mod (https://twitter.com/HarmfulMechanic/status/1137487839870873601) some more...)
Ah stoked to hear that from ya vectorian brother, thank you! Thought that carrier was a Keeper at first because of the bloody twitter compression, looks terrific though, I'll take 20.



Some other thoughts about how HW ships would balance in SS.
I would instead make them extreme versions of low-tech Starsector ships; poor shield efficiency, slow, with ponderous ballistic weapons and lots of PD. High per-shot kinetic and long bursts of fragmentation damage with slow refire rates and shot speeds would make the guns work within Starsector's balance environment, with HE ion/pulsar beams to ruin hull armor.
Not sure how's factored into HW2's health bars, but there's a "shield" defined for any ship larger than a Scout.
May be only against EMP damage but'm drawing a blank on any concrete info.
Code
addShield(NewShipType, "EMP", 10000, 20)

Planning some kinda armour repair system for the Shipyard, preferably where the ships came in to dock. Could extend that to the resource collectors and carrier subsystems as a shield replacement mechanic, with some CoH2 style internal crew-repair that disables the ship as a last alternative. But heck even as'm writing this it feels taken too far and doesn't really introduce a new engagement mechanic, just an infuriating back off n' heal one. Particularly if hyperspace systems get introduced, can just hop away from any danger and come back fresh as a brass flannigan.

Vaygr'd be more likely to get the low-tech treatment, but in terms of weapon mount real-estate theirs is the smallest, those'll be a case-by-case design revolving around their built in weapons (trinity cannon, fusion missiles, etc) to bring 'em up to class, rather than some unifying faction mantra.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
Post by: ChaseBears on September 12, 2019, 03:41:23 AM
Nice work :thumbsup:

I think its pretty plausible lore-wise to put shields on the ships. Every single Homeworld game has had finding technology unknown to you and adapting it for use in your spaceships as core gameplay.   Although this could be reflected with the use of added shield generator mods in default loadouts instead of native shields.  Maybe with the bigger ships you could do something wacky and have the shield projected from modules instead of the hull.

Do you plan on doing Corvettes as fighters or frigates?

Mechanically, it's very hard, verging on impossible, to balance large shieldless Starsector ships for the player; they tend to be very binary (you either have enough armor and hull to tank long enough to kill your target or you don't) and either boring (nothing to do) or overpowered (nothing competing with weapons for flux) or both.
One way to make shield-less ships more fun to use would be powerful but flux hungry systems. 
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
Post by: Gotcha! on September 12, 2019, 03:59:46 AM
Yeah, Hiigarans are great at adapting other technology, as shown through all Homeworld games.
They'd only have to get their hands on some other faction's ship and take over their shield technology, and even improving on it.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
Post by: Lynx on September 12, 2019, 07:29:52 AM
Mechanically, it's very hard, verging on impossible, to balance large shieldless Starsector ships for the player; they tend to be very binary (you either have enough armor and hull to tank long enough to kill your target or you don't) and either boring (nothing to do) or overpowered (nothing competing with weapons for flux) or both.

=omitted to reduce length=
I see your point about the difficulty in balancing shieldless ships, and I agree a 1:1 translation of mechanics isn't a good idea, maybe a compromise would be like you and the 2 suggestions by @ChaseBears and @Gotcha!, which is to have a shield module hullmod since as they pointed out, the Hiigarans are quick to research and adapt new tech (maybe an omni version of the "Makeshift Shield Generator" hullmod, but reduces ship speed only when active).

Nice looking mod btw, hope to see a release soon!

Thanks darling! Might take yet another hand to the scout, as for the scales in general, there ain't a winning option.
=snipped to reduce length=
No need to sweat exact accuracy haha, just ballpark and visually relative-ish as far as feasible.
I think your fighter scale in general compared to vanilla is pretty good, HW fighters are enormous. Just the scout looks a tad too large, the others aren't really that noticeable.

The carrier looks about right (about the size of a Conquest), and as you mentioned fighters are smaller as implied by the exit animation.

Not sure how's factored into HW2's health bars, but there's a "shield" defined for any ship larger than a Scout.
May be only against EMP damage but'm drawing a blank on any concrete info.
Code
addShield(NewShipType, "EMP", 10000, 20)
You mean in SS? I know there's a couple of ships in SS that don't have built-in shields, like the salvage rig, not sure how that's handled code-wise though.
On the topic of EMP, HW ships are likely hardened to normal EMP attacks, as they did not have ubiquitous shield tech.

Planning some kinda armour repair system for the Shipyard, preferably where the ships came in to dock. Could extend that to the resource collectors and carrier subsystems as a shield replacement mechanic, with some CoH2 style internal crew-repair that disables the ship as a last alternative. But heck even as'm writing this it feels taken too far and doesn't really introduce a new engagement mechanic, just an infuriating back off n' heal one. Particularly if hyperspace systems get introduced, can just hop away from any danger and come back fresh as a brass flannigan.
Guess the only way to know is to test it, but shields can still be a module option, since its not really clear how some production modules can be translated into SS, if you even want to do so that is.
Anyway just tossing out some thoughts and ideas, I agree with prioritizing the sprites done and ingame above balance. ;D
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
Post by: Armithaig on September 12, 2019, 08:03:25 AM
While some fibrous half of my being desperately wants to write some fancy pants defence system, yah shields'll do for now. There's some funky ideas to take from the shields introduced in the Complex mod, though replacing the shield AI code Alex's been rubbing on for years with a fancy looking knockoff would be some act of hubris. Nevermind all that.

Maybe with the bigger ships you could do something wacky and have the shield projected from modules instead of the hull.
Had somethin similar in mind for the carrier where certain modules'd change the defensive/ship systems, there's already a cloak generator module so with a mut. exclusive shield generator module you could pick.
Cursory glance told me changing ship systems on the fly'd require calling obfuscated code, no luck there.

Do you plan on doing Corvettes as fighters or frigates?
Unless there's some way to restore the old carrier independent fighter wings, was thinkin' small frigates with a literal buddy system, since they emphasise always working in pairs.

Not sure how's factored into HW2's health bars, but there's a "shield" defined for any ship larger than a Scout.
May be only against EMP damage but'm drawing a blank on any concrete info.
Code
addShield(NewShipType, "EMP", 10000, 20)
You mean in SS? I know there's a couple of ships in SS that don't have built-in shields, like the salvage rig, not sure how that's handled code-wise though.
On the topic of EMP, HW ships are likely hardened to normal EMP attacks, as they did not have ubiquitous shield tech.
Nah's from the (carrier) HW2 ship file, here's the function reference (http://www.hw2wiki.net/wiki.hw2.info/FunctionaddShield.html).
Ain't a discernible separate bar for a shield in HW2 that've seen, perhaps it only manifests as a partially regenerating health bar. Or's just a hidden HP bar for EMP attacks before the ship is "stunned".
Can't find much information 'bout it besides the link.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
Post by: Lynx on September 12, 2019, 09:30:43 AM
While some fibrous half of my being desperately wants to write some fancy pants defence system, yah shields'll do for now. There's some funky ideas to take from the shields introduced in the Complex mod, though replacing the shield AI code Alex's been rubbing on for years with a fancy looking knockoff would be some act of hubris. Nevermind all that.
IMO if you can create a good alternate bit of defence tech that fits into the game, I don't think that's hubris (and Alex has IIRC incorporated some select few fixes and additions introduced by mods, into the main game). There's some mods which add interesting new stuff without supplanting shields, like the Blackrock mod which has a ship that interdicts missiles for the ability's duration.

Nah's from the (carrier) HW2 ship file, here's the function reference (http://www.hw2wiki.net/wiki.hw2.info/FunctionaddShield.html).
Ain't a discernible separate bar for a shield in HW2 that've seen, perhaps it only manifests as a partially regenerating health bar. Or's just a hidden HP bar for EMP attacks before the ship is "stunned".
Can't find much information 'bout it besides the link.
Ah, yeah, I think it is indeed a HP bar for EMP damage, in particular the special ability for scouts. Good vs fighters and corvettes, frigates and above not so much.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
Post by: Harmful Mechanic on September 12, 2019, 12:07:46 PM
People have done shield-replacement systems, and some of them (Templars' old Lattice Shields, BRDY's Scalar Rejector, Exigency's Repulsor) are complex and nuanced enough to offer the player interesting Stuff To Do. It's just, yeah, not a good idea at this stage of a mod, especially when you're new. First get it working, then you can start thinking about ways to make it fancy.

A thought, though; instead of just adding ships to vanilla's factions or doing a traditional star-system-and-home-planet campaign implementation, a station-sized Mothership that spawns dynamically using the Pirate/Pather base script would be super cool.

For a cloak generator, you could probably work up a hullmod to modify the alpha value of the parent ship or even swap right-click systems; I'm not sure how easy it'll be to balance essentially swapping between shields and phase cloaking, especially on a carrier. Also, modules have a performance cost equal to a full ship, so you should be careful about making ships with modules into staple ships for a faction.

Both Tyrador and Interstellar Imperium have hullmods that change the appearance and features (including ship systems, for II) of their base ships; that's a much engine-friendlier way to configure something like the Hiigaran carrier. It does mean that you can't do quite as much mix-and-match; it also means you're less likely to bog the game down to uselessness in large battles. And what Homeworld fan doesn't want large battles?

Other stuff off the top of my head; look at the way Sylphon assigns quad-strip MagicLib trails to ship engines, that would be awesome for giving strikecraft long trails. Again, a bit of a performance hit, but probably worth it for the cool factor.

I can show you how to set up procgen spawning if you want Vaygr-infested star systems to explore. It's kind of a rat's nest but it's so cool when you get it working.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
Post by: Armithaig on September 13, 2019, 08:02:25 AM
Heck that's some treasure trove you dug up for me there Soren, appreciate it. Head out spying once've blurted out this destroyer.

Made a custom base spawning script in a personal faction mod of mine which works kinda similarly: involved in the base economy group, harvest resources they orbit, expands population n' build industries as slots become available. Shucking that in eventually'd be no issue.

Though any faction antics'll be a separate addon, remember when'd first started this game was kinda disappointed by the lack of basic arse ship packs in comparison to the cavalcade of factions. Gonna leave the gate open for newcomers what'd just like to experience the base game with a few extra hulls, avoided explicitly mentioning Hiigarans or Vaygr anywhere player facing so far.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
Post by: Harmful Mechanic on September 13, 2019, 10:43:21 AM
Instead of a separate mod, you could add a settings file with a boolean for campaign code; have the default be off, so it'll load as a ship pack without any of the campaign scripts, and give players the option to turn it on.

(I mention this mostly because having multiple mod folders for closely coupled features becomes a headache to maintain on your end.)
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.2 - Vaygr Destroyer
Post by: Armithaig on November 03, 2019, 11:10:34 PM
V1.2 - Vaygr Destroyer
(https://i.imgur.com/6DBslFQ.png)(https://i.imgur.com/H64WU5K.png)
(https://i.imgur.com/jolVLTG.png)(https://i.imgur.com/IfwCHZD.png)
That's the Vaygr destroyer done finally, along with the Hiigaran pulsar corvette.
Both've got their signature weapons and unique systems, would've been fairly lacking without 'em.

Tajmahir also got a sensual rubbing: add some more detail in, fix a few errors, try to introduce some minor depth to this flat knobber.
Comparison here, hope's an improvement.
(https://i.imgur.com/UObHNDQ.png)

Relatively speaking's a boatload of code in this update so lemme know if something belly-ups.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.2 - Vaygr Destroyer
Post by: dk1332 on November 04, 2019, 02:23:59 AM
Haven't played HW2 for a while but weren't there like AA guns on the capitals? Like actual machine guns hidden inside the hull of the ships in HW2?
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.2 - Vaygr Destroyer
Post by: Armithaig on November 05, 2019, 12:52:32 PM
Yep, carrier's got an embrasure pair visible on the elevated deck slope.
Most others're too bloody small/firing out of nothing which ain't right for Starsector. Nobody wants to get barreled by a load of invisible weapons.

Initial plan for the destroyer was to have 5px2 PD drivers on its hull defense points, activated by the system. Dropped 'at in favour of firing defensive missiles since manipulating weapon groups mid-combat through the API is a pain. Once've written a missile AI they should target hostile missiles as well.

(https://i.imgur.com/T4SEDMQ.png)
Similarly'd like to make the Wing Leader system call in ships with a matching loadout to yours, which'd take writing a new ship AI to bypass the base drone system.
And then customisable through ship modules like this, bonus points for wingmen in icon.
It'd require some kind of ship creation context so the modules're not added in combat. I.e. is this ship being created for an icon or will it be used by player/AI.
Haven't figured that out quite yet so if anyone's got some tips'll take 'em graciously.

Edit: Hmm had an idea while talkin' to the duck here to seamlessly replace the modules with ships in the system's advance script, rather than try to prevent 'em from spawning outright. Suppose's a moot point until've written that AI, heck.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.2 - Vaygr Destroyer
Post by: PyroFuzz on November 05, 2019, 06:09:23 PM
Wow! That wing leader system is really impressive!
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.2 - Vaygr Destroyer
Post by: Armithaig on November 05, 2019, 11:18:05 PM
Thanks! Feels pretty spiff to roll up with your crew of gangbangers and skrrt some fools. Does 'at mean what I think it does? Eh, probably not.
Hankering for a freighter next, but'll bump up the wing leader system upgrade on my fictitious list.

Just gonna lay out my rough non-final thinking 'round the 3/4 candidates here n' whoever feels like it can chime in with their own ideas.

HGN Marine Frigate (https://homeworld.fandom.com/wiki/Marine_Frigate)
Frigate troop transport, maybe some light ground support.
System: Has three ramming prongs on the front end which'd love to put to use for a ram drive, with some actual NO_FF explosions going off on contact, probably add some glow to 'em as you speed up.
Will probably get reused on the HGN Flak Frigate (https://homeworld.fandom.com/wiki/Flak_Frigate).
Modules: Undercarriage's fairly easily detachable, could make a regular cargo conversion hullmod for it.

HGN Mobile Refinery (https://homeworld.fandom.com/wiki/Mobile_Refinery_(Hiigaran))
Frigate freighter.
Wings: Resource controllers which can repair other ships. Expend charges to repair so there's some traffic between it and the target like bombers. Limited total charges.
Hullmods: Salvage Gantry

HGN Crew Transport (https://homeworld.fandom.com/wiki/Hiigaran_Crew_Transport)
Cruiser/Capital crew transport, leaning towards capital since there ain't one of those vanilla.
Couple hangar bays but pretty boring ship otherwise.

HGN Minelayer Corvette (https://homeworld.fandom.com/wiki/Minelayer_Corvette_(Hiigaran))
Phase freighter corvette? Probably give it a different colour scheme than usual in line with the other phasers.
System: Downgraded Mine Strike à la Doom
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.2 - Vaygr Destroyer
Post by: Gotcha! on November 06, 2019, 03:17:24 AM
Still in awe here. I hope you'll keep it up! I'd love to see whole fleets of these gorgeous ship images.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.2 - Vaygr Destroyer
Post by: Armithaig on November 06, 2019, 08:05:05 PM
Real grateful for the morale boost Gotcha! Need one of those when'm starting a new ship, s'like passing a kidney stone for the first half.
Keep learning new tricks with each ship've made so far, hopefully look even better by the end.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.2 - Vaygr Destroyer
Post by: Dwarden on November 08, 2019, 06:36:40 PM
got all of sudden crash on Starsector startup load

Code
236946 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: kotlin.text.StringsKt.trim(Ljava/lang/CharSequence;)Ljava/lang/CharSequence;
java.lang.NoSuchMethodError: kotlin.text.StringsKt.trim(Ljava/lang/CharSequence;)Ljava/lang/CharSequence;
at org.lazywizard.console.ConsoleModPlugin.migrateSettings(ConsolePlugins.kt:22)
at org.lazywizard.console.ConsoleModPlugin.onApplicationLoad(ConsolePlugins.kt:37)
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)

the only `kotlin.text` reference i found is in LazyLib
the only `StringsKt.trim` reference i found are in LazyLib and [0.9.1a] Kiith Nabaal Shipyard 1.2 - Vaygr Destroyer )

thanks for any tips what could be the issue

crossposted into LazyLib too : https://fractalsoftworks.com/forum/index.php?topic=5444.msg271224#msg271224

1st note: the crash is triggered by KNS mod as disabling it allows StarSector to load w/o issue

2nd note: this version of KNS cause another crash error for mod [0.9.1a] AI Flag Tool 0.3.2
crossposted into AI Flag Tool too : https://fractalsoftworks.com/forum/index.php?topic=15122.msg271216#msg271216
yet again disabling KNS 1.2 allows the StarSector load fine with AI Flag Tool mod

Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.2 - Vaygr Destroyer
Post by: Armithaig on November 08, 2019, 08:10:57 PM
Thanks for the report! Ain't able to reproduce it on neither Linux/Windows but've got a strong suspicion ProGuard's been a mite enthusiastic in eliminating dead code, creating a race/class load order issue.
Try the jars from this archive (https://gitlab.com/Armithaig/kiith-nabaal-shipyard/uploads/6c2112b21592b4f8f2ec07b87fcc5886/nabaal-debug.zip) in order, replace the one in nabaal/bin. Lemme know which ones solve the crash issue, if any.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.2 - Vaygr Destroyer
Post by: Dwarden on November 08, 2019, 10:22:00 PM
well, both works w/o crash
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.2 - Vaygr Destroyer
Post by: Armithaig on November 08, 2019, 10:45:53 PM
Swell, plotting up a patch soon as'm able. Won't be any different from the second jar though, can safely ignore it.

Don't forget to remove/write's been fixed in the other threads so we don't cause 'em any undue panic on my account.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.2 - Vaygr Destroyer
Post by: Dwarden on November 08, 2019, 10:56:50 PM
done, glad to help, thanks for the fix
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3 - Hiigaran Marine & Assault Frigates
Post by: Armithaig on November 17, 2019, 08:23:54 AM
V1.3 - Hiigaran Marine & Assault Frigates
(https://i.imgur.com/LMwLomV.png)(https://i.imgur.com/ylDLxvY.png)
Managed to plop out 'ese two frigates during the weekend after greasing the pipeworks.
Both equipped with a ramming system (https://streamable.com/abv7l) which's a little too fun to use, gonna have to bash it down a few notches eventually'd imagine.
The Banika'll change sprite & stats with the appropriate logistics mods (https://i.imgur.com/x1LHcrJ.png), whichever's installed first takes priority.
(https://i.imgur.com/J66KYUW.png)
Their signature weapon's implemented as a miniature high-delay flak cannon. Not gonna wow a lot of fellers but's looking pretty cute from here.

(https://i.imgur.com/qqXw1vq.png) (https://streamable.com/abv7l)
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3 - Hiigaran Marine & Assault Frigates
Post by: Gotcha! on November 18, 2019, 04:06:46 AM
In the past I've wondered if it would be worth it to create a ship like the Ramming Frigate from Homeworld: Cataclysm.
I guess you did just that. :)

It's mainly why I like the Odyssey so much: Hitting the speed button and either push little fellows out of the way or outright destroy them.

Anyway, lovely art work, as usual.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3 - Hiigaran Marine & Assault Frigates
Post by: Armithaig on November 18, 2019, 06:56:08 AM
Cataclysm's one of those great gaming shames since've only ever looked at it longingly. Hope a remaster pulls through eventually, though they'd bonked up HW1 in a few rough ways mechanically.

And thank you for the pep, ain't about to misattribute to nationality what's really just nice individuals, but nederlanders've always been some of the first and most encouraging folks in every modding community've been a part of without fail. First donation was from there n' the two, three times've visited were golden.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3 - Hiigaran Marine & Assault Frigates
Post by: Gotcha! on November 18, 2019, 08:13:50 AM
I know for a fact that there are a lot of lousy attitude Dutch people out there, but it's good to know they haven't found you yet. :P
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3 - Hiigaran Marine & Assault Frigates
Post by: A Random Jolteon on November 26, 2019, 04:37:24 AM
Tira:
Spoiler
Really fun ship. First complaint is that it doesn't use the fact that it can fly over stuff and shoot over allies like a fighter can all that often.
Second complaint is that when the ship is brought into battle, the other 3 that spawn with it don't get into formation with it until the original is already engaged because of how fast the original moves.
Everything else seems perfectly fine for it. Definitely don't regret buying it.
[close]

Hinsra:
Spoiler
Good frigate that has definitely pulled its weight for me. But weird to outfit imo, though eventually found one that works.
My only complaint is that the AI seems to charge way too often, often smashing into allies. First time this happened, it smashed right into the engines of the Tumbleweed that I was flying and sent me flying. Fortunately I didn't flame out. Other times it would only just barely miss hitting other allied ships.
However, it charging so often also leads to extremely satisfying rams. Found more success with them against Derelict frigates and destroyers, but seeing them ram a frigate and seeing that frigate explode instantly pays for any allied ramming these things cause.
[close]

Haven't found any other ships other than the Banaki (It's a frigate transport, and I'm currently needing destroyers), but not finding Vidhvansak and Tajmahir (How the fudge do you pronounce those?!) is probably down to not having a commission with anyone.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3 - Hiigaran Marine & Assault Frigates
Post by: Armithaig on December 01, 2019, 06:17:59 AM
Great insights from my favourite electrical quadruped, thanks!

First complaint is that it doesn't use the fact that it can fly over stuff and shoot over allies like a fighter can all that often.
Hrm yeah's a Frigate in terms of AI still, lot of collision detection hinges on the ship's hull size rather than collision class've discovered (http://fractalsoftworks.com/forum/index.php?topic=17134.0).
Needs to stay a "frigate" hull so's pilotable/commandable in combat and the Fighter AI requires a "wing" which's not an instantiable object for modders.

Not much'll be able to combat this with at the moment save for rewriting the ship AI, which's a package deal: either ya rewrite most of the entire obfuscated AI stack or leave well enough alone.

Second complaint is that when the ship is brought into battle, the other 3 that spawn with it don't get into formation with it until the original is already engaged because of how fast the original moves.
Hear ya, it'll get hammered with this (http://fractalsoftworks.com/forum/index.php?topic=16360.msg270796#msg270796), spawn with/next to the leader.

My only complaint is that the AI seems to charge way too often, often smashing into allies.
Ah yah, the current FF check is pretty cheap/narrow, falls out of the arc target finding for free. Will slap on a proper collision check next time 'round.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3 - Hiigaran Marine & Assault Frigates
Post by: shpooky on January 08, 2020, 09:22:58 PM
hi i would like to bring to your attention that when Tajmahir carrier (the one with the modules) shows up in the heavy patrol preview it kills the game

(here is the error that it shows)

350629 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 2
java.lang.ArrayIndexOutOfBoundsException: 2
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
   at com.fs.starfarer.ui.A.new.super(Unknown Source)
   at com.fs.starfarer.ui.A.new.super(Unknown Source)
   at com.fs.starfarer.ui.A.new.Ò00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.String.o00000(Unknown Source)
   at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o0Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.J.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.F.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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: [0.9.1a] Kiith Nabaal Shipyard 1.3 - Hiigaran Marine & Assault Frigates
Post by: kemptastic on January 26, 2020, 11:25:50 PM
Yes, please, I am getting the same problem and it has broken my save. How can this be fixed or disabled?

Definitely confirmed to be the Tajmahir. The moment I saw shpooky's post, I focused on regenerating my fleet doctrines as I lined out here: http://fractalsoftworks.com/forum/index.php?topic=17591.msg279504#msg279504

Crashes the game immediately 100%
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Armithaig on January 27, 2020, 11:03:48 PM
Pardon the delay!

Was caused by a base game bug/quirk where all variants're expected to have the same amount of modules. Having one variant with modules and one without caused a crash as it'd go looking for nonexistent modules on the bare variant.
1.3.1 adds modules to the bare variant as a workaround, will convert 'em to decoratives or bake into multiple sprites like Banika when 0.9.5 does a save sweep.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Jonlissla on March 27, 2020, 10:14:47 AM
I decided to play Starsector again after a long hiatus and came across your mod. Looks fun, can't have enough Homeworld content if you ask me.

Also, I have to give a huge shout out to the way you structured your opening post. You posted links to gifs of the weapon systems and screenshots of the stats, and even made the ship gifs rotate with the different variants. That ***'s sexy.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Armithaig on March 28, 2020, 04:21:20 AM
Damn right, were that'd have the time to make a HW total conversion. Been a bit distracted by my own game project n' mods for other games but'll hop back to Starsector eventually.
Big Vaygr focus for next update, wanted to differentiate 'em more from the Hiigarans and maybe not have all the void bins be midlines. Plus their black/white dazzle skins, not sure 'bout the elite black/red variants could try n' sell 'em as pirates if they got gunked up a bit.

And thank you, feel right sexy after ya buttered me up like that. Try to at least partially match the mod's efforts in presentation, glad's appreciated!
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: riskyfandango on April 28, 2020, 12:12:19 AM
 hi so ive only just worked out how to add mods etc to games without steam doing it for me and i added this mod (looks fabulous by the way  :) ) along with a few others, unfortunately this one is the only one not currently working. the reason stated is "failed to load version from master url" i imagine im late to the party on this but does anyone know how to fix it ? any help will be greatly appreciated
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Kwbr on April 28, 2020, 12:46:26 AM
that's an error from version checker, (http://fractalsoftworks.com/forum/index.php?topic=8181.0) and can safely be ignored. it pretty much just means this mods integration with version checker is broken somehow, but that won't affect gameplay in any way. the only 'problem' it'd cause is that you'd have to manually check this thread for updates to this mod
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: riskyfandango on April 28, 2020, 12:55:54 AM
awesome! thanks so much for the assist, i cant wait to get my hands on some of these ships  :D
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Armithaig on April 28, 2020, 12:35:15 PM
Hmm, version checker's receiving a 403 forbidden on accessing the gitlab url (https://gitlab.com/Armithaig/kiith-nabaal-shipyard/raw/master/mod/nabaal.version).
Might be gitlab decided to block the default java user agent, but'd have to do some testing to be sure.
Will host it elsewhere if's still an issue by next update. Thanks fandango, kiwibear!
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Deageon on April 29, 2020, 01:38:59 PM
the Tira has to be one of the most fun frigates/corvettes I've piloted myself, honestly. I was like "Okay, a medium mount corvette, cool I guess?" then I saw the three wingmen fly in and that *** was 100/100
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: BigBeans on April 29, 2020, 01:54:35 PM
This is a very well done mod and I love especially the Vaygr destroyer sprite. Can't wait too see what you cook up next update.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Armithaig on April 29, 2020, 05:26:01 PM
the Tira has to be one of the most fun frigates/corvettes I've piloted myself, honestly...
Ahah, yeah they might need knockin' down a peg actually. 4 medium mounts for 4 FP's a tad over the scale, 200 speed with full weapon range's also a mite whoa.
Likely a FP increase and range debuff in their future, wish'd gotten this (http://fractalsoftworks.com/forum/index.php?topic=16360.msg270796#msg270796) working properly since it'd naturally increase/decrease FP with the amount of wingmen alive, but hit a wall there'd need Alex to knock down.

This is a very well done mod and I love especially the Vaygr destroyer sprite. Can't wait too see what you cook up next update.
Thanks! Kinda started with all my favourites here but hell there ain't one bad ship design in HW2 so'm still burning for more.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Kwbr on May 01, 2020, 02:38:27 PM
The modules on the carrier don't do anything currently, right? Only asking cause there doesn't seem to be any way to interact with them.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Armithaig on May 01, 2020, 11:39:05 PM
Nah, gonna be baked down into sprite variations like the Banika.
Were some flighty dreams to bandy ship systems based on what modules're installed but's not a possibility through the API, nor much opportunity for it through the interface.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Deageon on May 04, 2020, 12:37:16 PM
so question, does the Tajmahir's modules actually do anything? Because they seem to be able to be changed through auto-fit (corvette fAcility, adv sensor array) but i can't seem to change them manually.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Deageon on May 04, 2020, 12:37:48 PM
Oh, I literally only just now noticed the post before mine LMAO sorry.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Lilly112 on July 08, 2020, 11:27:44 AM
I got a problem. It says "Failed to load master version from Gitlab.com"
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: PixelBandit on August 28, 2020, 10:45:08 AM
Having recently played Homeworld 2 again, i'm quite impressed at how well you captured the feel of the various ships. I also had my doubts about the Corvette when looking at the stats but suffice to say when the wingmen flew in that all changed, quite fun to fly around in.

Anyways, i wanted to make a balance suggestion. I've noticed that the Homeworld series seems to use Cold War/Modern classifications for the various ship types while Starsector uses WW2 era classifications.

Simply put, during the Cold war, Modern missile systems and Aircraft carriers made large ships like Battleships obsolete and they were replaced by Destroyers and Cruisers with Guided missiles. Destroyers and Cruisers became capital ships and their size and capability increased, some Destroyers being as big as some Heavy Cruisers.

As for why this matters, we'll look at the Vaygr Destroyer. In Homeworld, Destroyers are classified as Capital ships and they are the main stay of a fleet along with Frigates much like in modern navies. They are also some of the biggest ships you can build after the Carrier, Shipyard, and Battlecruiser. In your mod however, they are Destroyers like their name suggests and have been balanced as such. While HM's Destroyers can tank quite a lot of damage and take on multiple frigates, in SS due to their DD balancing they are outgunned due to it's shorter range, it's armor somewhat weak, and slow for a destroyer.

Thus, I would like to suggest you bump up the various Homeworld ships up a "Class" or two. Corvettes to Frigates, Frigates to Destroyers, Destroyers to Cruisers, etc. Although i think Carriers are fine as Cruisers.

Although doing this would be a lot of work no doubt, i think doing it early would make balancing them easier later down the line. Their performance could be much closer the balance of Vanilla ships and other mods. If not i assume some of the smaller ships would be too powerful while the larger ships too weak comparatively.

One last thing, you've noted that you wanted to nerf the Corvettes a little, maybe reducing the wing size to 3 and lowering the damage of the Pulsar cannon to make it weaker against armor?.

Apologies for the long post, especially if i unintentionally sounded condescending. I quite like your mod and would like to see it reach the point where i can fly the Hiigaran Battlecruiser.

Cheers mate.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: PixelBandit on August 28, 2020, 10:50:03 AM
"Failed to load master version from Gitlab.com"

A little late but from other posts in the thread it appears it's an error for a separate mod that checks if your mods are up to date or not. You can safely ignore them. Although someone else might need to confirm that as i'm not too sure.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Armithaig on September 02, 2020, 09:28:48 PM
S' good feedback bandit, enjoyed reading it! Especially the minor history snib I was ignorant of.

A minor flaw'm seeing in the logic here is that'd bump the destroyer to cruiser so it could flip the gunk to more frigates like it did in HW, but then'm also bumping the frigates to destroyers so we're back where we started if we ignore vanilla.

That aside your experience does largely mirror my own when making the destroyer so'll say you've shuffled up about as strong a case as possible reg. how that ship plays.
Gotta check my own bias here though, it is one of my favourites so of course'm inclined to agree with buffing it.
Largely thrown ship classifications to whatever animal preys on 'em already at least reg. HW's "super-capital" ships from the manual, which I suppose's an argument in your favour.

Will roll the idea around in my head but'll be straight and say's unlikely to happen, since's other things to consider like weapon mounts, maintaining relative ship sizes, weapon mounts, users confused by reclassification, save compatibility and weapon mounts.
Do work at a higher res than exported so the base sprites wouldn't take farming equipment to upsize, it's just the bloody mounts'd rather not have to redo/shove more of on these rail-thin sprites.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: PixelBandit on September 04, 2020, 08:11:49 AM
Yeah those are very fair counter arguments and i agree with them. With my lack of modding experience i can't offer any solutions or suggestions on the modding side and it's quite commendable that you're thinking about the end user. Even still i think it's worth talking about just in case something comes of it.

I've played around on my end and had a few ideas pop up. Quite a few of the ships in the HM games have weapons at the top and bottom of the ships such as the Flak and Assault Frigates, both Vaygr and Hiigaran destroyers, Hiigaran Battlecruiser, etc. What you could do is give them the weapons mounted on the bottom of the ships as invisible mounts, give them a few small mounts for PD that are similarly invisible as well. Or perhaps none at all.

These few extra mounts could make them good enough for their new class and create a new "Dynamic" for the mod. With weak/non-existent PD you could make it so the ships from your mod rely heavily on escorts. Although it might be very difficult to make the AI cooperate.

Let's use the Vaygr Destroyer as an example since we were talking about it. Giving it another large slot makes it similar to the Dominator in vanilla with 2 Large ballistics and 2 mediums plus it's integrated missile launcher. However, it's worse PD and weaker armor would make it vulnerable despite it's better speed and maneuverability, especially against carriers.

However, let's say our Flak Frigate or the Hinsra has another medium mount, invisible as it's beneath the ship Lore-wise. It could mount two Flak Cannons or Dual-Flak Cannons, or whatever else that fits and act as an escort.

On paper these two could work perfectly in conjunction but i doubt it would work perfectly due to the AI and it might lead to the ships being overly specialized. Plus fitting in extra invisible mounts might be an absolute pain.

Basically, adding a few extra "Invisible" mounts might make up-tiering them easier, the lack of PD slots might allow the smaller Frigate and Destroyer class ships to act as escorts. However, everything you said is still very valid and the whole up tiering idea might not be possible, just throwing ideas out there.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Deageon on September 13, 2020, 11:23:08 PM
God I love the Kitar flechette gun, just wish it wasn't so rare, I've only found like like...twice, maybe three times in the last few play throughs.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Draco on September 19, 2020, 04:51:56 AM
Class: Vidhvansak
Role: Heavy Destroyer not spawn in any shop
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Igncom1 on September 19, 2020, 05:00:40 AM
I found a blueprint randomly! I wonder if the independents or Persean League might have them too as I see those ships in their fleets.

I LOVE the Vidhvansak, it's such a deadly ship with it's built in missile array!
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Armithaig on March 27, 2021, 01:06:37 AM
(While this technically works with 0.95a, s' been a few changes that've been holding on to that'd otherwise be save breaking I want to push first)
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: RT_Neiron on May 18, 2021, 05:50:11 AM
This is not Kiith- Naabal fleet/ Author not play HW:Cataclysm
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Gabloc on May 24, 2022, 08:46:26 PM
The coding of the mod is quite impressive. Good learning place to start a small mod or to mess around.
Btw, the mod seems fine under 0.95.1a, other than the carrier's non-functional modules that I don't what they suppose to do.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: ItsErisGaming on July 31, 2022, 05:35:23 PM
Tested through my playthroughs, I can safely say this mod is still work on 0.95.1a

A fine addition to my collection I would say
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: Cheru on August 15, 2022, 08:21:27 AM
Tested through my playthroughs, I can safely say this mod is still work on 0.95.1a

A fine addition to my collection I would say
Hi there! How did you manage that? I can't activate the mode, the launcher refuses to do it.

Thanks in advance.
Title: Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
Post by: ABCZYZ on November 21, 2022, 07:44:53 PM
Tested through my playthroughs, I can safely say this mod is still work on 0.95.1a

A fine addition to my collection I would say
Hi there! How did you manage that? I can't activate the mode, the launcher refuses to do it.

Thanks in advance.
open mod_info file and edit gameVersion to 0.95.1a-RC6