Fractal Softworks Forum

Starsector => Mods => Topic started by: WarStalkeR on April 08, 2012, 06:52:50 AM

Title: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: WarStalkeR on April 08, 2012, 06:52:50 AM
Sector Xplo, one of the border systems. With rare binary star and planets abundant with all kinds of
resources including very rare ones, this system is strategic interest of many powerful civilizations...
So, does your civilization posses enough power to join the direct fight? Or maybe you prefer to strike
from shadows? Or maybe you willing not to get in the way of stronger ones, but make them your allies?
Anybody can join the fight... And it's up to you to decide whom it will be...


Download Fight For Universe: Sector Xplo v1.0.1.7 from MediaFire. (http://www.mediafire.com/?h026jog2go66ojb)
Download v1.0.1.7 Compatibility Patch for 0.53.1a from MediaFire. (http://www.mediafire.com/?9de2zpmz5fx4ugt)

Important Information:
* When you start new campaign, you have choice to decide what race to play. Just go to the station
"Hall of Meetings" near planet Tyrian and buy/take from there sign of race you want to fight for.
* Take one mission at a time! Otherwise there is a chance you will ruin the game. All mission are
relationship based. You can't escort convoy of enemy side and you can't attack friendly convoys, but
if side is neutral both missions is available. All missions and scripts updated with delay in 1~3 game days,
so if you see for some reason Escort mission on enemy convoy wait 1~3 game days for it to refresh.
* I tried to make this mod as much as possible without bugs, but if you encounter one, post it here with complete log.
* Reverse Engineer scripts at your own responsibility and nerves, it will take a lot of last one =)
* If you really want to feel the role-playing part of this mod, then don't install additional hullmods on IDF and Hierarchy
ships, don't use Hierarchy ships while playing as IDF and vice-versa, don't use Hierarchy weapons on IDF ships and
vice-versa. Try to play game as it should be. When Alex will add more modding options like adding custom engine
exhaust flames, custom shield texture and custom weapon groups/types, you will able to feel role-play fully.


Chart of Sector Xplo:
Spoiler
(http://i1223.photobucket.com/albums/dd518/WarStalkeR/IDF/ffusx/ffusx.png)
[close]

Race, which activity were detected in Sector Xplo:
(http://i1223.photobucket.com/albums/dd518/WarStalkeR/IDF/ffusx/sign_hir_small.png)
Race:
Behavior:
Motto:
Traits:
Goals:
Author:
Hierarchy (Introduction Video) (http://youtu.be/hqAmILwBXc8)
Aggressive. Attack Everybody on Sight. Suicidal.
There is nothing you possess that we cannot take away...
Cheap and Low Technology. Tons of Armor. Use of Nuclear Waste.
Complete domination of everything.
WarStalkeR (Built In)
(http://img521.imageshack.us/img521/6336/idfsignmain101px.png)
Race:
Behavior:
Motto:
Traits:
Goals:
Author:
Independent Defense Force
Peaceful. Strong and Wise Sense of Justice. Vengeful.
Per Aspera Ad Astra!
Extreme Technology. Forbidden Weapons use only in serious circumstances.
Exploration, utter obliteration of everything that abuses power.
WarStalkeR (Built In)
(http://i1223.photobucket.com/albums/dd518/WarStalkeR/IDF/ffusx/sign_tim_small.png)
Race:
Behavior:
Motto:
Traits:
Goals:
Author:
TimCORP
Peaceful. Aggresive occasionally. Use brutal force in wars. Respect strength.
Omnes Inimici Peribit Sub Ignis!
Very Advanced Technology. Claim sovereignty over beneficial locations.
Galaxy Conquest, through alliances or brutal force.
Upgradecap (Link (http://fractalsoftworks.com/forum/index.php?topic=852.0))
(http://i1223.photobucket.com/albums/dd518/WarStalkeR/IDF/ffusx/sign_scr_small.png)
Race:
Behavior:
Motto:
Traits:
Goals:
Author:
The Scourge
Random. Amassing near larger Scourge entities, then swarming the system.
You are everything that any life to us - food...
Biological/Mechanical Hybrid. Growth of tissues over assimilated ships.
Unintelligible by common sense.
Uomoz (Link (http://fractalsoftworks.com/forum/index.php?topic=1940.0))
(http://i1223.photobucket.com/albums/dd518/WarStalkeR/IDF/ffusx/sign_isa_small2.png)
Race:
Behavior:
Motto:
Traits:
Goals:
Author:
Interstellar States of America
Employing large carrier fleets. Loving reconnaissance a lot.
Freedom! To everybody! Liberum Arbitrium!
Cautious. Regroup in dare situations. Prefer to fight from long range.
Spreading the Galactic Democracy.
Okim (Link (http://fractalsoftworks.com/forum/index.php?topic=431.0))
(http://i1223.photobucket.com/albums/dd518/WarStalkeR/IDF/ffusx/sign_avd_small2.png)
Race:
Behavior:
Motto:
Traits:
Goals:
Author:
Antediluvians of Atlantis
Calculative. Plotting. Insidious.
Memento Ostium Athena!
Innovative, Resourceful, Swift and Practical.
Defense of Atlantis. Acquisition of knowledge.
Erick Doe (Link (http://fractalsoftworks.com/forum/index.php?topic=2381.0))

Participation Requirements:
* Race Badge/Sign, 150x150 pixels (I can help with that).
* At least one Battleship-size Vessel, 550~800 pixels.
* At least one Battlecruiser-size Vessel, 350~550 pixels.
* At least one Cruiser-size Vessel, 250~350 pixels.
* At least one Destroyer-size Vessel, 100~250 pixels.
* At least one Frigate-size Vessel, 50~100 pixels.
* At least one Fighter or Bomber Wing (can be combined).
* At least 3 weapons, one for each size.
* Additional Ships/Weapons/Portraits are optional.
* Freighters needed only if you want to launch convoys.


Additional Notes:
Spoiler
* In order to keep some kind of balance, I've put in to requirement all these ship classes.
* Mod will go as standalone, without other mod requirements, this is only way to keep scripts working.
* I will try to implement my ideas of convoy assault and trading systems, but it will take time.
* Player will be able to join side of choice, but it will come with... consequences... so be careful...
* If somebody wants to implement their own scripts of their race, I don't have problems with that.
* If you want some special scripts to persist in this mod for you race, but you can't do or have hard time doing them, tell me, I will try to help.
* Creators are welcome to design their own fleet, they know better which ships better work in groups. Don't forget about epic scales though.
* Some description of some items/ships still not full, but will be completed later on. Laziness detected.
* Other sides will be implemented later on. It takes time and a lot of it.
* Warning! Spikes still ahead and Large Enemy still approaching! ;D
[close]

Installation:
1) Unpack and copy "Fight_For_Universe_Sector_Xplo" to the .\Starfarer\mods\ directory
2) Activate "Fight For Universe: Sector Xplo" (it's total conversion and you can activate only it)
3) In Main Menu, go to Settings, Gameplay tab and set Damage Taken by Your Ship to "Full"
4) Enjoy!


Version 1.0.0.0:
Spoiler
* Completely new map with dual star.
* Implemented Side Choice System.
* Implemented Reward System.
* Implemented Convoy Escort System.
* Implemented Convoy Hunt System.
* Implemented Station Raid System.
* Implemented Bounty Hunt System.
* Implemented and Improved Paul's Pardon System.
* Implemented Enlistment System.
* Completely implemented Independent Defense Force in to campaign.
* Completely implemented Hierarchy in to campaign.
[close]

Version 1.0.0.7:
Spoiler
* IDF Convoy spawns now every 5 game days.
* Hierarchy Convoy spawns now every 6 game days.
* Increased shipment amount of ships in both convoys.
* IDF Convoy brings lesser amount of ships, but flies faster.
* Hierarchy Convoy brings bigger amount of ships, but flies slower.
[close]

Version 1.0.1.3:
Spoiler
* Tried to fix bugs, tell me later if it worked, some bugs weren't even related to mod ;)
* Hierarchy got new weapon, that allows to deal with those little pesky IDF frigates ;D
* Hierarchy's Fleets reworked in order to give them same chance of victory against IDF fleet of same size.
[close]

Version 1.0.1.7:
Spoiler
* Hierarchy's weapon got rebalanced (don't get too close to them).
* Added awesome music for Main Menu, Campaign and Battles.
* IDF and Hierarchy got right prefixes, ship names and commander names.
* All hull modifications (for this mod) now have relevant picture.
* Fleet Points cost of all ships was decreased to 1/10 of original.
* For now FP hard-coded, but can cause accidents if going overboard.
* Now the mod acts as Total Conversion. Deal with it 8)
[close]

Ship Sizes and Classes:
Spoiler
In order to keep scaling and size balance in line, I will post table of sizes, which I assume more
legit then any other, because it used in EVE Online and have most realistic looks, then any other
relative sizes of space ships I've seen. 1 pixel = 1 meter, Starfarer uses this method perfectly.
* Fighter, approximate long axis is 10~15 meters.
* Bomber, approximate long axis is 20~30 meters.
* Gunship, approximate long axis is 35~50 meters.
* Corvette, approximate long axis is 55~90 meters.
* Frigate, approximate long axis is 100~160 meters.
* Destroyer, approximate long axis is 180~230 meters.
* Cruiser, approximate long axis is 240~340 meters.
* Battlecruiser, approximate long axis is 360~540 meters.
* Battleship, approximate long axis is 560~960 meters.
* Dreadnought, approximate long axis is 1,080~1,860 meters.
* Mothership, approximate long axis is 2,200~5,200 meters.
* Titan, approximate long axis is 8,000~16,000 meters.
* Flagship, approximate long axis is 86,000~126,000 meters.
* Arkship, approximate long axis is 2,240,000~8,860,000 meters.
For information, carrier is not a ship size, its modification of original class. Almost any ship class,
from Frigate and higher can be a carrier, or have carriers' capabilities. For somebody who doesn't
know, long axis doesn't mean ship must be long but tiny, it can be wide but short or even ships'
width and length can be equal, like of flying disc. Personally, I think Battleship size is more then
enough for epic battles in Strafarer, well the maximum might be Dreadnought (are we need this?).
But forget about adding such ship sizes as Mothership, Titan, Flagship or Arkship, because, either
Starfarer will crush or won't load... Or free space at your Hard Drive will be used up... Completely...
P.S. You don't have to go according this table, because in the end for each race size is relative.
[close]
Title: Re: Fight For Universe: Sector Xplo
Post by: Uomoz on April 08, 2012, 06:55:55 AM
The Scourge will join the fray.. in time... :)
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 08, 2012, 07:00:22 AM
The op looks so beautiful.........

Oh, and i think that the TimCORP fill all requirements needed to join 8)

Atleast my dev version does so.  Since we have all three weapons sizes :D
Title: Re: Fight For Universe: Sector Xplo
Post by: Haresus on April 08, 2012, 07:08:11 AM
Tip: Give the factions a "grey" approach. As in, do not simply have "Evil Faction" and "Good Faction", because that easily gets stuff boring and too... simple. For example, perhaps the IDF hates all other races and want to destroy them because they do not feel like they can provide the same justice to other races (Afraid that different cultures would destroy the balance they currently have or some blablabla), or because they have had bad experiences with them (Destroying their homeworld, attacking on sight, betraying them or something).

Other than that, looking good!
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 08, 2012, 07:25:47 AM
Tip: Give the factions a "grey" approach. As in, do not simply have "Evil Faction" and "Good Faction", because that easily gets stuff boring and too... simple. For example, perhaps the IDF hates all other races and want to destroy them because they do not feel like they can provide the same justice to other races (Afraid that different cultures would destroy the balance they currently have or some blablabla), or because they have had bad experiences with them (Destroying their homeworld, attacking on sight, betraying them or something).

Other than that, looking good!
There is no "evil" or "good" factions :)
Hierarchy simply wants to claim everything as their - it standard politics for any country.
IDF simply adventurers, but destroy everything that tries to destroy weaker counterparts without reason or attack them.
Later on I will write lore for IDF, where it started and why IDF are not only humans (yep, right, lots of races there) :)

Also, who understood the reference of "Warning! Spikes still ahead and Large Enemy still approaching!"? ;D
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 08, 2012, 07:41:09 AM
Tip: Give the factions a "grey" approach. As in, do not simply have "Evil Faction" and "Good Faction", because that easily gets stuff boring and too... simple. For example, perhaps the IDF hates all other races and want to destroy them because they do not feel like they can provide the same justice to other races (Afraid that different cultures would destroy the balance they currently have or some blablabla), or because they have had bad experiences with them (Destroying their homeworld, attacking on sight, betraying them or something).

Other than that, looking good!
There is no "evil" or "good" factions :)
Hierarchy simply wants to claim everything as their - it standard politics for any country.
IDF simply adventurers, but destroy everything that tries to destroy weaker counterparts without reason or attack them.
Later on I will write lore for IDF, where it started and why IDF are not only humans (yep, right, lots of races there) :)

Also, who understood the reference of "Warning! Spikes still ahead and Large Enemy still approaching!"? ;D

I didn't actully get that, but i assume it's from an game? Just an assumption.
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 08, 2012, 07:57:02 AM
I didn't actully get that, but i assume it's from an game? Just an assumption.
Shame on you! How come you don't know the classics of genre!? :P People like me, Alex, Okim & other were inspired by this game :)
Title: Re: Fight For Universe: Sector Xplo
Post by: Dante80 on April 08, 2012, 07:57:35 AM
Quote
Also, who understood the reference of "Warning! Spikes still ahead and Large Enemy still approaching!"? Grin

...and the planet names etc etc...Tyrian 2000 forevah!!!  ;D
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 08, 2012, 07:58:59 AM
Ehm. I think i'm a bit out on this subject here............
Someone mind informing me of what i actully is?
Title: Re: Fight For Universe: Sector Xplo
Post by: DarkStar076 on April 08, 2012, 08:07:30 AM
Here you go http://en.wikipedia.org/wiki/Tyrian_(video_game)
I played this on my trusty 486 :)
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 08, 2012, 08:16:04 AM
Here you go http://en.wikipedia.org/wiki/Tyrian_(video_game)
I played this on my trusty 486 :)
Waited for you to show up :D
When Uni-T will join the fray? :)
Title: Re: Fight For Universe: Sector Xplo
Post by: Durendal5150 on April 08, 2012, 05:42:01 PM
Working on a faction for this! ^_^ I got a few ships done...weapons are gonna be a pain though, I'm bad at 'em. <.<

(http://fc04.deviantart.net/fs71/f/2012/099/1/4/needle_carrier_by_durendal5150-d4vlvvi.png)<-Temple-Class Command Carrrier

(http://fc07.deviantart.net/fs71/f/2012/099/b/1/needlegcrusier_by_durendal5150-d4vlkjy.png)<-Deliverance-Class Missile Cruiser

(http://fc01.deviantart.net/fs70/f/2012/099/6/3/needlepod_by_durendal5150-d4vlvvo.png)<-Supplicant-Class rearming pod

(http://fc08.deviantart.net/fs71/f/2012/099/e/f/needlefighter_by_durendal5150-d4vlvvl.png)<-Zealot Swarmfighter
Title: Re: Fight For Universe: Sector Xplo
Post by: Catra on April 08, 2012, 09:35:59 PM
le carnage

instafave :D
Title: Re: Fight For Universe: Sector Xplo
Post by: Okim on April 08, 2012, 11:33:27 PM
Perhaps ISA and RSF might join this carnage :)

Or Aliens, but those will need extra work to fill into the requirements.
Title: Re: Fight For Universe: Sector Xplo
Post by: DarkStar076 on April 09, 2012, 12:31:49 AM
Waited for you to show up :D
Heheh, i have been around, been lurking for quite some time now - learning ;)

I saw that the Independent Defense Force has made the transfer.  Did it take much time ?  Currently I am trying to work out how/if i would alter the sprites when importing them across so they blend in - else they will look very alien indeed.

When Uni-T will join the fray? :)
Unable to comply - Time to destination is unknown . . .

For now i am going to sit on the sidelines and learn more about modding this game - Catchya around WarStalker :)
Title: Re: Fight For Universe: Sector Xplo
Post by: Zilerrezko on April 09, 2012, 12:36:57 AM
cool, sounds awesome, eager to play some!
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 09, 2012, 01:48:03 AM
Working on a faction for this! ^_^ I got a few ships done...weapons are gonna be a pain though, I'm bad at 'em. <.<
Ain't that bad, actually suits to epic warfare, just don't forget to add guns :P

Perhaps ISA and RSF might join this carnage :)

Or Aliens, but those will need extra work to fill into the requirements.
I'm glad to hear that Okim, the more the merrier, I also see RSF and ISA already have battlecruisers, now only battleships are left to go :)

Heheh, i have been around, been lurking for quite some time now - learning ;)
You can always PM me for help, also ship making now are much more easier thanks to Trylobot for Ship Editor (http://fractalsoftworks.com/forum/index.php?topic=633.0). I hope you won't try to add all weapons you had in Uni-T GSB mod, because its really a LOT ;D

I saw that the Independent Defense Force has made the transfer.  Did it take much time ?  Currently I am trying to work out how/if i would alter the sprites when importing them across so they blend in - else they will look very alien indeed.
They will look great, trust me, the more unique the look, the better gameplay. If you unsure abound blending them in, just add turret mount points like I did to IDF ships. Also Cliffski gave us permission to use recognisable content as long as we provide credits.

Unable to comply - Time to destination is unknown . . .
Never been problem for machine races :)

For now i am going to sit on the sidelines and learn more about modding this game - Catchya around WarStalker :)
It's quite easy to mod things here in Starfarer, before I started modding, I thought It will be hard, but when I started, I understood how it easy, easier then it looks :)

cool, sounds awesome, eager to play some!
Patience my friend, all comes with a time...

There are enough planets for everyone... If not... I will add more ;D
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 09, 2012, 02:34:23 AM
Are you going to use custom sprites for the planets?
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 09, 2012, 02:39:49 AM
Are you going to use custom sprites for the planets?
Already using ;D
Title: Re: Fight For Universe: Sector Xplo
Post by: Okim on April 09, 2012, 02:45:59 AM
Quote
I'm glad to hear that Okim, the more the merrier, I also see RSF and ISA already have battlecruisers, now only battleships are left to go

Actually battleships are already in :)

RSF and ISA are done. At least for now i have no other plans for new ships of these factions. Aliens are next on the list.
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 09, 2012, 02:47:37 AM
Are you going to use custom sprites for the planets?
Already using ;D

May i contribute with mine cityplanet sprite? ;D
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 09, 2012, 02:48:52 AM
Quote
I'm glad to hear that Okim, the more the merrier, I also see RSF and ISA already have battlecruisers, now only battleships are left to go

Actually battleship are already in :)

RSF and ISA are done. At least for now i have no other plans for new ships of these factions. Aliens are next on the list.

But will the ironclads mod be compatible for this collection?
I recall you saying that it would be a TC.
Title: Re: Fight For Universe: Sector Xplo
Post by: Okim on April 09, 2012, 03:07:23 AM
All that WarStalker needs is sprites and config files. He has his own sector which he can easily populate with everything we will provide him.
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 09, 2012, 03:50:27 AM
May i contribute with mine cityplanet sprite? ;D
Already using it as prison planet :D Ast City, moon of Ixmucane

All that WarStalker needs is sprites and config files. He has his own sector which he can easily populate with everything we will provide him.
Right, but if you want to add some special convoy/fleet scripts or design fleets by yourself (creator better knows what destroyer should support carriers), you're welcome too :)
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 09, 2012, 07:41:37 PM
And here comes the Hierarchy...

Very alpha of their battleship, still missing lots of details and signs!
(http://i1223.photobucket.com/albums/dd518/WarStalkeR/IDF/ffusx/hir_battleship_wip.png)

Some info about Hierarchy:
* They don't use flux, they don't use shields... They just don't need them.
* Their ships are slow and very extremely armored and they have lots of ammunition.
* They don't use lasers or missiles, they think they are useless... And hard to create.
* They have variety of Repeating Artillery, Rotary Autocannons, 6500mm Artillery.
* All their shells filled with Nuclear Waste, Enriched Plutonium and other unhealthy things.
* They don't takes prisoners or hostages... Only slaves.
Title: Re: Fight For Universe: Sector Xplo
Post by: The Soldier on April 09, 2012, 07:55:10 PM
Damn, this makes me wanna create my own new Hegemony-related faction for this.  It sounds epic as it is even now!
Anyone needs a small spriter, I'm here. ;)
Title: Re: Fight For Universe: Sector Xplo
Post by: Trylobot on April 09, 2012, 08:46:33 PM
LOL this is ridiculously huge & awesome
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 09, 2012, 09:50:10 PM
LOL this is ridiculously huge & awesome
Agreed, but this ridiculously huge thing can stuff any ship with atomic shells very fast.
That's the one of the reasons why I wrote "At least one Battleship-size Vessel", because your race will NEED them to fight of Hierarchy.
By the Lore, civilization of Hierarchy is more then 2 millions years old, and for these 2 million years they were ONLY conquering, capturing and dominating any other races and civilizations they ever met (right, they have a lots of ships and losing the fleet of couple millions ships aren't even something to worry about, they will just send bigger one). Until they met an IDF, more right one of the IDF's Sphereworlds (Yep, something like "The Great Earth" (http://fractalsoftworks.com/forum/index.php?topic=1922.msg22919#msg22919)) and well, due the nature and past total experience... everything, that IDF owns, even civilian cars and trains equipped with hidden weapons (everything only looks peaceful on outside), that is why IDF always ready for war. In the end this thing (IDF Sphereworld) just Activated Inhibitors and took down all Hierarchy fleet from range of 20 light years before they got even close to it...
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 09, 2012, 10:08:17 PM
LOL this is ridiculously huge & awesome
Agreed, but this ridiculously huge thing can stuff any ship with atomic shells very fast.
That's the one of the reasons why I wrote "At least one Battleship-size Vessel", because your race will NEED them to fight of Hierarchy.
By the Lore, civilization of Hierarchy is more then 2 millions years old, and for these 2 million years they were ONLY conquering, capturing and dominating any other races and civilizations they ever met (right, they have a lots of ships and losing the fleet of couple millions ships aren't even something to worry about, they will just send bigger one). Until they met an IDF, more right one of the IDF's Sphereworlds (Yep, something like "The Great Earth" (http://fractalsoftworks.com/forum/index.php?topic=1922.msg22919#msg22919)) and well, due the nature and past total experience... everything, that IDF owns, even civilian cars and trains equipped with hidden weapons (everything only looks peaceful on outside), that is why IDF always ready for war. In the end this thing (IDF Sphereworld) just Activated Inhibitors and took down all Hierarchy fleet from range of 20 light years before they got even close to it...

Ehm.... Does leviathan count as "battleship size" or do I need an dedicated battleship?
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 09, 2012, 11:05:34 PM
Ehm.... Does leviathan count as "battleship size" or do I need an dedicated battleship?
Yep, it does. Btw, why its purple-blue and not orange?
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 09, 2012, 11:07:36 PM
Ehm.... Does leviathan count as "battleship size" or do I need an dedicated battleship?
Yep, it does. Btw, why its purple-blue and not orange?
Because  It's unique :)
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 10, 2012, 12:31:35 AM
Because  It's unique :)
Unique units can be deployed only in quantity of one... And last battle I've seen, there were 4 of these deployed :)
Title: Re: Fight For Universe: Sector Xplo
Post by: Etfaks on April 10, 2012, 03:00:41 AM
This looks really fun and interesting. I was working on a mod a while back (The Hoplites of Corinth), but hit a wall when it came to the implementation & coding/scripting the campaign part. If you would be willing to do that part, I'll take up the ship & weapon work again and produce the remaining artpieces required.

http://fractalsoftworks.com/forum/index.php?topic=1219.0

My mod currently contains:

As of now the Hoplites are missing these elements:

Anyway did i miss anything or would that be sufficient?

Also... dibs for a light yellowish colour on the starmap with a planet called Corinth! :D

The Hoplites of Corinth is at your command.
Title: Re: Fight For Universe: Sector Xplo
Post by: Lulloser on April 10, 2012, 03:15:24 AM
Here you go http://en.wikipedia.org/wiki/Tyrian_(video_game)
I played this on my trusty 486 :)

You can get it on www.gog.com for free.^^
Just create an Account.
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 10, 2012, 03:44:40 AM
http://fractalsoftworks.com/forum/index.php?topic=1219.0
Looks awesome and unique :) I like it :)

My mod currently contains:

As of now the Hoplites are missing these elements:
  • badge/icon
  • portrait
  • 3 weapons
  • transporter ship

Anyway did i miss anything or would that be sufficient?
T3h Battleship... You've seen the big mean guy over there (on previous page), that belongs to Hierarchy, well you will have to fight him on some point...

Also... dibs for a light yellowish colour on the starmap with a planet called Corinth! :D
Sorry man, no planet with custom names, all sides here are guests in this sector, at least almost all... But... if your race powerful enough... to build one... It's whole another story :)
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 10, 2012, 05:20:03 AM
Just to explanain above posts, the TimCORP fleet admirals use a delta class as their flagship ;)

And also, how many races here have the ability to create a artificial planet?..........

Btw, the next TimCORP release will come today, and hopefully you'll be able to implement them here then, and they will have a dedicated battleship.........
Title: Re: Fight For Universe: Sector Xplo
Post by: arcibalde on April 10, 2012, 06:39:57 AM
@WarStalkeR I have question for you. I would like to participate but with only 1 ship. So is it possible?

We do weapons, hulls, variants you just implement them to your system right? So what about, dmg output of weapons, armor ratings, hp values, flux pool, flux regen and so on? There should be some criteria to that otherwise we would have ships with 0.0 shield dmg or hulls with 1.000.000 HP or weapons with insane amount of dmg per hit.
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 10, 2012, 06:44:21 AM
@WarStalkeR I have question for you. I would like to participate but with only 1 ship. So is it possible?

We do weapons, hulls, variants you just implement them to your system right? So what about, dmg output of weapons, armor ratings, hp values, flux pool, flux regen and so on? There should be some criteria to that otherwise we would have ships with 0.0 shield dmg or hulls with 1.000.000 HP or weapons with insane amount of dmg per hit.

Agree with arcibalde here, i don't want waaayyyy too op weapons, though i should probably not say anything, because of my missiles.............
Title: Re: Fight For Universe: Sector Xplo
Post by: arcibalde on April 10, 2012, 07:03:44 AM
When i do my ships, well, process of determining base value for HP, flux pool, flux dissipation, shield efficiency, max OP is next:

Ill take my FAITHOPER ship as example. He is made out of Conquest

1. HP =  First i compare new ship "hard" surface with vanilla ship (i compare Faithoper with Conquest). So he was roughly 4 time bigger then Conquest thus he must have 4x HP more then Conquest.

2.  Flux pool = Well for me this is also size matter. Sometimes something can influence flux pool size bu it's also 4x flux pool of Conquest.

3. Armor = Both ships are MIDDLELINE so their armor is almost same. Faithoper got more (but not much) of it because his bulkier appearance.

4. Flux dissipation = It's more then Conquest but not much more. This needs lots of fine tuning and testing. You don't wanna ship that can shoot indefinitely or just couple of shoots and then to overload.

5. OPs = Its same as HP. But, some things eat away OP. Like better shield efficacy then original ship and so on.

This is process that i use to balance my ships with vanilla...



Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 10, 2012, 07:33:21 AM
@WarStalkeR I have question for you. I would like to participate but with only 1 ship. So is it possible?
Do you want this ship to participate on players side, or as NPC? If it's on players side, you always can create your own minimod, that will just overwrite factions file player.faction and setup it as startup ship. It also possible to add random roaming battleship/dreadnought that don't afraid of anything, but due not finished AI and Auto-Resolve settings, even if your ship at NPC side and meeting bigger armada (your or NPCs doesn't matters) will almost always lose, even if under manual control of player can win any battle.

We do weapons, hulls, variants you just implement them to your system right? So what about, dmg output of weapons, armor ratings, hp values, flux pool, flux regen and so on? There should be some criteria to that otherwise we would have ships with 0.0 shield dmg or hulls with 1.000.000 HP or weapons with insane amount of dmg per hit.
Eventually every creator of race decides for himself, what weapon will be added to race, well but if weapon will be too overpowered, I will just correct it to keep balance. Good examples are my Siege Railgun vs Upgradecap' Echo Pulse :)
Quote from: Example
But never underestimate the Echo Pulse Cannon.
Twice powerful then Siege Railgun, but only half range of Siege Railgun. Siege Railgun requires even more energy then Echo Pulse Cannon to shoot, 3 times slower rotation then "Echo Pulse Cannon", who said it unbalanced?
Arcibalde, also add don't forget to add elements of roleplay/lore and support it with small theory :)

Agree with arcibalde here, i don't want waaayyyy too op weapons, though i should probably not say anything, because of my missiles.............
Well 1500000000 emp missile don't destroys/damages ship right? It only disables it, so called blackout missile, and it also can be shot down while flying? And afraid not, In the end very OP weapons ships will be balanced to keep everything in line :)

P.S. Already finished Hierarchy Battleship, Battlecruiser and Cruiser :)
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 10, 2012, 07:37:18 AM


Quote
Well 1500000000 emp missile don't destroys/damages ship right? It only disables it, so called blackout missile, and it also can be shot down while flying? And afraid not, In the end very OP weapons ships will be balanced to keep everything in line

Well, yeah that's true. A blackout missile, though it dosen't work as intended. It dosen't cause a black-out on the whole ship, only half the ship, but that's enough to keep it in a state of non-fighting for a minute, prehaps :)
Title: Re: Fight For Universe: Sector Xplo
Post by: arcibalde on April 10, 2012, 08:01:58 AM
It also possible to add random roaming battleship/dreadnought that don't afraid of anything, but due not finished AI and Auto-Resolve settings, even if your ship at NPC side and meeting bigger armada (your or NPCs doesn't matters) will almost always lose, even if under manual control of player can win any battle.

Ahhh dang it. I didn't think of that... Downer... Nwm then, can't work with current auto resolve...
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 10, 2012, 08:14:46 AM
Well, yeah that's true. A blackout missile, though it dosen't work as intended. It dosen't cause a black-out on the whole ship, only half the ship, but that's enough to keep it in a state of non-fighting for a minute, prehaps :)
Think that all modern space ships have triple+ backup system, so it will be problematic to disable ship completely with one missile :)
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 10, 2012, 10:01:39 AM
Meet the Hierarchy:
(http://i1223.photobucket.com/albums/dd518/WarStalkeR/IDF/ffusx/hierarchy.png)
From biggest to smallest: Battleship, Battlecruiser, Cruiser, Destroyer, Frigate, Fighter-Bomber.
They use only two weapon types: High Caliber Artillery with Nuclear Shells or Rotary Autocannons with Nuclear Shells.

Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 10, 2012, 10:03:22 AM
Think TimCORP is all set to join the fray with the latest update ;)
Title: Re: Fight For Universe: Sector Xplo
Post by: arcibalde on April 10, 2012, 10:08:56 AM
Nice ships but those  markings... I don't know... It's just stand up and they should blend in with ships... I don't know they don't look me natural on ships... But, it's just me :)
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 10, 2012, 11:21:26 AM
Upgradecap, Uomoz, Okim and Etfaks, remember to fill the information about your races including icons. As example use Hierarchy or IDF, make them short and understandable.

P.S. Uomoz, sorry couldn't hold myself, had to put this motto on to The Scourge :)
Title: Re: Fight For Universe: Sector Xplo
Post by: The Soldier on April 10, 2012, 01:21:27 PM
Is it possible to have a Fighter-based faction, with a few carriers (but no capital ships), but with a whole lot of fighters and a lot of heavy anti-capital bombers?
Title: Re: Fight For Universe: Sector Xplo
Post by: Shoat on April 10, 2012, 01:40:33 PM
Is it possible to have a Fighter-based faction, with a few carriers (but no capital ships), but with a whole lot of fighters and a lot of heavy anti-capital bombers?

It would be possible.
I have seen carrier+fighter fleets stand their ground against fleets with more "standard" setups.


It's just up to someone to make such a "beehive" faction.
Title: Re: Fight For Universe: Sector Xplo
Post by: The Soldier on April 10, 2012, 02:12:16 PM
Is it possible to have a Fighter-based faction, with a few carriers (but no capital ships), but with a whole lot of fighters and a lot of heavy anti-capital bombers?

It would be possible.
I have seen carrier+fighter fleets stand their ground against fleets with more "standard" setups.


It's just up to someone to make such a "beehive" faction.
Well, I've got a lot of fighter sprites, but they're mostly Independent-Related ones, and the current Independent ships are no match for the ones now. : :-\
Title: Re: Fight For Universe: Sector Xplo
Post by: Shoat on April 10, 2012, 02:54:25 PM
Hey WarStalkeR, can you give an estimate of how long it'll be until the first version is available?

Or is there already one and I just didn't find the download button?
Title: Re: Fight For Universe: Sector Xplo
Post by: CaptanSpudsy on April 10, 2012, 04:17:36 PM
Am I the only one who read Gyges as giggles?

Anyway, this looks awesomes.
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 10, 2012, 09:01:39 PM
Hey WarStalkeR, can you give an estimate of how long it'll be until the first version is available?
I'm bad at giving right timing but a list of ToDos:
1) Create Hierarchy .ship and .variant files.
2) Add weapon for Hierarchy.
3) Create Scripts for Hierarchy.
4) Rewrite partially scripts of IDF.
5) Add special race related scripts.
6) Try to create trade/convoy raid/base raid system.
7) Try to create quest based system.
8) Implement TimCORP ships and weapons.
9) Balance TimCORP's Fleet Compositions to keep them in the same line as other races.
10) Find/create normal portraits for TimCORP.
11) Add TimCORP related scripts.

For now, only 3 races are ready to participate, other ones are still unfinished, or work in progress, at lest what I know:
Scourge is still work in progress and at early stage.
Okim's RSA and ISA are on polishing stage of adding new weapons/ships.
The Hoplites of Corinth also on finishing stage, but missing a battleship.
Title: Re: Fight For Universe: Sector Xplo
Post by: Uomoz on April 10, 2012, 09:11:39 PM
P.S. Uomoz, sorry couldn't hold myself, had to put this motto on to The Scourge :)
Ahahaha! It's fine ( even if they don't actually "speak" any common format of language).

Basic Infos:

Behavior: Random. Usually amassing near some larger Scourge entity, then swarming the system.
Traits: Biological-Mechanical hybrid. Uncontrollable growth of tissues over assimilated ships.
Goals: Unintelligible by common sense.
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 10, 2012, 10:51:56 PM
Ahahaha! It's fine ( even if they don't actually "speak" any common format of language).
Lets assume, that Scourge assimilated enough technology to "understand" and to "speak", when there is need :)
Title: Re: Fight For Universe: Sector Xplo
Post by: Okim on April 11, 2012, 12:04:24 AM
Quote
Okim's RSA and ISA are on polishing stage of adding new weapons/ships.

Actually mine are ready. Not all the ships/weapons i`m going to give to you. Something will be left for Ironclads exclusively ;)

Currently i`m going to share these ISA ships:

1. F-61 interceptor and B-202 bomber
2. Arkansas gunship and California Frigate
3. Idaho support destroyer and Fatboy freighter
4. Kentucky cruiser
5. Michigan Battleship

And these ISA weapons:

1. Dual blaster, Auto-blaster, Light Rotary Gun
2. 2-inch Tripple gun, 30mm Flak, Rotary assault gun, 6-inch assault gun, Light plasma cannon
3. 6-inch Tripple assault gun, plasma cannon
4. medium missile launchers: Eel, Piranha, Barracuda, Stinger, UGR rockets, Hellfire torp
5. large missile launchers: Piranha, Barracuda, Stinger, Hellfire

RSF will be left for Ironclads for now.
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 11, 2012, 12:56:56 AM
Not all the ships/weapons i`m going to give to you. Something will be left for Ironclads exclusively ;)
I have no problems with that. You're creator and it's up to you to decide, what race joins the fray and what ships/weapons they will use, which ship variants and what ship formations. :)

Just don't forget about sign, description, portraits and other small stuff :)

I even interested of how each race will react on meeting the Hierarchy - and its something up to creators of races to decide :)
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 11, 2012, 06:45:48 AM
Well, I was thinking of having my race hostile vs the hierarchy,and join forces with the IDF.
Title: Re: Fight For Universe: Sector Xplo
Post by: The Soldier on April 11, 2012, 06:59:05 AM
Well, I was thinking of having my race hostile vs the hierarchy,and join forces with the IDF.
Now that'd be unstoppable.  Happy camping, Hierarchy. ;D
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 11, 2012, 07:06:01 AM
Well, I was thinking of having my race hostile vs the hierarchy,and join forces with the IDF.
Now that'd be unstoppable.  Happy camping, Hierarchy. ;D

They did say do when the death star was built.

Look where it took them..................
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 11, 2012, 07:15:36 AM
Well, I was thinking of having my race hostile vs the hierarchy,and join forces with the IDF.
Hierarchy hostile to everybody, until they join Hierarchy :) IDF neutral towards everybody by default, for IDF to join forces with somebody, there must be a really good reason for it, and Hierarchy is not that case :)
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 11, 2012, 07:26:08 AM
Yeah, well is there a more good reason to join forces with TimCORP than the promised of peace?

Ofcourse, the peace must be profitable for for TimCORP, which it will :)................
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 11, 2012, 07:49:07 AM
Yeah, well is there a more good reason to join forces with TimCORP than the promised of peace?
Nope its not a reason too. IDF main politics - you don't mind us, we don't mind you. So as long as powerful civilizations like TimCORP keep their distance from IDF, there is no problem.
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 11, 2012, 08:00:11 AM
Just let me set you a scenario here.

Player---->Blocks IDF fleet route----->IDF asks player to move--->Player refuses--->IDF goes around player. (I'm just assuming this here ;))
Player--->Blocks  TimCORP fleet route--->TimCORP asks player to move--->Player refuses--->TimCORP decimates Player fleet and asks kindly again. :D
Player--->Blocks Hierarchy fleet route--->Hierarchy eats player.
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 11, 2012, 10:00:49 AM
Player---->Blocks IDF fleet route----->IDF asks player to move--->Player refuses--->IDF goes around player. (I'm just assuming this here ;))
Right scenario, even more, IDF won't even ask player to move, IDF will just fly around from start. It's very right assumption you got, that's the real politics of IDF.

Player--->Blocks Hierarchy fleet route--->Hierarchy eats player.
More right: Player--->Hierarchy blocks Player's fleet route--->Hierarchy eats player. ;D

Hierarchy's 1600mm Quad Artillery with Nuclear Shells:

(http://i1223.photobucket.com/albums/dd518/WarStalkeR/IDF/ffusx/4x1600mm_wip.png)

(http://i1223.photobucket.com/albums/dd518/WarStalkeR/IDF/screwed_up.jpg)
Title: Re: Fight For Universe: Sector Xplo
Post by: medikohl on April 11, 2012, 03:30:22 PM
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/macawgroup.png)
Title: Re: Fight For Universe: Sector Xplo
Post by: arcibalde on April 11, 2012, 03:31:52 PM
JESUS!



........hmmmmm.... MAKE IT BALANCED!  8)  :P
Title: Re: Fight For Universe: Sector Xplo
Post by: The Soldier on April 11, 2012, 03:34:06 PM
There is no balance in this mod...You have two paths, and no matter which one you take, you're gonna be screwed. ;)

Don't mess with the Hierarchy, folks.  They eat you for lunch any day.
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 11, 2012, 03:37:19 PM
medikohl, these ships are... just big ;D
Title: Re: Fight For Universe: Sector Xplo
Post by: medikohl on April 11, 2012, 03:44:40 PM
medikohl, these ships are... just big ;D
still working on the ark ship........
Title: Re: Fight For Universe: Sector Xplo
Post by: medikohl on April 11, 2012, 03:46:59 PM
There is no balance in this mod...You have two paths, and no matter which one you take, you're gonna be screwed. ;)

Don't mess with the Hierarchy, folks.  They eat you for lunch any day.
oh I doubt that. I'm only half done
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 11, 2012, 10:39:37 PM
still working on the ark ship........
Hey, there is a ship limit out here, and its Battleship size (560~960 pixels long axis)... If yo're going to bring dreadnoughts, everybody going to bring dreadnoughts... Hierarchy and IDF too... So, lets stop on battleships... they hardly fit the screen already :)
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 11, 2012, 11:07:02 PM
Yeah, let's stop this madness!!

(Though we can keep building ships ;D)
Title: Re: Fight For Universe: Sector Xplo
Post by: DarkStar076 on April 12, 2012, 12:31:24 AM
At last, DarkStar in action, now we're waiting for Uni-T to join the fray :D
Not quite. . .

Apart from all the graphical ramifications - I also have to split the fleet up from the original 3 classes into the new 5 classes.  Weapons will be interesting since in starfarer there is a single weapon group avaliable for all ships (rather than seperate weapons for seperate classes)  In other words: if i am not careful, the Uni-T mod will be just another OP trainwreck. (Just like the first time :P)

Besides, there are already a ton of talented modders already here - so i can take my time  ;D
Perfect example - just look at the next post (I love the ISA ships)
Title: Re: Fight For Universe: Sector Xplo
Post by: Okim on April 12, 2012, 01:12:26 AM
Judging on the size of both Hierarchy battleship and this... huge madness... my ISA battleship is a mere cruiser (202x458) :)

Ship size chart of ISA Long Range Exploration Fleet that got itself in a wrong place in the wrong time.

(http://www.okim.nickersonm.com/SF/warstalker.jpg)

(http://www.okim.nickersonm.com/SF/ISA.png)

Behaviour: employing large carrier fleets. Loving reconnaissance a lot.
Traits: cautious, preferring to regroup if situation becomes dare. Trying to stay off in combat by using long range weapons.
Goals: Spreading the Galactic Democracy (sure you can create a nice motto of this)
Portrait: original Hegemony portraits suit ISA quite well

Each star on the flag represents a single colony state ISA have. Each colony state has its own government which controls all affairs in that particular system. Systems can have minor colonies, but those come under direct rule of the prime colony and aren`t considered to be colony states. A single stellar president rules the ISA, but his role is somewhat redundant and mainly cover external politics and other non-internal affairs. ISA have some troubles recently with RSF as the last launched aggressive expansion near the ISA borders colonising several planets that ISA had plans for (including a garden colony of Barnard`s Star).
Title: Re: Fight For Universe: Sector Xplo
Post by: medikohl on April 12, 2012, 01:29:33 AM
still working on the ark ship........
Hey, there is a ship limit out here, and its Battleship size (560~960 pixels long axis)... If yo're going to bring dreadnoughts, everybody going to bring dreadnoughts... Hierarchy and IDF too... So, lets stop on battleships... they hardly fit the screen already :)
yes, but I can make more dreadnoughts..... I made 90 unique sprites in 2 weeks
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 12, 2012, 01:30:19 AM
Apart from all the graphical ramifications - I also have to split the fleet up from the original 3 classes into the new 5 classes.
It's not problematic :) Its even more convenient, make chart of Uni-T ships for yourself, the most big ones, go in to CAPTIAL_SHIP category, all fighters/drones in to FIGHTER category, and then other from smaller to bigger by categories :)

Weapons will be interesting since in starfarer there is a single weapon group avaliable for all ships (rather than seperate weapons for seperate classes)
Well, but you remember that weapon slots here divided in 3 groups - SMALL, MEDIUM, LARGE, in addition 3 groups of weapon types - MISSILE, BALLISTIC, ENERGY. This problem is solved too :)

In other words: if i am not careful, the Uni-T mod will be just another OP trainwreck. (Just like the first time :P)
OP against whom, original races, or modded races? :)

Besides, there are already a ton of talented modders already here - so i can take my time  ;D
There is no such thing as enough modders :)

Judging on the size of both Hierarchy battleship and this... huge madness... my ISA battleship is a mere cruiser (202x458) :)
Not a mere cruiser, but a battlecruiser, still a long way till battleship... But as I wrote earlier the size for each civilization is relative :) I even read book, where scout frigate of one civilization were 2 kilometers long, and it was smallest ship.

Ship size chart of ISA Long Range Exploration Fleet that got itself in a wrong place in the wrong time.
Wrong Time? Hmm... no body knows :) Wrong Place? Hmm... Can't say that, planets of Sector Xplo are incredibly rich with extremely rare resources, that in most places even can't exist in nature :) So actually its right place for any fleet to come :)
Title: Re: Fight For Universe: Sector Xplo
Post by: Okim on April 12, 2012, 01:46:12 AM
Rich resources kinda pale compared to non-stoppable all-consuming absolute-evil super-ancient threat :)

Updated the previous post. It includes badge and info on ISA.
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 12, 2012, 01:54:31 AM
Rich resources kinda pale compared to non-stoppable all-consuming absolute-evil super-ancient threat :)
You remember Elerium-115 (super effective energy source from XCOM), so think that whole planet consists only from Elerium-115, you even don't need mines to mine it, you can just take it barehanded. And now add to this planet factor like that: Elerium-115 grows on this planet faster, then you mine and gather it. It's an example of how rich planets in Xplo sector :D
Title: Re: Fight For Universe: Sector Xplo
Post by: DarkStar076 on April 12, 2012, 02:00:08 AM
In other words: if i am not careful, the Uni-T mod will be just another OP trainwreck. (Just like the first time :P)
OP against whom, original races, or modded races? :)
Both - I want to make sure that that if/when i release a mod it will not escalate the arms race but rather it will be balanced (or slightly underpowered) against the vanilla races.  (I also have the perfect role for them as well)
Title: Re: Fight For Universe: Sector Xplo
Post by: Okim on April 12, 2012, 02:00:31 AM
Yeah, a single missplaced shot and the whole sector Xplo ignites in supernova :)

I`ve noticed that you now have both battleship and battlecruiser as requirements. Wouldn`t it be better to stay close to original classifications of ships used by the game? Frigate/destroyer/cruiser and capital. I for one didn`t plan to include anything larger that battleship i`ve shown (that you classified as battlecruiser).

Would this be enough or am i forced to design a new ship in order to participate in this project?
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 12, 2012, 02:04:49 AM
(I also have the perfect role for them as well)
Sounds interesting :)

Yeah, a single missplaced shot and the whole sector Xplo ignites in supernova :)
Elerium-115 was an example...  ;)

I`ve noticed that you now have both battleship and battlecruiser as requirements. Wouldn`t it be better to stay close to original classifications of ships used by the game? Frigate/destroyer/cruiser and capital. I for one didn`t plan to include anything larger that battleship i`ve shown (that you classified as battlecruiser).

Would this be enough or am i forced to design a new ship in order to participate in this project?
It's enough, as I said earlier, size is relative for each race :)
But if you want to design Battleship (or Dreadnought) to lay some serious firepower (or show to that damn Hierarchy what humans made of), I'm for it :)
Title: Re: Fight For Universe: Sector Xplo
Post by: Okim on April 12, 2012, 02:19:02 AM
Hmm. I`d rather utilize larger fleets with 2-3 current battleships than develop a new large ship (don`t like them that much).
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 12, 2012, 02:22:48 AM
Hmm. I`d rather utilize larger fleets with 2-3 current battleships than develop a new large ship (don`t like them that much).
Works out for decent battle :)
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 12, 2012, 07:34:14 AM
Well, warstalker. How'd it going here? I mean, have you done any coding work so far?
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 12, 2012, 12:49:56 PM
Well, warstalker. How'd it going here? I mean, have you done any coding work so far?
Hierarchy Battleship is ready completely, making .hull and .variant file for other Hierarchy ships ain't problem at all. Also I just finished some Hierarchy weapons:
1200mm Quad Artillery => Large
600mm Triple Artillery => Medium
300mm Dual Artillery => Small

Others WIP, which already have pictures:
800mm Dual Autocannon => Large
400mm Dual Autocannon => Medium
200mm Rapid Autocannon => Small
100mm Storm Shotgun => Small

Only Idea:
3600mm Siege Artillery => Large

All Hierarchy weapons use Nuclear Shells and have AoE damage.
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 12, 2012, 12:52:33 PM
Would love to fight them now :D

And puzzling together the factions?
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 12, 2012, 12:59:34 PM
And puzzling together the factions?
My priority list goes like that:
1) Finish the Hierarchy.
2) Fix small things in IDF.
3) Implement All possible scripts I want with these two.
4) Start adding other races, implementing them in scripts & etc.
5) ? ? ? ? ?
6) PROFIT!
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 12, 2012, 01:01:41 PM
Just sent you a pm.....
Hope you can help me ;D
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 13, 2012, 03:53:44 AM
Hierarchy got quite unique weapons :)
Including shotgun :)
Title: Re: Fight For Universe: Sector Xplo
Post by: The Soldier on April 13, 2012, 05:17:05 AM
Hierarchy got quite unique weapons :)
Including shotgun :)
Shotgun, eh?  I'll be the judge of that. ;)
Is it like the storm needler before the last patch?
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 13, 2012, 06:04:55 AM
Is it like the storm needler before the last patch?
Never checked that part :) This thing just sprays 15 bullets :)

Damn, taking out Hierarchy Battleship with IDF Battleship, gives me hard time... Get too close and bang, nuclear shells reap apart everything in such quantities... Good part, it doesn't have shields... Bad part it's armor is 2/3 of its health, it doesn't use flux at all... Again Good part, it can just run out of ammo...
Title: Re: Fight For Universe: Sector Xplo
Post by: arcibalde on April 13, 2012, 06:17:58 AM

Damn, taking out Hierarchy Battleship with IDF Battleship, gives me hard time... Get too close and bang, nuclear shells reap apart everything in such quantities... Good part, it doesn't have shields... Bad part it's armor is 2/3 of its health, it doesn't use flux at all... Again Good part, it can just run out of ammo...

How much HP and armor did you put on that?
Title: Re: Fight For Universe: Sector Xplo
Post by: Shoat on April 13, 2012, 06:56:20 AM
Wait wait wait.

So the Hierarchy has nuclear shotguns, doesn't use flux and their stuff has armor equal to more than half their health?


Suddenly I kind of want to play that a lot more than I did before.
Title: Re: Fight For Universe: Sector Xplo
Post by: bluey101 on April 13, 2012, 08:29:47 AM
will the IDF ships be nerfed?
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 13, 2012, 09:03:25 AM
How much HP and armor did you put on that?
Hierarchy Battleship have 66000 Health, 44000 Armor. Also it have 84 guns in total, and 1/3 of them are heavy ones.

So the Hierarchy has nuclear shotguns, doesn't use flux and their stuff has armor equal to more than half their health?
Exactly. Also their weapons very armored, so damaging ship doesn't affect their weapons and engines. Also they very slow.

Suddenly I kind of want to play that a lot more than I did before.
Patience my friend, patience.

will the IDF ships be nerfed?
Nope. When you'll see Hierarchy ships you'll understand why.
Title: Re: Fight For Universe: Sector Xplo
Post by: arcibalde on April 13, 2012, 09:43:49 AM
Hierarchy Battleship have 66000 Health, 44000 Armor. Also it have 84 guns in total, and 1/3 of them are heavy ones.

Coool. But do you have anything stronger then that? And how many of these ships you can deploy per battle? 100, 200, 300... 1000?
I ask because my light scout ship got 1 small weapon (Beener) with 1017 dmg output per shot and it fire 3000 rpm. So, basically i hope you have lots of those to keep him busy.  :P
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 13, 2012, 10:12:25 AM
Warstalker, what's the range of the hierarchy cannons? I ask because the TimCORP delta mk2 can sniper it from afar with It's very advanced missile supplement, and the delta can just sniper it with the echo pulse cannons.

I hope to get many hierarchy kills with TimCORP ;D
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 13, 2012, 10:21:34 AM
I ask because my light scout ship got 1 small weapon (Beener) with 1017 dmg output per shot and it fire 3000 rpm. So, basically i hope you have lots of those to keep him busy.  :P
Heh... Hierarchy will multiply your damage output by zero and will divide your rate of fire by zero, then they will make great cuisine from pack of your scouts and will eat them on breakfast...

Warstalker, what's the range of the hierarchy cannons? I ask because the TimCORP delta mk2 can sniper it from afar with It's very advanced missile supplement, and the delta can just sniper it with the echo pulse cannons.

I hope to get many hierarchy kills with TimCORP ;D
1600... And afar - it's how much?
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 13, 2012, 10:24:00 AM
Heh. Afar = 3/4 of the map ;D
Title: Re: Fight For Universe: Sector Xplo
Post by: arcibalde on April 13, 2012, 10:25:12 AM
I ask because my light scout ship got 1 small weapon (Beener) with 1017 dmg output per shot and it fire 3000 rpm. So, basically i hope you have lots of those to keep him busy.  :P
Heh... Hierarchy will multiply your damage output by zero and will divide your rate of fire by zero, then they will make great cuisine from pack of your scouts and will eat them on breakfast...

Wohohohohoh, w8 a sec. Those Hierarchy dudes are how much dimensional entities?  (for clarification sake humans are 4 dimensional time-space-> 1xtime and 3xspace)  ::)
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 13, 2012, 10:57:48 AM
Wohohohohoh, w8 a sec. Those Hierarchy dudes are how much dimensional entities?  (for clarification sake humans are 4 dimensional time-space-> 1xtime and 3xspace)  ::)
FYI, I know about dimensionality, I know M-Theory and M-Physics... You can ask the Upgradecap about my knowledge :)

They are 4 dimensional creatures... Mostly... Hierarchy it's not one race, it's pack of different races enslaved/joined to original Hierarchy. And if you think that your 12-dimension race is so tech advanced, that they can wipe out everything they want on whim - you're wrong. Hierarchy use these ships for war and enslavement, because they are cheap, easy to produce, and they have so much of them, that losing a couple of millions of these ships now worth their attention. Second, don't wave me here with your ultra-dimensional blaster, your race's fleet easily can be compressed in to a singularity point, and then sent with super-string acceleration through portable nexus tunnel directly to your home universe... :P

Heh. Afar = 3/4 of the map ;D
Geat, it will be reduced to 1600 ;D
Title: Re: Fight For Universe: Sector Xplo
Post by: arcibalde on April 13, 2012, 11:18:10 AM
Wohohohohoh, w8 a sec. Those Hierarchy dudes are how much dimensional entities?  (for clarification sake humans are 4 dimensional time-space-> 1xtime and 3xspace)  ::)
FYI, I know about dimensionality, I know M-Theory and M-Physics... You can ask the Upgradecap about my knowledge :)

They are 4 dimensional creatures... Mostly... Hierarchy it's not one race, it's pack of different races enslaved/joined to original Hierarchy. And if you think that your 12-dimension race is so tech advanced, that they can wipe out everything they want on whim - you're wrong. Hierarchy use these ships for war and enslavement, because they are cheap, easy to produce, and they have so much of them, that losing a couple of millions of these ships now worth their attention. Second, don't wave me here with your ultra-dimensional blaster, your race's fleet easily can be compressed in to a singularity point, and then sent with super-string acceleration through portable nexus tunnel directly to your home universe... :P

Me like you now.


BUT! Who sad my race is DIMENSIONAL race?  8)
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 13, 2012, 11:19:23 AM
BUT! Who sad my race is DIMENSIONAL race?  8)
It was assumption :)
Title: Re: Fight For Universe: Sector Xplo
Post by: arcibalde on April 13, 2012, 11:21:13 AM
It was assumption :)

Oh! It was wrong one my dimensional friend  :P
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 13, 2012, 11:22:48 AM
@Warstalker  Actully, i was the missiles i was talking about ;D

And yeah, i can personally vouch for warstalkers knowledge :D

BTW, does any of the other races leader have any special trait? Mine only is immortal...........
And he's a damn good swordfighter.....
AND that my race has developed lightsabers....
Think you can find out my point ;D ;D
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 13, 2012, 11:43:36 AM
@Warstalker  Actully, i was the missiles i was talking about ;D

And yeah, i can personally vouch for warstalkers knowledge :D

BTW, does any of the other races leader have any special trait? Mine only is immortal...........
And he's a damn good swordfighter.....
AND that my race has developed lightsabers....
Think you can find out my point ;D ;D
You know, If I will start write story about race leader, it will take whole book... So I will pass on that one :) For now :)
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 13, 2012, 11:45:59 AM
Yeah, i get your point.............

:)
Title: Re: Fight For Universe: Sector Xplo
Post by: arcibalde on April 13, 2012, 11:52:58 AM
@WarStalkeR  And what about race that have only 1 or 2 ships in total. So entire fleets are compose of those 1 or 2 ships?
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 13, 2012, 12:24:28 PM
@WarStalkeR  And what about race that have only 1 or 2 ships in total. So entire fleets are compose of those 1 or 2 ships?
Race with only 1 or 2 ships can't participate as decent race no matter what... You need full set, or at almost full...
Title: Re: Fight For Universe: Sector Xplo
Post by: arcibalde on April 13, 2012, 01:31:17 PM
@WarStalkeR  And what about race that have only 1 or 2 ships in total. So entire fleets are compose of those 1 or 2 ships?
Race with only 1 or 2 ships can't participate as decent race no matter what... You need full set, or at almost full...

 :-\  And i had such nasty idea... Nwm then  :'(


OR



maybe...... hmmmmm
Title: Re: Fight For Universe: Sector Xplo
Post by: Etfaks on April 13, 2012, 02:47:16 PM
Hey Warstalker

Im sorry, but im not terribly interested in doing a gigantic (mirrored)ship. Im sure you will be able to assemble a great mod, but I dont feel like doing a bigger ship than my current capital ship. And lets be honest, some of the ships are *** huge and mine wont ever have a chance vs. them! :D
Title: Re: Fight For Universe: Sector Xplo
Post by: Upgradecap on April 13, 2012, 02:58:37 PM
@etfaks.

You forget the power of the swarm, a single battleship or battlecruiser can, if in large enough numbers, take even the largest of leviathans down.
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 13, 2012, 03:07:07 PM
You forget the power of the swarm, a single battleship or battlecruiser can, if in large enough numbers, take even the largest of leviathans down.
Truth my friend, truth.
Title: Re: Fight For Universe: Sector Xplo
Post by: WarStalkeR on April 13, 2012, 03:08:50 PM
Hey Warstalker

Im sorry, but im not terribly interested in doing a gigantic (mirrored)ship. Im sure you will be able to assemble a great mod, but I dont feel like doing a bigger ship than my current capital ship. And lets be honest, some of the ships are *** huge and mine wont ever have a chance vs. them! :D
Then prepare to deploy lots of lesser ships :)
Title: Re: Fight For Universe: Sector Xplo
Post by: Durendal5150 on April 13, 2012, 08:53:43 PM
Got some more of my faction done, but I'm bowing out. This has really gotten a little out of hand for me.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: WarStalkeR on April 13, 2012, 11:44:10 PM
Hierarchy Introduction Video (Watch) (http://youtu.be/hqAmILwBXc8)
Now you will understand reason behind requirements of battleships! 8)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Uomoz on April 14, 2012, 12:19:57 AM
Lol fun video, but my faction is actualy vanilla balanced... How many fp costs that beast?
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: WarStalkeR on April 14, 2012, 12:28:04 AM
Lol fun video, but my faction is actualy vanilla balanced... How many fp costs that beast?
120...
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: arcibalde on April 14, 2012, 12:31:24 AM
Hierarchy Introduction Video (Watch) (http://youtu.be/hqAmILwBXc8)
Now you will understand reason behind requirements of battleships! 8)


I think i miss something because i dont get it... Whats the reason?
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Uomoz on April 14, 2012, 12:36:29 AM
I'd like to test if the swarm is capable to fight such things by sheer numbers, is it possible to have a dev version?
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: arcibalde on April 14, 2012, 12:44:27 AM
Well if you put ship cost of 0.0001 OP i think you can stand a chance. He eradicate Onslaught in blink of an eye!
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Uomoz on April 14, 2012, 12:46:01 AM
The swarm lags the hell out of me in vanilla battles rofl. Without big battles...
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: DarkStar076 on April 14, 2012, 12:46:33 AM
Hierarchy Introduction Video (Watch) (http://youtu.be/hqAmILwBXc8)
Now you will understand reason behind requirements of battleships! 8)

I think i miss something because i dont get it... Whats the reason?

I am with arcibalde on this.

Yes, that ship with the nuclear cannons acts like a steamroller, which means that anything that moves slow will be rapidly reduced to a pile of rapidly expanding vapor.

However, i would expect that the balancing of that ship would allow fast fighters and frigates to easily circle round behind and stay in relative safety to destroy the ship
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: WarStalkeR on April 14, 2012, 01:07:30 AM
I think i miss something because i dont get it... Whats the reason?
To have enough firepower to take down this thing...

Well if you put ship cost of 0.0001 OP i think you can stand a chance. He eradicate Onslaught in blink of an eye!
Swarms has hive ships, aren't they? Also, blink of an eye because speed of the movie in some places are 5x of original...

The swarm lags the hell out of me in vanilla battles rofl. Without big battles...
Hmm... Strange... I don't have such problem...

I am with arcibalde on this.
That you must have battleship? :D

Yes, that ship with the nuclear cannons acts like a steamroller, which means that anything that moves slow will be rapidly reduced to a pile of rapidly expanding vapor.
This steam rollers is very very slow, and most of his cannon are frontal...

However, i would expect that the balancing of that ship would allow fast fighters and frigates to easily circle round behind and stay in relative safety to destroy the ship
Already is. You can circle around it with no problems. But it has some back guns, though only shotguns are capable of shooting down missiles, so good missile barrage eventually can take it down.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: arcibalde on April 14, 2012, 01:33:19 AM
LOL i misunderstood you. I expect to see reason why THAT ships are so huge not why i need big ships :)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: WarStalkeR on April 14, 2012, 01:34:50 AM
LOL i misunderstood you. I expect to see reason why THAT ships are so huge not why i need big ships :)
Epic battles?
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Upgradecap on April 14, 2012, 02:11:27 AM
Is every race going to have their own introduction video? ;D
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: WarStalkeR on April 14, 2012, 02:20:40 AM
Is every race going to have their own introduction video? ;D
Nope, only IDF and Hierarchy :)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: DarkStar076 on April 14, 2012, 02:42:38 AM
LOL i misunderstood you. I expect to see reason why THAT ships are so huge not why i need big ships :)
Epic battles?

While i agree that two massive fleets going head to head has all the appeal of a train wreck (you just cant stop watching)

There has to be room for people to employ strategy - imagine how elated you would feel if you managed to successfully take out a larger fleet with your piloting prowess and a ton of luck . . (now all we need is the option to code in poorly defended exhaust ports so we can blow these large ships up with a lucky direct hit from a torpedo)


Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Shoat on April 14, 2012, 02:56:17 AM
Is every race going to have their own introduction video? ;D

If their respective creators MAKE an introduction video I don't see why not.

But WarStalkeR will, of course, only make videos for the two factions he created.


There has to be room for people to employ strategy

There is.
This monster costs 120 FP, so it will require some effort in order to even field it (as far as I remember you only start with 90 or 100 or so FP at the beginning of a battle).

Note that other mods have huge ships as well, for WAY less FP. The Omega and Oort (minimash) for example cost "only" 40 and 60 FP each and are able to take apart swarms of Onslaughts with similar ease.

So it seems WarStalkeR has intentionally made this monster cost an extra large amount of FP in order to balance it out better.
In addition to making it incredibly slow and making it's weapons front-loaded.


From what I have seen it is likely for all the factions in this mod to be balanced with each other more than any other mod so far has accomplished.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: WarStalkeR on April 14, 2012, 03:01:59 AM
Fight For Universe: Sector Xplo have BattleSize parameter 800 (original is 100), it means you can deploy lost of ships in to battlefield... So taking out that thing will easier then it looks, just because you can land a load of long range missile cruiser and they will just wreak apart Hierarchy Battleship, in addition hierarchy isn't very good with Point Defense, only their 100mm Shotguns can shoot missiles and they fire only every 2 seconds...
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: DarkStar076 on April 14, 2012, 03:09:02 AM
Thats good to hear  :)
After watching the video, it looked like "he who has the biggest gunz, winz" (Those nuclear cannons were brutal - i will buy several, please)

Either way, I cant wait to watch all these monsters fight  ;D
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Uomoz on April 14, 2012, 06:18:48 AM
The swarm lags the hell out of me in vanilla battles rofl. Without big battles...
Hmm... Strange... I don't have such problem...


You are not playing in the current version of the Scourge ;)

With 100 FP it deploy a lot of ships (the lesser frigate costs 2fp) and most of it's ships deploy more ships (yeah kind of missiles but in huge swarms). With 800 fp the swarm would deploy around 300 ships + dozens of swarmers per each ship. Madness.

May I try this on your dev version? Maybe Scourge isn't fitting in this compilation after all.

Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: WarStalkeR on April 14, 2012, 08:03:00 AM
(Those nuclear cannons were brutal - i will buy several, please)
They are brutal... in quantities and add to it Area of Effect damage :)

With 100 FP it deploy a lot of ships (the lesser frigate costs 2fp) and most of it's ships deploy more ships (yeah kind of missiles but in huge swarms). With 800 fp the swarm would deploy around 300 ships + dozens of swarmers per each ship. Madness.
Sounds like it should... Swarm must be able to overwhelm IDF and Hierarchy by quantities :)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Cordacc on April 14, 2012, 08:20:31 AM
i dont know if my mod would qualify for this, but so far I have:

7 ships (no fighters)
2 frigates
2 destroyers
2 cruisers
1 incredibly powerful (18 large mounts) battle cruiser
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: The Soldier on April 14, 2012, 08:36:06 AM
i dont know if my mod would qualify for this, but so far I have:

7 ships (no fighters)
2 frigates
2 destroyers
2 cruisers
1 incredibly powerful (18 large mounts) battle cruiser
Stands no chance against the Hierarchy, even with that cruiser.  Unless it has some tough (and I mean REALLY tough) radiation-proof armor. ;D
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Uomoz on April 14, 2012, 08:46:47 AM
AHAHAHAHA amazing. The Scourge don't stand a chance yet IT'S AWESOME to watch.

(http://i.imgur.com/hjTLq.jpg)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Upgradecap on April 14, 2012, 08:49:10 AM
My first thought when I saw that pic: HOLY CRAP!!!

Looks awesome with the swarm there :D
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Cordacc on April 14, 2012, 08:49:18 AM
i think the shield has like .2 upkeep and .25 efficiency

and 1050 OP
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: WarStalkeR on April 14, 2012, 08:52:30 AM
i dont know if my mod would qualify for this, but so far I have:

7 ships (no fighters)
2 frigates
2 destroyers
2 cruisers
1 incredibly powerful (18 large mounts) battle cruiser
Watch yourself this trailer (http://youtu.be/hqAmILwBXc8) and decide, if battlecruiser is enough ;D
Also be removing fighter from your fleet, you strip your fleet of really important support.

AHAHAHAHA amazing. The Scourge don't stand a chance yet IT'S AWESOME to watch.
Hmm... Make bigger swarm ships :) It can infest anything, right? :)

i think the shield has like .2 upkeep and .25 efficiency

and 1050 OP
Which ship?
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Uomoz on April 14, 2012, 08:59:46 AM
in the end:

(http://i.imgur.com/HXORM.jpg)

I guess The Scourge don't quite fit the mod as it is right now, so I'm calling myself out of this for the moment. I could be making bigger ships with OP weaponry etc, but that would probably kill the concept itself of "Swarm". If I will be making this huge-class ships, it will be just for this mod, so it will be at least delayed after the proper vanilla release of The Scourge.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: WarStalkeR on April 14, 2012, 09:22:04 AM
I guess The Scourge don't quite fit the mod as it is right now, so I'm calling myself out of this for the moment. I could be making bigger ships with OP weaponry etc, but that would probably kill the concept itself of "Swarm". If I will be making this huge-class ships, it will be just for this mod, so it will be at least delayed after the proper vanilla release of The Scourge.
Will it be ok if I will balance them a little only for this mod?
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Cordacc on April 14, 2012, 09:31:21 AM
well the reason my fleet doesn't have fighters is because its fighters are so big the become frigates, so my feet has some pretty good fast frigates.
also finished a ship slightly larger than my previous biggest, still only battle cruiser by size, most of my ships are small but packed with weapons.

EDIT my battle cruiser with 18 slots has .2 upkeep and .25 efficiency.

[attachment deleted by admin]
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Uomoz on April 14, 2012, 09:51:09 AM
I guess The Scourge don't quite fit the mod as it is right now, so I'm calling myself out of this for the moment. I could be making bigger ships with OP weaponry etc, but that would probably kill the concept itself of "Swarm". If I will be making this huge-class ships, it will be just for this mod, so it will be at least delayed after the proper vanilla release of The Scourge.
Will it be ok if I will balance them a little only for this mod?

That's not real "balance". What I mean is that the Scourge, that is more powerful of vanilla factions (by some degree, not OP though), didn't even scratch the armor of Hierarchy ships, not even the smallest cruiser. The changes to bring my mod to the kind of Overpowered-state of the stuff in this mod would be far too big. The main problem here is probably their strenght\FP ratio is not balanced, at all: the Hierarchy ships should cost a lot more in FP to put this stuff on a "vanilla" status. A 120 FP ship is a lot stronger then any possible 120 points vanilla fleet (and a solo ship should be weaker then a fleet of the same cost, imho).

No i don't agree with abrupt changes, I'd like them to be the same everywhere. Sorry.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: WarStalkeR on April 14, 2012, 10:32:19 AM
EDIT my battle cruiser with 18 slots has .2 upkeep and .25 efficiency.
I have no problem with that... But still battleship preferred :)

That's not real "balance". What I mean is that the Scourge, that is more powerful of vanilla factions (by some degree, not OP though), didn't even scratch the armor of Hierarchy ships, not even the smallest cruiser. The changes to bring my mod to the kind of Overpowered-state of the stuff in this mod would be far too big. The main problem here is probably their strenght\FP ratio is not balanced, at all: the Hierarchy ships should cost a lot more in FP to put this stuff on a "vanilla" status. A 120 FP ship is a lot stronger then any possible 120 points vanilla fleet (and a solo ship should be weaker then a fleet of the same cost, imho).
Hmm... Try to remove Hierarchy Battleship from battle and to all Swarm ships add personality with this line of code:
Code
api.addToFleet(FleetSide.ENEMY, "swarm_ship", FleetMemberType.SHIP, false).getCaptain().setPersonality("suicidal");

Because the only way to take out Hierarchy ships with swam based enemy is to get in to closest distance, and barrage it from close. Also all Hierarchy ships have weakness... Their rear almost not covered by their weapons. Basically you've done a mistake when put such Hierarchy armada against swam... You said your swarm frigate costs 2 FP, right? Then use 10 of these to take down 1 Hierarchy frigate... Oh and use map with nebula I made... Also as I know you're not finished all weapons for swarm, there is a lot to do, am I right? ;)

P.S. Hierarchy ships are really vulnerable, IDF too, you just need to find out your own strategy of taking them down :) Also, try to put Hierarchy as AI, and take control of Swarm :)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Uomoz on April 14, 2012, 10:50:32 AM
1- I used the suicidal and fearless personalities on previous versions of my mod, but now I made so the Scourge can simply fight with any possible personality with similar effectiveness.

2- IA don't know Hierarchy weaknesses and The Scourge is not a playable faction so I can't really "make them do stuff" in battle. (I do this behind the scene, editing pretty much every aspect of the ships to make them behave the way I want).

3- There's no fight, even If I add ships and weaponry. When I add something the faction it doesn't change the overall strenght, they just get diverse, more variegated and more fun to play against.

4- There's no strategy with the Scourge, they either swarm their enemies or they don't (again, it's not a playable faction, I'm putting a lot of effort designing it this way). In this case they don't (and it's alright, their are meant to be defeated with vanilla stats, if you fly a decent fleet), but the overall fight vs the Hierarchy (same FP, 600 vs 600) is not even worth watching after a few minutes: when I tried the mission I just watched the map with everything in autopilot xD.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Vandala on April 14, 2012, 10:58:42 AM
Donation time, 3 ships in two sizes. (only pictures)

http://www.sendspace.com/file/ct3hq5

I'm sure you people can put these to good use.

EDIT: I can probably do a lot more of these if anyone is interested?
EDIT: Actually it looks like I've got all the old tyrian 2000 graphics, even weapons and weapon effects. Anyone interested in this?
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: WarStalkeR on April 14, 2012, 11:17:11 AM
@Uomoz, still I want to add Scourge, because they look unique and have unique weapons and will be interesting part of mod by coming out of nowhere and raiding the system :) Before you started Scourge mod, I wanted to start working on some biological race like scourge :)

They resemble story of Tyranids from Warhammer 40000... Tyranids were able to overrun with swarm almost all races like Orkz, Space Marines, Imperial Guards, Chaos, Eldars & etc... Almost all except one... One of their fleet landed by mistake on one planet... that was abundant with Necron Tombs... In the end Tyranids arse was handed out to them by Necrons, that with ease destroyed almost whole Tyranid hive fleet...
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Soridan on April 14, 2012, 11:32:25 AM
Tyranids were able to overrun with swarm almost all races like Orkz, Space Marines, Imperial Guards, Chaos, Eldars & etc... Almost all except one...

Maugan Ra says hi. ^^

Quote
On the planet of Stormvald in the Segmentum Tempestus, Maugan-Ra stood alone against a Tyranid swarm from Hive Fleet Leviathan and single-handedly triumphed.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Uomoz on April 14, 2012, 11:35:43 AM
@Uomoz, still I want to add Scourge, because they look unique and have unique weapons and will be interesting part of mod by coming out of nowhere and raiding the system :) Before you started Scourge mod, I wanted to start working on some biological race like scourge :)

They resemble story of Tyranids from Warhammer 40000... Tyranids were able to overrun with swarm almost all races like Orkz, Space Marines, Imperial Guards, Chaos, Eldars & etc... Almost all except one... One of their fleet landed by mistake on one planet... that was abundant with Necron Tombs... In the end Tyranids arse was handed out to them by Necrons, that with ease destroyed almost whole Tyranid hive fleet...

They do overrun. But, you know, they have Hp in the range of the tens of hundreds not tens of thousands ;).

I'm ok if you add them here but don't change their stats please, or I'll call myself out ;).
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: WarStalkeR on April 14, 2012, 12:15:48 PM
I'm ok if you add them here but don't change their stats please, or I'll call myself out ;)
They will be with original stats :)

On the planet of Stormvald in the Segmentum Tempestus, Maugan-Ra stood alone against a Tyranid swarm from Hive Fleet Leviathan and single-handedly triumphed.
It's a single case, a very rare one... But Necrons handed out Tyranids' arses every time they tried showed them up :) Necrons are powerful by default... And don't need to start topic Eldars vs Necrons :) Because we have here IDF and Hierarchy, that basically can hand out arses of all W40K races to themselves with ease :) And they don't affected by warp and chaos :)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Upgradecap on April 14, 2012, 12:29:51 PM
Ehm, who needs to have a ground fight?

The TimCORP Modus Operandi is to decimate anything living on the target planet through orbital bombardment and then use their superior ground forces (i don't think there's much left of the planetary ground forces by then) to destroy anything else. Don't think most thnigs can survive sustained orbital bombardment with Echo Pulse Cannons, can they?
:)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: WarStalkeR on April 14, 2012, 06:50:52 PM
Ehm, who needs to have a ground fight?

The TimCORP Modus Operandi is to decimate anything living on the target planet through orbital bombardment and then use their superior ground forces (i don't think there's much left of the planetary ground forces by then) to destroy anything else. Don't think most thnigs can survive sustained orbital bombardment with Echo Pulse Cannons, can they?
:)
Agreed same with IDF when planet is completely hostile :)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: WarStalkeR on April 16, 2012, 07:23:21 PM
I've decreased almost all weapons ranges, because some of them was just overkill...
Also if Hierarchy's ships stuck in nebula, their speed drops dramatically due the fact, that they use Photon Engines, that require clear space without any additional particles to fully utilize their potential...
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Uomoz on April 16, 2012, 07:42:56 PM
I've decreased almost all weapons ranges, because some of them was just overkill...
Also if Hierarchy's ships stuck in nebula, their speed drops dramatically due the fact, that they use Photon Engines, that require clear space without any additional particles to fully utilize their potential...

Send me a DEV, so i can test them again (Scourge have some bigger stuff this time).
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Okim on April 16, 2012, 11:14:08 PM
Quote
I guess The Scourge don't quite fit the mod as it is right now, so I'm calling myself out of this for the moment. I could be making bigger ships with OP weaponry etc, but that would probably kill the concept itself of "Swarm". If I will be making this huge-class ships, it will be just for this mod, so it will be at least delayed after the proper vanilla release of The Scourge.

ISA high command urgently calls a sci-tech meeting. The topic of the day is a development of huge plasma cruise missiles with multiple warheads and a special cruiser platform based on Kansas class to carry these :) Current Tigershark cruise missiles might not be enough to deal with Hierarchy ships...

Man, Hierarchy is as badass as it was in StarCon...
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 17, 2012, 12:41:05 AM
ISA high command urgently calls a sci-tech meeting. The topic of the day is a development of huge plasma cruise missiles with multiple warheads and a special cruiser platform based on Kansas class to carry these :) Current Tigershark cruise missiles might not be enough to deal with Hierarchy ships...
Right decision. Very right one. And you will need tp launch a LOTS of these, because just to wear off Hierarchy Battleship's armor to 0 in one point, it requires good amount of IDF's Solaris Torpedoes (and these are VERY destructive).

Man, Hierarchy is as badass as it was in StarCon...
Well, they have all required qualities to be count as universal evil in local scale: badass, merciless, greedy, deceptive, overpowered with almost infinite army. But they related more to Hierarchy from Universe At War (even sign is from there), but I think Hierarchy from UaW is reference to Hierarchy from StarCon, so works out for everybody ;D

New ranges of IDF weapons:
Siege Railgun from 2400 to 1600.
Battle & Assault Railgun from 1600 to 1200.

New ranges of Hierarchy weapons:
1200mm Artillery from 1800 to 1400.
600mm Artillery from 1400 to 1200.
300mm Artillery from 1200 to 1000.
800mm Autocannon from 1000 to 500. (It does around 3700+ dps, so small range at least something that counters this OP weapon)
400mm Autocannon from 800 to 400.
200mm Autocannon from 600 to 300. (Don't ask me to turn it in to PD, because missiles won't have any chance at all)
100mm Shotgun from 200 to 100. (This is only Hierarchy weapon that can act as PD, and it acts good as PD)

Some additional Info:
Still if you got to close to Hierarchy's Battleship, you will be steamrolled in seconds (even IDF's Samekh-class Battleship will die very fast), also you must remember that all Hierarchy weapons have area based damage with its nuclear shells, it's another reason why 100mm Shotguns, easily can send lots of missiles to their missile heaven... or hell...

Even most weak Hierarchy's frigate equipped like good destroyer-class ship (4 medium mounts, 6 small mounts) and Destroyer class already have 2 large mounts... I hope I mentioned that you can't destroy their weapons or engines, right?
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Okim on April 17, 2012, 01:00:43 AM
Quote
I hope I mentioned that you can't destroy their weapons or engines, right?

What do you mean?
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: WarStalkeR on April 17, 2012, 01:30:04 AM
What do you mean?
Due the Hierarchy's nature, their ship architecture practice use of very heavy armoring on engines and weapons (Hierarchy's ships do not use shields, but instead very heavy armor), so instead easier to take down whole ship, then to take off-line one gun or engine.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Okim on April 17, 2012, 02:24:03 AM
Aaa, i see. I just thought that you used a couple of new hull mods that increases wep and drv hit points to an almost infinite value :)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: WarStalkeR on April 17, 2012, 02:56:28 AM
Aaa, i see. I just thought that you used a couple of new hull mods that increases wep and drv hit points to an almost infinite value :)
Right :)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: Okim on April 17, 2012, 03:11:49 AM
Quote
New ranges of IDF weapons:
Siege Railgun from 2400 to 1600.
Battle & Assault Railgun from 1600 to 1200.

New ranges of Hierarchy weapons:
1200mm Artillery from 1800 to 1400.
600mm Artillery from 1400 to 1200.
300mm Artillery from 1200 to 1000.
800mm Autocannon from 1000 to 500. (It does around 3700+ dps, so small range at least something that counters this OP weapon)
400mm Autocannon from 800 to 400.
200mm Autocannon from 600 to 300. (Don't ask me to turn it in to PD, because missiles won't have any chance at all)
100mm Shotgun from 200 to 100. (This is only Hierarchy weapon that can act as PD, and it acts good as PD)

I hope Hierarchy capital ships don`t use targeting units? Otherwise with all these ranges it will be impossible to get to them (1000-1600 + extra % from TU still will out-range anything in any known mod so far!).

And 3700 dps per cannon... and with AOE... thats just madness.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video Ready!)
Post by: WarStalkeR on April 17, 2012, 03:40:46 AM
I hope Hierarchy capital ships don`t use targeting units? Otherwise with all these ranges it will be impossible to get to them (1000-1600 + extra % from TU still will out-range anything in any known mod so far!).
No they don't, neither they don't have place for it :)

And 3700 dps per cannon... and with AOE... thats just madness.
Just don't get too close :)

Also 1600 is IDF's Siege Railgun, and there is weapon in Weapons Mod, that have range of 1600, Light Gauss Cannon :)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Upgradecap on April 17, 2012, 05:09:05 AM
Hmmmm....
In light of recent news from here, TimCORP high command called to a top-secret meeting to discuss further plans for weapons and ships. The result will be dubbed: "INFERNAL-class cruise torpedoes". Able to strike from long distances with extreme impunity, they are only to be used in the most dire situations. Which happens a lot when you meet the hierarchy ;D
Still, the missile will give them a chance to counter the hierarchy.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 17, 2012, 09:23:00 AM
So Uomoz, what chances Scourge have now?
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Upgradecap on April 17, 2012, 09:34:51 AM
So Uomoz, what chances Scourge have now?

Hmm. Maybe the fact that a big swarm can take even a TimCORP fleet down. Damn, those swarms are good......
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Uomoz on April 17, 2012, 10:04:28 AM
Mostly a new sniper ship. Haven't tested against new Hierarchy yet because I'm implementing Scourge in Uomoz's Corvus right now ;).
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 17, 2012, 11:02:06 PM
Mostly a new sniper ship. Haven't tested against new Hierarchy yet because I'm implementing Scourge in Uomoz's Corvus right now ;).
What range it has?
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Uomoz on April 17, 2012, 11:11:18 PM
1800 but AI utterly fails at using it properly xD.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 17, 2012, 11:18:05 PM
1800 but AI utterly fails at using it properly xD.
Why? It goes head on?
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Uomoz on April 17, 2012, 11:33:02 PM
Ok just playtested 600 FP Scourge vs Hier mission fleet. No casualities again but a small frigate did took some minor hull damage so that's some sort of progress xD.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 18, 2012, 11:57:36 AM
Ok just playtested 600 FP Scourge vs Hier mission fleet. No casualities again but a small frigate did took some minor hull damage so that's some sort of progress xD.
For these 600 FP put 30 Hierarchy's Frigates :)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 19, 2012, 09:17:15 PM
Grrr... Hell of coding...
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 20, 2012, 03:48:25 AM
Created pardon system based on Paul's Pardon System.
Created enlisting system - you can side with race of your choice, but relations with some other races can be irreversibly ruined :P
And I think I figured out how to create convoy reward system, and bounty reward system ;D
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Uomoz on April 20, 2012, 03:55:33 AM
Created pardon system based on Paul's Pardon System.
Created enlisting system - you can side with race of your choice, but relations with some other races can be irreversibly ruined :P

That sounds... familiar :P

And I think I figured out how to create convoy reward system, and bounty reward system ;D

Yep, both doable!
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Archduke Astro on April 20, 2012, 04:59:43 AM
And I think I figured out how to create convoy reward system, and bounty reward system ;D

What excellent news! ;D

Please post your solution for both in detail -- this has significant implications for many other mods. Thanks.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Uomoz on April 20, 2012, 05:10:52 AM
And I think I figured out how to create convoy reward system, and bounty reward system ;D

What excellent news! ;D

Please post your solution for both in detail -- this has significant implications for many other mods. Thanks.

You miss a point here Archduke Astro. Most of the time modders around here add a lot of the code from other mods to their. If a mod takes out a nice new feature, it gets easily incorporated in other mods just by looking at the files, there's no need for an explanation. Atleast this way the modder who had the idea is the first to get it working in his mod, and get the credits for it.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 20, 2012, 05:50:53 AM
What excellent news! ;D

Please post your solution for both in detail -- this has significant implications for many other mods. Thanks.
It still work in progress, when it will be completely finished I will post it.

For now I will try to implement:
Reward for convoy escort - special event, activated upon buying license. Will spawn additional "enemy" fleets that will target current convoy.
Reward for convoy destruction - used on default convoys. As long as selected convoy present and didn't despawned, license still intact. Can be acquired only if convoy present.
Reward for bounty hunt - special event, activated upon buying license. Will vary in difficulties. Also, the targeted ship will hunt you.
I also thinking about possibility of Reward for station raid - you acquire the license and you need to take down the System Defense Fleet of sides you too quest against.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Upgradecap on April 20, 2012, 06:29:05 AM
Warstalker, you do know how to get that ingame, right?

Because even Alex hasn't done so.

If you know how to, then make TimCORP convoys 2x stronger :D
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: SwipertheFox on April 20, 2012, 07:00:01 AM
What excellent news! ;D

Please post your solution for both in detail -- this has significant implications for many other mods. Thanks.
It still work in progress, when it will be completely finished I will post it.

For now I will try to implement:
Reward for convoy escort - special event, activated upon buying license. Will spawn additional "enemy" fleets that will target current convoy.
Reward for convoy destruction - used on default convoys. As long as selected convoy present and didn't despawned, license still intact. Can be acquired only if convoy present.
Reward for bounty hunt - special event, activated upon buying license. Will vary in difficulties. Also, the targeted ship will hunt you.
I also thinking about possibility of Reward for station raid - you acquire the license and you need to take down the System Defense Fleet of sides you too quest against.


Wow...  Hearing this from the SUPREME COMMANDER of the IDF. This is a great day!!!!   ;D
Bounty Hunting goodness...  YES! YES! YES! YES! YES!
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Upgradecap on April 20, 2012, 07:17:27 AM
@SwipertheFox

The TimCORP will most certainly reward bounty hunters..... With credits and shops, but if you go bounty hunting TimCORP, we will make sure you won't come out alive 8)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 20, 2012, 07:19:59 AM
Because even Alex hasn't done so.
Alex didn't implemented simplification of it. But left enough modding place to make it possible.

If you know how to, then make TimCORP convoys 2x stronger :D
Wait a little, the very first version will implement only IDF and Hierarchy - complete implementation of one side in to all scripts - requires a lots of time. And I still didn't finished scripts even for IDF and Hierarchy...

Wow...  Hearing this from the SUPREME COMMANDER of the IDF. This is a great day!!!!   ;D
I'm not related to Supreme Commander of IDF - I'm just a modmaker :P
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Upgradecap on April 20, 2012, 07:28:09 AM
Warstalker, i see. And how much coding skills do you have in java?

Because what you're trying to do is awesome ;D. And I can ready all the scripts for implementation, if you want to have it easier ;). (I'm referring to the TimCORP scripts. and when will thr other races come into play?)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 20, 2012, 07:33:52 AM
Warstalker, i see. And how much coding skills do you have in java?
5 years of coding (not intense) in all kind of languages...

Because what you're trying to do is awesome ;D. And I can ready all the scripts for implementation, if you want to have it easier ;). (I'm referring to the TimCORP scripts. and when will thr other races come into play?)
You can't implement something, that still do not exist :)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Upgradecap on April 20, 2012, 07:36:42 AM
You know, I have this time machine right next to me..... ;D
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 20, 2012, 09:06:00 AM
YES! My theory about scripts was right! :o
Now you can get money for convoy hunt ;D
Now when reward & triggering systems are implemented - doing other types of missions will be a peace of cake 8)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Okim on April 20, 2012, 09:32:50 AM
I`ll be amoung those who will detaily analyse your scripts and reverse-engineer them for our mods :)

I`m preparing ISA for this mod. It will take some time, but i feel that i have plenty of it (giving that you are actually enjoying ripping apart those scripts) ;)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 20, 2012, 09:41:52 AM
I`ll be amoung those who will detaily analyse your scripts and reverse-engineer them for our mods :)
You're welcome :)

I`m preparing ISA for this mod. It will take some time, but i feel that i have plenty of it (giving that you are actually enjoying ripping apart those scripts) ;)
Well... honestly... I do enjoy ripping apart whole Starfarer API ;D
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Upgradecap on April 20, 2012, 09:45:04 AM
YES! My theory about scripts was right! :o
Now you can get money for convoy hunt ;D
Now when reward & triggering systems are implemented - doing other types of missions will be a peace of cake 8)

I know how you did. TimCORP engineers are already reverse-egineering your scripts to match up with TimCORP scripts.

But i'm guessing you used the sell mechanic to go in and give you a set amount of credits when you destroy a supply convoy?
Are my theories correct? :D

Also, ripping apart the API is nothing you're alone of doing ;D I've done it myself here.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: SwipertheFox on April 20, 2012, 09:45:50 AM
YES! My theory about scripts was right! :o
Now you can get money for convoy hunt ;D
Now when reward & triggering systems are implemented - doing other types of missions will be a peace of cake 8)

 8)  YES! YES! YES! YES! YES!

I too will begin looking thru the scripts.  I began looking thru the IDF to add some fighters to the start group.  EASY...
Looking thru your next masterpiece will be   :o AWESOME!!!  :o
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 20, 2012, 10:02:46 AM
But i'm guessing you used the sell mechanic to go in and give you a set amount of credits when you destroy a supply convoy?
Are my theories correct? :D
Nope...
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Upgradecap on April 20, 2012, 10:03:44 AM
Then please share your information with me.......
Master. *Bows* ;D
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 20, 2012, 10:11:27 AM
Then please share your information with me.......
Master. *Bows* ;D
When I will finish, everybody will be able to look through scripts. Technically - its complicated to explain, you will just have to look and understand it...
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Upgradecap on April 20, 2012, 10:13:42 AM
Ehm. Try to round it up? I will comprehend, trust me ;)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 20, 2012, 10:51:55 AM
Ehm. Try to round it up? I will comprehend, trust me ;)
Hmm... Spawn of convoy triggers start of quest by adding mission datapad to station, despawning of convoy removes datapad from player and from station, thus expiring quest. In addition there is counter that every X time checks if convoy is existent and if player has datapad. If player has datapad but there is no convoy, it means victory, datapad removed from player and reward items added. For some unknown reason to even if I added to convoy's inventory reward items, they aren't dropped.
And reward items are equivalent of the money :)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Upgradecap on April 20, 2012, 10:54:17 AM
I see you're skilled with this ;)

Congrats :)

Also, how did you find this out?
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Uomoz on April 20, 2012, 10:55:10 AM
This is all Paul's work in the background xD
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 20, 2012, 11:04:42 AM
I see you're skilled with this ;)

Congrats :)

Also, how did you find this out?
Idea of something => Digging through starfarer.api => Trying to implement :)

Some additional quest info and quest types:
Convoy Attack => Will be available only if you're neutral or enemy to convoy's faction. Everything easy, you need to take down convoy while it on the map. Reward depends on convoy.
Convoy Escort => Will be available only if you're neutral or friend to convoy's faction. You need to be sure that convoy arrives to station successfully. Easy to do, low reward.
Bounty Hunt => Will be available only if you're neutral or enemy to bounty's faction. Will spawn bounty of chose faction, that will go after you. You need to take it down. Or it will take down you.
Station Raid => Will be available only if you're neutral or enemy to station's faction. You need to destroy defense fleet of station - most strongest fleet in the game. Epic reward, if you win.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: The Soldier on April 20, 2012, 12:07:05 PM
I see you're skilled with this ;)

Congrats :)

Also, how did you find this out?
Idea of something => Digging through starfarer.api => Trying to implement :)

Some additional quest info and quest types:
Convoy Attack => Will be available only if you're neutral or enemy to convoy's faction. Everything easy, you need to take down convoy while it on the map. Reward depends on convoy.
Convoy Escort => Will be available only if you're neutral or friend to convoy's faction. You need to be sure that convoy arrives to station successfully. Easy to do, low reward.
Bounty Hunt => Will be available only if you're neutral or enemy to bounty's faction. Will spawn bounty of chose faction, that will go after you. You need to take it down. Or it will take down you.
Station Raid => Will be available only if you're neutral or enemy to station's faction. You need to destroy defense fleet of station - most strongest fleet in the game. Epic reward, if you win.

Oh....epic!  So, how are you gonna add a station defense fleet?  And won't the defense fleet scare away any other fleet that's supposed to attack it, like the TT attacking the Hegemony station in vanilla.  Wouldn't smaller fleets be scared of the station?
And there's gotta be more neutral/friendly quests.  There isn't enough. ;D
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: SwipertheFox on April 20, 2012, 01:39:26 PM
I see you're skilled with this ;)

Congrats :)

Also, how did you find this out?
Idea of something => Digging through starfarer.api => Trying to implement :)

Some additional quest info and quest types:
Convoy Attack => Will be available only if you're neutral or enemy to convoy's faction. Everything easy, you need to take down convoy while it on the map. Reward depends on convoy.
Convoy Escort => Will be available only if you're neutral or friend to convoy's faction. You need to be sure that convoy arrives to station successfully. Easy to do, low reward.
Bounty Hunt => Will be available only if you're neutral or enemy to bounty's faction. Will spawn bounty of chose faction, that will go after you. You need to take it down. Or it will take down you.
Station Raid => Will be available only if you're neutral or enemy to station's faction. You need to destroy defense fleet of station - most strongest fleet in the game. Epic reward, if you win.

Once again something from the great leader of the IDF...  ALL BOW AND RESPECT OUR GLORIOUS LEADER!!!
YES! YES! YES! YES! YES!   ;D
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 20, 2012, 10:11:33 PM
I will say it before you will start and then get frustrated over it. Implementing these scripts in to other mods will be your greatest pain in the arse.

EDIT:
Caravan Robbery (Convoy Hunt is ready), Convoy Escort is almost ready, now I just need to setup additional trigger that will spawn enemy anti-convoy fleet in same time when you're taking escort mission...
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 21, 2012, 03:09:01 AM
(http://imgs.xkcd.com/comics/random_number.png)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 21, 2012, 12:28:04 PM
Ke-ke-ke ;D
Now convoy missions won't be easy :) You will have to guard convoy properly :)

Checklist:
Convoy Hunt System - Done.
Convoy Escort System - Done.
Bounty Hunt System - In Progress.
Station Raid System - In Progress.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: Upgradecap on April 21, 2012, 12:30:54 PM
Wow warstalker. I am really proud of you here. One wonders when the first release will come out? I recommend you to waitwith the release until you have made all factions integrated in it ;D

Also, what factions have missions as of now?
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 21, 2012, 12:52:26 PM
Wow warstalker. I am really proud of you here. One wonders when the first release will come out? I recommend you to waitwith the release until you have made all factions integrated in it ;D

Also, what factions have missions as of now?
There is no faction missions, at least for now. It's campaign oriented. The first release will come out when I will finish all scripts (thus making integration of new races easy) and then I will integrate IDF & Hierarchy, later on in next releases I will continue to integrate other races.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: bluey101 on April 21, 2012, 03:51:59 PM
does anyone know when the first usable version of this mod will come out
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: arcibalde on April 21, 2012, 04:13:43 PM
Me  ;)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 21, 2012, 06:30:59 PM
does anyone know when the first usable version of this mod will come out
I think week or so, when I will finish writing all impossible scripts...
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 22, 2012, 08:23:34 AM
Station Raid mission System is done :)
Only Bounty Hunt is left to do :)
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 23, 2012, 12:06:05 PM
Sorry people, no news till weekend - a lot of work... at work... Interesting work... but work... will be free only on weekend, to continue modding...
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: The Soldier on April 25, 2012, 04:13:08 PM
I'm curious as to how all the other factions are going to duke it out with the Hierarchy.  Any new weapons out there good enough to crush the might of that Hierarchy armor?
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 25, 2012, 09:12:55 PM
I'm curious as to how all the other factions are going to duke it out with the Hierarchy.  Any new weapons out there good enough to crush the might of that Hierarchy armor?
That's why in first release you will have only IDF and Hierarchy. Other races will have enough time to implement required weapon to counter Hierarchy, before I will implement them in to mod.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 26, 2012, 12:24:06 AM
I think I managed to create Bounty Hunting system - it was hardest one to create, required global variable. Now all is I need is to integrate Hierarchy in to campaign and this mod will be ready to be released :)

P.S. Scripts I made - very complicated and to understand them you need good programming skills. So far I sure that Okim and Trylobot (and Alex :)) will manage to understand it completely without problems, sorry if I sound offensive to somebody. I tried to simplify scripts use as much as it could be done, so anybody will be able to use them without need of these good programming skills to understand them.
Title: Re: Fight For Universe: Sector Xplo (Hierarchy Introduction Video)
Post by: WarStalkeR on April 26, 2012, 10:31:16 AM
RELEASED

Download Fight For Universe: Sector Xplo v1.0.0.0 from MediaFire. (http://www.mediafire.com/?vstf1x8snwbi9s8)

Important Information:
* When you start new campaign, you have choice to decide what race to play. Just go to the station
"Hall of Meetings" near planet Tyrian and buy/take from there sign of race you want to fight for.
* Take one mission at a time! Otherwise there is a chance you will ruin the game. All mission are
relationship based. You can't escort convoy of enemy side and you can't attack friendly convoys, but
if side is neutral both missions is available. All missions and scripts updated with delay in 1~3 game days,
so if you see for some reason Escort mission on enemy convoy wait 1~3 game days for it to refresh.
* I tried to make this mod as much as possible without bugs, but if you encounter one, post it here with complete log.
* Reverse Engineer scripts at your own responsibility and nerves, it will take a lot of last one =)


Version 1.0.0.0:
* Completely new map with dual star.
* Implemented Side Choice System.
* Implemented Reward System.
* Implemented Convoy Escort System.
* Implemented Convoy Hunt System.
* Implemented Station Raid System.
* Implemented Bounty Hunt System.
* Implemented and Improved Paul's Pardon System.
* Implemented Enlistment System.
* Completely implemented Independent Defense Force in to campaign.
* Completely implemented Hierarchy in to campaign.


More Information at the First Post.
Title: Re: Fight For Universe: Sector Xplo (Version 1.0.0.0 Released)
Post by: Upgradecap on April 26, 2012, 11:00:54 AM
:o :o :o :o :o :o

When will the rest join the fray? :D
Title: Re: Fight For Universe: Sector Xplo (Version 1.0.0.0 Released)
Post by: Subject901 on April 26, 2012, 11:14:48 AM
you put in every hierarchy leader but the cool one lol
Title: Re: Fight For Universe: Sector Xplo (Version 1.0.0.0 Released)
Post by: WarStalkeR on April 26, 2012, 11:26:16 AM
you put in every hierarchy leader but the cool one lol
Because cool one according to (my) lore was saved by IDF after he tried to make revolution against the Hierarchy and got nearly killed, was teleported to IDF ship in last moments.
Title: Re: Fight For Universe: Sector Xplo (Version 1.0.0.0 Released)
Post by: Subject901 on April 26, 2012, 11:27:54 AM
are the nexus novus (my bad)  included in your lore?
Title: Re: Fight For Universe: Sector Xplo (Version 1.0.0.0 Released)
Post by: WarStalkeR on April 26, 2012, 11:51:27 AM
are the nexus included in your lore?
Later on I will reveal everything in my lore :)
For now I will say that Independent Defense Force very technologically advanced, so they freely can travel between entire universes, they even surpassed death and got complete control of understanding of meaning life and existence. I even wrote somewhere explanation of technologies used for traveling between entire universes.

And by nexus you mean Nexus: The Jupiter Incident?
Title: Re: Fight For Universe: Sector Xplo (1.0.0.0)
Post by: The Soldier on April 26, 2012, 11:58:59 AM
Ha!  I love this!  I'm just gonna keep all the Ammunition I get from the "quests" becuase it makes me feel strong!
Warstalker, Well done with the mod!  I love the quests, it makes the game feel alive...
Title: Re: Fight For Universe: Sector Xplo (Version 1.0.0.0 Released)
Post by: Upgradecap on April 26, 2012, 12:18:09 PM
are the nexus included in your lore?
Later on I will reveal everything in my lore :)
For now I will say that Independent Defense Force very technologically advanced, so they freely can travel between entire universes, they even surpassed death and got complete control of understanding of meaning life and existence. I even wrote somewhere explanation of technologies used for traveling between entire universes.

And by nexus you mean Nexus: The Jupiter Incident?


Surpassed death?

Damn you!!! Sanctions will be taken by the Immortals of the TimCORP.
;D

And it was in the previous ponies mod we had an discussion about it ;)
Title: Re: Fight For Universe: Sector Xplo (1.0.0.0)
Post by: Uomoz on April 26, 2012, 12:51:00 PM
Holy Moly those scripts are madness. I forfeit xD.

Good Job!
Title: Re: Fight For Universe: Sector Xplo (1.0.0.0)
Post by: Upgradecap on April 26, 2012, 01:06:47 PM
Holy Moly those scripts are madness. I forfeit xD.

Good Job!

Have already started reverse-engineering them. Though its going to take time ;D
Great job here. Hope more missions will be added, for each faction. Hope it will be SoonTM

:D
Title: Re: Fight For Universe: Sector Xplo (1.0.0.0)
Post by: The Soldier on April 26, 2012, 02:37:37 PM
...wait, what?  All the Hierarchy ships have no flux, and all their weapons use no flux.  Is that going to be replaced in the future?
Title: Re: Fight For Universe: Sector Xplo (1.0.0.0)
Post by: K-64 on April 26, 2012, 04:28:48 PM
I believe that is a "class feature" of the Hierarchy.
Title: Re: Fight For Universe: Sector Xplo (1.0.0.0)
Post by: The Soldier on April 26, 2012, 04:48:54 PM
I believe that is a "class feature" of the Hierarchy.
Hmp.  Never heard that before.  Nevertheless, I'll abuse that then. :D
Title: Re: Fight For Universe: Sector Xplo (1.0.0.0)
Post by: WarStalkeR on April 26, 2012, 08:30:37 PM
I love the quests, it makes the game feel alive...
That's why I was making these scripts :)

Surpassed death?

Damn you!!! Sanctions will be taken by the Immortals of the TimCORP.
I have a very scientific explanation for this, but I'm too lazy right now to write it :)

Holy Moly those scripts are madness. I forfeit xD.

Good Job!
They are Madness. Took whole week to write this madness, make it work and make it usable for relatively-easy integration.

Hope more missions will be added, for each faction. Hope it will be SoonTM
For now I don't have any idea what new kind of mission can be added to all these mission types I already done. Don't forget about script restrictions.

...wait, what?  All the Hierarchy ships have no flux, and all their weapons use no flux.  Is that going to be replaced in the future?
Nope it wont be, like K-64 said - it's class feature. In addition they don't have shields, so you can abuse it as much as you like :)
Title: Re: Fight For Universe: Sector Xplo (1.0.0.0)
Post by: Sunfire on April 26, 2012, 08:41:21 PM
idf ships arent stocked in good numbers at their station
Title: Re: Fight For Universe: Sector Xplo (1.0.0.0)
Post by: WarStalkeR on April 26, 2012, 09:22:55 PM
idf ships arent stocked in good numbers at their station
You mean IDF station doesn't sell enough IDF ships? Wait for IDF convoys to refill ship stocks.
Title: Re: Fight For Universe: Sector Xplo (1.0.0.0)
Post by: Sunfire on April 26, 2012, 11:30:41 PM
I did, takes forever, and I have not seen a destroyer or a frigate there yet
Title: Re: Fight For Universe: Sector Xplo (1.0.0.0)
Post by: WarStalkeR on April 26, 2012, 11:42:20 PM
I did, takes forever, and I have not seen a destroyer or a frigate there yet
Fixed it.
Download Fight For Universe: Sector Xplo v1.0.0.7 from MediaFire. (http://www.mediafire.com/?rpff9b3fld1sowq)

Version 1.0.0.7:
* IDF Convoy spawns now every 5 game days.
* Hierarchy Convoy spawns now every 6 game days.
* Increased shipment amount of ships in both convoys.
* IDF Convoy brings lesser amount of ships, but flies faster.
* Hierarchy Convoy brings bigger amount of ships, but flies slower.
Title: Re: Fight For Universe: Sector Xplo (1.0.0.0)
Post by: WarStalkeR on April 27, 2012, 05:11:49 AM
Where is damn feedback and critique for my mod? Why is so silent out here 8)
Title: Re: Fight For Universe: Sector Xplo (1.0.0.0)
Post by: arcibalde on April 27, 2012, 05:17:02 AM
You should update OP subject - version number.


I tried your mod. I bought IDF badge, take cruiser and fighters and attacked first Hir fleet. Hir have that big nasty dude and couple of smaller. SO i attacked BIGGY and my other troops engaged his escort. I didn't watch what else is happening in battle i just focused on flanking his big arss. So, after couple minutes bannging him from behind and not leaving a noticeable dent in it i realized that further playing would be boring. ONLY tactics i can use in fight like that is get behind him and hit him for a 10 minutes... For me, it's, like... Boring...

All else looks like blast: New icons and missions and stuff.


EDIT: Here is feedback just don't go berserk on me.
Title: Re: Fight For Universe: Sector Xplo (1.0.0.0)
Post by: WarStalkeR on April 27, 2012, 06:05:43 AM
EDIT: Here is feedback just don't go berserk on me.
I won't and it was a good feedback, so in other words we need more race and need to improve balance. But for me it will take time to figure out balancing the ships and races. I will try to remove range bonuses...
Title: Re: Fight For Universe: Sector Xplo (1.0.0.7)
Post by: arcibalde on April 27, 2012, 06:11:25 AM
Could you try to remove one 0 from armor value?  ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.0.7)
Post by: WarStalkeR on April 27, 2012, 06:29:54 AM
Could you try to remove one 0 from armor value?  ;D
Nope, they don't have shields.
Title: Re: Fight For Universe: Sector Xplo (1.0.0.0)
Post by: Upgradecap on April 27, 2012, 06:34:35 AM
EDIT: Here is feedback just don't go berserk on me.
I won't and it was a good feedback, so in other words we need more race and need to improve balance. But for me it will take time to figure out balancing the ships and races. I will try to remove range bonuses...

How many planets will each faction have?
I hope the TimCORP will be having two ;D
Also, I feel that in general, there should be more smaller fleets.
Title: Re: Fight For Universe: Sector Xplo (1.0.0.7)
Post by: K-64 on April 27, 2012, 07:08:15 AM
To be honest, the Hierarchy ships don't need any reduction in armour at all. As it is, I feel their ships are a bit underpowered, since IDF ships outmanoeuvre and outrange them. Plus the IDF fighters tear theirs to shreds
Title: Re: Fight For Universe: Sector Xplo (1.0.0.7)
Post by: WarStalkeR on April 27, 2012, 07:46:02 AM
How many planets will each faction have?
ONE planet per faction.
I hope the TimCORP will be having two ;D
Forget about it.
Also, I feel that in general, there should be more smaller fleets.
I don't think so.

To be honest, the Hierarchy ships don't need any reduction in armour at all. As it is, I feel their ships are a bit underpowered, since IDF ships outmanoeuvre and outrange them. Plus the IDF fighters tear theirs to shreds
Agreed, I think I will add EMP missile weapon to Hierarchy, that will shutdown IDF ship temporary. Because it still long way till Alex will add something like Stasis Webifiers or Engine Disruptor.
Title: Re: Fight For Universe: Sector Xplo (1.0.0.7)
Post by: K-64 on April 27, 2012, 07:49:34 AM
Would making the Hierarchy weapon ranges longer not make things better?
Title: Re: Fight For Universe: Sector Xplo (1.0.0.7)
Post by: Upgradecap on April 27, 2012, 08:44:46 AM

Agreed, I think I will add EMP missile weapon to Hierarchy, that will shutdown IDF ship temporary. Because it still long way till Alex will add something like Stasis Webifiers or Engine Disruptor.

When you manage to get the Statis Webifiers done, or ship-wide EMP blast, would you mind sharing the code? ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.0.7)
Post by: WarStalkeR on April 27, 2012, 08:53:38 AM
Would making the Hierarchy weapon ranges longer not make things better?
Nope, already tried it. Here needed special weapon, that will be able to disable small ship's shields in close combat I will try to add a special beam weapon to hierarchy.

When you manage to get the Statis Webifiers done, or ship-wide EMP blast, would you mind sharing the code? ;D
It's up to Alex now.
Title: Re: Fight For Universe: Sector Xplo (1.0.0.7)
Post by: Upgradecap on April 27, 2012, 08:55:49 AM
Also warstalker, the TimCORP has invented a new technology called "Pulse Beams"
Highly dangerous to all ships without shields. :)

Also, you should post a suggestion about stasis webifiers and ship-wide EMP blasts ;)
Title: Re: Fight For Universe: Sector Xplo (1.0.0.7)
Post by: Shoat on April 27, 2012, 10:15:24 AM
Bug Reports:


1 - The Hierarchy Freighter (Abductor or something) is worth infinite money.
Capturing and selling even a single one of them changes your money to an amount so high that the number won't even change anymore even if you spend it.

2 - The Samekh-Class IDF Flagship takes 99 days to refit. Even if you do nothing other than put one point into a single vent it will still be 99 days.

3 - The Samekh-Class IDF Flagship has a weird bug where, shortly after the beginning of a battle, all of it's weapons will begin disabling themselves and will not repair anymore afterwards.
Shortly after that a crash will occur, it will say something about an error with a Color.


I could not find the crash log, so here is the save file where I found all three bugs:

http://www.mediafire.com/?suzwzez9gaz99sj
Here is a savegame where the effect of the first bug can be seen (take a look at the money, or go to the place I sold the Abductors to to see how they're worth infinity money) the second bug can be witnessed by going to refit and changing anything at all about the Samekh, and the third can be (hopefully) recreated by flying to the right and fighting some dudes.



I hope this helps you in your mod development efforts. :)
Title: Re: Fight For Universe: Sector Xplo (1.0.0.7)
Post by: WarStalkeR on April 27, 2012, 10:20:05 AM
Also, you should post a suggestion about stasis webifiers and ship-wide EMP blasts ;)
Done long ago about 5 times to Alex PM :)

Hello Alex, I have another couple of questions to you:
...
2) Will you add new weapons and modules such as:
Tractor Beams - to catch ships and bring them closer to you.
Lockdown Modules & Stasis Webifiers - modules to slowdown/stop enemy ships.
Weapon Disruptors - decreases weapon range and accuracy.
Stealth Devices - hides ships from radar, but not from eye.
Cloaking Devices - hides your ships from enemy. Uncloaks (or not, depends from device) when starts shooting.
Scanners - to scan the ships for additional information or for cloaked ships.
Scramblers - to resist scanning (scanner strength vs scrambler strength)
Missile Jammers - jams the missiles from course or even redirects it back at enemy.
Damage Over Time - something like acid on the ships hull, or sprayed in space waiting for victim.
Remote Repair Systems - that can temporary fix ships hull.
Energy Focus Systems - ship A transfers its energy/flux regen to ship B to increase its weapon output.
...
Title: Re: Fight For Universe: Sector Xplo (1.0.0.7)
Post by: WarStalkeR on April 27, 2012, 10:35:50 AM
1 - The Hierarchy Freighter (Abductor or something) is worth infinite money.
Capturing and selling even a single one of them changes your money to an amount so high that the number won't even change anymore even if you spend it.
Strange, price of it is 800000. I will try to recreate bug. =/ I thing I've said do not take more then one mission at a time... And here you go... I think it can be the reason behind all bugs you've encountered so far.

2 - The Samekh-Class IDF Flagship takes 99 days to refit. Even if you do nothing other than put one point into a single vent it will still be 99 days.
I think it's because of the IDF Netzach Core Kit. Main idea of IDF ships, when I were adding "IDF Netzach Core Kit" was that they don't need any hull modification changes. But still I will look in to it. Checked, now I remember, it's a failed experiment that some times shows up - didn't been able to fix it. I've tired to make "IDF Netzach Core Kit" so other hull modifications that affect flux in anyway will be useless. Well I also thought that people won't be that greedy and will try to put additional thing to already great "IDF Netzach Core Kit" ;)

3 - The Samekh-Class IDF Flagship has a weird bug where, shortly after the beginning of a battle, all of it's weapons will begin disabling themselves and will not repair anymore afterwards.
Shortly after that a crash will occur, it will say something about an error with a Color.
crash log here will be very helpful. Most epic bug I've ever seen ;D Complete self-destruction. I think "IDF Netzach Core Kit" somehow screwed up whole game... But I don't understand how... I think Alex will be able to explain it better then me :D
Code
14484 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
21136 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
21193 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_12_3953521066544924859...
22214 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
33712 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading G:\PL\Starfarer\starfarer-core\..\saves\save_Zalera_3800697211393246729...
35437 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
614891 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 126.25 MB of texture data so far
702168 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 138.25 MB of texture data so far
731221 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading G:\PL\Starfarer\starfarer-core\..\saves\save_Zalera_3800697211393246729...
732440 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
790029 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Green Blue
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Green Blue
at java.awt.Color.testColorValueRange(Color.java:298)
at java.awt.Color.<init>(Color.java:382)
at com.fs.starfarer.renderers.damage.o0OO.String(Unknown Source)
at com.fs.starfarer.renderers.damage.o0OO.?00000(Unknown Source)
at com.fs.starfarer.combat.entities.super.oOOO.Object.super(Unknown Source)
at com.fs.starfarer.combat.entities.super.oOOO.I.render(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.render(Unknown Source)
at com.fs.starfarer.combat.F.O??000(Unknown Source)
at com.fs.super.A.?00000(Unknown Source)
at com.fs.starfarer.combat.String.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
796237 [Thread-6] INFO  com.fs.profiler.Profiler  - ID                                                                            Calls   Duration    Percent
Hmm. Well, I think it's fixed, but it's hard for me to see how it could have ever happened in the first place. Something value would have to be negative where it looks like it can't possibly be.

The good news is this has nothing to do with your mod, as far as I can tell.

I could not find the crash log, so here is the save file where I found all three bugs:
Log is located in directory \Starfarer\starfarer-core\starfarer.log It's very important for me to look through the log to understand nature of error.

I could not find the crash log, so here is the save file where I found all three bugs:
http://www.mediafire.com/?suzwzez9gaz99sj
Here is a savegame where the effect of the first bug can be seen (take a look at the money, or go to the place I sold the Abductors to to see how they're worth infinity money) the second bug can be witnessed by going to refit and changing anything at all about the Samekh, and the third can be (hopefully) recreated by flying to the right and fighting some dudes.[/quote]I will try to recreate these bugs, but will be better if you will upload the log.

I hope this helps you in your mod development efforts. :)
It does :)

And Samkh-class is Battleship (640 meters long axis) and Flagship (120 kilometers long axis) is completely another ship ;)

Also I've added to Hierarchy new weapon and now there is very thin balance between IDF and Hierarchy. Soon I will release update.
Title: Re: Fight For Universe: Sector Xplo (1.0.0.7)
Post by: Upgradecap on April 27, 2012, 10:37:11 AM
Nice! :)

Has he answered yet? :)
Title: Re: Fight For Universe: Sector Xplo (1.0.0.7)
Post by: WarStalkeR on April 27, 2012, 10:47:41 AM
Has he answered yet? :)
Yep :)

2) Maybe :) Some of these are sort-of-planned.
Title: Re: Fight For Universe: Sector Xplo (1.0.0.7)
Post by: Upgradecap on April 27, 2012, 11:00:59 AM
Well, that's not a fundamental answer; we can only guess if alex will be kind enough to implement those in-game.
Oh boy, i really hope that Stasis Webifiers and Ship-wide EMP will come.
Title: Re: Fight For Universe: Sector Xplo (1.0.0.7)
Post by: WarStalkeR on April 27, 2012, 12:01:02 PM
Download Fight For Universe: Sector Xplo v1.0.1.3 from MediaFire. (http://www.mediafire.com/?erhijtbir9i2971)

Version 1.0.1.3:
* Tried to fix bugs, tell me later if it worked, some bugs weren't even related to mod ;)
* Hierarchy got new weapon, that allows to deal with those little pesky IDF frigates ;D
* Hierarchy's Fleets reworked in order to give them same chance of victory against IDF fleet of same size.
* Try to be a badass, try to play on Hierarchy's side :D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: Upgradecap on April 27, 2012, 12:02:20 PM
A really good question here:

Is this going to be a TC? ;D

Also, when will the next major update arrive? (I'm referring to major as in: Add a new faction) ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: The Soldier on April 27, 2012, 12:02:42 PM
Finally, I can start being the Hierarchy with that new "speical" weapon of yours...muhahahahaha...
When's the next faction coming in?

EDIT:
Damn, ninja'd by upgrade on that last though. :D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: WarStalkeR on April 27, 2012, 12:05:07 PM
Is this going to be a TC? ;D
Yes! Wait... what is TC? ;D

Also, when will the next major update arrive? (I'm referring to major as in: Add a new faction) ;D
SOONTM;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: Upgradecap on April 27, 2012, 12:17:29 PM
Touche.

TC = Total Conversion.

;D

(Also, what keys do you press to get TM? ;D)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: Valiant19 on April 27, 2012, 12:19:25 PM
All right...so I loaded up Sector Xplo, and when I chose the starting fleet item, they didn't give me any money?

I don't know, it sounded like they were planning on giving me money to buy my starting fleet, but I didn't receive any.  I guess I'll just do jobs and whatnot in my little peashooter of a ship or something.  :P

EDIT: And I promptly got blown up by the cheapest mission I could take.  Hrm...the Wolf probably isn't the best thing in the world.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: WarStalkeR on April 27, 2012, 12:28:40 PM
All right...so I loaded up Sector Xplo, and when I chose the starting fleet item, they didn't give me any money?
They don't five you money, they give you Artifacts, that you sell and get money...

TC = Total Conversion.
Already is :)

(Also, what keys do you press to get TM? ;D)
http://lmgtfy.com/?q=TM
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: Valiant19 on April 27, 2012, 12:31:04 PM
All right...so I loaded up Sector Xplo, and when I chose the starting fleet item, they didn't give me any money?
They don't five you money, they give you Artifacts, that you sell and get money...

Hah...I feel stupid now.  Didn't even notice them sitting in my inventory...sorry about that.
Title: Re: Fight For Universe: Sector Xplo (1.0.0.7)
Post by: Shoat on April 28, 2012, 12:56:10 AM
=/ I thing I've said do not take more then one mission at a time... And here you go... I think it can be the reason behind all bugs you've encountered so far.

I've had a problem where fulfilling a mission (killing the fleet it asked me to) did not register even after waiting quite a long time, so I took another one.
If it happens again in the future I'll sell the previous mission before getting another one.

Well I also thought that people won't be that greedy and will try to put additional thing to already great "IDF Netzach Core Kit" ;)[/i]

Well, Hull Mods are always very powerful and I'll always, no matter what mod I play, unmount a bunch of weapons (or replace them with cheaper ones) in order to squeeze in more Hull Mods.
So it's just the way I prefer to outfit my ships.

Is there a way to know which other Hull Mods could cause problems if used along the Hierarchy/IDF Superhullmods?



Most epic bug I've ever seen ;D Complete self-destruction.

Indeed, it does look super awesome.
Maybe, if this bug is figured out, modders can create self-destruct devices that intentionally trigger it. :)
Title: Re: Fight For Universe: Sector Xplo (1.0.0.7)
Post by: WarStalkeR on April 28, 2012, 07:27:35 AM
I've had a problem where fulfilling a mission (killing the fleet it asked me to) did not register even after waiting quite a long time, so I took another one.
If it happens again in the future I'll sell the previous mission before getting another one.
When something like that happens, tell me name of mission. It's probably something screwed up in scripts.

Well, Hull Mods are always very powerful and I'll always, no matter what mod I play, unmount a bunch of weapons (or replace them with cheaper ones) in order to squeeze in more Hull Mods.
So it's just the way I prefer to outfit my ships.

Is there a way to know which other Hull Mods could cause problems if used along the Hierarchy/IDF Superhullmods?
I'm not sure. I never installed any other hull mods on ships of IDF or Hierarchy.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: bluey101 on April 28, 2012, 06:30:39 PM
what update are the rest of the races going to  be implimented in?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: WarStalkeR on April 28, 2012, 06:51:53 PM
what update are the rest of the races going to  be implimented in?
As soon as possible, I think in this weekend I will implement ISA and TimCORP. Still I must ensure, that they have right/powerful weapon to be suitable to this battle.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: Upgradecap on April 29, 2012, 12:28:21 AM
The TimCORP have a medium energy weapon called "Pulse Beamer" it fires in a cycle of 0.5 seconds (fire and reload) and deals 150 damage per shot.
It's quite deadly ;)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: darkness_rising on April 29, 2012, 02:36:33 AM
So I've just tried this mod and it is really really cool  ;D I do have one piece of constructive criticism however; the standard of english isnt that great and needs to be improved. Some might call this really picky, but for me the feel and immersion of a game/mod is shattered somewhat when I have to read descriptions etc that dont make complete sense. Maybe recruit someone to get on this?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: Upgradecap on April 29, 2012, 02:41:40 AM
Maybe recruit someone to get on this?

I can help out with the grammar ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: darkness_rising on April 29, 2012, 02:45:45 AM
Maybe recruit someone to get on this?

I can help out with the grammar ;D

I'd have volunteered to do it myself, but I've already a lot on my plate with university work deadlines looming haha
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: Xareh on April 29, 2012, 10:21:27 AM
Maybe recruit someone to get on this?

I can help out with the grammar ;D

I'd have volunteered to do it myself, but I've already a lot on my plate with university work deadlines looming haha

I could...

That and IDF are pretty OP, I took down a damaged Apocalypse just using the Jerusalem's Exorcist's and Jericho launcher. Took a fair while but it was VERY clear - the shield and flux dissipation handled everything it threw at me, I finished up with a good 99% on my hull C:
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: Shoat on April 30, 2012, 03:57:12 AM
That and IDF are pretty OP, I took down a damaged Apocalypse just using the Jerusalem's Exorcist's and Jericho launcher. Took a fair while but it was VERY clear - the shield and flux dissipation handled everything it threw at me, I finished up with a good 99% on my hull C:

Yes, balance is still a little problem.

If you are Hierarchy it will be balanced out by AI stupidity:
AI pilots will, for some reason, sometimes get into your range and die horribly even though they easily outrange, outspeed, outmanuever and outlast you (Shields are infinite, armor isn't, their ammunition is infinite even for rockets, Hierarchy ammunition is not, also the long-range artillery cannons can never get through shields).

However, if you play the IDF you can completely abuse the ridiculous speed and agility of all their ships (Their huge Capital Ship has a higher combat speed than the Hierarchy Destroyer), as well as the long range of all of their weapons and the infinite HighExplosive missiles and easily defeat any Hierarchy fleet of equal strength and even some way stronger fleets.

So, while the Hierarchy ships will always win a straight-up fight against IDF ships (and only thanks to the newly introduced beam weapon, they had no chance without that), such a straight-up fight rarely happens and Hierarchy ships are usually taken apart by an infinite stream of missiles or run out of ammunition.

Also IDF ships can mix in Hierarchy weapons (which cost less OP and 0 flux/second) into their builds to allow them to perma-fire all their weapons without danger of overloading, but Hierarchy cannot make use of IDF weaponry.
Also what will happen if we see TimCorp/Scourge/ISA ships with 0-flux Hierarchy weaponry or infinite-ammo missile launchers?



HOWEVER - we have to keep in mind that it will not remain like this (with only Hierarchy and IDF) and that a bunch of other factions will join in, and that development time should not be wasted on balancing now because this two-faction-business is only a temporary state and everything has to be rebalanced completely anyway once all the factions are put in.


Anyway, WarStalkeR should not be too concerned about balance for now as balance right now with these two factions is not as important as getting all the factions in (and then balancing those).








Oh, and btw:
May I suggest adding in 1 extra frigate and destroyer for both Hierarchy and IDF at some point somewhere down the road?
It feels weird that they have diversity in large ships, but not in small ones.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: Upgradecap on April 30, 2012, 07:29:38 AM


Also what will happen if we see TimCorp/Scourge/ISA ships with 0-flux Hierarchy weaponry or infinite-ammo missile launchers?




Then that, my good sir, would equal total carange. Look at the flux dissipation rates. If they are higher than what the missiles/weapons produce then there will be carnage. :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: WarStalkeR on April 30, 2012, 09:42:49 PM
So I've just tried this mod and it is really really cool  ;D I do have one piece of constructive criticism however; the standard of english isnt that great and needs to be improved. Some might call this really picky, but for me the feel and immersion of a game/mod is shattered somewhat when I have to read descriptions etc that dont make complete sense. Maybe recruit someone to get on this?
Sorry, Hierarchy still didn't got decent description of ships and items... Actually some IDF ships too...

I can help out with the grammar ;D
Microsoft Office will deal better with grammar problems :P

Oh, and btw:
May I suggest adding in 1 extra frigate and destroyer for both Hierarchy and IDF at some point somewhere down the road?
It feels weird that they have diversity in large ships, but not in small ones.
Well, there is no need for additional frigate and destroyer, I just don't see any use for them, for both Hierarchy and IDF.

And something about mounting IDF/Hierarchy's weapon: I spoke with Alex, and he said, that for the sake of modding he will add ability to create custom mount types and sizes, it means you won't be able to mount IDF/Hierarchy weapon on other ships, then ships of IDF/Hierarchy.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: WarStalkeR on May 01, 2012, 02:03:24 AM
Also, by the lore, IDF was first race, that Hierarchy met, that been able to fight against them without losing even a ship. Yes, by the lore, their Nuclear Cannon hasn't been able even to do a decent damage against IDF ship's armor - it was regenerating almost instantly and simple IDF frigate was able to trash 10 Hierarchy's frigates and 6 destroyers without even being scratched :) It's just for the sake of balance in mod I made it different :) Also soon I will upload update where I improved balance, now as long as IDF ships don't get too close - they win. If you got close to Hierarchy's ship - you're dead...

Also we're missing grappling weapons! One of the fearsome weapons used by IDF to tear down ships in close combat :P
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: Upgradecap on May 01, 2012, 02:19:46 AM
So, you're going to make the grapple cannon? :)

Also, will see a new update today? Since It's after the release date for .52a. Unless he holds it back.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: WarStalkeR on May 01, 2012, 04:06:52 AM
So, you're going to make the grapple cannon? :)
When Starfarer engine will allow creation of such weapon - yes.

Also, will see a new update today? Since It's after the release date for .52a. Unless he holds it back.
Well, I rebalanced Hierarchy ship's again. More right to tell, It was weapon rebalance - I've increased Hierarchy's weapon damage, so now Hierarchy's Battleship vs IDF's Battleship have 50%/50% win/lose chance :P
Anyway, I still playing with weapon balancing. Anyway will your ship (Hierarchy's or IDF's ship) survive, or will it be destroyed depends from amount mistakes you've done during the battle...
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: WarStalkeR on May 01, 2012, 07:33:11 AM
Also, somebody said that my scripts will be reverse engineered... So, any luck? :P
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: Upgradecap on May 01, 2012, 07:46:23 AM
Also, somebody said that my scripts will be reverse engineered... So, any luck? :P

That was me ;D

Yeah, i've made progress, though what i'v made progress on is a corporate secret for now ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: WarStalkeR on May 01, 2012, 11:28:29 AM
I think tomorrow I will post an update for 0.52a, lots of things can be added now, so I'm adding them :P
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: SwipertheFox on May 01, 2012, 11:38:28 AM
I think tomorrow I will post an update for 0.52a, lots of things can be added now, so I'm adding them :P


MORE EPICNESS AND AWESOME-GREATNESS from the IDF!!!!

YES! YES! YES! YES! YES!
 ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: Upgradecap on May 01, 2012, 11:52:51 AM
adding a new faction tomorrow, eh?
:D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.3)
Post by: WarStalkeR on May 01, 2012, 12:38:52 PM
adding a new faction tomorrow, eh? :D
Only at weekend :P
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 02, 2012, 12:33:56 PM
Download Fight For Universe: Sector Xplo v1.0.1.7 from MediaFire. (http://www.mediafire.com/?h026jog2go66ojb)

Version 1.0.1.7:
* Hierarchy's weapon got rebalanced (don't get too close to them).
* Added awesome music for Main Menu, Campaign and Battles.
* IDF and Hierarchy got right prefixes, ship names and commander names.
* All hull modifications (for this mod) now have relevant picture.
* Fleet Points cost of all ships was decreased to 1/10 of original.
* For now FP hard-coded, but can cause accidents if going overboard.
* Now the mod acts as Total Conversion. Deal with it 8)


As always, any feedback and bug reporting appreciated :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on May 02, 2012, 12:44:44 PM
Just updated this TC

Awesome music
+1

Can only hope the factions will come this week, and i'll be a happy panda ;D

(Just so i can satisfy my desire to kill :D)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 02, 2012, 12:44:57 PM
Wait, an arkship is how big? 8,000KM roughly?

Holy freaking hell that puts this into perspective.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 02, 2012, 12:56:07 PM
Wait, an arkship is how big? 8,000KM roughly?
Yep something like that, size of moon (~2000KM) or planetoid (~8000KM)...

Holy freaking hell that puts this into perspective.
Yes it is :) And average radius of Sphereworld is radius of star system, 40 AU or 5,983,920,000KM roughly...
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on May 02, 2012, 12:58:28 PM
You won't bring that ingame, will you?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: The Soldier on May 02, 2012, 03:08:40 PM
At least post the version number when you update a mod after a new patch is released.  It'll prevent me from asking "is it updated to .52a yet?"
Well, is it?  I'm curious... ;D

EDIT:
OH WAIT IT IS. :D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: K-64 on May 02, 2012, 03:15:08 PM
You won't bring that ingame, will you?

It might work as a battlefield :P
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 02, 2012, 06:57:04 PM
You won't bring that ingame, will you?
Nope, because game will hang and then crash to desktop of whatever OS is used to play Starfarer :P

It might work as a battlefield :P
Hmm... This is one of hellish ideas ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 03, 2012, 03:30:35 AM
Wait, an arkship is how big? 8,000KM roughly?
Yep something like that, size of moon (~2000KM) or planetoid (~8000KM)...

Holy freaking hell that puts this into perspective.
Yes it is :) And average radius of Sphereworld is radius of star system, 40 AU or 5,983,920,000KM roughly...
Just be that a Leviathan I thought up is about 550,000 KM. It's pretty freaking OP
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 03, 2012, 09:44:23 AM
Just be that a Leviathan I thought up is about 550,000 KM. It's pretty freaking OP
IDF have no need for such huge ships... Because if enemy drops one of such beasts, then IDF just "replaces" one of the nearest star systems in galaxy to this leviathan with one of IDF's Sphereworlds and then just uses it's weapon systems to destroy it. 100% accuracy range of IDF Sphereworld is about ~50 LY (Light Years), while with targeting guidance it can go up to ~5000 LY...
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 03, 2012, 11:20:02 AM
Just be that a Leviathan I thought up is about 550,000 KM. It's pretty freaking OP
IDF have no need for such huge ships... Because if enemy drops one of such beasts, then IDF just "replaces" one of the nearest star systems in galaxy to this leviathan with one of IDF's Sphereworlds and then just uses it's weapon systems to destroy it. 100% accuracy range of IDF Sphereworld is about ~50 LY (Light Years), while with targeting guidance it can go up to ~5000 LY...
Then the Leviathan hit's FTT (Faster Than Time, everything is still while you move) travel, begins to drop a fleet of roughly a few hundred thousand ships (50KM+) and replaces them at a lightning rate. Then, if that ain't enough, we can just fire a Scimitar plasma burst (basically, I'm going to put you into a star)... I could also salvo a good 25,000 2KM nuclear (50 teraton) shells in a railgun at you.

That said, the IDF is such like the fleet I thought up. Except we have frickin' nukes. And a lot of them. And a war machine that basically creates insanely huge battles all the time (50KM battleships rolling off a factory every day, 500,000 planets with aforementioned factories, staggered, fleets fully replenished in roughly 2 months).
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Vandala on May 03, 2012, 11:30:02 AM
Just be that a Leviathan I thought up is about 550,000 KM. It's pretty freaking OP
IDF have no need for such huge ships... Because if enemy drops one of such beasts, then IDF just "replaces" one of the nearest star systems in galaxy to this leviathan with one of IDF's Sphereworlds and then just uses it's weapon systems to destroy it. 100% accuracy range of IDF Sphereworld is about ~50 LY (Light Years), while with targeting guidance it can go up to ~5000 LY...
Then the Leviathan hit's FTT (Faster Than Time, everything is still while you move) travel, begins to drop a fleet of roughly a few hundred thousand ships (50KM+) and replaces them at a lightning rate. Then, if that ain't enough, we can just fire a Scimitar plasma burst (basically, I'm going to put you into a star)... I could also salvo a good 25,000 2KM nuclear (50 teraton) shells in a railgun at you.

That said, the IDF is such like the fleet I thought up. Except we have frickin' nukes. And a lot of them. And a war machine that basically creates insanely huge battles all the time (50KM battleships rolling off a factory every day, 500,000 planets with aforementioned factories, staggered, fleets fully replenished in roughly 2 months).
Ok this is getting ridicules. Faster Then Time? Do you even know the meaning of those words?!
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 03, 2012, 11:47:48 AM
Just be that a Leviathan I thought up is about 550,000 KM. It's pretty freaking OP
IDF have no need for such huge ships... Because if enemy drops one of such beasts, then IDF just "replaces" one of the nearest star systems in galaxy to this leviathan with one of IDF's Sphereworlds and then just uses it's weapon systems to destroy it. 100% accuracy range of IDF Sphereworld is about ~50 LY (Light Years), while with targeting guidance it can go up to ~5000 LY...
Then the Leviathan hit's FTT (Faster Than Time, everything is still while you move) travel, begins to drop a fleet of roughly a few hundred thousand ships (50KM+) and replaces them at a lightning rate. Then, if that ain't enough, we can just fire a Scimitar plasma burst (basically, I'm going to put you into a star)... I could also salvo a good 25,000 2KM nuclear (50 teraton) shells in a railgun at you.

That said, the IDF is such like the fleet I thought up. Except we have frickin' nukes. And a lot of them. And a war machine that basically creates insanely huge battles all the time (50KM battleships rolling off a factory every day, 500,000 planets with aforementioned factories, staggered, fleets fully replenished in roughly 2 months).
Ok this is getting ridicules. Faster Then Time? Do you even know the meaning of those words?!
Ya man. Time stands still. You do realise this is sci fi, and I can say the purple green aliens gave me the secret: put bacon in the ftl drives

EDIT: If you want the real truth... If humanity was on the verge of discovering steam power, then the race (or person) that made that ship were working on FTL drives in secret in a project nicknamed 'SHOOTING STAR'. It begins with multiple small ships (roughly the size of corvettes, but for a single person). It takes them a good few years to hit MK 28, the first FTL capable ship. MK 28's blueprints are hard coded into the computer and multiple copies are made, up to MK 32 - the exceptionally infamous Wicked Wanderer (not simply for having the first artificially made biologically accurate intelligence, Wanderer). MK 28 begins to discover a strange materials in tiny quantities in dark matter heavy areas. This material is then used as an additive to the FTL drives of the MK 29, 30, 31, and 32, creating a strange field and level of power in the engines that would be seen, to the pilot, as if everything around him/her, stood still like a photograph, but for onlookers, the ship simply disappeared. FTT travel is not instantaneous - it is more a state of movement than actual travel speed. It does however, being timeless, have the unique property of almost teleportation speeds. FTT is never fully documented, and is not generally possible to reproduce on larger ships. This would've happened roughly by the time of the collapse of the Soviet union. However, the greatest threat known to that race then revealed itself - the tribal, insanely warlike Koltheki. A dark skinned reptilian race not unlike Sangheili, they attacked the station with impunity after discovering it. In the two day assault, every ship up to the MK 28 was destroyed, but the 4 FTT ships survived.

Running back to their homeworlds, pilots then kept in contact with the government to create fleets to beat back the Koltheki. Here began the Weaponization wars, where both races became excellent in their weapons and ship design. The race used nuclear railguns, highly accurate, and very lethal, capable of wrecking fleets from LY away. Koltheki used heavy autocannons and basically are like the Hierarchy in this. They are inaccurate but could kill entire planets with a frigate. Battleship Theory came into play and interstellar battles hit a scale that contained the fury of an entire human war in the stretch of half an hour. The Weaponization wars still exist, but now a greater problem arises. The four original pilots of the FTT capable ships die suddenly, one being the pilot of the MK 32. Wicked Wanderer is insanely lethal once fully baked. In it's prototype form it could face down entire fleets despite being hundredths of the size of enemy ships, using it's interesting weapons package and insane piloting skills (the guy NOW piloting it started off at about 12 years old, he would now be 18). So, as the war continues, a new ship - The Endless Night jumps into orbit of the core world. Oh dear. The Endless Night, a 900KM Leviathan, could fire a missile that could cause a star to go supernovae instantaneously. It uses it's massive weapons package to sweep away the race's fleets, yet before it could fire the missile, Wanderer pulls off an orbital strike - throwing a nuclear shell directly into the bridge, tearing apart internal control systems, and then ultimately perishing.

As for the 550,000 KM Leviathan (The Guide)... let's just say that bending starmatter to the will of a forge is easy once you find the right technology.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Vandala on May 03, 2012, 11:54:50 AM
Ya man. Time stands still. You do realise this is sci fi, and I can say the purple green aliens gave me the secret: put bacon in the ftl drives

How can you go faster then time? It still takes time. Only way to get out of time might be with higher dimensions but you would still not be going 'faster', just a different way of getting around. Still you'd have to explain how you got out of the spacetime dimension(s) and survived seeing as you kind of need spacetime in order to exist in the first place.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: The Soldier on May 03, 2012, 11:55:10 AM
Can we have enough with the quotes?  It looks like stairs when I scroll down the page. :D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Vandala on May 03, 2012, 12:02:52 PM
Can we have enough with the quotes?  It looks like stairs when I scroll down the page. :D
Poppycock! Quotes are useful.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 03, 2012, 12:17:52 PM
You may want to read what I wrote.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 03, 2012, 12:19:41 PM
Then the Leviathan hit's FTT (Faster Than Time, everything is still while you move) travel,
Heard ever about Temporal Encapsulation? Then about Temporal Disruption - basically IDF Sphereworld automatically "locks" any possible time-space manipulations in radius of 35 LY around it.

begins to drop a fleet of roughly a few hundred thousand ships (50KM+) and replaces them at a lightning rate.
Bigger ships is easier to hit. In addition any production can be sabotaged by blocking it's molecular activity.

Then, if that ain't enough, we can just fire a Scimitar plasma burst (basically, I'm going to put you into a star)...
Plasma, good weapons, when enemies know nothing about magnetism. IDF can invert current reactions of your star and turn it in to black hole, wait till it will suck up whole your fleet and then compact this black hole in to singularity point and then annihilate it.

I could also salvo a good 25,000 2KM nuclear (50 teraton) shells in a railgun at you.
Railgun that you use, and Railguns that IDF use - very, very different things. Trajectory of your railgun can be alternated by others' planet gravity, in addition speed of your railguns' shells can't exceed speed of light 300,000 KM/sec, it means it will take a lot of time fly these 50 LY. On the other hand IDF Railgun's shell will fly exactly selected (any) distance in seconds and will hit it with 100% precision and their trajectory can't be alternated.

That said, the IDF is such like the fleet I thought up. Except we have frickin' nukes. And a lot of them. And a war machine that basically creates insanely huge battles all the time (50KM battleships rolling off a factory every day, 500,000 planets with aforementioned factories, staggered, fleets fully replenished in roughly 2 months).
Nuclear Weapon - good, but useless when any molecular activity is disrupted or blocked. There huge "battles" will be probably destroyed before they even get close enough to lone IDF Sphereworld. 500,000 planets - it's only planets and with such "advanced" technological level you're race doesn't even knows the possibility of construction of superstructures like Ringworld, Sphereworld, Swarmworld & etc.

Vandala, still time can be "compressed" and "pierced" but I'm really doubt that civilization (of X4R3H), which employs only nuclear and plasma weapons can use it...
X4R3H, friend if you want to compete with me in our races' technological superiority, knowledge of sci-fi is not enough, you need to know Superstring Theory & M-Physics at least partially...
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Vandala on May 03, 2012, 12:27:21 PM
You may want to read what I wrote.
*facepalm*

You need to read more science.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: The Soldier on May 03, 2012, 12:30:14 PM
Please, don't turn this into a talk like the Unified Flux Theory...it gets boring real quick.  That is, if you're like me, no offense to those who like that kind of talk. ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 03, 2012, 12:34:57 PM
Then the Leviathan hit's FTT (Faster Than Time, everything is still while you move) travel,
Heard ever about Temporal Encapsulation? Then about Temporal Disruption - basically IDF Sphereworld automatically "locks" any possible time-space manipulations in radius of 35 LY around it.
The material doesn't manipulate space time - it just stops it.

begins to drop a fleet of roughly a few hundred thousand ships (50KM+) and replaces them at a lightning rate.
Bigger ships is easier to hit. In addition any production can be sabotaged by blocking it's molecular activity.
It's internal factories.
Then, if that ain't enough, we can just fire a Scimitar plasma burst (basically, I'm going to put you into a star)...
Plasma, good weapons, when enemies know nothing about magnetism. IDF can invert current reactions of your star and turn it in to black hole, wait till it will suck up whole your fleet and then compact this black hole in to singularity point and then annihilate it.
It's not a star - technically. I would keep the shield around me by gravitational tethers - and even then, I'm made immune by it by the heatsink armour layer that nullifies all heat based damage. Did I mention that the armour layers add up to about 25,000 KM?
I could also salvo a good 25,000 2KM nuclear (50 teraton) shells in a railgun at you.
Railgun that you use, and Railguns that IDF use - very, very different things. Trajectory of your railgun can be alternated by others' planet gravity, in addition speed of your railguns' shells can't exceed speed of light 300,000 KM/sec, it means it will take a lot of time fly these 50 LY. On the other hand IDF Railgun's shell will fly exactly selected (any) distance in seconds and will hit it with 100% precision and their trajectory can't be alternated.
Well... we can just screen you. And those are the interesting railguns. They work along the lines of pushing the shell through a series of super powerful magnets, and at 2KM length they hit FTL speeds. The 50 teraton nuclear warhead is actually a special MIRV - go through armour plating, drop a warhead, go further in the armour, drop a warhead, repeat until come out other side - BOOM. I do also have 10,000,000 FIRE-FIRE cannons (basically the equivalent of your Siege railguns if they were miniguns) that create a 'screen' an impassable wall of bullets that would basically wreck anything that goes through it or cause extreme damage.  

That said, the IDF is such like the fleet I thought up. Except we have frickin' nukes. And a lot of them. And a war machine that basically creates insanely huge battles all the time (50KM battleships rolling off a factory every day, 500,000 planets with aforementioned factories, staggered, fleets fully replenished in roughly 2 months).
Nuclear Weapon - good, but useless when any molecular activity is disrupted or blocked. There huge "battles" will be probably destroyed before they even get close enough to lone IDF Sphereworld. 500,000 planets - it's only planets and with such "advanced" technological level you're race doesn't even knows the possibility of construction of superstructures like Ringworld, Sphereworld, Swarmworld & etc.
Well, the Leviathan is 550,000 KM, but it's a spaceship. The largest creation by the civilization is the ALPHATOOMEGA battle station and CROWS NEST - both are roughly 500 LY in size.

Vandala, still time can be "compressed" and "pierced" but I'm really doubt that civilization (of X4R3H), which employs only nuclear and plasma weapons can use it...
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 03, 2012, 12:39:41 PM
Oh, I may have forgotten my ace in the hole - Hydra missiles. Basically... the rack fires off a few million - if one warhead in that MIRV hits (and one missile's MIRV is about 1000 warheads), then anything electric related will be first fried nastily and then creates enormous energy fluctuations that would melt you from the inside out
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on May 03, 2012, 12:42:39 PM
Then i call energy demons.


Nuff said.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 03, 2012, 12:49:45 PM
Then i call energy demons.


Nuff said.
Then I call emperor palpatine and UNLIMITED POWER teh energy demons.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Vandala on May 03, 2012, 12:52:08 PM
Oh, I may have forgotten my ace in the hole - Hydra missiles. Basically... the rack fires off a few million - if one warhead in that MIRV hits (and one missile's MIRV is about 1000 warheads), then anything electric related will be first fried nastily and then creates enormous energy fluctuations that would melt you from the inside out
Lol, wasteful much? No civilization that uses such a tactic or design will last even a single war.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 03, 2012, 12:54:38 PM
Oh, I may have forgotten my ace in the hole - Hydra missiles. Basically... the rack fires off a few million - if one warhead in that MIRV hits (and one missile's MIRV is about 1000 warheads), then anything electric related will be first fried nastily and then creates enormous energy fluctuations that would melt you from the inside out
Lol, wasteful much? No civilization that uses such a tactic or design will last even a single war.
You do when you have charted 2/3 of the galaxy completely, and Hydra missiles are only used on the very new ships - MK 32 Wicked Wanderer, Super Massive Guardian class Leviathan The Guide and Stargazer (a 35,000KM Leviathan from a while back.)
EDIT: SH4RD foundries create new warheads super quickly as a Neutron Star has been converted into pure atoms that can be made into anything. Fun fact! Neutron stars pack 500,000 times more mass than earth into a sphere no bigger than Brooklyn.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Vandala on May 03, 2012, 12:59:07 PM
Oh, I may have forgotten my ace in the hole - Hydra missiles. Basically... the rack fires off a few million - if one warhead in that MIRV hits (and one missile's MIRV is about 1000 warheads), then anything electric related will be first fried nastily and then creates enormous energy fluctuations that would melt you from the inside out
Lol, wasteful much? No civilization that uses such a tactic or design will last even a single war.
You do when you have charted 2/3 of the galaxy completely, and Hydra missiles are only used on the very new ships - MK 32 Wicked Wanderer, Super Massive Guardian class Leviathan The Guide and Stargazer (a 35,000KM Leviathan from a while back.)
Charted? A single galaxy? You mean you actually fly to places in order to explore? Are you still living in the dark-ages?

I'm sorry, this is all so wonderfully silly.  ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 03, 2012, 01:00:31 PM
Oh, I may have forgotten my ace in the hole - Hydra missiles. Basically... the rack fires off a few million - if one warhead in that MIRV hits (and one missile's MIRV is about 1000 warheads), then anything electric related will be first fried nastily and then creates enormous energy fluctuations that would melt you from the inside out
Lol, wasteful much? No civilization that uses such a tactic or design will last even a single war.
You do when you have charted 2/3 of the galaxy completely, and Hydra missiles are only used on the very new ships - MK 32 Wicked Wanderer, Super Massive Guardian class Leviathan The Guide and Stargazer (a 35,000KM Leviathan from a while back.)
Charted? A single galaxy? You mean you actually fly to places in order to explore? Are you still living in the dark-ages?
No, we just look from CROWSNEST and create specialized map charts that exactly predict how time will affect the galaxy.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Vandala on May 03, 2012, 01:02:46 PM
No, we just look from CROWSNEST and create specialized map charts that exactly predict how time will affect the galaxy.
(http://s7.postimage.org/fos7n0uyf/thestupiditburns.jpg) (http://postimage.org/image/fos7n0uyf/)

LOL

I'm sorry I have to stop doing this. Just forget this.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 03, 2012, 01:04:08 PM
No, we just look from CROWSNEST and create specialized map charts that exactly predict how time will affect the galaxy.
LOL

I'm sorry I have to stop doing this. Just forget this.
See you on the flipside.
EDIT: Y u so meen? Do you not understand the premise of my creation?
I suppose actually you have a better idea of how to figure out the exact location of several billion stars in a heavily crammed galaxy at any one time, predict the movements of individual planets, collisions, supernovae and ultimately be able to control the entire galaxy - from charts?

Hey, if it wasn't for charts, a fair few of us wouldn't be alive right now.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 03, 2012, 01:18:00 PM
Oh, I may have forgotten my ace in the hole - Hydra missiles. Basically... the rack fires off a few million - if one warhead in that MIRV hits (and one missile's MIRV is about 1000 warheads)
All missiles can jammed/disabled/redirected back to their owner.

then anything electric related will be first fried nastily and then creates enormous energy fluctuations that would melt you from the inside out
Proove it. In other words provide us with rough scientific properties how it works in order to prove something to use, otherwise it's just bull****. Like Vandala said, you need more knowledge in science for your sci-fi. And you don't have enough of first one.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on May 03, 2012, 01:21:42 PM
First, depending on how advanced your charts are, then yes, you can predict everything that will happend in a galaxy.
Second: there are no thousand missile EMP MIRVS that disable anything in their path.
If there where, then I would call........

Energy demons on them.


Nuff said.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Vandala on May 03, 2012, 01:22:57 PM
See you on the flipside.
EDIT: Y u so meen? Do you not understand the premise of my creation?
I suppose actually you have a better idea of how to figure out the exact location of several billion stars in a heavily crammed galaxy at any one time, predict the movements of individual planets, collisions, supernovae and ultimately be able to control the entire galaxy - from charts?

Hey, if it wasn't for charts, a fair few of us wouldn't be alive right now.
I'm very sorry, it's not my intend to be mean. It's just, nothing of what you say is even remotely sane.

I understand that this is sci-fi stuff but your explanations don't even enter into that arena because they are just not, sane.

Please understand that this is rather frustrating.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 03, 2012, 01:28:12 PM
Oh, I may have forgotten my ace in the hole - Hydra missiles. Basically... the rack fires off a few million - if one warhead in that MIRV hits (and one missile's MIRV is about 1000 warheads)
All missiles can jammed/disabled/redirected back to their owner.

then anything electric related will be first fried nastily and then creates enormous energy fluctuations that would melt you from the inside out
Proove it. In other words provide us with rough scientific properties how it works in order to prove something to use, otherwise it's just bull****. Like Vandala said, you need more knowledge in science for your sci-fi. And you don't have enough of first one.
Right, firstly. The missile works along the same lines as EMP - sort of. In many ways, what it basically is is a pure, huge wave of concentrated electrical energy via the use of aforementioned EMP. This then is brutally sent through the hull via the use of a concentrated breach charge (or through pure punch technique where the warhead survives the initial impact and penetrates armour) the waves of energy are then concentrated into bursts internally not unlike the Plasma wall, repeating fluctuations until they run out of power from their micro fusion drives. Which would be a while.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 03, 2012, 01:28:30 PM
See you on the flipside.
EDIT: Y u so meen? Do you not understand the premise of my creation?
I suppose actually you have a better idea of how to figure out the exact location of several billion stars in a heavily crammed galaxy at any one time, predict the movements of individual planets, collisions, supernovae and ultimately be able to control the entire galaxy - from charts?

Hey, if it wasn't for charts, a fair few of us wouldn't be alive right now.
I'm very sorry, it's not my intend to be mean. It's just, nothing of what you say is even remotely sane.

I understand that this is sci-fi stuff but your explanations don't even enter into that arena because they are just not, sane.

Please understand that this is rather frustrating.
Thank you. I'm not sane.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Vandala on May 03, 2012, 01:33:08 PM
I'll try to explain.

You said you are going faster then time. Which is just absurd on it's face. Sci-fi doesn't enter into it.

It's like saying you can go faster then speed. Do you see? You can't have a speed that is faster then speed. It's just not a sane thing to say.

Just as your missile that fires missiles. The numbers you pull out of your sleeve are absurd as well as their effects, again sci-fi doesn't enter into it, this is basic logistics.

How do you store such things? How do you get such a payload into so small an area? How can you afford to throw such values of stuff away at any target?
Can't you see that such enormous numbers are meaningless on their face?
Against what could you possibly use such a thing? Not against a single ship, not even against a fleet of a few thousand ships, it would be a waste.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Vandala on May 03, 2012, 01:38:31 PM
Right, firstly. The missile works along the same lines as EMP - sort of. In many ways, what it basically is is a pure, huge wave of concentrated electrical energy via the use of aforementioned EMP. This then is brutally sent through the hull via the use of a concentrated breach charge (or through pure punch technique where the warhead survives the initial impact and penetrates armour) the waves of energy are then concentrated into bursts internally not unlike the Plasma wall, repeating fluctuations until they run out of power from their micro fusion drives. Which would be a while.

Electrical energy in the vacuum of space? Bwah?

Even if you could, it can simply be absorbed by powerful enough batteries. Also simple EMP shielding can stop EMP.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 03, 2012, 02:01:59 PM
I'll try to explain.

You said you are going faster then time. Which is just absurd on it's face. Sci-fi doesn't enter into it. (Well, you didn't read the part about it being something a little bit

It's like saying you can go faster then speed. Do you see? You can't have a speed that is faster then speed. It's just not a sane thing to say. I'm not saying I'm going faster than speed... but that sounds cool!

Just as your missile that fires missiles. The numbers you pull out of your sleeve are absurd as well as their effects, again sci-fi doesn't enter into it, this is basic logistics. Um, Hurricane MIRV launcher.... MIRV's do exist, one example is the MIRV bomb America developed that would lay down multiple nuclear warheads to make it difficult to stop damage from being widespread. And basic logistics may or may not have been... misplaced.... when they began to build fleets. Really, think about it sort of with Dead Space planetcracking. You're stuck thinking that a single planet is all we have - we have BILLIONS available excluding TRILLIONS of asteroids etc. there is no worry for logistical reasons. Any planet incapable of supporting life without extreme terraforming is either handed to the military or crushingly megamined.

How do you store such things? How do you get such a payload into so small an area? How can you afford to throw such values of stuff away at any target? Um... these missiles are roughly 2M in size and are made to order. No payload is stored, it's all made when neccesary. Nothing is that way valuable - the galaxy is so big that the resources are no problem even for something that big.
Can't you see that such enormous numbers are meaningless on their face? ...no? I like titanic battles. Is there a problem with that? The galaxy is a freaking huge place, and 80 ships don't cut a 'big' battle for me... (I love starfarer though, don't take that from me)
Against what could you possibly use such a thing? Not against a single ship, not even against a fleet of a few thousand ships, it would be a waste.
Well, we're talking fleets of millions of drones and a fair few thousand bigger ships

OK, I take it you didn't read.
Battleship Theory details that there is no point in making smaller ships - ships must constantly get bigger to use larger and more apocalyptic weapons. It's like... a Paragon using plasma cannons on it's two large turrets against a Wolf. The wolf dies nigh instantaneously, right? That's EXACTLY the problem that Battleship Theory points out. So, ships get bigger, and bigger, and bigger... the cycle repeats forever...
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 03, 2012, 02:02:58 PM
Right, firstly. The missile works along the same lines as EMP - sort of. In many ways, what it basically is is a pure, huge wave of concentrated electrical energy via the use of aforementioned EMP. This then is brutally sent through the hull via the use of a concentrated breach charge (or through pure punch technique where the warhead survives the initial impact and penetrates armour) the waves of energy are then concentrated into bursts internally not unlike the Plasma wall, repeating fluctuations until they run out of power from their micro fusion drives. Which would be a while.

Electrical energy in the vacuum of space? Bwah?

Even if you could, it can simply be absorbed by powerful enough batteries. Also simple EMP shielding can stop EMP.

Nooo... my Mjolnir Cannons...
¬_¬
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Vandala on May 03, 2012, 02:13:06 PM
OK, I take it you didn't read.
Battleship Theory details that there is no point in making smaller ships - ships must constantly get bigger to use larger and more apocalyptic weapons. It's like... a Paragon using plasma cannons on it's two large turrets against a Wolf. The wolf dies nigh instantaneously, right? That's EXACTLY the problem that Battleship Theory points out. So, ships get bigger, and bigger, and bigger... the cycle repeats forever...
Battleship theory is outdated even in our time today, what makes you think it holds water in the future, or space.

Carriers are the thing today, actual have bin for a while. Still means nothing in space.

Actually Orbital Strike Platforms are being developed today, that's the new arms race going on right now in the world. But again, that means nothing in space. Funny enough.

Nooo... my Mjolnir Cannons...
¬_¬

You do realize you need something to lead an electrical charge throe right? Space. Vacuum of space. Give it a moment of thought.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 03, 2012, 02:14:23 PM
OK, I take it you didn't read.
Battleship Theory details that there is no point in making smaller ships - ships must constantly get bigger to use larger and more apocalyptic weapons. It's like... a Paragon using plasma cannons on it's two large turrets against a Wolf. The wolf dies nigh instantaneously, right? That's EXACTLY the problem that Battleship Theory points out. So, ships get bigger, and bigger, and bigger... the cycle repeats forever...
Battleship theory is outdated even in our time today, what makes you think it holds water in the future, or space.

Carriers are the thing today, actual have bin for a while. Still means nothing in space.

Actually Orbital Strike Platforms are being developed today, that's the new arms race going on right now in the world. But again, that means nothing in space. Funny enough.
In Spaaaaaace

Still, I'm going to make a decent reference of why carriers suck.
Astral.
It DOES have water in space... that's like saying MAI WOLF WILL OWN DAT ONSLAUGHT
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Vandala on May 03, 2012, 02:17:09 PM
In Spaaaaaace

Still, I'm going to make a decent reference of why carriers suck.
Astral.
It DOES have water in space... that's like saying MAI WOLF WILL OWN DAT ONSLAUGHT
If your gonna be like this I'm not gonna try and help you anymore.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 03, 2012, 02:21:14 PM
Battleship Theory details that there is no point in making smaller ships - ships must constantly get bigger
Useless theory... Making ships stronger just by making them bigger will never bring you victory.

to use larger and more apocalyptic weapons. It's like... a Paragon using plasma cannons on it's two large turrets against a Wolf. The wolf dies nigh instantaneously, right?
Don't make me laugh about "more apocalyptic weapons", if Muliphased Temporal Shield blocks 1200mm Nucear Shell, it will be able to block even 120000mm Nucear Shell with same efficiency, because... It's same Nuclear Shell...

That's EXACTLY the problem that Battleship Theory points out. So, ships get bigger, and bigger, and bigger... the cycle repeats forever...
Bigger... easier to hit... bigger... easier to hit... bigger... easier to hit... bigger... easier to hit... bigger... easier to compress in to singularity point and then annihilate...

Anyway, you're speaking too much without knowing too much... It's frustrating...
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 03, 2012, 02:41:18 PM
Battleship Theory details that there is no point in making smaller ships - ships must constantly get bigger
Useless theory... Making ships stronger just by making them bigger will never bring you victory. So, the Onslaught is useless? Nope. Naval dreadnoughts swept away smaller ships just the way I said they would due to that theory. If you're a tiny fly next to me, then I swat you like one. Of course, size =/= victory, but it leads to it. Strap on guns, armour and tech!

to use larger and more apocalyptic weapons. It's like... a Paragon using plasma cannons on it's two large turrets against a Wolf. The wolf dies nigh instantaneously, right?
Don't make me laugh about "more apocalyptic weapons", if Muliphased Temporal Shield blocks 1200mm Nucear Shell, it will be able to block even 120000mm Nucear Shell with same efficiency, because... It's same Nuclear Shell...
Do you not understand what that 1200 means? It's the American measure of how big a barrel is, whereas the British use pounder, a measure of how heavy the shell is. It is NOT the same thusly.

That's EXACTLY the problem that Battleship Theory points out. So, ships get bigger, and bigger, and bigger... the cycle repeats forever...
Bigger... easier to hit... bigger... easier to hit... bigger... easier to hit... bigger... easier to hit... bigger... easier to compress in to singularity point and then annihilate... By he time they get that big, they're easily replaceable and don't think that engines and thrusters aren't scaled - most ships have a decent maneuverability, and while YES, I agree that they are easier to hit, don't you realize that singularities you fire are as likely to kill you as me? In fact, singularities would crush your ship before even leaving the weapon. Who's even saying you can fire a singularity without being screened?

Anyway, you're speaking too much without knowing too much... It's frustrating...
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Hyph_K31 on May 03, 2012, 02:42:49 PM
First, depending on how advanced your charts are, then yes, you can predict everything that will happend in a galaxy.
Second: there are no thousand missile EMP MIRVS that disable anything in their path.
If there where, then I would call........

Energy demons on them.


Nuff said.

WHAT?!!

*phones Zaal inter-dimentional helpline, on a super awesome tardis phone*

"the timcorp are using energy demons!"

*Long pause*

Zaal helpline: "what?"

"The timcorp, are using, ENERGY DEMONS!!"

Zaal helpline:

(http://i.imgur.com/jSkQy.jpg)

"We're opening a universal rapture now, expect Bezaltor last week."




Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 03, 2012, 02:55:58 PM
Frickin laser beams and sea bass
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 04, 2012, 07:00:08 AM
Frickin laser beams and sea bass
Why all my comments only quoted, but not being answered? Strange, isn't it?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 04, 2012, 07:41:28 AM
Frickin laser beams and sea bass
Why all my comments only quoted, but not being answered? Strange, isn't it?
Read your quoted comments carefully to find what I wrote
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Erick Doe on May 04, 2012, 07:43:16 AM
Any faction needing more than a cannon that fires massive metal slugs is overcompensating.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on May 04, 2012, 07:45:23 AM
Any faction needing more than a cannon that fires massive metal slugs is overcompensating.

Cheap faction trick:

Use one ship with an overly large cannon on it. Use extremly heavy engines on it. Deploy in masses. Your enemy won't survive :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 04, 2012, 07:52:01 AM
Any faction needing more than a cannon that fires massive metal slugs is overcompensating.
Or likes massive metal slugs... It's like saying that the Tachyon Lance's range is overcompensating
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 04, 2012, 10:38:29 AM
Quote from: X4R3H
The material doesn't manipulate space time - it just stops it.
Stopping time, means manipulation it. Please give me name of theory that supports your statement.

Quote from: X4R3H
It's internal factories.
It doesn't matter if these factories internal or external. Molecular activity can be just blocked in are of effect. Even more, there is enough to block molecular activity just by blocking metal's ability to change temperature.

Quote from: X4R3H
It's not a star - technically. I would keep the shield around me by gravitational tethers - and even then, I'm made immune by it by the heatsink armour layer that nullifies all heat based damage. Did I mention that the armour layers add up to about 25,000 KM?
Yeah another thousands. It can nullify damage from heat, but It won't protect from superstring transportation inside of this plasma "sun", you know what is superstring transportation, right?

Quote from: X4R3H
Well... we can just screen you.
Riiight... And how it works, that it can block everything? Maybe you know some special dimensional signatures or post dimensional degrees, that this "screen" of yours uses?

Quote from: X4R3H
at 2KM length they hit FTL speeds.
Good sir, you must know that if any object hits threshold of light (300,000 KM/sec) and surpasses it, object turns in pure energy. On the other hand, IDF Railguns do not use or employ such barbaric technology for reaching the target.

Quote from: X4R3H
that create a 'screen' an impassable wall of bullets that...
Let me finish it for you: "...can be easily redirected to any other location by more technologically advanced civilization".

Quote from: X4R3H
ALPHATOOMEGA battle station and CROWS NEST - both are roughly 500 LY in size
Wow 500 LY of non ending space trash and metal... That have no use and destroyed over time by own immense gravity field. Forget about creating something useful of this size with such technologies as Nuclear and Plasma. More science and less CAPSLOCK. Also what kind of Nuclear Energy your race employ, and can you explain to me what is Plasma, definition of it?

Quote from: X4R3H
So, the Onslaught is useless? Nope. Naval dreadnoughts swept away smaller ships just the way I said they would due to that theory. If you're a tiny fly next to me, then I swat you like one. Of course, size =/= victory, but it leads to it. Strap on guns, armour and tech!
Well, there is a limit when size aren't useless... Because bigger ships always must be supported by smaller ones. At some moment your ships will be so big, that their guns will just miss small ones. And believe me, small ones with specialized weaponry can tear huge things apart very fast...

Quote from: X4R3H
Do you not understand what that 1200 means? It's the American measure of how big a barrel is, whereas the British use pounder, a measure of how heavy the shell is. It is NOT the same thusly.
I know what is mm means, and what I've stated here that no matter what size of enemy shell is, it will be blocked easily by Muliphased Temporal Shield because of its atomic and chemical structure, and not because of size.

Quote from: X4R3H
don't you realize that singularities you fire are as likely to kill you as me?
Good sir, for your information you can't fire with singularity, neither I. Please learn some physics before trying to understand my words.

X4R3H, next time you will answer me inside quotes, I will ask moderator to remove "unanswered" messages.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on May 04, 2012, 10:46:07 AM

Quote from: X4R3H
don't you realize that singularities you fire are as likely to kill you as me?
Good sir, for your information you can't fire with singularity, neither I. Please learn some physics before trying to understand my words.



Just for clarifications sake to X4R3H, a singularity is a object that does not obey the physics you know of, meaning that you cannot just "Strap a black hole to a shell, and hope it'll reach it's target safe."
A black hole sucks any and all particles, including light, into it, meaning that even if you managed to store it somewhere inside your battlestation, it would suck it up from the inside.

Also, please support your statements with atleast a bit of known theories - and please do not come up with theories of your own unless you have some remote scientific back-up of it. Thank you.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 04, 2012, 10:53:14 AM
Just for clarifications sake to X4R3H, a singularity is a object that does not obey the physics you know of, meaning that you cannot just "Strap a black hole to a shell, and hope it'll reach it's target safe."
A black hole sucks any and all particles, including light, into it, meaning that even if you managed to store it somewhere inside your battlestation, it would suck it up from the inside.
He sure he can do it, but he doesn't knows how ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 04, 2012, 12:29:35 PM

Quote from: X4R3H
The material doesn't manipulate space time - it just stops it. Stopping time, means manipulation it. Please give me name of theory that supports your statement.

Wait, let me re read this. You just said the material doesn't manipulate space time, it stops it, but by stopping it manipulates it... contradiction.

Quote from: X4R3H
It's internal factories It doesn't matter if these factories internal or external. Molecular activity can be just blocked in are of effect. Even more, there is enough to block molecular activity just by blocking metal's ability to change temperature.
It's not metal... it's pure atoms that can be synthesized into any material necessary in any shape. However that is done remains a secret, just how your ships armament is classified :3

Quote from: X4R3H
It's not a star - technically. I would keep the shield around me by gravitational tethers - and even then, I'm made immune by it by the heatsink armour layer that nullifies all heat based damage. Did I mention that the armour layers add up to about 25,000 KM Yeah another thousands. It can nullify damage from heat, but It won't protect from superstring transportation inside of this plasma "sun", you know what is superstring transportation, right?

You mean string theory of subatomic particles involving supersymmetry? I do now. That's not the only layer either, there is indeed Atom FiBRE armour beneath designed to thwart such attacks.

Quote from: X4R3H
Well... we can just screen you. Riiight... And how it works, that it can block everything? Maybe you know some special dimensional signatures or post dimensional degrees, that this "screen" of yours uses?
You mean ten million explosive/kinetic rounds? Ain't nothing special about that...

Quote from: X4R3H
at 2KM length they hit FTL speeds. Good sir, you must know that if any object hits threshold of light (300,000 KM/sec) and surpasses it, object turns in pure energy. On the other hand, IDF Railguns do not use or employ such barbaric technology for reaching the target.
Barbaric? Interesting. I had no idea Koltheki could influence us so much...

Quote from: X4R3H
that create a 'screen' an impassable wall of bullets that... Let me finish it for you: "...can be easily redirected to any other location by more technologically advanced civilization".
Then I fire more. I also doubt technically that you understand the technological prowess the Guide exerts - it is an artificial masterpiece, capable of biologically understanding everything around it and providing solutions to any problem... not to mention being an amazing gaming device.

Quote from: X4R3H
ALPHATOOMEGA battle station and CROWS NEST - both are roughly 500 LY in size Wow 500 LY of non ending space trash and metal... That have no use and destroyed over time by own immense gravity field. Forget about creating something useful of this size with such technologies as Nuclear and Plasma. More science and less CAPSLOCK. Also what kind of Nuclear Energy your race employ, and can you explain to me what is Plasma, definition of it?

Nuclear technology? Fission. Plasma? I saw plasma IRL. Plasma is gas consisting of positive ions and free electrons at very high temperatures. Contrary to popular belief, Plasma has a swirling orange consistency much like the way the sun looks if you look at it. And for your info, those stations are rather interestingly built - they do not entirely span 500 LY, but cover an area of 500 LY, being connected but not large enough of a single entity to have that immense gravity field you talked about.

Quote from: X4R3H
So, the Onslaught is useless? Nope. Naval dreadnoughts swept away smaller ships just the way I said they would due to that theory. If you're a tiny fly next to me, then I swat you like one. Of course, size =/= victory, but it leads to it. Strap on guns, armour and tech! Well, there is a limit when size aren't useless... Because bigger ships always must be supported by smaller ones. At some moment your ships will be so big, that their guns will just miss small ones. And believe me, small ones with specialized weaponry can tear huge things apart very fast...
MK 32 Wicked Wanderer is about the size of a Tempest yet thanks to it's highly advanced and specialized weapons package could crush fleets involving ships far, far larger than than it and outnumbering it hundreds to one. And it was piloted by one man and his machine, Wanderer, the original ABAI (Artificial Biologically Accurate Intelligence). And if you think large ships NEED support from smaller vessels, go play Forlorn Hope C:
Quote from: X4R3H
Do you not understand what that 1200 means? It's the American measure of how big a barrel is, whereas the British use pounder, a measure of how heavy the shell is. It is NOT the same thusly. I know what is mm means, and what I've stated here that no matter what size of enemy shell is, it will be blocked easily by Muliphased Temporal Shield because of its atomic and chemical structure, and not because of size.
I've seen this multiphased temporal shield in action. It would be crushed in seconds by one volley of my weapons. Or Wanderer could run in, performing orbital runs with what it has... what a nasty ship I dreamed up.
Quote from: X4R3H
don't you realize that singularities you fire are as likely to kill you as me? Good sir, for your information you can't fire with singularity, neither I. Please learn some physics before trying to understand my words.
Hmmm...
I believe that's it.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 04, 2012, 12:42:09 PM
We could, y'know, just duke it out another way. You put all your stuff for this 'sphereworld' down on the table and I do the same, we figure out that way who wins. Actions speak louder than keystrokes.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: vagyr on May 04, 2012, 01:06:42 PM
just a few comments on what x4r wrote.
the "battleship theory" you keep going on about is absolutely stupid. As technology advances it becomes more efficient meaning takes less space to produce a similar result. It would make sense that when you reach
the point where you are a space faring race you will be able to make your ships as efficient as possible and as hard to hit as possible. If you have weapons able to destroy a planet you will try to keep your size smaller than a planet in order to avoid getting hit not try to become better than a planet. It is just not logical to say that as a race learns how to do all of those outlandish things they have found no way to downsize them. Also having a huge ship is a liability. For the same price (material wise) a single ship of those gigantic proportions would take you can build 60. A single ship can be taken down if a few parts are hit. 60 ships will only be
taken down once all 60 ones are destroyed. Swarming with technologically advanced ships makes more sense than having a single big one. The next thing that is making no sense is the "faster than time". You cannot
go faster than time. You cannot go faster than time. You cannot go faster than time. Show me any article that shows that you can go faster than time. You can go faster than light which may cause you to travel in time but thats not going faster than time. Its just not comparable.

Look making a cool faction to antagonize someone else is nice and all but flesh it out a bit think about what it is and whats the physics behind it if you really want to use some explanation behind it and then try to argue its effectiveness. You keep going "oh you have this but I have this magical thing that I did not mention that perfectly counters it!" or "yes in reality everything you will think off my super race has already figured out but im not going to let you know about it until someone discovers that what i wrote makes no sense at which point I will hastily write a power fantasy where my stuff works!"...
It just stops making sense when you try to have a discussion but you dont make sane arguments...
Edit:good grief wall of text apologies warstalker for doing that to your thread about your MOD.

Pretty cool mod are the idf sprites based off gbs by any chance (the engines look familiar)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 04, 2012, 01:13:05 PM
Wait, let me re read this. You just said the material doesn't manipulate space time, it stops it, but by stopping it manipulates it... contradiction.
You said that it stops. And I've said process of stopping IS manipulation of it.

It's not metal... it's pure atoms that can be synthesized into any material necessary in any shape. However that is done remains a secret, just how your ships armament is classified :3
Lol. Synthesize of any material is already enormous molecular activity.

You mean string theory of subatomic particles involving supersymmetry? I do now. That's not the only layer either, there is indeed Atom FiBRE armour beneath designed to thwart such attacks.
Right, you opened wikipedia, good start already. Now you just need to understand that your "Atom FiBRE armour" is useless for blocking even string transportation, I don't say even Superstring Transportation or M-Transportation.

Quote from: X4R3H
Well... we can just screen you. Riiight... And how it works, that it can block everything? Maybe you know some special dimensional signatures or post dimensional degrees, that this "screen" of yours uses?
You mean ten million explosive/kinetic rounds? Ain't nothing special about that...
We were speaking about what kind of blocking screen of your uses and not about ten million explosive/kinetic rounds.

Quote from: X4R3H
at 2KM length they hit FTL speeds. Good sir, you must know that if any object hits threshold of light (300,000 KM/sec) and surpasses it, object turns in pure energy. On the other hand, IDF Railguns do not use or employ such barbaric technology for reaching the target.
Barbaric? Interesting. I had no idea Koltheki could influence us so much...
Deal with it.

Quote from: X4R3H
that create a 'screen' an impassable wall of bullets that... Let me finish it for you: "...can be easily redirected to any other location by more technologically advanced civilization".
Then I fire more. I also doubt technically that you understand the technological prowess the Guide exerts - it is an artificial masterpiece, capable of biologically understanding everything around it and providing solutions to any problem... not to mention being an amazing gaming device.
Yeah, I know solution to everything too, called 42. You can fire as much as you want, because all your bullets will hit only you. I also doubt that your "Guide" works better than old typing machine if you even can't describe principles of its work, to prove your words.

Nuclear technology? Fission.
Blah, prehistoric age technology.

Plasma? I saw plasma IRL. Plasma is gas consisting of positive ions and free electrons at very high temperatures. Contrary to popular belief, Plasma has a swirling orange consistency much like the way the sun looks if you look at it.
I asked you to give me very basic definition of "Plasma", and you gave me what written in wikipedia. Basic definition consist only from 6 words: Plasma **** **** **** **** **** ****.

And for your info, those stations are rather interestingly built - they do not entirely span 500 LY, but cover an area of 500 LY, being connected but not large enough of a single entity to have that immense gravity field you talked about.
So, they already not 500 LY, but 500 LY long. Hmm... Very... Fragile construction.

Quote from: X4R3H
So, the Onslaught is useless? Nope. Naval dreadnoughts swept away smaller ships just the way I said they would due to that theory. If you're a tiny fly next to me, then I swat you like one. Of course, size =/= victory, but it leads to it. Strap on guns, armour and tech! Well, there is a limit when size aren't useless... Because bigger ships always must be supported by smaller ones. At some moment your ships will be so big, that their guns will just miss small ones. And believe me, small ones with specialized weaponry can tear huge things apart very fast...
MK 32 Wicked Wanderer is about the size of a Tempest yet thanks to it's highly advanced and specialized weapons package could crush fleets involving ships far, far larger than than it and outnumbering it hundreds to one. And it was piloted by one man and his machine, Wanderer, the original ABAI (Artificial Biologically Accurate Intelligence).
You can continue to come up with weird ideas and names. I will take it serious only if it's supported by something scientific.

And if you think large ships NEED support from smaller vessels, go play Forlorn Hope C:
I don't play board games. And if you think that large ships DOESN'T NEED support from smaller vessels go and play EVE Online ;D

I've seen this multiphased temporal shield in action. It would be crushed in seconds by one volley of my weapons. Or Wanderer could run in, performing orbital runs with what it has... what a nasty ship I dreamed up.
You've seen what have been added to game and changed for the sake of in-game balance.

Quote from: X4R3H
don't you realize that singularities you fire are as likely to kill you as me? Good sir, for your information you can't fire with singularity, neither I. Please learn some physics before trying to understand my words.
Hmmm...
I believe that's it.
Well you can start believing in UFO too.

We could, y'know, just duke it out another way. You put all your stuff for this 'sphereworld' down on the table and I do the same, we figure out that way who wins. Actions speak louder than keystrokes.
Sphereworlds are just replacement to original planet colonization program. They are just well defended. And actions speak louder than keystrokes - it's right: so in order to prove something with actions: create a mod with your race, not just some "as fast as could", but with passion, like I, Upgradecap, Okim, Uomoz and other done. Then if this mod will be worth of adding to my Total Conversion mod, you will be able to check out who wins and who loses. If no, then you can continue to play "Forever Alone, but Invincible", ok?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 04, 2012, 01:19:13 PM
Edit:good grief wall of text apologies warstalker for doing that to your thread about your MOD.
I have no problem with that, I like random scientific off-topic and even when somebody tries to invent new Faster Then Time theory ;D

Pretty cool mod are the idf sprites based off gbs by any chance (the engines look familiar)
Thank you. They are really from GSB with permission of Cliffski, I wrote credit to him in IDF's topic. :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on May 04, 2012, 01:32:36 PM
@X4R3H. Stop being an invincible (http://i0.kym-cdn.com/entries/icons/original/000/003/619/Untitled-1.jpg)

Please support your statements with real facts, and make something out of your faction.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 04, 2012, 01:39:12 PM
We could, y'know, just duke it out another way. You put all your stuff for this 'sphereworld' down on the table and I do the same, we figure out that way who wins. Actions speak louder than keystrokes.
Sphereworlds are just replacement to original planet colonization program. They are just well defended. And actions speak louder than keystrokes - it's right: so in order to prove something with actions: create a mod with your race, not just some "as fast as could", but with passion, like I, Upgradecap, Okim, Uomoz and other done. Then if this mod will be worth of adding to my Total Conversion mod, you will be able to check out who wins and who loses. If no, then you can continue to play "Forever Alone, but Invincible", ok?
[/quote]

I can't code, but if I could you would not like the outcome. It would be insanely OP and without a shout of a doubt far, far too large to be in Starfarer (if your Samekh can have that many weapons and have a long axis of ~640 metres, what about ~150,000,000 metres). And what's with the hoshtility? I thought this was a discussion amongst gentlemen.

EDIT: Upgradecap... the point of that Leviathan is exactly what you just said. It's MEANT to try to find any fleet capable of destroying it. It's meant to be an invincible. That's how it is.
And is there meant to be a picture there?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: vagyr on May 04, 2012, 01:42:54 PM
...
Ok this is not even funny any more. This forever alone comment pretty much encapsulates your behavior...
Can we just ignore x4r and move along?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on May 04, 2012, 01:48:06 PM
There is no picture? Weird.

Anyways, we are starting to get (slightly) annoyed at you because you literally throw and pick theories out of thin air, whilst we support them with cold, hard facts.
That's our reason. And also the fact that you throw absurdly op stuff, that makes me almost throw up. The IDF is an ant compared to what you're imagining.

Also, if this thread was a train, then i would say that it has pretty much de-railed now.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Trylobot on May 04, 2012, 01:50:55 PM
Warning to Upgradecap and X4R3H. Back on-topic, if you please.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 04, 2012, 01:51:10 PM
...
Ok this is not even funny any more. This forever alone comment pretty much encapsulates your behavior...
Can we just ignore x4r and move along?
Maybe I have overstepped the line. That is my nature.

That said, I enjoyed this mod
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on May 04, 2012, 01:54:13 PM
Warning to Upgradecap and X4R3H. Back on-topic, if you please.

I comment twice in this whole discussion and get warned.

May I have a reason?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Trylobot on May 04, 2012, 01:59:36 PM
Upgradecap: If you wish to discuss the matter, please send me a PM. Stop posting in this thread immediately unless your post directly involves the thread's original topic.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 04, 2012, 02:04:31 PM
I can't code
Well, it's your problem. You can't code - then you can only dream about you own forever alone invincible race, or start learning, like most of us. Hostility? Sure, I got annoyed by theories out of air... more over, they even sound ridiculous. Discussion amongst gentlemen only can be, when both gentlemen have approximate same levels of knowledge. I said, you want to prove that your race better then IDF? Create your own mod or forget about comparing your race to others, who already exist.

Now when verbal warfare ended, I can continue to work on my mod. I need to implement now TimCORP, finish setting up my VPS and then play a little Binary Domain.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: The Soldier on May 04, 2012, 02:36:42 PM
I can't code
Well, it's your problem. You can't code - then you can only dream about you own forever alone invincible race, or start learning, like most of us. Hostility? Sure, I got annoyed by theories out of air... more over, they even sound ridiculous. Discussion amongst gentlemen only can be, when both gentlemen have approximate same levels of knowledge. I said, you want to prove that your race better then IDF? Create your own mod or forget about comparing your race to others, who already exist.

Now when verbal warfare ended, I can continue to work on my mod. I need to implement now TimCORP, finish setting up my VPS and then play a little Binary Domain.
Is it only TimCORP ships and weapons?  I'm kinda worried that the faction me an Upgrade are working on will get implemented half-done if it includes all factions.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 04, 2012, 03:04:39 PM
Is it only TimCORP ships and weapons?  I'm kinda worried that the faction me an Upgrade are working on will get implemented half-done if it includes all factions.
Well, that was request of Upgradecap. I have only campaign, missions are for testing purposes only.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: The Soldier on May 04, 2012, 03:11:36 PM
Okeedoke, thanks!
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: bluey101 on May 04, 2012, 03:55:04 PM
just 2 quick questions

1: when will the next race be added to sector xplo?

and...

2: where can i find any idf lore other than that on the idf mod page?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on May 04, 2012, 04:22:39 PM
@Warstalker when you add the TimCORP, could you add the music tracks I am using into the game? To me, they sound very epic :D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Alex on May 04, 2012, 05:52:18 PM
@Warstalker when you add the TimCORP, could you add the music tracks I am using into the game? To me, they sound very epic :D

Question about the music - is it something you have the rights to use? And, out of curiosity, what is it?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 04, 2012, 09:18:55 PM
@Warstalker when you add the TimCORP, could you add the music tracks I am using into the game? To me, they sound very epic :D
Nope ;D

Question about the music - is it something you have the rights to use? And, out of curiosity, what is it?
Alex, In reality big companies doesn't care about "use" of their music as long as no profits made of "use" of it. On the other hands, the music artists are happy when they hear their music in all kinds of mods. And if music are from very old game like Outlive, Original War, Space Rangers, Vangers & etc, just there is nobody who will even care about use of music from good old games, all rightful owners are long gone. As Computer Forensics specialist I can tell you, in worst case scenario the big companies will ask you for information about one of modmakers who uses their music in mod.

P.S. I don't like all this talk about piracy and law, have enough of it at my work, let's stay out of it and continue to create mods.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Trylobot on May 04, 2012, 09:30:28 PM
@WarStalkeR: In reality, I think it should be pretty easy to identify for us the source of the music, and I don't think it's unreasonable to ask.

Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Alex on May 04, 2012, 09:44:16 PM
Alex, In reality big companies doesn't care about "use" of their music as long as no profits made of "use" of it. On the other hands, the music artists are happy when they hear their music in all kinds of mods.

I don't think you're in position to speak for all companies or all artists.

And if music are from very old game like Outlive, Original War, Space Rangers, Vangers & etc, just there is nobody who will even care about use of music from good old games, all rightful owners are long gone. As Computer Forensics specialist I can tell you, in worst case scenario the big companies will ask you for information about one of modmakers who uses their music in mod.

You may be right in purely practical terms, but 1) I'm paranoid and 2) it's not right. Or maybe, 1) It's not right and 2) I'm paranoid. In either case, while I certainly can't (and won't) tell you what to do, I can't condone the illegal use of copyrighted material in mods.

It'd basically be equivalent to making pirated music links available. Surely you can see why I don't want that on these forums.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 04, 2012, 10:24:15 PM
I don't think you're in position to speak for all companies or all artists.
You right, I'm not in position to speak for everybody.

You may be right in purely practical terms, but 1) I'm paranoid and 2) it's not right. Or maybe, 1) It's not right and 2) I'm paranoid. In either case, while I certainly can't (and won't) tell you what to do, I can't condone the illegal use of copyrighted material in mods.

It'd basically be equivalent to making pirated music links available. Surely you can see why I don't want that on these forums.
And I completely support your decision.

P.S. Being paranoid is good. I'm paranoid too.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Alex on May 04, 2012, 10:28:38 PM
Thank you, I *really* appreciate that.

My apologies for derailing the thread.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on May 05, 2012, 02:31:06 AM
@Warstalker when you add the TimCORP, could you add the music tracks I am using into the game? To me, they sound very epic :D

Question about the music - is it something you have the rights to use? And, out of curiosity, what is it?

Yep, I asked the artist(s) before i took it into my mod. Always do that, to make Sure I'm no pirate ;D
Also, you could download the mod and try it out. The music tracks are:  1 for the title screen,1 for travel music, and 3 for battle. :) try it out, you won't be disappointed ;)

EDIT: @Warstalker. Why won't you be adding my tracks in?  :(  *sad panda*
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 05, 2012, 03:55:45 AM
EDIT: @Warstalker. Why won't you be adding my tracks in?  :(  *sad panda*
Because it's my mod? :P
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on May 05, 2012, 11:55:23 AM
you showned 5 faction in the OP but only 2 being in the game? :(
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on May 05, 2012, 11:57:31 AM
you showned 5 faction in the OP but only 2 being in the game? :(

Don't worry. More will come soon, he just have to finish the scripts :D
I beloved the TimCORP is next to come ;)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on May 05, 2012, 02:08:00 PM
.... is it me or i cant do any change into the mod ( so its more in my liking ;P ) otherwise the game crash auto at loading? D:
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 05, 2012, 06:24:56 PM
Don't worry. More will come soon, he just have to finish the scripts :D
I beloved the TimCORP is next to come ;)
It will, but everything written in so much screwed up manner, that it will take much more time then I expected...
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: The Soldier on May 05, 2012, 06:29:15 PM
@Upgrade:
PWND!!!
I just had to say that...;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on May 06, 2012, 03:47:45 AM
@Upgrade:
PWND!!!
I just had to say that...;D


wut?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on May 06, 2012, 07:46:01 AM
anyone know the reason why i get a crash at loading if i do some change in some file that is just about changing number in a chart?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 06, 2012, 07:24:00 PM
anyone know the reason why i get a crash at loading if i do some change in some file that is just about changing number in a chart?
When you get the crash, always post a log here, without log, nobody can help you.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Vandala on May 07, 2012, 05:58:24 AM
anyone know the reason why i get a crash at loading if i do some change in some file that is just about changing number in a chart?
Depends on what numbers you change?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on May 07, 2012, 08:56:22 AM
Ah well yea ill post when ill get back home, those only thing I was changing was mostly making stack number higher than 500 to 5000 so supply, crewman etc do not overcrowed store and cargo, than was also making hierarchy weapon have a tad more range its was just about that
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Vandala on May 07, 2012, 09:53:13 AM
Ah well yea ill post when ill get back home, those only thing I was changing was mostly making stack number higher than 500 to 5000 so supply, crewman etc do not overcrowed store and cargo, than was also making hierarchy weapon have a tad more range its was just about that
I don't see how that can crash a game. Perhaps its the range, maybe better if you don't know over the range of the Tachyon Lance, I don't know how much effort the program is putting into detecting when to raise shields now that they seem to raze them even against the Tachyon Lance.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on May 07, 2012, 02:04:31 PM
well im upgrading range of the new weapon incorporated into the game, and even, the max range i was setting was just like 1800 which well inside your own view range without dev mode.... what its was showing as message its was : could find JSONObject ["id"] when its try to first load the game and that happen only when i try to change number in table....

even trying to reput the original number dont work, i have to reput a new fresh mod file...

17895 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: JSONObject["id"] not found.
org.json.JSONException: JSONObject["id"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.class(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.A.super.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

if i change nothing, the game work perfectly fine, i change ONE number in table, like ressources.csv,

dang this message

why this...
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Trylobot on May 07, 2012, 02:11:30 PM
Please post your resources.csv in its entirety; and do not copy and paste its contents. Post the entire file as an attachment to your reply. And remember you're posting the modified one that causes your problem.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on May 07, 2012, 04:05:36 PM
to go fetch the error i just did one change into the resource.csv

its the first 5000, which was originally 500

http://dl.dropbox.com/u/66460892/resource.7z (http://dl.dropbox.com/u/66460892/resource.7z)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Vandala on May 07, 2012, 04:48:59 PM
to go fetch the error i just did one change into the resource.csv

its the first 5000, which was originally 500

http://dl.dropbox.com/u/66460892/resource.7z (http://dl.dropbox.com/u/66460892/resource.7z)
HOLY, that looks weird. There has bin so much added to this file I have no idea what could be wrong with it.

But if all you did was change a single number then I don't see how its possible to not undo the error by simply changing the number back. Something else must be going on here.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on May 07, 2012, 05:38:57 PM
to go fetch the error i just did one change into the resource.csv

its the first 5000, which was originally 500

http://dl.dropbox.com/u/66460892/resource.7z (http://dl.dropbox.com/u/66460892/resource.7z)
HOLY, that looks weird. There has bin so much added to this file I have no idea what could be wrong with it.

But if all you did was change a single number then I don't see how its possible to not undo the error by simply changing the number back. Something else must be going on here.

yup that what im trying to figure out p_p

*edit* seem to do the same thing to any mods that have the tag : total conversion

... :(

did try the same thing with the Ascendency mod from Psiyon did try to boost a lil the armor rating for longer fight and i got the same error being Cannot find JSONObject["id"]

and the log is almost the same dam thing.... what is going on here!!!!!! D:

edit2* ok i got it fixed, its was on my side, my openoffice was set UFT-7 instead of UFT-8, the UFT-7 was writing ACI+ at the start of every word for no reason, when UFT-8 does not, so yea that what was happenning >_>
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: bluey101 on May 09, 2012, 07:32:12 AM
is there an ETA for the next update?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 09, 2012, 09:09:41 AM
is there an ETA for the next update?
I got a pile of work for now at CF/MA section and in addition I will be working this weekend probably too, so wait it for next weekend. If miracle will happen and I won't have work to do this weekend, I will try to release next update.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Trylobot on May 09, 2012, 01:54:50 PM
to go fetch the error i just did one change into the resource.csv

its the first 5000, which was originally 500

http://dl.dropbox.com/u/66460892/resource.7z (http://dl.dropbox.com/u/66460892/resource.7z)

rada660: The CSV file is completely ***. See below:
Spoiler
+ACI-name+ACI-,+ACI-id+ACI-,+ACI-cargo space+ACI-,+ACI-base value+ACI-,+ACI-stack size+ACI-,+ACI-icon+ACI-,+ACI-order+ACI-
+ACI-Supplies+ACI-,+ACI-supplies+ACI-,1,5,5000,+ACI-graphics/icons/cargo/supplies.png+ACI-,7
+ACI-Fuel+ACI-,+ACI-fuel+ACI-,,20,500,+ACI-graphics/icons/cargo/fuel.png+ACI-,6
+ACI-Green Crew+ACI-,+ACI-green+AF8-crew+ACI-,,10,500,+ACI-graphics/icons/cargo/crew+AF8-green.png+ACI-,5
+ACI-Regular Crew+ACI-,+ACI-regular+AF8-crew+ACI-,,50,500,+ACI-graphics/icons/cargo/crew+AF8-regular.png+ACI-,4
+ACI-Veteran Crew+ACI-,+ACI-veteran+AF8-crew+ACI-,,100,500,+ACI-graphics/icons/cargo/crew+AF8-veteran.png+ACI-,3
+ACI-Elite Crew+ACI-,+ACI-elite+AF8-crew+ACI-,,300,500,+ACI-graphics/icons/cargo/crew+AF8-elite.png+ACI-,2
+ACI-Marines+ACI-,+ACI-marines+ACI-,0.1,30,500,+ACI-graphics/icons/cargo/commando.png+ACI-,1
+ACI-Ammunition+ACI-,+ACI-gd+AF8-ammo+ACI-,0.01,25,50000,+ACI-graphics/icons/cargo/gd+AF8-ammo.png+ACI-,11
+ACI-Artifacts+ACI-,+ACI-gd+AF8-artif+ACI-,0.5,10000,1000,+ACI-graphics/icons/cargo/gd+AF8-artifacts.png+ACI-,12
+ACI-Goods+ACI-,+ACI-gd+AF8-goods+ACI-,0.05,75,25000,+ACI-graphics/icons/cargo/gd+AF8-goodies.png+ACI-,13
+ACI-Resources+ACI-,+ACI-gd+AF8-res+ACI-,0.1,500,5000,+ACI-graphics/icons/cargo/gd+AF8-resources.png+ACI-,14
+ACI-Technology+ACI-,+ACI-gd+AF8-techs+ACI-,0.2,2500,2500,+ACI-graphics/icons/cargo/gd+AF8-technology.png+ACI-,15
+ACI-Negotiators Support+ACI-,+ACI-all+AF8-pardon+ACI-,0,500000,1,+ACI-graphics/icons/cargo/datapad+AF8-all+AF8-pardon.png+ACI-,30
+ACI-Hierarchy Bribes+ACI-,+ACI-hir+AF8-pardon+ACI-,0,125000,1,+ACI-graphics/icons/cargo/datapad+AF8-hir+AF8-pardon.png+ACI-,51
+ACI-IDF Proposition+ACI-,+ACI-idf+AF8-pardon+ACI-,0,125000,1,+ACI-graphics/icons/cargo/datapad+AF8-idf+AF8-pardon.png+ACI-,31
+ACI-IDF Enlistment+ACI-,+ACI-idf+AF8-enlist+ACI-,0,0,1,+ACI-graphics/icons/cargo/datapad+AF8-idf+AF8-enlist.png+ACI-,32
+ACI-Hierarchy Union+ACI-,+ACI-hir+AF8-enlist+ACI-,0,0,1,+ACI-graphics/icons/cargo/datapad+AF8-hir+AF8-enlist.png+ACI-,52
+ACI-Mission: Rob the Bunny+ACI-,+ACI-idf+AF8-mis+AF8-sup1+ACI-,0,1000,1,+ACI-graphics/icons/cargo/datapad+AF8-idf+AF8-license.png+ACI-,33
+ACI-Mission: Breaking the Law+ACI-,+ACI-idf+AF8-mis+AF8-sup2+ACI-,0,15000,1,+ACI-graphics/icons/cargo/datapad+AF8-idf+AF8-license.png+ACI-,34
+ACI-Mission: Fast Escort+ACI-,+ACI-idf+AF8-mis+AF8-esc1+ACI-,0,500,1,+ACI-graphics/icons/cargo/datapad+AF8-idf+AF8-escort.png+ACI-,35
+ACI-Mission: Supervisior+ACI-,+ACI-idf+AF8-mis+AF8-esc2+ACI-,0,5000,1,+ACI-graphics/icons/cargo/datapad+AF8-idf+AF8-escort.png+ACI-,36
+ACI-Mission: Bring Down the Sky+ACI-,+ACI-idf+AF8-mis+AF8-rad1+ACI-,0,50000,1,+ACI-graphics/icons/cargo/datapad+AF8-idf+AF8-raid.png+ACI-,37
+ACI-Mission: Fanvacoolt+ACI-,+ACI-idf+AF8-mis+AF8-bnt1+ACI-,0,500,1,+ACI-graphics/icons/cargo/datapad+AF8-idf+AF8-bounty.png+ACI-,38
+ACI-Mission: Flames of Fire+ACI-,+ACI-idf+AF8-mis+AF8-bnt2+ACI-,0,1500,1,+ACI-graphics/icons/cargo/datapad+AF8-idf+AF8-bounty.png+ACI-,39
+ACI-Mission: Death from Above+ACI-,+ACI-idf+AF8-mis+AF8-bnt3+ACI-,0,3000,1,+ACI-graphics/icons/cargo/datapad+AF8-idf+AF8-bounty.png+ACI-,40
+ACI-Mission: Hyperchase+ACI-,+ACI-idf+AF8-mis+AF8-bnt4+ACI-,0,6000,1,+ACI-graphics/icons/cargo/datapad+AF8-idf+AF8-bounty.png+ACI-,41
+ACI-Mission: Koala Squadron+ACI-,+ACI-idf+AF8-mis+AF8-bnt5+ACI-,0,12000,1,+ACI-graphics/icons/cargo/datapad+AF8-idf+AF8-bounty.png+ACI-,42
+ACI-Mission: Redeemer+ACI-,+ACI-idf+AF8-mis+AF8-bnt6+ACI-,0,20000,1,+ACI-graphics/icons/cargo/datapad+AF8-idf+AF8-bounty.png+ACI-,43
+ACI-Mission: Megascorcher+ACI-,+ACI-idf+AF8-mis+AF8-bnt7+ACI-,0,36000,1,+ACI-graphics/icons/cargo/datapad+AF8-idf+AF8-bounty.png+ACI-,44
+ACI-Mission: Prison Break+ACI-,+ACI-hir+AF8-mis+AF8-sup1+ACI-,0,1000,1,+ACI-graphics/icons/cargo/datapad+AF8-hir+AF8-license.png+ACI-,53
+ACI-Mission: Deserter+ACI-,+ACI-hir+AF8-mis+AF8-sup2+ACI-,0,15000,1,+ACI-graphics/icons/cargo/datapad+AF8-hir+AF8-license.png+ACI-,54
+ACI-Mission: Cargo 704+ACI-,+ACI-hir+AF8-mis+AF8-esc1+ACI-,0,500,1,+ACI-graphics/icons/cargo/datapad+AF8-hir+AF8-escort.png+ACI-,55
+ACI-Mission: Room of Death+ACI-,+ACI-hir+AF8-mis+AF8-esc2+ACI-,0,5000,1,+ACI-graphics/icons/cargo/datapad+AF8-hir+AF8-escort.png+ACI-,56
+ACI-Mission: Icarus of Destruction+ACI-,+ACI-hir+AF8-mis+AF8-rad1+ACI-,0,50000,1,+ACI-graphics/icons/cargo/datapad+AF8-hir+AF8-raid.png+ACI-,57
+ACI-Mission: Coffinator+ACI-,+ACI-hir+AF8-mis+AF8-bnt1+ACI-,0,500,1,+ACI-graphics/icons/cargo/datapad+AF8-hir+AF8-bounty.png+ACI-,58
+ACI-Mission: Rabbid Dogs+ACI-,+ACI-hir+AF8-mis+AF8-bnt2+ACI-,0,1500,1,+ACI-graphics/icons/cargo/datapad+AF8-hir+AF8-bounty.png+ACI-,59
+ACI-Mission: Reanimator+ACI-,+ACI-hir+AF8-mis+AF8-bnt3+ACI-,0,3000,1,+ACI-graphics/icons/cargo/datapad+AF8-hir+AF8-bounty.png+ACI-,60
+ACI-Mission: Volatility+ACI-,+ACI-hir+AF8-mis+AF8-bnt4+ACI-,0,6000,1,+ACI-graphics/icons/cargo/datapad+AF8-hir+AF8-bounty.png+ACI-,61
+ACI-Mission: Shell Barrage+ACI-,+ACI-hir+AF8-mis+AF8-bnt5+ACI-,0,12000,1,+ACI-graphics/icons/cargo/datapad+AF8-hir+AF8-bounty.png+ACI-,62
+ACI-Mission: Devastator+ACI-,+ACI-hir+AF8-mis+AF8-bnt6+ACI-,0,20000,1,+ACI-graphics/icons/cargo/datapad+AF8-hir+AF8-bounty.png+ACI-,63
+ACI-Mission: Universe Reset+ACI-,+ACI-hir+AF8-mis+AF8-bnt7+ACI-,0,36000,1,+ACI-graphics/icons/cargo/datapad+AF8-hir+AF8-bounty.png+ACI-,64
+ACI-Start as IDF+ACI-,+ACI-idf+AF8-start+ACI-,0,0,1,+ACI-graphics/icons/cargo/sign+AF8-idf.png+ACI-,20
+ACI-Start as Hierarchy+ACI-,+ACI-hir+AF8-start+ACI-,0,0,1,+ACI-graphics/icons/cargo/sign+AF8-hir.png+ACI-,21
[close]

It looks like all your quote " characters have been replaced with the string +ACI-, and you've got some other character that I don't know what it is replaced with the string +AF8-.

My advice to you: whatever program you're using to edit CSV files? Stop it. It's bad. Use a different program mate. Use Google Docs if you've got nothing else.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: maffo on May 09, 2012, 02:12:30 PM
looks good, perhaps ill once take a chance to make a faction to add, but first getting a ship working in game is the real challenge, perhaps over a few weeks
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on May 09, 2012, 04:08:25 PM
trylobot, i did seen this and its already fixed, its was cause by the coding UFT-7, i mischanged it by accident to UFT-7 instead of UFT-8
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: 7007King0770 on May 09, 2012, 09:45:58 PM
I didn't enjoy the game-play of this conversion all that much, I personally prefer a more Vanilla style of game-play, but dear god... The aesthetics and the music, how do you have THAT good a taste in music man? I just... This mod is very impressive and compelling, I just don't enjoy floating shooting at a guy for 3 minutes not taking a single bit a damage without even moving, and having the other guy slowly die at a rate that doesn't really match the epic and fast paced battle music and look of the ships. I'm sure you understand where I'm coming from on this, and I hope your mod just keeps getting better in the future!
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 09, 2012, 10:53:03 PM
I didn't enjoy the game-play of this conversion all that much, I personally prefer a more Vanilla style of game-play,
Well this mod still work in progress and everybody have their taste.

but dear god... The aesthetics and the music, how do you have THAT good a taste in music man?
I started playing computer games in 1993 so I have a little experience in this :)

I just... This mod is very impressive and compelling, I just don't enjoy floating shooting at a guy for 3 minutes not taking a single bit a damage without even moving, and having the other guy slowly die at a rate that doesn't really match the epic and fast paced battle music and look of the ships.
Hmm... Basically if didn't installed any additional hullmods, you won't be able to get out from battle unscratched and I bet you played as IDF, yep, for now it's only IDF's (probably everybody's too) tactics to defeat Hierarchy, because if you get too close, they will reap you apart in instant once shields are down. If you think that it's boring to play as IDF, then try to play as Hierarchy :) Hmm... tell me if this music suits to the epic battle when you have at least 3 battleships, 5 battlecruiser, 10 cruisers & etc ;)

I'm sure you understand where I'm coming from on this, and I hope your mod just keeps getting better in the future!
Well I will try my best, also I was thinking about adding new weapon types/variations too. But I need a lots of free time for this and unfortunately I don't have it.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: 7007King0770 on May 10, 2012, 03:28:01 PM
You just performed surgery of my post... I don't know if I should feel honored or violated...
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 11, 2012, 03:47:49 AM
You just performed surgery of my post... I don't know if I should feel honored or violated...
I prefer for you to feel the first one :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: carrier on May 14, 2012, 07:06:43 PM

* Titan, approximate long axis is 8,000~16,000 meters.
* Flagship, approximate long axis is 86,000~126,000 meters.
* Arkship, approximate long axis is 2,240,000~8,860,000 meters.


Even room out to the maximum level, I think few monitor can fully display these...
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 14, 2012, 10:41:51 PM

* Titan, approximate long axis is 8,000~16,000 meters.
* Flagship, approximate long axis is 86,000~126,000 meters.
* Arkship, approximate long axis is 2,240,000~8,860,000 meters.


Even room out to the maximum level, I think few monitor can fully display these...
That's why they won't be used in Starfarer. Because your video card will ran out of memory before it will be able load Arkship, even thought it will be able to load Titan and Flagship :P
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: IIE16 Yoshi on May 15, 2012, 11:23:37 AM
Just how big is a 2m px .png file?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 16, 2012, 12:39:00 AM
Just how big is a 2m px .png file?
Photoshop max allowed picture size is 300,000x300,000 and it's approximate size will be ~250 GB, so creation/usage of Arkship's sprites even impossible with custom array of 100x nVidia Quadro 6000 (http://www.nvidia.co.uk/object/product-quadro-6000-uk.html). While most fat Flagship can be created/used on custom array of 10x nVidia Quadro 6000 (http://www.nvidia.co.uk/object/product-quadro-6000-uk.html) and takes only ~45 GB. Well and most fat Titan can be created/used on High-End machines that have good multicore processors of generation Q9XXX and higher and have video card of like nVidia GTX560/680 and higher, sprite's size will be only about ~750 MB.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Erick Doe on May 16, 2012, 07:51:14 AM
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Badge_Antediluvian_Shading.png)
150x150 faction symbol
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on May 16, 2012, 08:00:20 AM
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Badge_Antediluvian_Shading.png)
150x150 faction symbol

Glad to see that the Antediluvians decided to join the fray :D

Now we'll see who's the strongest power 8)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Sunfire on May 16, 2012, 08:15:41 AM
Won't the Antediluvians get eaten alive by the hierarchy? and the IDF?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Erick Doe on May 16, 2012, 08:32:57 AM
Probably. I'll create a separate version for this mod, I think. With increased values.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on May 16, 2012, 12:33:23 PM
i noticed something... that is kind of big.....

i noticed that the AI do NOT use the Phase inversion emitter weapon from the hierarchy, so to use its fonction of overloading IDF shield, i got to use them myself D:

any idea why AI refuse to use them?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: The Soldier on May 16, 2012, 12:35:16 PM
i noticed something... that is kind of big.....

i noticed that the AI do NOT use the Phase inversion emitter weapon from the hierarchy, so to use its fonction of overloading IDF shield, i got to use them myself D:

any idea why AI refuse to use them?
It takes a long time to charge up, and in the first few seconds, will not really show anything.  You will, however, be able to hear that terrifing sound it makes from the start. ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Archduke Astro on May 16, 2012, 01:11:32 PM
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Badge_Antediluvian_Shading.png)
150x150 faction symbol

Erick Doe, that is a highly impressive logo for your mod. I'm lovin' it.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Erick Doe on May 16, 2012, 01:14:30 PM
Thanks, Archduke. I guess it is supposed to symbolize the city of Atlantis. It sort of looks like a tower/ skyscraper, and anchor at the same time.  :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on May 16, 2012, 01:23:22 PM
i noticed something... that is kind of big.....

i noticed that the AI do NOT use the Phase inversion emitter weapon from the hierarchy, so to use its fonction of overloading IDF shield, i got to use them myself D:

any idea why AI refuse to use them?
It takes a long time to charge up, and in the first few seconds, will not really show anything.  You will, however, be able to hear that terrifing sound it makes from the start. ;D

i know, but the AI never shoot ( as i never hear the sound when i dont use them myself.... :( ) its like its dont like the charge up :o

then also i notice how hierarchy lack supplies.... since their ship require *** alot crewman, im at 319 supplies per day, and i literally depleted the station reserve in supply, its need MOAR
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on May 16, 2012, 01:43:32 PM
i noticed something... that is kind of big.....

i noticed that the AI do NOT use the Phase inversion emitter weapon from the hierarchy, so to use its fonction of overloading IDF shield, i got to use them myself D:

any idea why AI refuse to use them?
It takes a long time to charge up, and in the first few seconds, will not really show anything.  You will, however, be able to hear that terrifing sound it makes from the start. ;D
When I reinstalled it, it didn't fire at all

At. All.

It's not even that good, I was in the IDF starter cruiser and I could take a lot of them at a time and see little flux increase
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 16, 2012, 06:59:54 PM
Didn't see any problem with Phase Inversion Emitter. It does takes 8 seconds to charge and 0.8 seconds to discharge, but AI always start fire If you're withing range of it: 1000.

then also i notice how hierarchy lack supplies.... since their ship require *** alot crewman, im at 319 supplies per day, and i literally depleted the station reserve in supply, its need MOAR
I probably should reduce crew amount required to operate Hierarchy ships.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on May 16, 2012, 07:40:15 PM
Didn't see any problem with Phase Inversion Emitter. It does takes 8 seconds to charge and 0.8 seconds to discharge, but AI always start fire If you're withing range of it: 1000.

then also i notice how hierarchy lack supplies.... since their ship require *** alot crewman, im at 319 supplies per day, and i literally depleted the station reserve in supply, its need MOAR
I probably should reduce crew amount required to operate Hierarchy ships.

you sure? never ive seen AI ship using them, never even if they were hugging the enemy ship, nor the automatic fire when im piloting, i get in range, they never fire
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 16, 2012, 07:43:00 PM
Every time I get closer to Hierarchy ship then 1000, I start hearing sound of Phase Inversion Emitter.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on May 17, 2012, 04:52:19 AM
Hmmmmmm D: why on my side its no work!
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 17, 2012, 09:33:02 AM
Hmmmmmm D: why on my side its no work!
Right, when I installed 0.52.1a got same problem. It's because I've added some unrequited numbers. Fixed it. Download and overwrite original weapon_data.csv with what I've uploaded (link) (http://www.mediafire.com/?u88a7l5044u4uc9).
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on May 17, 2012, 01:16:47 PM
Hmmmmmm D: why on my side its no work!
Right, when I installed 0.52.1a got same problem. It's because I've added some unrequited numbers. Fixed it. Download and overwrite original weapon_data.csv with what I've uploaded (link) (http://www.mediafire.com/?u88a7l5044u4uc9).

worked like a charm thx!
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: vorpal+5 on May 18, 2012, 12:17:48 AM
Hello!

I'm trying to understand scripting and precisely I would like to anchor a fleet to something else than the main station.

      StarSystemAPI system = getSector().getStarSystem("Xplo");
      SectorEntityToken outpost = system.getEntityByName("Frontline Station");
      fleet = getSector().createFleet("idf", type);
      getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
      CargoAPI cargo = fleet.getCargo();
      cargo.addCrew(CrewXPLevel.ELITE, 1000);
      fleet.addAssignment(FleetAssignment.PATROL_SYSTEM, null, 10);

In your code...
First, I don't understand why you retrieve system and outpost, as you don't use it further? Is this just a copy&paste you forgot?

Second, this line
getLocation().spawnFleet(getAnchor(), 0, 0, fleet);

what is the Anchor returned by getAnchor() ? How can I make it that it anchors say to a planet, a second IDF station I would have created, or even the enemy station, so to simulate a blockade?

Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 18, 2012, 09:04:38 PM
First, I don't understand why you retrieve system and outpost, as you don't use it further? Is this just a copy&paste you forgot?
Probably yes. I was trying to do more advanced script with assignments, but then left it as patrol system only.

what is the Anchor returned by getAnchor()? How can I make it that it anchors say to a planet, a second IDF station I would have created, or even the enemy station, so to simulate a blockade?
getAnchor() receives location where to spawn from Corvus.java, like this: IDFMainSpawnPoint idfMainFleet = new IDFMainSpawnPoint(sector, system, 5, 5, idfstation); - the last one is anchor that will be received through getAnchor(). You can use any SectorEntityToken variable for getAnchor(), in this way you can simulate blockade, or make fleet spawn from planet.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: IIE16 Yoshi on May 18, 2012, 09:57:40 PM
Haha, that meant absolutely nothing to me!  ;D

...

 ???
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: vorpal+5 on May 18, 2012, 11:21:32 PM
First, I don't understand why you retrieve system and outpost, as you don't use it further? Is this just a copy&paste you forgot?
Probably yes. I was trying to do more advanced script with assignments, but then left it as patrol system only.

what is the Anchor returned by getAnchor()? How can I make it that it anchors say to a planet, a second IDF station I would have created, or even the enemy station, so to simulate a blockade?
getAnchor() receives location where to spawn from Corvus.java, like this: IDFMainSpawnPoint idfMainFleet = new IDFMainSpawnPoint(sector, system, 5, 5, idfstation); - the last one is anchor that will be received through getAnchor(). You can use any SectorEntityToken variable for getAnchor(), in this way you can simulate blockade, or make fleet spawn from planet.

I want to make sure I get it right:

You have defined 3 spawn points for IDF, in Corvus.java

      IDFConvoySpawnPoint idfConvoy = new IDFConvoySpawnPoint(sector, system, 5, 1, spawnpoint);
      IDFDefenseSpawnPoint idfDefense = new IDFDefenseSpawnPoint(sector, system, 2, 1, idfstation);
      IDFMainSpawnPoint idfMainFleet = new IDFMainSpawnPoint(sector, system, 5, 5, idfstation);


Function IDFMainSpawnPoint has  5 parameters
SectorAPI sector, LocationAPI location, float daysInterval, int maxFleets, SectorEntityToken anchor

and then we have this mysterious line...
getLocation().spawnFleet(getAnchor(), 0, 0, fleet);

And this is where I'm confused... because getLocation() seems to know implicitely it should use the variable 'location', and getAnchor() will use the variable 'anchor' ...

This is what is losing me. In other languages, this line
getLocation().spawnFleet(getAnchor(), 0, 0, fleet);

would use explicitely the variables sent, so would be:
location.spawnFleet(anchor, 0, 0, fleet);

but not here. Can you confirm it works like that? Surely yes, but this is not working as I have the habit to see... You have variables sent to a function, but you don't use it directly, you use a getter (getLocation or getAnchor).
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 19, 2012, 12:44:52 AM
getSector() => returns current sector, where SpawnPoint function is called from.
getLocation() => returns current system, where SpawnPoint function is called from.
getAnchor() => returns current place, where SpawnPoint must spawn fleet.

And it's easy why these functions used instead normal location, sector and anchor. Alex tried to create as most as possible safe and stable working code, and he managed to do this, so basically you can't use directly protected variable that already used super. So basically Alex created special functions, that can get protected variables directly from super and called them getSomething() :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Vulpes on May 19, 2012, 11:15:01 AM
It's quite a nice mod.  Most of the sprites seem appropriate and the music is fitting when a load of shells are flying everywhere. 

You've mentioned previously that people should play the Hierarchy in a way that indicated the game would be more challenging, but tbh I found the game to be much easier playing as the Hierarchy.  I managed to decimate every IDF fleet with some slight (mostly hull mods) modifications to the cruiser received in the starter pack- this made an impression on me as I also managed to kill a Hierarchy capital ship with the same setup (something I can't really do with the IDF cruiser).

The mods I stacked up probably broke the game, but without them it was actually rather boring (mostly just chasing IDF ships for an age and getting my engines disabled constantly).  Once these issues were solved the Hierarchy became much more fun to play with (although both race's fighters seem useless to me)- mainly because I could actually do enough damage to kill things instead of having to wear them down slowly.

If I had to make a suggestion it would be to give the IDF some more flux capacity and nerf their vent rate, likewise nerfing the Hierarchy's armor and giving them hull integrity instead would be neat. 
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: IIE16 Yoshi on May 19, 2012, 01:10:07 PM
I've yet to try as Hierarchy, mainly because I don't like relying on armor.


As to the guy above me, how are you getting your engines disabled? I've never managed to disable any ships' engines before destroying it. The resilience of the Hierarchy ships as a result of that hullmod they have is mindboggling.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on May 19, 2012, 02:56:27 PM
I've yet to try as Hierarchy, mainly because I don't like relying on armor.


As to the guy above me, how are you getting your engines disabled? I've never managed to disable any ships' engines before destroying it. The resilience of the Hierarchy ships as a result of that hullmod they have is mindboggling.

if you read the killerhunter hullmod, its say immune to EMP dmg, thus no weapon and engine get disabled, so yea its make the armor more reliable as i seen many other mod with only armor ship and weapon would get *** all day :(
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Vulpes on May 20, 2012, 06:52:05 AM
As I remember it the IDF fleet would surround my fat self and (mostly from behind) bombard me with missiles as I attempted to do... something.  I guess anything is possible when you've got that much EMP hitting the engines- in any case simply adding the integrated PD mod pretty much dealt with that.

Edit: note that once you've managed to get your engines disabled/have reduced functionality it's pretty much over as you can take no preventative action against all the missiles smacking into you.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 20, 2012, 09:14:31 AM
As I remember it the IDF fleet would surround my fat self and (mostly from behind) bombard me with missiles as I attempted to do... something.  I guess anything is possible when you've got that much EMP hitting the engines- in any case simply adding the integrated PD mod pretty much dealt with that.

Edit: note that once you've managed to get your engines disabled/have reduced functionality it's pretty much over as you can take no preventative action against all the missiles smacking into you.
Installing AI PD hullmod on Hierarchy ships solves this problem, but yes, it destroys role-play for Hierarchy, you also can try killing missiles manually :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: IIE16 Yoshi on May 20, 2012, 09:24:14 AM
As I remember it the IDF fleet would surround my fat self and (mostly from behind) bombard me with missiles as I attempted to do... something.  I guess anything is possible when you've got that much EMP hitting the engines- in any case simply adding the integrated PD mod pretty much dealt with that.

Edit: note that once you've managed to get your engines disabled/have reduced functionality it's pretty much over as you can take no preventative action against all the missiles smacking into you.
The Hierarchy hullmod greatly improves (read as 'nigh on immune') your resilience to EMP damage. In fact, your weapons and engines will probably never get disabled, judging by my skirmishes against the Hierarchy as the IDF. The Hierarchy ships always explode before their engines flame out. Which ends up looking really wierd...as they have so much armor that the death-splosion doesn't do enough, so a mostly-intact husk ends up floating along. I kind of imagine, lore-wise, that the Hierarchy ships are virtually indestructable, they can be disabled, but never destroyed.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 20, 2012, 11:08:35 AM
The Hierarchy hullmod greatly improves (read as 'nigh on immune') your resilience to EMP damage. In fact, your weapons and engines will probably never get disabled, judging by my skirmishes against the Hierarchy as the IDF. The Hierarchy ships always explode before their engines flame out. Which ends up looking really wierd...as they have so much armor that the death-splosion doesn't do enough, so a mostly-intact husk ends up floating along. I kind of imagine, lore-wise, that the Hierarchy ships are virtually indestructable, they can be disabled, but never destroyed.
By the lore their ships can be destroyed, they do have a lots of armor, about 40% whole ship is pure armor. Their ships built in unique way, so even after begin completely obliterated by enemy weapons it doesn't explode off with it's own chain reactions. It means if you will destroy one of reactors in Hierarchy ship, other won't go off in chain reaction explosions, you will just destroy only this reactor. Same goes for everything. Even killing one of engines, other will continue to work like nothing happened. So by the lore for Hierarchy ship to be destroyed, you need to destroy all it's vital systems, that somehow will allow control of it. IDF have a little different story, by the lore IDF Biotrinium Composite Armor have exceptional Regenerative and Adaptive capabilities and used everywhere, basically rendering any IDF unit semi-organic, in addition IDF units and ships have great amount of backup systems, so basically when you disable something, backup is enabled giving time to repair the original.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: bluey101 on May 21, 2012, 06:24:21 AM
no new update this weekend :(
*goes to cry in a corner
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: The Soldier on May 21, 2012, 04:18:41 PM
Umm...when is the nest update, eta maybe?  I'm a bit lazy not to try to find when or if you said that, it's just been a while since 1.0.1.7 came out.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 22, 2012, 11:42:54 PM
no new update this weekend :(
*goes to cry in a corner
Umm...when is the nest update, eta maybe?  I'm a bit lazy not to try to find when or if you said that, it's just been a while since 1.0.1.7 came out.
Sorry to disappoint you so much, have a lot of work to do.

But there is good news:
* For now TimCORP ships and weapons already integrated.
* Upgradecap finished creating fleet sets for battles, so they will have 50/50 chance vs IDF or Hierarchy Fleet of same size.
* Now I need to integrate TimCORP in to scripts and missions, I probably will ask all of you to come up with names for mission.
* I also will do some cosmetic work on TimCORP's ships, add launch bays where they must be in code.
* Also I will create/modify graphics for weapons to keep all in TimCORP's style.

I can't provide ETA due the laws of korean random possibilities and quantum casualty.
And yes mission names. I need names for TimCORP's missions, I will give you list of missions and you try to come up with something awesome :)

Mission for Small Convoy Hunt.
Mission for Large Convoy Hunt.
Mission for Small Convoy Escort.
Mission for Large Convoy Escort.
Mission with bounty on 1st TimCORP Fleet.
Mission with bounty on 2nd TimCORP Fleet.
Mission with bounty on 3rd TimCORP Fleet.
Mission with bounty on 4th TimCORP Fleet.
Mission with bounty on 5th TimCORP Fleet.
Mission with bounty on 6th TimCORP Fleet.
Mission with bounty on 7th TimCORP Fleet.
Mission with bounty on Home Defense Fleet.

Don't forget to mention for what mission you gave name, because Mission: %NAME% sounds good, but it makes me wounder what mission it related to.

To better understand what difference between 1st - 7th fleet:
Quote
1st War Fleet - fighters and frigates.
2nd War Fleet - fighters, bombers, frigates, destroyers.
3rd War Fleet - fighters, bombers, frigates, destroyers, cruisers.
4th War Fleet - fighters, bombers, gunships, frigates, destroyers, cruisers.
5th War Fleet - fighters, bombers, gunships, frigates, destroyers, cruisers, battlecruisers.
6th War Fleet - fighters, battleships.
7th War Fleet - everything.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on May 23, 2012, 09:11:31 AM

Mission for Small Convoy Hunt. Small supply blockade
Mission for Large Convoy Hunt. General system blockade
Mission for Small Convoy Escort. Escort the VIP
Mission for Large Convoy Escort. Protect our assets
Mission with bounty on 1st TimCORP Fleet. Their eyes shall be shut.
Mission with bounty on 2nd TimCORP Fleet.
Mission with bounty on 3rd TimCORP Fleet.
Mission with bounty on 4th TimCORP Fleet.
Mission with bounty on 5th TimCORP Fleet. Frontline must be pushed
Mission with bounty on 6th TimCORP Fleet. Destruction of the super-Dreadnaught
Mission with bounty on 7th TimCORP Fleet. Take down their vice-CEO
Mission with bounty on Home Defense Fleet. Death to the CEO

 I lack inspiration for the 3 that missing :(
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: The Soldier on May 23, 2012, 02:15:00 PM
Ah, the TimCORP.  How's the balancing for the two mods so far?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 25, 2012, 11:45:36 PM
Ah, the TimCORP.  How's the balancing for the two mods so far?
Upgradecap messed up TimCORP's fleets completely in unique manner :D Need to redo fleets he designed to match IDFs/Hierarchy's fleets :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: vorpal+5 on May 26, 2012, 06:03:51 AM
What are the tools you use to debug your scripts warstalker? Currently I need to run, get a crash, check the log, rince & repeat.

I would want to get something more along the line of visual studio compiler, i.e first verify syntax, and then compile the code before launching the game.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 26, 2012, 06:11:05 AM
What are the tools you use to debug your scripts warstalker? Currently I need to run, get a crash, check the log, rince & repeat.
Yep, it's what I use. I launch game, getting a crash, then checking the log.

I would want to get something more along the line of visual studio compiler, i.e first verify syntax, and then compile the code before launching the game.
Hmm... The game itself is compiler for scripts, but for syntax verification you can use Notepad++, it helps with it, just don't forget to set language to Java.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on May 26, 2012, 06:29:31 AM
What are the tools you use to debug your scripts warstalker? Currently I need to run, get a crash, check the log, rince & repeat.
Yep, it's what I use. I launch game, getting a crash, then checking the log.

I would want to get something more along the line of visual studio compiler, i.e first verify syntax, and then compile the code before launching the game.
Hmm... The game itself is compiler for scripts, but for syntax verification you can use Notepad++, it helps with it, just don't forget to set language to Java.

you always can use : http://jsonlint.com/ (http://jsonlint.com/)

its will check the syntax of any JSON coding, and make you see where is the rror if there is any
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: vorpal+5 on May 26, 2012, 06:32:48 AM
@ starwalker I'm using it already.

How you manage to get the signatures of some functions, only by looking at the script done by Alex and others or you have some kind of doc on the API? I would be very interested to get more details.

Also, you spoke some days ago of the possibility of adding a spawn point outside of Corvus.java, how would you do that without spawning again and again a spawn point each time the code trigger?

By the way, everything is handled by spawn point right now? How to trigger an event that would not be a spawn point and still fire every x days or under another condition? Say I would want to have in corvus.java an event that fire every day, but not tied to a faction, how can I do that?

thanks rada, will check.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 26, 2012, 09:11:12 PM
How you manage to get the signatures of some functions, only by looking at the script done by Alex and others or you have some kind of doc on the API? I would be very interested to get more details.
It's easy. In .\Starfarer\starfarer-core\ you will find file starfarer.api.zip, just unpack it and read through its files. All Java functions are in there other things that used by people, but not written in there is Java Magic ;)

Also, you spoke some days ago of the possibility of adding a spawn point outside of Corvus.java, how would you do that without spawning again and again a spawn point each time the code trigger?
You just add some global variable like bool spawnpointenabeled = false; and add part to function that checks status of variable.

By the way, everything is handled by spawn point right now? How to trigger an event that would not be a spawn point and still fire every x days or under another condition? Say I would want to have in corvus.java an event that fire every day, but not tied to a faction, how can I do that?
That I don't know, I think in this case we need ask Alex how to use in-game timer without being tied to faction.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Shoat on May 27, 2012, 01:38:46 AM
I have found a small problem:

The Autofire AI does not use the Phase Inversion Emitters properly.
Instead of letting it charge up, they will only fire tiny bursts for half a second or so (they never fire long enough for the beam to actually become visible).

Also, for some reason the AI claims that the weapon has '0' ammunition instead of '--' as beams usually have, which is somewhat weird.



Edit:
Actually, now after some testing in simulation mode, it turns out the Autofire AI does not use the Phase Inversion Emitters at all.
All other weapons turned off and only the group with the beams turned on, they will not even point in the direction of the enemy, let alone fire.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 27, 2012, 04:41:54 AM
Actually, now after some testing in simulation mode, it turns out the Autofire AI does not use the Phase Inversion Emitters at all.
All other weapons turned off and only the group with the beams turned on, they will not even point in the direction of the enemy, let alone fire.
Replace current weapon_data.csv with this one downloaded from Mediafire (http://www.mediafire.com/?u88a7l5044u4uc9). It wasn't issue on 0.52a, but when 0.52.1a came out I found about this problem too.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: vorpal+5 on May 27, 2012, 06:34:07 AM
Thanks for the very informative answer, Starwalker, oops WarStalker  ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 28, 2012, 03:56:33 AM
Updated look for TimCORP ships:
(http://i1223.photobucket.com/albums/dd518/WarStalkeR/IDF/ffusx/TimCORP_delta.png)(http://i1223.photobucket.com/albums/dd518/WarStalkeR/IDF/ffusx/TimCORP_beta.png)(http://i1223.photobucket.com/albums/dd518/WarStalkeR/IDF/ffusx/TimCORP_alpha.png)(http://i1223.photobucket.com/albums/dd518/WarStalkeR/IDF/ffusx/TimCORP_angio.png)
Next ones are TimCORP-style weapons :) Because every race must have own weapons to look unique :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: The Soldier on May 28, 2012, 05:20:53 AM
ha!  I love it!  I'm not sure if they look better or now, but they sure are brighter.

If the CEO is going to die, who's the next CEO?  CEO Upgrade hasn't decided yet. ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Shoat on May 28, 2012, 08:48:15 AM
I had wondered why the large Leviathan had a different color scheme than the rest of the TimCORP ships.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on May 28, 2012, 08:53:32 AM
I had wondered why the large Leviathan had a different color scheme than the rest of the TimCORP ships.

Because it was unique :D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 28, 2012, 09:38:52 AM
Because it was unique :D
Now it's not :D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Fantastic Chimni on May 29, 2012, 02:24:09 PM
Playing as the Hierarchy, How does one deal with the massive supply costs? Each supply drop only drops 200 supply to be bought up and with just 5 ships fully crewed it is costing me 170+ supplies per day just to keep them running from the amount of crew they take.

I cant go out and roam and kill for supplies because it takes a few days to find one fleet and by that time i have an accident and lose ships or crew or something else.

Can you reduce the upkeep cost of supplies or reduce the amount of crew required for the ships while making the crew more expensive to make up for it?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: The Soldier on May 29, 2012, 03:17:47 PM
Crew appetite can be changed in one of the code.  I saw it somewhere, but I can't remember where.  You might change it from .1 food (or whatever it is now) to .01 food per day.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: IIE16 Yoshi on May 29, 2012, 03:37:46 PM
Updated look for TimCORP ships:
(http://i1223.photobucket.com/albums/dd518/WarStalkeR/IDF/ffusx/TimCORP_delta.png)

I love the look of all of the weapon mountings on that ship. But how does one balance a ship with that many hardpoints. I think it could do with 20% more pewpew
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on May 31, 2012, 12:14:43 PM
Can you reduce the upkeep cost of supplies or reduce the amount of crew required for the ships while making the crew more expensive to make up for it?
Upkeep can't be reduced, but amount of troopers in ship can be. It's fixed already in my developers version.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Fantastic Chimni on May 31, 2012, 12:40:13 PM
Whoo! It was kinda taking the fun out of playing the game and forcing me to plan out every move constantly on the map for "Optimal supply-time-Consumption" or something equally annoying sounding  ;)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: IIE16 Yoshi on June 01, 2012, 07:43:30 AM
Two things...
one, where are the ISA, Scourge and TimCORP? Or are they not implemented yet?

two, the IDF railguns seem to be little more than peashooters against the Hierarchy. At the moment, all I'm using is a Samekh with all small and medium mounts covered in missile launchers along with a couple of the large mounts with Jerichos. And two Shiry wings which I always have set to escort my Samekh. This thing wrecks any Hierarchy ship in a 1v1 and takes considerable numbers of Hierarchy ships to flank and get on all sides. Otherwise, everything dies under the un-ending torrent of missiles.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on June 01, 2012, 12:03:53 PM
Two things...
one, where are the ISA, Scourge and TimCORP? Or are they not implemented yet?

two, the IDF railguns seem to be little more than peashooters against the Hierarchy. At the moment, all I'm using is a Samekh with all small and medium mounts covered in missile launchers along with a couple of the large mounts with Jerichos. And two Shiry wings which I always have set to escort my Samekh. This thing wrecks any Hierarchy ship in a 1v1 and takes considerable numbers of Hierarchy ships to flank and get on all sides. Otherwise, everything dies under the un-ending torrent of missiles.

i did permitted myself in boosting their dmg a tad... which was more effective vs flux used so if finally happy to use railgun and feel awesome
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on June 06, 2012, 06:26:18 PM
i did permitted myself in boosting their dmg a tad... which was more effective vs flux used so if finally happy to use railgun and feel awesome
In my dev version I changed all railguns damage type to ENERGY in order to keep them balanced, but not useless against Hierarchy's armor.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Sproginator on June 10, 2012, 12:45:36 PM
WAR STALKER YOU MOD SPAZ TOO :D. I just found this mod on there that you are working on too :P, How long you played it for?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: rada660 on June 10, 2012, 07:43:07 PM
WAR STALKER YOU MOD SPAZ TOO :D. I just found this mod on there that you are working on too :P, How long you played it for?

pffft....




i got SPAZ too but starfarer is so much more awesome
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on June 10, 2012, 08:11:50 PM
WAR STALKER YOU MOD SPAZ TOO :D. I just found this mod on there that you are working on too :P, How long you played it for?
Finished it a couple of times - when it was beta, when it just came out, and once more before mod tools arrived.

i got SPAZ too but starfarer is so much more awesome
They both got their cons and pros. In SPAZ you can equip shield generators, new armors and new engines and new reactors. In addition SPAZ has speed reductions weapons as well as cloaking/detections system and tractor beams. In addition in SPAZ there are lot of damage types and you can change resistance of shields and armor freely.

While Starfarer provides realistic physics and drive system. Weapons in Starfarer are far more realistic then in SPAZ. In addition Starfarer has quite big possibilities in weapons' effect modding part.

Strafarer is more tactical. SPAZ is more arcade like. In addition SPAZ 2 will have multiplayer, something that Stafarer will never have. In addition Tiy (developer of Starbound, you can find him on IRC and ask questions) told me, in order to make a multiplayer game, you must start implementing it when you're writing game engine from scratch. So that means Starfarer will see multilayer, only if Alex will decide to do it in Starfarer 2.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: IIE16 Yoshi on June 10, 2012, 11:55:50 PM
Hrm, fiddled with all the weapons to make them deal energy damage. Also tweaking weapons like the Assault Railgun or the Stormer. The idea being that, being heavier versions of their smaller brethren (Battle and Defender, respectively), they deal more DPS in general, however, they fire their shots in a burst. So while the single-barreled railguns deal somewhat less damage, they deal it constantly, while the heavier version deal good burst damage. But it really is too much fun to push all the flux levels right down and just make a crazy slug spewing monster out of the Samekh.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Sproginator on June 11, 2012, 01:16:47 AM
WAR STALKER YOU MOD SPAZ TOO :D. I just found this mod on there that you are working on too :P, How long you played it for?
Finished it a couple of times - when it was beta, when it just came out, and once more before mod tools arrived.

i got SPAZ too but starfarer is so much more awesome
They both got their cons and pros. In SPAZ you can equip shield generators, new armors and new engines and new reactors. In addition SPAZ has speed reductions weapons as well as cloaking/detections system and tractor beams. In addition in SPAZ there are lot of damage types and you can change resistance of shields and armor freely.

While Starfarer provides realistic physics and drive system. Weapons in Starfarer are far more realistic then in SPAZ. In addition Starfarer has quite big possibilities in weapons' effect modding part.

Strafarer is more tactical. SPAZ is more arcade like. In addition SPAZ 2 will have multiplayer, something that Stafarer will never have. In addition Tiy (developer of Starbound, you can find him on IRC and ask questions) told me, in order to make a multiplayer game, you must start implementing it when you're writing game engine from scratch. So that means Starfarer will see multilayer, only if Alex will decide to do it in Starfarer 2.
I don't mind which game I play, I love them both, but multiplayer could tip my opinion haha
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: bluey101 on June 11, 2012, 08:20:46 AM
wasn't this mod going to be updated a few weeks back  ???
can you give us an eta for the next update?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: IIE16 Yoshi on June 11, 2012, 10:12:02 AM
As much as I would love to see the other 4 factions implemented by the next release, Warstalker is just one dude. So, it'll be ready to release when it's ready to release.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on June 11, 2012, 11:40:05 AM
As much as I would love to see the other 4 factions implemented by the next release, Warstalker is just one dude. So, it'll be ready to release when it's ready to release.
Thanks for understanding. IRL work takes much time.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on June 11, 2012, 11:51:04 AM
As much as I would love to see the other 4 factions implemented by the next release, Warstalker is just one dude. So, it'll be ready to release when it's ready to release.
Thanks for understanding. IRL work takes much time.

What exactly do you work as? (It's very interesting to know what pepole work with, i can tell you ;))
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: IIE16 Yoshi on June 11, 2012, 12:12:03 PM
Welp, fiddling with weapon_data is too much fun, need to re-install the mod. Turned the siege railgun into a machinegun with speeds similar to the tiny sentry railgun. Spent the past hour floating around in a Jerusalem with 5 of these messed up railguns fitted to it and nothing else, because nothing else was needed.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on June 12, 2012, 02:33:44 AM
What exactly do you work as? (It's very interesting to know what pepole work with, i can tell you ;))
Computer Forensics, Malware Analysis. Does it satisfies your interest now? :P
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on June 12, 2012, 02:52:47 AM
Computer Forensics, Malware Analysis. Does it satisfies your interest now? :P


Very much so, yes. Thank you. *Speaks in a GLaDOS voice* :D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: sdmike1 on June 22, 2012, 04:53:49 PM
What exactly do you work as? (It's very interesting to know what pepole work with, i can tell you ;))
Computer Forensics, Malware Analysis. Does it satisfies your interest now? :P
I am actually thinking about going into the pen-testing field  :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: The Soldier on June 22, 2012, 05:11:51 PM
What are you having trouble on in updating the mod?  It's been a while.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on June 23, 2012, 12:05:38 AM
What are you having trouble on in updating the mod?  It's been a while.
Well there are couple of reasons:
1) Not enough time.
2) Waiting for patch 0.53, after seeing what Alex about to add, I really should postpone working on mod for now, because implementing new things will be hard as hell.
3) Making mods for other games too :)
4) Playing Diablo 3 :)
5) EDIT: Almost forgot about this one, managing and configuring personal server and website construction :P

But btw, I still working on this mod too and little by little adding TimCORPs ships, I've remade graphics, but there is lot of work adding them as .ship, because most of the models are completely messed up with wrong bounds.

As well I planning to add new weapons to TimCORP, that will match it's style:
TC-991 Echo Pulse - new name and style for Echo Pulse, that will match TimCORP ships.
TC-77 Shredder - kinda triple machine gun, that will replace original dual machine guns, that TimCORP uses.
TC-204 Hetzer - new name and style for quad flak, that TimCORP uses.
TC-667 Thunder - new name and style for Thunderhawk Launcher, that TimCORP uses.
TC-330 Javelin - new name and style for Lancer Torpedo.
TC-478 Lancer - new name and style for Lancer Missile System.
TC-609 Piranha - new name and style for Piranha-class Torpedo Rack.
TC-301 Stinger - new name and style for Stinger MRM Launcher.
TC-288 Eclipse - new name and style for Eclipse.
TC-187 Inferno - new name and style for Pulse Beam.
TC-68 Zapper - point defense laser that matches TimCORP ships' style.
TC-106 Charge - heavy blaster that matches TimCORP ships' style.
TC-270 Marauder - heavy mauler that matches TimCORP ships' style.
TC-701 Barrage - triple version of Hephaestus Assault Gun that matches TimCORP ships' style.
TC-93 Storm - swarm missiles that matches TimCORP ships' style.
TC-421 Templar - auto-cannon that matches TimCORP ships' style.

Basically, I will redraw to mach TimCORPs style already existent TimCORPs weapons, as well as add more powerful version of vanilla weapon that will match TimCORP style as well.

When 0.53 will be out I will ensure to add long trails to missiles and new engine colors to each race :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: The Soldier on June 23, 2012, 06:31:49 AM
Ah, glad for the undate.
Seems like you've been making progress, I see some of the weapons I've made for TimCORP are getting a makeover. ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on June 23, 2012, 06:32:58 AM
Ah, glad for the undate.
Seems like you've been making progress, I see some of the weapons I've made for TimCORP are getting a makeover. ;D

And they're also getting new ones. Awesome.

:D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Lopunny Zen on June 27, 2012, 09:33:46 AM
how are normal ships like antediluvian's suppose to fight these things...be reasonable here o.o...and when will the rest of the teams be implemented?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: IIE16 Yoshi on June 27, 2012, 09:38:14 AM
I think Warstalker will be tweaking all the ships to be on par with the Hierarchy and the IDF. At the moment, the IDF would roflstomp any vanilla fleet in a one on one. Which would also explain why it takes a while for other factions to be implemented. Shields, armour, HP, flux capacities, OP, FP. It all needs to be tweaked to FFU standards.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Upgradecap on June 27, 2012, 09:46:41 AM
I think Warstalker will be tweaking all the ships to be on par with the Hierarchy and the IDF. At the moment, the IDF would roflstomp any vanilla fleet in a one on one. Which would also explain why it takes a while for other factions to be implemented. Shields, armour, HP, flux capacities, OP, FP. It all needs to be tweaked to FFU standards.

Yeah, this. Plus, he's also doing graphical re-hauls of some of the factions, while even adding completely new stuff aswell.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on June 28, 2012, 04:41:17 AM
Yeah, this. Plus, he's also doing graphical re-hauls of some of the factions, while even adding completely new stuff aswell.
I'm not tweaking ships, more like I doing graphical re-hauls of factions, that need it. And completely new stuff is not really completely new, it's just faction style of vanilla weapon, that faction uses.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: sdmike1 on July 17, 2012, 07:10:54 AM
Is this mod still in development?

and also if you google "Warning! Spikes still ahead and Large Enemy still approaching!" the second article down is on naval mines...
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on July 18, 2012, 12:54:38 AM
Is this mod still in development?
It is, but slowly.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: sini002 on July 19, 2012, 01:52:17 PM
hey i just played this mod and i found a glitch. The Abaddon-class ship is immortal or does not take damage, i did start the game as normal and did choose a race. After i had fixed my race to the slave dealer race i did buy the ships and then do some missions. It was at that time i was caught by the IDF Invasion fleet, i thought i was doomed but i was not going to give up without a fight, so i did send all ships to attack and i with my Abaddon did drive right in to them i was trapped in a missile rain after half a minute and did belive i was pretty much screwd. but after a minute in the missile rain i was still alive and my armor was not damaged at all so i did continue to fight and won with my lone abaddon ship. I did make a few new saves and try again to check if it still was "immortal". And every time it did not take any damage and i did survive. i do not have any screen shots but i hope this can help.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Xareh on July 30, 2012, 08:03:27 AM
I see this mod is going fairly well.
I would like to announce I am indeed in the creation of graphics phase of my mod. One day, perhaps.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on August 03, 2012, 12:15:31 AM
For now Fight For Universe: Sector Xplo development is on halt. I have other things IRL to do, other mods to do and I will wait for 3-5 more releases of Starfarer, Alex sure knows how to bring up surprises with Starfarer  ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on August 03, 2012, 10:34:44 AM
New style for IDF ships (for all IDF related mods).
Currently redrawn only IDF Frigate "Hesed":
(http://i1223.photobucket.com/albums/dd518/WarStalkeR/idf_frigate_classified.png)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: sdmike1 on August 10, 2012, 07:41:55 PM
New style for IDF ships (for all IDF related mods).
Currently redrawn only IDF Frigate "Hesed":
(http://i1223.photobucket.com/albums/dd518/WarStalkeR/idf_frigate_classified.png)
Cool
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Uomoz on August 10, 2012, 07:53:54 PM
Fits vanilla SF a lot more :).
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: The Soldier on August 16, 2012, 11:44:01 AM
Looks good!
I hope to see more progress as time goes on. :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: SwipertheFox on August 16, 2012, 11:47:51 AM
wating for the return of the IDF....
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on August 20, 2012, 09:07:32 AM
New sprites for IDF Ships, everything except transport ship is ready, there is even a place reserved for it :)
(http://i1223.photobucket.com/albums/dd518/WarStalkeR/idf_armada-1.jpg)

Okim, I want to thank you. I've seen your ship sprites and I remember that you mentioned about usage of Gradient Tool and I thought, I should give it a try too, to create ships from scratch. At first, when I started working on sketch of IDF Frigate "Hesed", I wasn't so sure how it will look in the end. But my personal opinion - it turned out very well, around 16~19 layers per ship in my favorite Photoshop :)

Eventually IDF ships do like a kit-bashed ones, but it's because I intended them to look like this. Kit-bashed ones was very close to what they should like and these ones, created from scratch by me look exactly like I wanted them too look from the very beginning :)

Comments and personal opinions are welcome ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Sunfire on August 20, 2012, 09:16:20 AM
Wow, those look good!
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: SwipertheFox on August 20, 2012, 09:20:31 AM
New sprites for IDF Ships, everything except transport ship is ready, there is even a place reserved for it :)
(http://i1223.photobucket.com/albums/dd518/WarStalkeR/idf_armada-1.jpg)

OMG!!!!  YES!!!
Those look  :o AWESOME!!!!!
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: The Soldier on August 20, 2012, 09:32:23 AM
Well...sh*t.  EPICNESS!!!  I love it all!
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on August 20, 2012, 11:16:36 PM
Well...sh*t.  EPICNESS!!!  I love it all!
Thanks, should I release small tutorial how to draw from scratch? It may help to other people to make their own unique style...
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: arcibalde on August 21, 2012, 01:01:33 AM
Thanks, should I release small tutorial how to draw from scratch? It may help to other people to make their own unique style...

YES YES YES YES YES YES YES YES!!!!
 DID I SAY yes?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: acidzombie on August 21, 2012, 04:19:28 AM
Well...sh*t.  EPICNESS!!!  I love it all!
Thanks, should I release small tutorial how to draw from scratch? It may help to other people to make their own unique style...

That would be so F***ing awesome!!!
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: The Soldier on August 21, 2012, 06:33:13 AM
Why not?  I need as much help as I can get when working on a new faction. :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: SwipertheFox on August 21, 2012, 06:37:20 AM
quote]Thanks, should I release small tutorial how to draw from scratch? It may help to other people to make their own unique style...
[/quote]

Oh Yes!!  Yes if you have the spare time.  PLEASE!!!   ;D
Bring joy to the masses oh great leader of the IDF...
YES! YES! YES!
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: TheHappyFace on August 21, 2012, 06:45:25 AM
Well...sh*t.  EPICNESS!!!  I love it all!
Thanks, should I release small tutorial how to draw from scratch? It may help to other people to make their own unique style...
if your done with the turtorial could you post it in the spriters thread?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on August 21, 2012, 07:41:09 AM
if your done with the turtorial could you post it in the spriters thread?
Well I finished it quite a time ago and it's here: http://fractalsoftworks.com/forum/index.php?topic=4062.0
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on August 21, 2012, 10:57:58 PM
And now IDF Freighter joins the Fray :)
(http://i1223.photobucket.com/albums/dd518/WarStalkeR/idf_armada-3.jpg)
Why 4 large turrets on Freighter? In order to avoid unnecessary conflicts ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Sweetraveparty on August 23, 2012, 12:58:34 PM
On both my Mac and Windows computers, using this mod crashes my Starfarer .53.1a immediately after the loading bar finishes. I do not know where to find the Starfarer.log on a mac, unfortunately, but if anyone knows how, I would appreciate that very much. I can, however, tell you what the error that pops up after the game crashes is. It goes as follows:

Fatal: Error compiling [data.hullmods.MultiphasedTemporalShield]
Cause: Compiling unit "data/hullmods/MultiphasedTemporalShield.java"
Check starfarer.log for more info.

As soon as I can access my windows PC, I can post the starfarer.log from there. But that will be on Sunday *sadpanda*

-Rave

EDIT: I just realized... Is this mod actually for .53.1a? Or is it for a different version? Having the compatible Starfarer version number in the thread title would help :3 Just sayin'
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: WarStalkeR on August 23, 2012, 10:19:48 PM
EDIT: I just realized... Is this mod actually for .53.1a? Or is it for a different version? Having the compatible Starfarer version number in the thread title would help :3 Just sayin'
Yep I forgot to add, it's only for 0.52.1a, 0.53.1a still not implemented :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: bluey101 on August 24, 2012, 02:44:30 PM
EDIT: I just realized... Is this mod actually for .53.1a? Or is it for a different version? Having the compatible Starfarer version number in the thread title would help :3 Just sayin'
Yep I forgot to add, it's only for 0.52.1a, 0.53.1a still not implemented :)
is there a possible date for this mod being implemented for 53.1?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.52.1a)
Post by: Xareh on August 24, 2012, 05:59:50 PM
Ack, the Sunhammer dreadnought is about as wide as that fleet lineup and six pixels longer (800*1000)
at least
I plan to make it that big ;3
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.52.1a)
Post by: WarStalkeR on August 25, 2012, 06:20:05 AM
Ack, the Sunhammer dreadnought is about as wide as that fleet lineup and six pixels longer (800*1000)
at least
I plan to make it that big ;3
It's still less then Dreadnought, but already more than battleship :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.52.1a)
Post by: Xareh on August 25, 2012, 11:00:05 AM
Ack, the Sunhammer dreadnought is about as wide as that fleet lineup and six pixels longer (800*1000)
at least
I plan to make it that big ;3
It's still less then Dreadnought, but already more than battleship :)
Yeah, just under by 80 metres. Bear in mind that's not properly sized up too, as DELTA HEAVY was the smallest and first, but that was still five kilometres long and three wide which would equate to 3000*5000. Considering how poorly Project Awesome runs with it's 5000*5000 sprite, I'll pass. And even if I didn't, the time it would take to create it the way I want would be a rather long time.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7)
Post by: Sweetraveparty on August 25, 2012, 07:00:36 PM
EDIT: I just realized... Is this mod actually for .53.1a? Or is it for a different version? Having the compatible Starfarer version number in the thread title would help :3 Just sayin'
Yep I forgot to add, it's only for 0.52.1a, 0.53.1a still not implemented :)

Ah, thank you. I was wondering what was going on lol :3
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.52.1a)
Post by: bluey101 on August 27, 2012, 08:34:00 AM
is there an ETA for the mod being updated now that starfarer is in 0.53.1?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.52.1a)
Post by: WarStalkeR on August 29, 2012, 12:29:50 AM
is there an ETA for the mod being updated now that starfarer is in 0.53.1?
Nope, but I can upload fix, that makes possible to play 1.0.1.7 on 0.53.1a without implementation of new stuff.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.52.1a)
Post by: SwipertheFox on August 29, 2012, 06:10:13 AM
That will work for me.  I just want my IDF fleet back please...   ;D
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.52.1a)
Post by: bluey101 on August 29, 2012, 03:16:04 PM
that would be brilliant warstalker
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.52.1a)
Post by: WarStalkeR on August 30, 2012, 04:02:03 AM
Download v1.0.1.7 Compatibility Patch for 0.53.1a from MediaFire. (http://www.mediafire.com/?9de2zpmz5fx4ugt)

Just download it, and overwrite original "Fight_For_Universe_Sector_Xplo" folder. At least game runs now, still I haven't done any test on campaign...
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: SwipertheFox on August 30, 2012, 06:07:41 AM
Awe yea!!!!   ;D  It's time once again for the mighty IDF to rule the stars.
YES! YES! YES! YES! YES! 
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: WarStalkeR on August 31, 2012, 11:46:02 AM
I personally think it needs some major rebalancing, the overpoweredness makes the game mighty fun though.
I managed to destroy an entire Xox Main Fleet using just one Jerusalem Cruiser Class, netting me 11M from mission and loot, and things got boring...
I think the way the missiles work and the Shotgun anti-missile just make it a bit unfair. The missile's range is far greater than any of the main armaments of the Hierarchy and since the shotgun never guns down all of the missiles, each salvo shot is essentially a risk free attack. Plus, infinite missiles since they regenerate! (I like this bit though so don't remove it please)
How I beat the Xox Main Fleet is pretty much kiting them around into a large group whilst firing missiles at them, occasionally going in to destroy a destroyer or cruiser that's detached from the main group.
I personally think the Hierarchy ships should be tweaked so that they are much faster than the IDF to counteract this, since from my perspective they're a faction that would prefer to run head on and guns ablaze (maybe add burners? the ones that increase speed temp?). Slower ships tend to fortify themselves with shields so they won't get gunned down before getting to the opponent.
Anyways, sorry for the essay, I just liked your mod and wanted to point out a few things. I'll be waiting for your next release since the universe is quite barren right now :p
For you information, I will provide some lore-related examples:
IDF Frigate "Hesed", controlled by skilled pilot can obliterate 100 ship Hierarchy's cruiser-size fleet and be undamaged.
IDF Destroyer "Malkhut" can easily rip apart Hierarchy's battleship without a scratch.
IDF Cruiser "Negev" can easily wreck havoc and disrupt infrastructure for years deep behind enemy lines with it Cover Ops configuration.
IDF Battlecruiser "Jerusalem" can easily break solo through tough enemy defense perimeter and survive with minimal damage.
IDF Battleship "Samekh" can easily decimate and crack up entire planet or even cause supernova by destroying star's core with it's main cannon.
IDF Freighter "Akko" doesn't needs escort, because any raiding pirate party will be dead by the time they will try to lock it on.
IDF Fighter "Nesher" doesn't need any carrier ship to resupply or refuel, it completely independent and can support pilot life and fly for centuries.
IDF Bomber "Shiry" can easily raze cities and crush any capital ship on it's way due it's anti-capital and bombing weaponry.
IDF Gunship "Keter" can easily fight head-on big ships as well transport troopers to the planet surface through thick enemy anti-air defense unscratched.

But for the sake of the balance, lore-related power of IDF ships almost completely ruined.
What you will see in next release of this mod:
1. I will add to every IDF ship specific subsystem:
        IDF Frigate "Hesed" will be equipped with Lambda Drive
        IDF Destroyer "Malkhut" will be equipped with Rift Drive
        IDF Cruiser "Negev" will be equipped with Oblivion Drive
        IDF Battlecruiser "Jerusalem" will be equipped with Swarm System
        IDF Battleship "Samekh" will be equipped with Tavor Weapon (Tavor Main Caliber Multipurpose Weapon)
        IDF Freighter "Akko" will be equipped with Hazard Drive
        IDF Fighter "Nesher" will be equipped with Infernio Rockets
        IDF Bomber "Shiry" will be equipped with Particle Emitter
        IDF Gunship "Keter" will be equipped with Interdictor Drive
2. I also thinking about what to add to Hierarchy ship, its probably will be some analogue of Burn Drive/Maneuvering Jets that will be active for limited amount of time.
3. I also will try to complete TimCORP branch for mod.

P.S. UPGRADECAP! IF YOU WON'T TELL ME WHAT SUBSYSTEMS MUST BE ON TIMCORP'S SHIPS I WILL PUT ON THEM COMPLETE TRASH!
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Upgradecap on August 31, 2012, 11:54:16 AM
Ehhh...

Just completely randomize the subsystems for the TimCORP?

I've always been thinking of them having a FTL-railgun on their BS and up ships, able to crack ships open at the expense of their entire flux capactiy. The TimCORP ships will mostly use electronic subsystems and jammers.

:)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: WarStalkeR on August 31, 2012, 12:15:42 PM
Ehhh...

Just completely randomize the subsystems for the TimCORP?

I've always been thinking of them having a FTL-railgun on their BS and up ships, able to crack ships open at the expense of their entire flux capactiy. The TimCORP ships will mostly use electronic subsystems and jammers.

:)
TCN Delta (Battleship)
TCN Ksi (Battleship)
TCN Gamma (Battlecruiser)
TCN Beta (Battlecruiser)
TCN Alpha (Battlecruiser)
TCN Angio (Cruiser)
TCN Iota (Cruiser)
TCN Rho (Destroyer)
TCN Omega (Destroyer)
TCN Theta (Frigate)
TCN Zeta (Frigate)
TCN Upsilon (Frigate)
TCN Omicron (Gunship)
TCN Mu (Bomber)
TCN Kappa (Fighter)
TCN Eta (Transport)

Now you have the list of your ships, just write near every ship what subsystem you want to see in it.
If you want me to add to ship completely new subsystem, then explain me first what it does :)

And... -_- there is no such things as normal bullets with FTL... Because every unprotected object, that have FTL speed = pure energy.
If you want this FTL Railgun, then don't forget to explain me what kind of subsystem it is -_-
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Upgradecap on August 31, 2012, 12:26:23 PM
What kind of? Well, it's an built-in weapon, which activates like a subsystem, ofcourse! :D
(if this stuff is now possible. If not, then put burn drive on them ;))

And randomly put high-tech subsystems on the rest of them? Sounds like a neat plan :)

Also, HEF for the Angio.


Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: ValkyriaL on September 14, 2012, 03:49:56 AM
I wonder if my future sprite for Abel's Ark would fit in starfarer, =O its going to be 12 AU's long "12 million pixels" hurray for Arkships  ;D
(http://i.imgur.com/21pWY.jpg)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Doom101 on September 14, 2012, 04:56:19 PM
it's curious that all the factions save the scourge are humans, the antediluvian's are the closest to not being humans but their just far flung cousins or so the lore leads me to believe.

given a helluva lot of time for me to apply polish to the Automated Menace they could be interested in joining the foray. although given that they have only 2 goals, spreading themselves and the extermination of the human race, they'd be considered an "Evil" race  unless the Hierarchy aren't humans. in which cases they'd be the only ones that they wouldn't attack on sight, i imagine they'd still fight the scourge considering that it doesn't seem to want to communicate in the first place.

if you're interested :

Race: Automated Menace
Behavior: Aggressive and intelligent super AI.
Motto: Surrender ( its all they ever say)
Traits: 100% mechanical ships, uses numbers and absolutely massive ships to overwhelm its enemies.
Goals: Self-replication, Extermination of the human race.

i'm not sure a badge would be applicable for my race, i'd never thought of it before and they are all robots they have no pride in their accomplishments nor any need to distinguish themselves from others. ( also i have no idea what it would be..)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: WarStalkeR on September 17, 2012, 04:31:05 AM
I wonder if my future sprite for Abel's Ark would fit in starfarer, =O its going to be 12 AU's long "12 million pixels" hurray for Arkships  ;D
Quite old relic of forgotten technologies you showed me out :) Also 1 AU equals 149,598,000 km, so it will be harder to implement :) Xenosaga is quite nice Anime, but Abel's Ark is too huge and too useless for its size, it even can't travel through abyss environment -_- (open soon-tm.info (http://soon-tm.info), go to "TECHCENTER" and then read article "The Abyss: Concept Explanation"). Moreover, it's battle capabilities are too low for its size :P

it's curious that all the factions save the scourge are humans, the antediluvian's are the closest to not being humans but their just far flung cousins or so the lore leads me to believe.
Hmm... IDF consist, from many different race, some of them human like, some of them humanoid and some of not even biological beings. Same goes for Hierarchy, except all races that joined IDF are not part of them, i.e. you won't see elves or phaseshifter on Hierarchy's side. Anyway lore (http://soon-tm.info/) explains a little about IDF :P

Race: Automated Menace
Behavior: Aggressive and intelligent super AI.
Motto: Surrender ( its all they ever say)
Traits: 100% mechanical ships, uses numbers and absolutely massive ships to overwhelm its enemies.
Goals: Self-replication, Extermination of the human race.
Sounds interesting, but mod currently on halt. It will be continued after couple more updates :)

i'm not sure a badge would be applicable for my race, i'd never thought of it before and they are all robots they have no pride in their accomplishments nor any need to distinguish themselves from others. ( also i have no idea what it would be..)
Well, even Nexus from Warzone 2100 had it's own badge :) So, take your time and think about one :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: WKOB on September 17, 2012, 04:49:10 AM
Somehow, the idea of a space vessel nearly 2 billion kilometers long sounds stupid to me.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: ValkyriaL on September 17, 2012, 01:21:19 PM
2 billion kilometers are nothing in the the endless reaches of space.  ;D but yeah, image a 2 billion kilometer long ship in starfarer, not even the engine flame (if such a big ship even uses engines) would fit in the system map.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Doom101 on September 17, 2012, 05:47:23 PM

it's curious that all the factions save the scourge are humans, the antediluvian's are the closest to not being humans but their just far flung cousins or so the lore leads me to believe.
Hmm... IDF consist, from many different race, some of them human like, some of them humanoid and some of not even biological beings. Same goes for Hierarchy, except all races that joined IDF are not part of them, i.e. you won't see elves or phaseshifter on Hierarchy's side. Anyway lore (http://soon-tm.info/) explains a little about IDF :P

Race: Automated Menace
Behavior: Aggressive and intelligent super AI.
Motto: Surrender ( its all they ever say)
Traits: 100% mechanical ships, uses numbers and absolutely massive ships to overwhelm its enemies.
Goals: Self-replication, Extermination of the human race.
Sounds interesting, but mod currently on halt. It will be continued after couple more updates :)

i'm not sure a badge would be applicable for my race, i'd never thought of it before and they are all robots they have no pride in their accomplishments nor any need to distinguish themselves from others. ( also i have no idea what it would be..)
Well, even Nexus from Warzone 2100 had it's own badge :) So, take your time and think about one :)


1: oh okay i didn't realize the IDF /hierarchy had non huamns and even non-humanoids. the main problem with my race is that they don't know about the great collapse so they think the people they fight now are the same as the domain that betrayed them. hence the whole "wipe out the human race" thing...


2: darn, but okay that gives me time for finishing my mod.


3: hmmm i'll try *wanders off into a random train of thought*
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Shoat on September 18, 2012, 12:05:40 PM
If your faction has no interest of representing themselves ("having a badge"), then think about how the other factions would make a badge for them to put on their strategy maps or such.

"If you were a human military commander, what symbol would you use to represent a fleet of the opponent if they don't have any symbols for themselves?"
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Doom101 on September 19, 2012, 04:42:55 PM
hmm that is an excellent idea good sir/madame!

considering their robots that exterminate humans i'd say a mechanical skull might not be a bad idea. i'll see what i can do about mocking that up.

thanks!
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Forahilarm on November 19, 2012, 07:15:26 AM
Alright, I've just a quick question. As I've been scanning this topic trying to find an exact 'how to' add the extra factions into this mod. I have the mod installed and several of the factions downloaded. I just don't want to mess anything up trying to combine them all.

Any help or links would be great. Thanks.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Berkys32 on December 07, 2012, 08:56:39 AM
What about update?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: sdmike1 on December 07, 2012, 09:10:56 AM
they mod is not being updated at this point, War is waiting for more updates to the API to come out
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: WarStalkeR on December 08, 2012, 09:41:19 AM
What about update?
Exactly as sdmike1 said, I'm waiting for more updates & API improvements to come out...
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Berkys32 on December 09, 2012, 08:48:11 AM
But this version isnt compatible with 0.54? Because i still get some errors...
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: WarStalkeR on December 13, 2012, 09:50:42 PM
But this version isnt compatible with 0.54? Because i still get some errors...
It isn't compatible, you can see it in topic's name.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Lopunny Zen on December 30, 2012, 11:01:03 AM
is this mod dead :(?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: K-64 on December 30, 2012, 11:21:45 AM
is this mod dead :(?

I'm waiting for more updates & API improvements to come out...

I don't mean to be an ass, but would it kill you to read even one post in the thread? It would be excusable if it was a massive thread with that post buried somewhere in the middle, but that post I quoted was literally 3 posts before yours
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: WarStalkeR on January 16, 2013, 03:31:44 PM
This is how works Main Caliber Weapon, that installed on IDF Battleship "Samekh" - http://www.youtube.com/watch?v=-r5tBadyqdw

P.S. I won't update this mod till version 0.6 or till something epic will come out, so wait a little :P
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: The Soldier on January 16, 2013, 03:43:51 PM
Umm...holy ***? o.0

This makes the Hierarchy even more useless. -_-
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: WarStalkeR on January 16, 2013, 09:53:32 PM
Umm...holy ***? o.0

This makes the Hierarchy even more useless. -_-
Not really, you can fire this weapon only every 5 or 6 minutes.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Xareh on January 19, 2013, 01:37:02 PM
...
Spoiler
tholin cannon
[close]
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: sdmike1 on January 20, 2013, 10:21:03 PM
tholin ion cannon? anther person who enjoys stargate! oh my god i thought we were extinct!
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Upgradecap on January 21, 2013, 07:28:04 AM
Sd, he isn't actually talking about Tholin Ion Cannons from the stargate universe. :/

He's talking about his own, out-of-scale, over-the-top universe.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Romeo_One on January 21, 2013, 08:01:02 AM
Soo is this mod balanced? Because so far ( just started) everything seems totally out of whack ^^"
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Xareh on January 21, 2013, 08:34:39 AM
Sd, he isn't actually talking about Tholin Ion Cannons from the stargate universe. :/

He's talking about his own, out-of-scale, over-the-top universe.
Completely reworked, retooled and remade XD
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Chronosfear on January 22, 2013, 07:49:26 AM
Soo is this mod balanced? Because so far ( just started) everything seems totally out of whack ^^"

i think it isn´t ^^ ...
the IDF are faster,have more range, shields v.s Hierarchy with heavy armor and only armor, slow, shorter range ...

Quote
Umm...holy ***? o.0

This makes the Hierarchy even more useless. -_-
yep I think so ,too ... even only 1 shot per battle with that cannon could change the outcome drastically  ...
maybe the Hierarchy will get some buffs , too.

It was fun anyway :)
the worst thing is : it won´t be updated for now
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Casper on February 13, 2013, 05:40:05 PM
Don't know if I'm the only one who's noticed, but the Hierarchy is taken from Universe at War.  :P
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Sandremo on February 14, 2013, 01:17:56 PM
Hi! Nice looking mod.. i'm getting an error though when i'm trying to launch the game with it activated
Spoiler
16225 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.hullmods.MultiphasedTemporalShield]
java.lang.RuntimeException: Error compiling [data.hullmods.MultiphasedTemporalShield]
   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/hullmods/MultiphasedTemporalShield.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/hullmods/MultiphasedTemporalShield.java, Line 8, Column 13: Non-abstract class "data.hullmods.MultiphasedTemporalShield" must implement method "public abstract boolean com.fs.starfarer.api.combat.HullModEffect.isApplicableToShip(com.fs.starfarer.api.combat.ShipAPI)"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:447)
   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)
[close]

Would love to try it out but i have no idea what does this error mean or how do i fix it. <.<

Don't know if I'm the only one who's noticed, but the Hierarchy is taken from Universe at War.  :P

I wondered why did the name sound so familiar...

PS. I hope this is not something on my end... i really dont know anything about java...

Edit: And it seems this mod doesnt support the latest version of starsector so that's where my problem is.

Cheers

-Sandremo
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: The Soldier on February 14, 2013, 01:32:44 PM
Mod hasn't been updated, and it probably won't be until the actual base game gets farther into development.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Sandremo on February 14, 2013, 02:11:16 PM
Mod hasn't been updated, and it probably won't be until the actual base game gets farther into development.

Okie dokie. Guess i'll have to get a 0.53.1a version of starsector if i want to play this mod.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: WarStalkeR on February 25, 2013, 10:29:38 AM
tholin cannon
Tollan Ion Cannon, eh? Don't compare mere defense cannon with 730km range vs IDF Main Caliber Weapon, that have effective range of 25 LY (or 250 LY with guidance from recon ships) with 10-100 scatter angle on such distances :P

Soo is this mod balanced? Because so far ( just started) everything seems totally out of whack ^^"
It balanced in its own way ;D

maybe the Hierarchy will get some buffs, too.
Be sure, Hierarchy will get buffs, once Alex will implement required features to add these buffs.

the worst thing is : it won´t be updated for now
No point in updating the mod, when I can't implement what I need in order to make game balanced.

Don't know if I'm the only one who's noticed, but the Hierarchy is taken from Universe at War. :P
Well, this image is temporary, I will make new one in one of the next releases.

Okie dokie. Guess i'll have to get a 0.53.1a version of starsector if i want to play this mod.
This is the reason why I have installed multiple versions of Starfarer :)
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: The Soldier on November 14, 2013, 01:51:59 PM
So, whatever happened to this?
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: ValkyriaL on November 15, 2013, 12:42:07 AM
abandoned i guess.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: WarStalkeR on November 17, 2013, 01:32:53 AM
No, it isn't abandoned, it is suspended, till release of version 1.0. Since amount of changes which Alex does for modding API is immense, I decided to wait for release 1.0, so I can start working fully on it.
Title: Re: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)
Post by: Lopunny Zen on January 10, 2014, 10:57:42 PM
thats a long wait o.o