Fractal Softworks Forum

Starsector => Mods => Topic started by: DSMK2 on May 11, 2012, 08:21:58 AM

Title: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: DSMK2 on May 11, 2012, 08:21:58 AM
DSTech Corp Fleet (http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png) (http://fractalsoftworks.com/forum/index.php?topic=375.0)

Description: A fleet of (robotic) warships that have quick shields, high flux dissipation, and high flux/power weaponry that make them more suited for hit and run as opposed to frontal attacks. Many of these ships are bumped up technological tiers compared to the vanilla human ship designs.

Most DSTech ships feature multitudes of light HELR Burst Beam Projectors that function in defensive and offensive applications.

Note: Campaign integrated + Overpowered

Fighters and Corvettes:
Spoiler
(http://filesmelt.com/dl/fighters2.png)
[close]
Frigates:
Spoiler
(http://filesmelt.com/dl/frigates.png)
[close]
Destroyers:
Spoiler
(http://filesmelt.com/dl/destroyers.png)
[close]
Cruisers:
Spoiler
(http://filesmelt.com/dl/cruisers.png)
[close]

DOWNLOAD HERE (http://filesmelt.com/dl/ds_techv052.zip)
Installation:
- Remove old copy of the DSTech Corp Fleet mod first
- Unzip to the mods directory of Starfarer

Find them at the DSTech Corp Factory located at the very edge of Corvus! I intend to develop this into a fleshed out faction mod to satisfy my own sense of immersion in Starfarer.
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: Upgradecap on May 11, 2012, 08:30:38 AM
Wow!  This looks awesome and of quality. Did you make those sprites yourself? :)
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: DSMK2 on May 11, 2012, 08:33:08 AM
Yep! Pixel by pixel spriting, though I still need to add more details to my ships. Not gonna go for the highly segmented look however.
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: Wriath on May 11, 2012, 08:42:18 AM
Those are sleek, I like 'em.
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: silentstormpt on May 11, 2012, 08:53:21 AM
Looks like a ship from Master of Orion that was halted long time ago:

http://fractalsoftworks.com/forum/index.php?topic=1376

check the ship concept images
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: Dragon239 on May 11, 2012, 09:01:24 AM
Greetings, fellow Cortex Command player! You've been here far longer than I, but you making this topic made me remember you ;)

On the mod: I like the style it appears you have set up, with hit/run and high flux. My kind of thing :D Looks interesting.
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: Uomoz on May 11, 2012, 09:13:03 AM
Very cool sprites! I like their style a lot!

On a side note: Is not like OP mods are banished from the forums, they have their own fanbase! Nobody will EVER complain, if the mod is described as not-vanilla-balanced.
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: WKOB on May 11, 2012, 11:39:48 AM
I knew your name seemed familiar yet it just didn't click until I saw this thread.

It'll be cool to see DSTech outside the train-wreck of Cortex Command. (Does the site still have a virus on it?)

As for it being 'OP' compared to vanilla factions, oh well. There'll be more in the game than just Corvus eventually and when that happens your faction won't be OP, it'll just be next tier in difficulty.
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: Upgradecap on May 11, 2012, 11:43:48 AM
@DSMK2  I request on the behalf of the TimCORP Corp. that the TimCORP and the DSTech corp. form a trade alliance, to better suit both partners. Do you take the deal? ;D
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: DSMK2 on May 11, 2012, 01:56:41 PM
Roleplaying are we?

I'm afraid DSTech can't. Lore-wise they're a splinter group of a larger race of sentiment machines, going under the name of DSTech Corp, an upcoming electronics corporation; a facade for a imperialistic faction that really enjoys shooting -enemy- things up.
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: Psiyon on May 11, 2012, 02:34:19 PM
Those sprites look really, really nice. My only qualm is that the Judgement and Command look fairly similar. Perhaps a little differentiation between the two would be good. Otherwise, excellent work.
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: Trylobot on May 11, 2012, 02:40:43 PM
@DSMK2: Very nice work mate. Consistent, clean and sleek.
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: IIE16 Yoshi on May 11, 2012, 02:55:55 PM
I really like the look of those ships. Very clean cut and technical. Reminds me of the Caldari from EvE, or the Forerunners of Halo.
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: FlashFrozen on May 11, 2012, 07:36:11 PM
Are they made out of mega metal?   :D

I demand a dropship! hehe I kid,
looks great, have to give this a try and see if I can stack up
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: Kalinin on May 12, 2012, 06:14:45 AM
Very much feels like something a machine race would do. It's simple, efficient, and purpose-driven. I like it.

Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: IIE16 Yoshi on May 12, 2012, 08:11:45 PM
I think it's safe to say I'm addicted to these ships. Probably doesn't help that they're awesomely cheap and an entire fleet can be bought in 2-3 fights, but I digress. That Graviton Beam, I didn't even know it was possible to do that to ships. I'm REALLY liking the ability to get in there, hold a ship in place and let the frigates wreck it at their pleasure. It's also pretty hilarious sweeping it across missiles and fighters and watch them uselessly do donuts for several seconds before recovering. Then you can just sweep it back! Also, I'm not too sure whether the weapon is a part of this mod, or part of another, but there are rotary railguns that can be bought. Shoot the same cyan-colored pewpew as the other ships, but (big but...) it has REGENERATING AMMO! So much wub for whoever designed the guns to allow regeneration. Same with the torpedoes. I always hated mounting torpedoes to a ship, because of their one time use, mostly unguided nature, and the AI's habit of wasting a torpedo on a crippled ship, but, if a DSTech ship misfires their torpedoes, they simply have to wait a minute or so, and they'll be ready to shoot another. I LOVE IT!

On a constructive note, the Array missiles, the ones that spew forth untold tiny missiles, I think their guidance needs to be dampened somewhat. I'm regularly noticing that the missiles spin wildly out of control if not fired while looking directly at their target. Hell, they often manage to burn out all their fuel, having only traveled about 1/4 of the screen away from the ship that fired them.
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: WarStalkeR on May 12, 2012, 09:00:26 PM
Find them in the Hegemony station. WIP ships not in-game. I intend to develop this into a fleshed out faction mod to satisfy my own sense of immersion in Starfarer.
Aha DSMK2! Now I found out! I've thought why "DSTECH" so familiar to me. I've seen you at Cortex Command and at Battleships Forever. Anyway welcome to Starfarer, I hope it will take a good place in your heart.

I intend to develop this into a fleshed out faction mod to satisfy my own sense of immersion in Starfarer.
Then you're welcome to "Fight For Universe" (http://fractalsoftworks.com/forum/index.php?topic=2091.0), DSTech Corp can join the carnage and try to dominate Sector Xplo ;)
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: Eivus on May 13, 2012, 01:18:19 PM
Nice job, man. These are pretty darn neat.
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: InfinitySquared on May 13, 2012, 10:08:31 PM
Man... I want to play this mod so badly. It looks awesome!
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: Pelly on May 14, 2012, 08:39:34 AM
YOU OWN MY SOUL!

These are the nicest ships I have seen and have the nicest type of combat, hard and fast, no pun intended you dirty minded people!
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: DSMK2 on May 14, 2012, 10:15:25 AM
Quietly working on my mod, I've made some changes to the Judgement's design for one! To be honest, the Command-class light destroyer was a straight resprite of the Judgement since the judgement's design fitted with the long blocky ship style I enjoy looking at!
Title: Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
Post by: IIE16 Yoshi on May 14, 2012, 07:45:43 PM
I want to know what that frigate sized ship in the WIP previews is. Looks like it could be a really big one-man fighter. Or a very small frigate.
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: DSMK2 on May 14, 2012, 09:13:07 PM
Just updated, "added" the Forward scout frigate, I made them as spotters for fire support ships. I added a new weapon to the Command-class light destroyer, the shield pulse, it's intended as a on-demand anti-fighter swarm/missile weapon that works best when your ship's flux is high.

I would like to know if the Forward and Shield pulse feels redundant.

@IIE16 Yoshi: The ship on the fighter end of that WIP box is a heavy fighter. I'll probably have to make fighter-grade weapons soon!
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: IIE16 Yoshi on May 14, 2012, 09:35:22 PM
I'll clear my save out and get started.

Although, if the forward is meant to be a scout frigate, how fast is it gonna go? I have a feeling it'll be able to simply outrun enemy missiles.  :D


EDIT:
(http://i.imgur.com/nZbMS.png)


Combat speed of 600. Who actually NEEDS weapons when you move that fast?

DOUBLE EDIT:

Forward is quite nice, and indeed, it works very well for spotting due to it's insane speeds. The Shield Pulse seems redundant though, as all of the DSTech ships have an imposing amount of PD always at the ready because of the HELR lasers. And if the lasers for any reason, don't do the trick, nor do the Command's main two lasers, the missile arrays can fling enough missiles around to dispatch any fighters anyway. It's a pretty cool weapon though, maybe give it to the Forward? An insanely fast smartbombing frigate.  :D
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: WKOB on May 14, 2012, 11:29:57 PM
You can put engines trail on the sides of things?

I mean, obviously, but I always assumed that if you did that then you'd get them going on full power when you went forward.

If they only turned when you actually move sideways, that's great.
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: DSMK2 on May 15, 2012, 02:41:12 AM
@IIE16 Yoshi: I initially designed the Forward with 1000 speed, back when getting all the control points would have prevented the enemy from deploying more ships, it never really worked. In this iteration, I've kinda found the Forward really messing up it's armor slamming into asteroids and decided to bump it down to 600; I'll probably slow it down a bit more later. It's really just a frigate chassis with two large engine housings just strapped on to it's sides with two HELR beams for defense.

@Austupaio: Yeah! I pretty much put in the side thrusters on my ships for consistency. If we could get Fraxy like thrusters...
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: WKOB on May 15, 2012, 03:21:48 AM
Well that's awesome, doing that with all of my own ships. I would have earlier if I known it'd work properly.

Also, IIRC the speed stat doesn't do anything more above 600.
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: IIE16 Yoshi on May 15, 2012, 11:16:28 AM
Damn this Austupaio guy
He drives me to play TA.
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: DSMK2 on May 15, 2012, 04:40:47 PM
Wait. Total Annihilation? That explains his avatar!
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: WKOB on May 16, 2012, 12:20:45 AM
The Core would probably approve of DSTech.
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: Vandala on May 16, 2012, 03:41:49 AM
Just tried out your mod, works perfectly.

And sweet jesus these things are overpowered!!! They are damn cool though, an excellent mod.
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: IIE16 Yoshi on May 17, 2012, 10:22:10 AM
I noticed some Mini Graviton Blasters in the Trade Scav's shop, are those tied in with the DSTech mod, too? They seem to have good traits, high range, good DPS, although they don't seem to exist, their sprite being only one pixel big. Although, the shots don't ever seem to hit their mark. That said, I can never see the shots, just a fairly impressive muzzle blast.
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: DSMK2 on May 17, 2012, 11:57:59 AM
Yeah, there are a number of unused weapons; I decided to switch mostly towards to beam weapons, though an idea that's growing on me is going to go towards ballistics... That mini graviton blaster weapon is the main gun of the Striker gunship (I tend to design my fighters towards arcade fighter designs, a weak pew pew pew weapon with that one super weapon), I'm conflicted on giving the fighter the HELR lasers or not... And how are you getting those weapons ._.

Currently reworking the carrier design!
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: IIE16 Yoshi on May 17, 2012, 03:02:37 PM
Heh, the Trade Scavenger's station stocks ALL the weapons.
You can't hide your mini missile arrays from me.  ;)

Beam weapons are nice, but at the moment, I have a Side with all the medium beam weapons replaced with Rotary Railguns, because it means that even against ships with awesome flux venting, they still get hard shield damage.
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: rity on May 20, 2012, 09:44:47 AM
Any way to be able to get the ships with an existing save?
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: IIE16 Yoshi on May 20, 2012, 05:20:20 PM
No, as far as I know, the DSTech ships don't deliver with any convoys, so you'll have to start a new game and get seeded with a selection of ships. They're pretty cheap though. You can usually half fill your fleet with DSTech ships just by selling your first frigate  ;D
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: DSMK2 on May 20, 2012, 06:56:47 PM
Just put in DSTech Corp as a actual faction in Corvus, got more stuff to do before I can release it :/
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: Shield on May 30, 2012, 11:11:35 AM
Are there going to be fighters? I happened to look at the shipdata file and saw that there were 2 setups for fighters.
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: IIE16 Yoshi on May 30, 2012, 04:17:31 PM
Are there going to be fighters? I happened to look at the shipdata file and saw that there were 2 setups for fighters.

If you look in the ship graphics, you can see these 3 beauties.

(http://i.imgur.com/OZ9ds.png)
(http://i.imgur.com/y8KvE.png)
(http://i.imgur.com/JwncD.png)

They apparently go by the name of Chaser, Striker and Hive, respectively. There's also a weapon called the sword_breaker in the weapon graphics. What is that thing? Some sort of super pewpew? A precursor to the Projector?
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: Cypher on June 21, 2012, 04:19:02 AM
DSTech, you shall not disappear! DSMK2, I command you to continue to work on this!
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: Tezarius on June 21, 2012, 12:51:18 PM
Yea! They really looks very hi-tech and brutal. This mod should be finished with all features at all costs!
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: DSMK2 on July 15, 2012, 09:11:11 AM
Graduating from college does things to you :d

Just went straight to working on a ship design that I've had in mind before the hiatus:

(http://filesmelt.com/dl/DS_asdf.png)

I've updated the Hive class carrier to an entirely different design. And the sword breaker was originally going to be a ballistic weapon type for the Judgement, but I dropped it as I couldn't really find the right "fit"...
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: WKOB on July 15, 2012, 12:14:10 PM
So out of curiosity, why straight gray? I feel that they could be a lot more interesting, visually, with a touch more colour than the blue lights.

They just seem more like WIPs waiting for colour and finishing touches than finished products.
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: hadesian on July 15, 2012, 12:20:33 PM
DSTech lives? Yay.

They're hell OP.
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: Erick Doe on July 15, 2012, 12:30:32 PM
I actually like the grey look. Suits the ships. The little blue lights dotting the surface add a nice touch.
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: robokill on July 15, 2012, 12:51:48 PM
this mod compatible with umozes corves and starlight the davidoth dump
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: DSMK2 on July 15, 2012, 01:04:47 PM
So out of curiosity, why straight gray? I feel that they could be a lot more interesting, visually, with a touch more colour than the blue lights.

Often when I design ships, I visualize the major grey parts as large sections of the hull/armor, as opposed to many smaller fragmented parts. Hardware on the ship however, is detailed with sensors, large conduits, and blue "energy lights".

On the other side, I don't see how much more I can "add" once I've given the ship the "shape" I desire without making it too cluttered.
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: Shield on July 15, 2012, 06:19:17 PM
Has this been updated recently with the rest of the ships I see in the files or are they still pending?
Title: Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
Post by: DSMK2 on July 15, 2012, 06:34:37 PM
Has this been updated recently with the rest of the ships I see in the files or are they still pending?

Still pending, ironing out some stuff before I release.

Updated.

I really need to stop leaving in unused stuff when I release em. I really would like some feedback regarding the Chaser and Striker!
Title: Re: DSTech Corp Fleet v0.3a - New Ships and Weapons -
Post by: Pelly on July 16, 2012, 07:11:26 AM
Just tested them out, they are really good; they absolutely decimate fighters and frigates, but if they get caught in sustained fire they will be destroyed very quickly, if they hit them.

The striker has very good weapons that cn take down most ships i fought against, and the chasers are perfect for quick capping and taking out fighters and bombers quickly, though vs the tri tachyon they are taken out quickly (beam weapons are very accurate).

The new ships are really fun to use and I think fit in well with the style of fast moving AI ships, well done I like the new additions.
Title: Re: DSTech Corp Fleet v0.3a - New Ships and Weapons -
Post by: robokill on July 16, 2012, 10:44:44 AM
there high manouverability frigates and capitol are op four frigs and the capitol anything once you fill there op.
Title: Re: DSTech Corp Fleet v0.3a - New Ships and Weapons -
Post by: Shield on July 16, 2012, 09:45:47 PM
So where can I buy the chaser and striker, are they in the Hegemony station or another one?

nevermind just realized there is a station now....hahhaha
Title: Re: DSTech Corp Fleet v0.4a - New Ships and Weapons -
Post by: DSMK2 on August 03, 2012, 01:39:22 PM
Throwing this update up! Added two Corvette types... The Lead-class Multirole Corvette and the Driver-class Missile Bomber Corvette, will be refining those two. And given the Command-class destroyer EMP drones! Muhahahahahaha!

(http://filesmelt.com/dl/screenshot012.png)
Title: Re: DSTech Corp Fleet v0.4a - New Ships and Weapons -
Post by: Hyph_K31 on August 03, 2012, 01:56:05 PM
So
Much
Win
Title: Re: DSTech Corp Fleet v0.4a - New Ships and Weapons -
Post by: IIE16 Yoshi on August 03, 2012, 02:28:21 PM
Liking the style of the DSTech carrier, though I've removed like 80% of the laser PDs out of personal preference. I also love the supply message, why can't all convoys give that info? Might go make that a suggestion.

Of a miscellaneous note, I'd reformat the supply message to read 'The DSTech Factory has manufactured (x) ships, (x) fighter wings and (x) weapon systems.'
Title: Re: DSTech Corp Fleet v0.4a - New Ships and Weapons -
Post by: DSMK2 on August 03, 2012, 02:32:12 PM
I'm being kinda lazy with that part; mainly due to the fact that (by chance) any one of those flags might not trigger. I'll work it out in the next version.
Title: Re: DSTech Corp Fleet v0.4a - New Ships and Weapons -
Post by: hydremajor on August 15, 2012, 11:56:00 AM
Okay so...

Like...

Is THIS

(http://i1048.photobucket.com/albums/s377/Hydremajor/cba427a3.png)

...supposed to happen ?

Because seriously The entire system doesn't have nearly enough supplies to repair that one ship

edit:DANGIT wrong pic *fixed*
Title: Re: DSTech Corp Fleet v0.4a - New Ships and Weapons -
Post by: Kaitol on August 15, 2012, 01:17:28 PM
That's a bug with some of the larger ships in the mod. Try messing about with the ships outfit. In particular, try taking off auto repair bots/system/whatever-its-called. I messed about and managed to fix it somehow.
Title: Re: DSTech Corp Fleet v0.4a - New Ships and Weapons -
Post by: alexhairyman on August 15, 2012, 04:02:03 PM
Love your work in Cortex Command, can't wait to see what you do with this game :D
Title: Re: DSTech Corp Fleet v0.4.1a - New Ships and Weapons -
Post by: DSMK2 on August 15, 2012, 07:04:17 PM
Uploaded the fixed version. Ran into this problem earlier; the function doesn't seem to like anything exceeding 100%. Let me know if there are any new problems that appear  ;)

Working on a heavy destroyer:
(http://filesmelt.com/dl/screenshot0191.png)
Title: Re: DSTech Corp Fleet v0.4.1a - New Ships and Weapons -
Post by: Sunfire on August 15, 2012, 07:06:15 PM
That thing looks very scary, especially that huge cannon!
Title: Re: DSTech Corp Fleet v0.4.1a - New Ships and Weapons -
Post by: robokill on August 15, 2012, 07:16:52 PM
THATS A DESTROYER
Title: Re: DSTech Corp Fleet v0.4.1a - New Ships and Weapons -
Post by: DSMK2 on August 15, 2012, 07:25:56 PM
Hee. I made the ship after fighting Amazigh's Hayreddin Industries defense fleet; the question came up while I was fighting... "Why can't I get past these shields as easily?" After some discussion it came to this: I've wanted more ballistic (kinetic) weapons, and a ship to go with it.

After all, I feel that starships feel more "battleshippy" with slightly more conventional weapons   ;D

I have an urge to redesign my Fogger-Class Cruiser and Striker Drone Gunship.
Title: Re: DSTech Corp Fleet v0.4.1a - New Ships and Weapons -
Post by: hydremajor on August 17, 2012, 06:21:01 AM
can we have a "DSTech ammo factory" that cuts down the recharge time by 75% ?
Title: Re: DSTech Corp Fleet v0.4.1a - New Ships and Weapons -
Post by: Sweetraveparty on August 25, 2012, 07:32:08 PM
This is sweet looking! I loove the sprite style, although the top 2 rightmost ships look a bit similar.
Imma download this :D
Title: Re: DSTech Corp Fleet v0.5a - New Ships and Weapons -
Post by: DSMK2 on September 13, 2012, 04:07:56 PM
Updated! Still more stuff to do with the mod though.

I really need to redesign the Side-class cruiser (edit!) and the Pusher-class bomber (HEAVY edit!).

Enjoy!

[EDIT:]
Bunch of other things need to be tweaked and decided as well: Finding the number of fleets roaming around Corvus too high; fleet compositions also need to be revised.
Title: Re: DSTech Corp Fleet v0.5a - New Ships and Weapons -
Post by: hydremajor on September 14, 2012, 10:32:08 AM
got this

23944 [Thread-6] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [ds_shield_burst] not found in ship_systems.csv
23996 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
23996 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
23999 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.Õ00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.oOOO.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: DSTech Corp Fleet v0.5a - New Ships and Weapons -
Post by: FlashFrozen on September 14, 2012, 11:46:27 AM
Not sure if intended, but the sacrificial armor drones on the shield frigate is labeled as Emp drones, :D
Title: Re: DSTech Corp Fleet v0.5a - New Ships and Weapons -
Post by: hydremajor on September 14, 2012, 11:55:44 AM
BTW I crash on start up
Title: Re: DSTech Corp Fleet v0.5a - New Ships and Weapons -
Post by: DSMK2 on September 14, 2012, 01:13:01 PM
got this

23944 [Thread-6] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [ds_shield_burst] not found in ship_systems.csv
23996 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
23996 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
23999 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.Õ00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.oOOO.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Did you remove the previous version of the mod before you installed the latest?

@FlashFrozen: Fixed! I think I get too absorbed in using the stuff that I don't see those errors right away  :P

Downgraded the Fogger to the destroyer class with a modified design in this version.
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: hydremajor on September 14, 2012, 01:16:55 PM
Did you remove the previous version of the mod before you installed the latest?

Turns out I didn't

When I saw the name of the rar I thought it was a patch to the mod or somesuch, somewhat misleading if you ask me...
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: DSMK2 on September 14, 2012, 01:27:34 PM
Updated the first post with simple stuff to reflect that  ;)
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: Ghoti on September 17, 2012, 07:43:40 AM
Campaign integrated + overpowered

So you're not attempting to balance this mod?
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: DSMK2 on September 17, 2012, 09:25:36 AM
I started this mod with absolutely no intention at all to balance it.

The only semblance of balance I have in mind is price and fleet point adjustment; not so much with ships and weapons. I'm absolutely no good at that, since it's often at odds with what and how I want my ships/weapons to be.
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: DSMK2 on September 26, 2012, 07:38:43 PM
I can't seem to figure out what kind of super weapon I want in front of the ship, it's a capital. I know it has to be some kind of energy weapon, however I intend for the central weapon to be a ship cutter laser. Any suggestions?
Spoiler
(http://filesmelt.com/dl/screenshot0373.png)
[close]
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: silentstormpt on September 26, 2012, 08:00:50 PM
Why not a huge Gauss Cannon (thats a rail gun) instead?
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: Kaitol on September 27, 2012, 06:02:00 PM
Or a massive fuckoff Ion Beam that ignores shielding and pierces ships, but does little to no damage.
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: maximilianyuen on October 01, 2012, 05:11:24 AM
Just want to say thanks for this great mod
and I did use your mod to start my customization, hope you don't mind :)

Spoiler
(https://lh4.googleusercontent.com/-B3qI3wmxlsk/UGmHbkERC0I/AAAAAAAAPg4/MqgsYosN8AQ/s771/iso_ac_ori.png)
[close]
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: Sunnyko on October 05, 2012, 10:47:51 AM
Call me blind but I cant seem to find the shipyard anywhere....

Could some one help with a picture maybe? Sorry.
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: DSMK2 on October 05, 2012, 12:22:06 PM
The factory should be somewhere outside the Corvus system.
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: hadesian on October 05, 2012, 01:25:06 PM
Just want to say thanks for this great mod
and I did use your mod to start my customization, hope you don't mind :)

Spoiler
(https://lh4.googleusercontent.com/-B3qI3wmxlsk/UGmHbkERC0I/AAAAAAAAPg4/MqgsYosN8AQ/s771/iso_ac_ori.png)
[close]
That's one sweet ship graphic.
And this is also OT.

On topic: I've found the ships to be slightly less OP than before with the advent of ship systems, but the huge cannon destroyer is awesome!
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: K-64 on October 05, 2012, 06:22:45 PM
I can't seem to figure out what kind of super weapon I want in front of the ship, it's a capital. I know it has to be some kind of energy weapon, however I intend for the central weapon to be a ship cutter laser. Any suggestions?
Spoiler
(http://filesmelt.com/dl/screenshot0373.png)
[close]

Some kind of ship disabling beam? So like the superweapon itself isn't what does the physical damage, it just completely shuts down an enemy ship for the rest of the guns and/or fleet to annihilate the defenceless vessel
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: silentstormpt on October 05, 2012, 06:54:11 PM
I can't seem to figure out what kind of super weapon I want in front of the ship, it's a capital. I know it has to be some kind of energy weapon, however I intend for the central weapon to be a ship cutter laser. Any suggestions?
Spoiler
(http://filesmelt.com/dl/screenshot0373.png)
[close]

Some kind of ship disabling beam? So like the superweapon itself isn't what does the physical damage, it just completely shuts down an enemy ship for the rest of the guns and/or fleet to annihilate the defenceless vessel

You just reminded me, didnt Okim found out how to make a beam that stops ships from moving or even make them spin, a "Gyro Disruptor"
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: maximilianyuen on October 05, 2012, 11:50:40 PM
I can't seem to figure out what kind of super weapon I want in front of the ship, it's a capital. I know it has to be some kind of energy weapon, however I intend for the central weapon to be a ship cutter laser. Any suggestions?
Spoiler
(http://filesmelt.com/dl/screenshot0373.png)
[close]

Some kind of ship disabling beam? So like the superweapon itself isn't what does the physical damage, it just completely shuts down an enemy ship for the rest of the guns and/or fleet to annihilate the defenceless vessel

You just reminded me, didnt Okim found out how to make a beam that stops ships from moving or even make them spin, a "Gyro Disruptor"

what's the diff to ds_forcebeam.wpn ? it already able to did exact same thing it seems
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: Sunnyko on October 07, 2012, 01:11:55 AM
Sorry for doing this... but ummm may I make a sugestion?

Would it be posible to add robotic crew. :P

It just feels weird to have a robotic ship but squishy organic crew.
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: Shield on October 25, 2012, 08:30:09 PM
I'm assuming this won't be updated till the next version of Starfarer comes out?
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: robokill on October 28, 2012, 08:51:22 PM
I got an idea for a super weapon. Medium to long range beam that scharge and fires for asl long as hold doing insane kinetic and emp damage.
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: Shield on November 26, 2012, 10:50:55 AM
Can't wait for this mod to be updated to the latest version
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: EndersGaming on January 10, 2013, 06:39:17 AM
Any chance on an update on the mod update?
Title: Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
Post by: 2_Wycked on January 11, 2013, 11:17:46 AM
Does this version work with .54a?
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: DSMK2 on January 11, 2013, 06:36:22 PM
Updated! Edge-Class Super Dreadnought added. Portrait for DSTech Corp captains added. Reduced DSTech Fleet Spawn in world.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Spardok on January 11, 2013, 07:56:09 PM
Is it compatible with 54.1a? Also did not expect this to get updated lmao
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: DSMK2 on January 11, 2013, 08:20:21 PM
It's compatible as far as I know.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Shield on January 12, 2013, 04:43:31 PM
Loving the Edge capital ship
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Loony Liberator on January 13, 2013, 01:57:39 AM
Hello, just giving you a heads up on a Fatal:null error that has me CTD I think I found the problem which surrounds the no description for ships and weapons.
Spoiler
1210216 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_dual_cannon_medium_WEAPON not found
1210216 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_dual_cannon_medium_WEAPON not found
1210250 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_heavy_cannon_WEAPON not found
1210250 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_heavy_cannon_WEAPON not found
1210817 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_heavy_cannon_WEAPON not found
1210817 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_heavy_cannon_WEAPON not found
1211067 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_dual_cannon_medium_WEAPON not found
1211067 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_dual_cannon_medium_WEAPON not found
1214264 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_heavy_cannon_WEAPON not found
1214264 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_heavy_cannon_WEAPON not found
1214464 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_dual_cannon_medium_WEAPON not found
1214464 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_dual_cannon_medium_WEAPON not found
1215032 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_heavy_cannon_WEAPON not found
1215032 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_heavy_cannon_WEAPON not found
1215098 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_heavy_cannon_array_WEAPON not found
1215099 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_heavy_cannon_array_WEAPON not found
2345241 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_striker_SHIP not found
2366860 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_attacker_SHIP not found
2367359 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_striker_SHIP not found
2367463 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_edge_SHIP not found
2368654 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_lead_SHIP not found
2369594 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_striker_SHIP not found
2370047 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_striker_SHIP not found
2371198 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_pusher_SHIP not found
2371932 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_attacker_SHIP not found
2372333 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_lead_SHIP not found
2373334 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_driver_SHIP not found
2374353 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_attacker_SHIP not found
2409287 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_pusher_SHIP not found
2429325 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ds_pusher_SHIP not found
2457462 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.private.Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(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)
[close]
If you could have a look to see what the error is cause I have no idea, I've only pasted a small example of the starsector log  ;) Thx in adv.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: DSMK2 on January 13, 2013, 08:30:15 AM
When does this error happen?

Additionally: Did you delete the older version of the mod before you installed the newer?
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Loony Liberator on January 14, 2013, 01:49:32 AM
Yes I made sure to delete the older before installing the new.

As for when it tends to happen it appears to be random though they do have in common
when I go a long time between saves, I've been saving frequently at the moment trying
see what instances contribute but have so far not encountered any more problems... Strange. ::)
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Shield on April 15, 2013, 09:15:24 AM
Is this still being worked on?
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Tecrys on January 09, 2014, 03:47:26 PM
Hi everyone!

So I really like the sprites you did there DSMK2 and I thought I'd play around a little with your mod.
So far I managed to get it compatible with Starsector 6.1a and integrated it into Exerelin.
It's not perfectly clean the way I did it but it works.

I am Level 44 now and the faction doesn't seem to be massively overpowered compared to how other factions are faring in Exerelin.
Must have something to do with the way Exerelin does the autoresolve because in battle my ships seem to be quite overpowered. I'm not talking unkillable overpowered but I'd say most ships are 30 to 50% better than vanilla ships or other faction ships (I've played Shadowyards to an equal skill level and I had to struggle much more with that faction.

End of the line: I managed to update and integrate DSTech to Exerelin.

If the author and everyone else is ok with that I can tell you what adjustements I made and/or uplode my modded files.

Have a good one,

Cheers!
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: xenoargh on January 09, 2014, 04:15:54 PM
The author hasn't been here since August, and it's quite likely this mod's dead. 

Unfortunately, if he didn't turn on email notifications, he probably can't even get your PMs.  So if you've got it working, it's probably quite OK to post a link up; if he ever comes back, I'm sure he'd appreciate knowing people can still play it :)
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: HELMUT on January 09, 2014, 04:17:35 PM
Last time i played this (0.5.2a!) i remember them being massively overpowered, maybe DSMK2 made a balance update after that?

Anyway, i'll be glad to be able to toy with DSTech again, don't know if you'll manage to get DSMK2 approval as i haven't seen him on the forum since the Sumerians. If not, could you at least send a download link via pm please?

Edit: Ninja'd by xeno!
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Tecrys on January 10, 2014, 02:53:36 AM
Ok, here's the link to the mod:

https://www.dropbox.com/s/eorq03c3k3mpv32/dstech.zip

I've changed ds_ship_tech.java because it included one line which made Starsector crash and I changed the sounds of most weapons due to some sound files missing.
I'll do another post on how to get this to work with Exerelin but first I'll ask the authors if they're ok with it.
It's no magic, if you can't wait just follow the instructions on the Exerelin mod page on how to integrate mods into it.

I don't take any credit for this mod I merely updated it a little.
All credit for sprites and code belong to DMSK2.

Cheers
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Uomoz on January 10, 2014, 03:00:06 AM
The author hasn't been here since August, and it's quite likely this mod's dead. 

Unfortunately, if he didn't turn on email notifications, he probably can't even get your PMs.  So if you've got it working, it's probably quite OK to post a link up; if he ever comes back, I'm sure he'd appreciate knowing people can still play it :)

Welp, I think it's not really ok to re-host other's stuff without permission... I hope for you guys he/doesn't mind!
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Tecrys on January 10, 2014, 03:04:05 AM
It's not like I changed his mod I just made it work with the current version.
I think there's no harm in that but if anyone should be offended I'll delete my post.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Gotcha! on January 10, 2014, 03:27:40 AM
I doubt he'd mind. I know I wouldn't. Heck, I'd be happy if someone took the effort of keeping my stuff up to date.
And it's not like Tecrys took ownership and added new content and such. :)
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Tecrys on January 10, 2014, 03:33:14 AM
Thanks for the backup Gotcha!

BTW: very nice work on Bushi and Hiigaran Decendants, love the balance. Very well done!
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Gotcha! on January 10, 2014, 03:43:54 AM
Flatterer. Pfff. And you're welcome. :)
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Tecrys on January 10, 2014, 04:25:47 AM
Zaphide gave me his ok for the Exerelin files so here they are:

https://www.dropbox.com/s/nfxfz4ksgi48yh6/Dstech_Exerelin.zip

Simply follow the instructions inside the readme.txt files.
Make sure to backup your Exerelin files beforehand just in case.

Have fun!

Edit: The new version of Exerilin includes these files so there is no need to do this anymore.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: HELMUT on January 10, 2014, 11:52:55 AM
Tried them a bit, still very, very powerful. Perhaps increasing drastically the supply/cr cost would make them a bit closer to a reasonable balance. Anyway thanks you for updating this for 0.6.1a!
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Tecrys on January 10, 2014, 04:44:50 PM
I think most weapons are too powerful as well but that could be fixed easily, either by increasing they're flux generation, reducing the damage or by reducing firing speed.
The other option would be to give them a certain amount of regenerating ammo so that weapons are very powerful and fast firing but their sustained dps would be much lower.

I think the blade frigate isn't badly balanced at all it's the weapons tht make it op. (And maybe the insane speed of the damn thing)
But other ships like the Shield and the Block are quite op.

Balancing the ships without changing themselves would be difficult but I could imagine if you increase the fleet points drastically it could work out.
In that way you would have very few ships, maybe only 1 ore 2 sometimes, but they are very powerful.

In any case I don't think I could balance them in a good way and I'm not sure if that would be the author's intention so I'm not gonna do it.

BTW: I got an ok from DSMK2 for updating. All credit for the mod to him. Thanks mate, love DSTech art style!
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Zaphide on January 10, 2014, 06:29:47 PM
At the moment the ships/wings have no values for CR or supplies/day, which makes them pretty broken in current StarSector :P

I feel these could be added without breaking/changing the authors intent. They could be based off the values for Deployment Point's, which aren't really that useful anymore but are what used to be a fairly good balance value for StarSector 0.54. The Deployment Point values for DSTech are all really high, pretty much signifying that the ships are powerful but expensive :)
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Tecrys on January 11, 2014, 03:24:04 AM
Is 10 points for a frigatte high? I don't really know I did not really pay attention to deploiment points with other factions.

Since I've played them a lot in Exerelin here some feedback:
-Logistics value is completely broken, you can have as many DSTech ships as you like and your logistics rating will not increase unless you carry too much stuff or crew
-CR is weird: The ships lose qite a lot of cr per battle but they are also replenished very quickly
-DSTech ships repair extremely fast

Since DSMK2 answered my pm I guess I could ask him if I should continue doing some tweaks to his mod ...

Any suggestions?

Edit: Oh, and the ships are way too cheap, most ships cost only a few hundred credits and the the dreadnaught is like 1200 credits but I'm not sure how to change that.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Zaphide on January 11, 2014, 03:55:49 AM
10 deployment points for a frigate is on the high end yeah. Hound (basic frigate) is 3, Falcon (light cruiser) is 12 :P

Well, assuming you get the OK, to get started you could do Deployment Points / 2 for Supplies/day values. This would result in:
 - Blade (Frigate) = 5 supplies/day
 - Block (Heavy Destroyer) = 10 supplies/day
 - Side (Heavy Cruiser) = 20 supplies/day
 - Edge (Super Dreadnaught) = 25 supplies/day

I would also set a buy credit amount per ship (as most of them at the moment are super low).

I think those two changes would go a long way to making them fit in a bit better :)

BTW: You can change those values in the ship_data.csv file in data/hulls, although you may need to add those 'columns' (it is saved as a comma-separated file) yourself.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: HELMUT on January 11, 2014, 04:52:37 AM
Had this while playing. The Driver class isn't working i think.

Code
992372 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

Otherwise for the balance, 10 is pretty big but not that crazy, the Hyperion is 15 for example and definitely not as threatening as a DSTech frigate. The supply/day seems reasonable though.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Tecrys on January 11, 2014, 03:03:17 PM
That's weird, I had no problems with the Driver wings as of yet.

Since I'm pretty new to this game and modding it I don't quite understand that error message.
I guess there's a null value somewhere that isn't supposed to be there?

I was looking threw the mod folders and found some weapons which don't appear either on the ships or in Exerelin,
I guess Exerelin uses ship variant data to generate what's in store at stations so I'm gonna have a look at all variants and I'll try to include these weapons too.

I think that should solve the problem regarding built-in weapons as well.
(I had to change all built-in weapons, mostly those small HELR lasers, because Exerelin was generating ships at stations without those built-in weapons and there was no way of putting other weapons in there)
Using the ship editor this should be done fairly quickly. I'm off on monday, I might use the day to get started on this.

As I'm doing that I think I'll add cr values and repair time as well.
I have no clue how to solve the logistics rating problem so far but I might find a solution for that as I'm working on the mod.
(BTW: I got approval for trying to balance this mod by DSMK2 but I don't think I can do it all by myself ...)

Edit: I think I'm gonna go for replenishing charges for most weapons to get them balanced. That should work similar to Shadowyards CEPC weaponry but the charge amount should be even smaller I think.
Like that ships would be able to pack a serious punch for a very short amount of time after which they would be quite vulnerable and the player or the AI would be forced to use other(?weaker?) weaponry in the meantime.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Zaphide on January 11, 2014, 06:12:27 PM
Had this while playing. The Driver class isn't working i think.

Code
992372 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

This could possibly be because in the .faction file supplied by Tecrys it lists the driver_wing as 'ds_driver_missile_bomber', which is actually the singular variant, which can cause the null exception. I think it should be changed to 'ds_driver_wing'.

I was looking threw the mod folders and found some weapons which don't appear either on the ships or in Exerelin,
I guess Exerelin uses ship variant data to generate what's in store at stations so I'm gonna have a look at all variants and I'll try to include these weapons too.

Yep that's exactly how Exerelin does it :)

(I had to change all built-in weapons, mostly those small HELR lasers, because Exerelin was generating ships at stations without those built-in weapons and there was no way of putting other weapons in there)
Using the ship editor this should be done fairly quickly. I'm off on monday, I might use the day to get started on this.

I'm not sure how you are fixing this, but a few mods have had similar issues; see my post here: http://fractalsoftworks.com/forum/index.php?topic=161.msg117067#msg117067 (http://fractalsoftworks.com/forum/index.php?topic=161.msg117067#msg117067), it may be the same issue :)
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Tecrys on January 12, 2014, 02:43:35 AM
Thanks for the link, that's exactly the way I was going to fix it.

Edit: I see, you've fixed the driver problem already in the new version of Exerelin. Thanks!
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Tecrys on January 13, 2014, 02:02:32 PM
New version available!

https://www.dropbox.com/s/2t8md66tuvyx1ta/dstech0.5.3.zip

Changes:
- All built in weapons are built in again!
- updated some ships with systems
- added logistics and cr values
- increased most fleet points

I've tried the update with the new version of Exerelin, so it should work properly.
This is just a quick balance atempt, most ships are probably still overpowered but they now use s lot of supplies and cr per deployment.
Added some lore provided by DSMK2.

Let me know if enything weird is happening and I'll try to fix it.

Cheers!
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: HELMUT on January 13, 2014, 02:34:48 PM
Just noticed that the fighters CR deployment cost is 25%, it's huge, it means that destroyed fighters can barely be replaced. For example the Talon CR cost is 4%.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Tecrys on January 13, 2014, 02:42:56 PM
Ok, I'll keep that in mind.
The fighters of DSTech aren't that op so i guess I should have some mercy on them.
I'll test it myself and see how it goes, thanks for the advice.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Ishman on January 13, 2014, 07:59:13 PM
I'm going to check this out myself, but be aware you can balance the weapons just by bumping up their op cost and the op values on the DSTech ships - so that other factions have extreme difficulty equipping them.

Sorta the opposite way most blackrock weapons are balanced - they have lots of unique attributes to them but are generally less effective than other top-tier weapons in that slot size/type (but are also cheaper) with the exception of the sunfire beam weapon (HE BEAMS MANG, SO BLOODY AMAZING). Though Cycerin's been adding some high-end weapons and a lot of his stuff is misleadingly strong thanks to like half his stuff having onhiteffects (check out the scripts for the amlance/voidweavers/fury/shard/ and the linearonhiteffect that doesn't actually seem to be called by anything). Anywaysyeah I like strong weapons balanced by how many you can equip.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Tecrys on January 14, 2014, 07:11:10 AM
Update time!

https://www.dropbox.com/s/l845j3q9u430g8v/dstech0.5.3a.zip

Just a few attempts to balance the faction:
- reduced repair%/day for all ships
- reduced cr/deployment for all fighters to make them actually useful
- all ships now have cr deterioration
- all weapons now have regenerating ammo

Right now DSTech plays pretty much "shock and awe", if you can't steamroll your enemies right away you'll run into problems.
Let me know how that balance is working out and tell me if you dislike anything.

Cheers!

Edit: I forgot to balance this around extended magazines ... there might be another quick update later today. Also: Some of the ship systems are subject to change again. Judgement class will get some kind of siege mode but either I'll have to write that for myself or I have to "borrow" some code. (With permission of course)
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Lopunny Zen on January 25, 2014, 07:49:21 PM
they seriously need to be nerfed...there weapons have no weakness...and they all have emp...even the drones are too broken with the emp thunder...this team is being shunned until things are fixed
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: FasterThanSleepyfish on January 25, 2014, 07:59:04 PM
Lopunny, these were meant to be overpowered. It's just a mod dedicated to roflstomping any fleet in starsector. Don't insult them, they might own up your own fleet!
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: FlashFrozen on January 25, 2014, 08:02:18 PM
To re-iterate,

As stated by the original mod maker:

DSTech Corp Fleet (http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png) (http://fractalsoftworks.com/forum/index.php?topic=375.0)

Description: A fleet of (robotic) warships that have quick shields, high flux dissipation, and high flux/power weaponry that make them more suited for hit and run as opposed to frontal attacks. Many of these ships are bumped up technological tiers compared to the vanilla human ship designs.

Most DSTech ships feature multitudes of light HELR Burst Beam Projectors that function in defensive and offensive applications.

Note: Campaign integrated + Overpowered

Find them at the DSTech Corp Factory located at the very edge of Corvus! I intend to develop this into a fleshed out faction mod to satisfy my own sense of immersion in Starfarer.

There doesn't need to be any nerfs, balance is not a feature and definitely not a priority, and that's fine by me.

But you could tweak them all you want,
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Tecrys on January 26, 2014, 01:25:45 AM
I am not working on this anymore, btw.
Currently I'm very buisy creating art for my upcoming mod "Biomancy Genetic Engineering".
Take a sneak peak in the Spriter's judgement thread.
Gonna start coding this evenimg after work but a playable version is probably weeks away at least.
Cheers!
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: c plus one on January 26, 2014, 09:19:48 AM
this team is being shunned until things are fixed

O noes! I guess nobody's willing to be seen sitting with them at lunch-time, either? Being shunned is Serious Business. I hope this "team" survives the brutal loss of social status. 8)
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: doodlydee on January 26, 2014, 11:32:35 AM
Yea he likes to complain about OTHER peoples mods, if you don't like it don't download it or better yet make your own mod
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Tecrys on January 26, 2014, 03:41:19 PM
I'm getting into Java now, I need some serious coding to make my faction unique ...
Anyways, if there's someone out there willing to help with code or art just let me know.
Things I've planned:
- No shields (That's real easy!)
- organic weapons like animated maws/mandibles, acid sprays, grappling tentacles
- some unique hullmods (healing(not regenerating! More like a healing ray or healing "bite") ships would be cool, not sure if I'm able to do that)
- life leeching melee weapons
- interesting ship systems (Can't really think of anything right now, suggestions?)
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: biotic on August 17, 2014, 01:33:11 AM
Nice ships, is the mod discontinued ?
Really like the design, slick and bad ass.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Sabaton on August 19, 2014, 08:56:52 AM
This was among the first faction mods on the forums if I recall, good looking but overpowered as hell.
The ''effortlessly waste a system defense fleet with a lone frigate'' kind of op.
It was left to wither by a maker that hasn't showed his face for a long time, brought up to par by other modders when updates hit, and left to wither again ever since.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: biotic on August 19, 2014, 12:44:35 PM
This is just sad :(.

Well if i have the time after i finish my own mod ill try to see what i can do with it.
Thx for filling me in on the story.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Tecrys on August 19, 2014, 02:11:59 PM
There is a working version comparible with Exerelin online, take a look at Exerelin and supported mods.
You should be able to find a link to the download there.
The creator told me he doesn't mind what we do with the mod as long as the character and fluff of the mod are kept intact.

I hope tjis might help.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Sabaton on August 21, 2014, 01:55:19 AM
 How is the BGE update coming along? You and Meso have been cooking up something rather juicy for a while.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: maximilianyuen on September 06, 2014, 11:49:34 AM
bug report. no other mod running
Spoiler
65852 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Error compiling [data.hullmods.ds_ship_tech]
java.lang.RuntimeException: Error compiling [data.hullmods.ds_ship_tech]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/hullmods/ds_ship_tech.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/hullmods/ds_ship_tech.java, Line 27, Column 28: A method named "getRepairTimeBonus" is not declared in any enclosing class nor any supertype, nor through a static import
   

[close]
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Piemanlives on September 06, 2014, 12:47:42 PM
bug report. no other mod running
Spoiler
65852 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Error compiling [data.hullmods.ds_ship_tech]
java.lang.RuntimeException: Error compiling [data.hullmods.ds_ship_tech]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/hullmods/ds_ship_tech.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/hullmods/ds_ship_tech.java, Line 27, Column 28: A method named "getRepairTimeBonus" is not declared in any enclosing class nor any supertype, nor through a static import
   

[close]

This mod isn't currently being updated by the original author, the guy who made it compatible with recent game versions is busy working on his own mod.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: biotic on September 15, 2014, 02:19:23 PM
Got the mode to work and made a mission as to showcase the ships in the mod.

The mission is called Showcase.

https://www.dropbox.com/s/smcy0zdfgfscjmp/dstech.rar?dl=0
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Voiddweller on February 20, 2015, 12:00:58 PM
Wonder if author still cares... This mod, with some adjustments and balancing can be integrated into Ironclads TC. Why Ironclads, you say? Because of it's non-shaded cartoon-like sprite style.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Sunnyko on August 26, 2016, 06:57:47 PM
Got the mode to work and made a mission as to showcase the ships in the mod.

The mission is called Showcase.

https://www.dropbox.com/s/smcy0zdfgfscjmp/dstech.rar?dl=0

I know its been 2 years, but I dont supose you still have this?

I used to love this mod and would not mind taking a crack at trying to update it, but like every link in the thread is dead.

Actualy if ANY one has a copppy of the last version to go up I can work with that.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Nanao-kun on August 26, 2016, 08:07:48 PM
Got the mode to work and made a mission as to showcase the ships in the mod.

The mission is called Showcase.

https://www.dropbox.com/s/smcy0zdfgfscjmp/dstech.rar?dl=0

I know its been 2 years, but I dont supose you still have this?

I used to love this mod and would not mind taking a crack at trying to update it, but like every link in the thread is dead.

Actualy if ANY one has a copppy of the last version to go up I can work with that.

I have a 0.6.2a version that was updated by Tecrys way back when. Note that this version has his balance adjustments, not the original ones. Probably doesn't matter though, since you'll likely be changing everything to fit with the newest release.

http://www.mediafire.com/download/by4y0vhhrfkw0bc/dstech0.5.3a.zip
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: toyslar on October 12, 2018, 12:41:10 PM
Can someone help me to update this mod to 0.8.1 ?

Edit: Felt like a necromancer to revive this much old thread.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: Tartiflette on October 12, 2018, 04:02:44 PM
Indeed.
Anyway, head to the unofficial discort to get some pointers, there are always people online and ready to help.
http://fractalsoftworks.com/forum/index.php?topic=11488.0

Although you would have to get the authorization from the original author first.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: CrashToDesktop on October 12, 2018, 07:09:25 PM
Although you would have to get the authorization from the original author first.
Not sure if that would be possible - the original author hasn't visited the forum in 4 years.
Title: Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
Post by: MesoTroniK on October 12, 2018, 09:30:16 PM
Although you would have to get the authorization from the original author first.
Not sure if that would be possible - the original author hasn't visited the forum in 4 years.

Then it should never be resurrected.