Fractal Softworks Forum

Starsector => Mods => Topic started by: Starlight on June 02, 2012, 12:15:54 PM

Title: Starlight's Starships, v0.9.7.1 (Faction Standings, HullMods, minor fixes.)
Post by: Starlight on June 02, 2012, 12:15:54 PM
Current Fleet:

(https://dl.dropbox.com/u/82949984/Starlight%27s%20Starships.png) (https://www.dropbox.com/sh/ux9btnpny0ritor/q8eJ3rlLdu/Starlight's Ships.rar)

Download:
https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar (https://www.dropbox.com/sh/ux9btnpny0ritor/q8eJ3rlLdu/Starlight's Ships.rar)

Features:

2 new factions
Campaign Integrated
Vanilla Balanced (input welcome)
8 new missions
16 new ships (and growing)
14 new types of wing (growing and including Corvettes)
26 new weapons (and more to come.)
Original Sound Effects
Original Weapon FX Graphics

I've temporarily dropped everything else to make this, I'm having a lot of fun with it.  This game is a lot of fun when you love starships and I love starships.  I started off making and modifying ships for my own pleasure, but then I was persuaded to share when I was asking for help setting up a station (I was sick of having to modify saves to fly my custom ships, I wanted to just buy them.).  

I'm trying to keep things balanced and sufficiently well meshed with the game's look and lore (again, input welcome) both in terms of content and the fluff surrounding it.  There seems to be a lot left to learn, though.  I'm trying wherever possible to add to the game's base content and work with the existing balance, trying not to reinvent the wheel.  All input/suggestions are particularly welcome here.

I'm making new ships and tinkering all the time, so I'll keep this topic up to date now and then.  ^.^

I'm particularly looking forwards to any and all new developments by Starfarer's makers and will be attempting to keep this mod as up to date as possible.  

Backstory:

Starlight was once himself a Starfarer until a chance discovery in a nearly-empty region of space.  Hidden amidst a cloud of extrasolar debris he found a mostly-destroyed, long-derelect factory ark of unknown origin.  He has since settled down to set up a shipyard amidst an asteroid belt to begin a profitable business producing modernised adaptations of the ancient, unused Starship designs he uncovered, along with the occasional bespoke starship to order.  

Starlight has refused affiliation with any of the great powers of space, but has several minor allies and a good amount of his own primary product.  Bearing a great dislike of slavers and pirates some have accused Starlight of running his own paramilitary, whilst he would say that his business was simply 'diverse.'

Introducing the Jade Claw Cartel!  

This mysterious organisation appeared from no-where to spread insidiously about the dark corners of the sector.  It's leadership is unknown but it seems intent upon warring constantly with Starlight's Shipyards in particular.  Utilising bought vessels, captured vessels manufactured by Starlight and a number of its own apparent designs not seen in any known history files, prompting suspicion that the Cartel may be more then a merely vicious and pervasive pirating and smuggling ring.  

Future Plans:

Extremely rough plans ahoy;

* 1 Make more family of weapons.  
* Fine tune current factions.
* Make some more ships for Independants.  
* Remove the incongruous 'comission' vessels from the Starlight faction and distribute to Independants.
* Make some missions, particularly some randomised scenarios.  

...around about here will be version 1.  

* In future, I'll probably consider further factions / extra stuff.
* See if anyone's interested in popping this into a compilation.  

Other Mod Comtaibility:

Here's the ones I've tested thoroughly, though I've generally not had many problems.
Compaitible:
Uomoz Corvus 16.5: Power Blocks (and associated individual mods.)
Incompatible:
None known!  Since integrating with Uomoz, ASP Technologies seems to work just fine!  Happiness and joy!


Mod Version Save Compaitibility:

When I post updates to this forum, I make sure that you should be able to just delete the old Starlight's Ships folder and replace it with the up-to-date version.  Nothing should break with existing save games and whilst the contents of stations wont immediately change, new ships and weapons should appear in faction fleets and should be delivered to stations via supply convoys.  

This should work every time unless you're upgrading from a version of the mod from before a break.  This means I've had to change some ship or weapon _id's or somthing of that nature.  This might be to prevent a conflict with an update to the base game or with a popular mod (particularly one I use myself.)

The only other exception is when content is added that will not break existing save games, but where the new content is not going to appear unless a new game is started, such as when the Jade Claw Cartel was added.  I'll note this with addition.

0.1
^
0.2
break - some ship files changed.
0.275
^
0.9.5.5.1 - addition
^
0.9.6.6.5
break - updated for new Starfarer version.
0.9.6.6.5.1
break - updated for new Starfarer version.
0.9.7
^
[current version]

Current Starfarer Version Compatibility:

54a
Title: Re: Starlight's Starships, v0.1
Post by: Starlight on June 02, 2012, 12:28:17 PM
Thought it might be an idea to throw in a picture of the current ships as well:

(https://dl.dropbox.com/u/82949984/Starlight%27s%20Fleet%20v1.jpg)
Title: Re: Starlight's Starships, v0.1
Post by: Aratoop on June 02, 2012, 12:31:05 PM
Shouldn't this be in the modding section?
Title: Re: Starlight's Starships, v0.1
Post by: Starlight on June 02, 2012, 12:32:58 PM
Erm... it... is?  z: )
Title: Re: Starlight's Starships, v0.1
Post by: Upgradecap on June 02, 2012, 12:41:08 PM
Erm... it... is?  z: )

Yes it is. What are you talking about?
Title: Re: Starlight's Starships, v0.1
Post by: Starlight on June 02, 2012, 02:49:02 PM
Update;  I think I've got the resupply convoy working.  Let's hope so.  Being able to regularly buy my own ships without modding saves was kind of the whole reason I did this.  z: j
Title: Re: Starlight's Starships, v0.2
Post by: Starlight on June 03, 2012, 10:01:23 PM
So, I've tweaked rather a lot of balancing issues, tidied up a few ship's graphics and fittings, the station resupply is working a lot better and I've added a Cruiser-sized light carrier / transport logistical vessel with long range fire support capabilities.  It's rather expensive, but then it's meant to keep its cargo intact. 

Link:

https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar (https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar)

Updated lineup:

(https://dl.dropbox.com/u/82949984/Starlight%27s%20Fleet%20v2.jpg)
Title: Re: Starlight's Starships, v0.2
Post by: Starlight on June 04, 2012, 07:12:01 AM
A small update.  Added desciptions to the various starships and fighters for a bit of fluff.

https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar (https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar)
Title: Re: Starlight's Starships, v0.275
Post by: Starlight on June 04, 2012, 01:56:50 PM
Slight update, changed the name of the Albatross Carrier to the Seagull so as not to conflict with the new Albatross in Keptin's Interstellar Federation mod and changed the Waspe Interceptor to the Sparrow Interceptor, since adding an e on the end of Wasp because I forgot there was already a Wasp was in fact lazy and rubbish.  Fixed. z: )
Title: Re: Starlight's Starships, v0.275
Post by: Erick Doe on June 04, 2012, 03:09:51 PM
Wow! That thing on the right reminds me of an Acclamator!

(http://t1.gstatic.com/images?q=tbn:ANd9GcT3iNU5SEnv6mRZVfaFnTVA9I5SHZUe0b_wn6gEGYBD5U0UU28zWEszb6B2dA)


Nice job.
Title: Re: Starlight's Starships, v0.275
Post by: Starlight on June 05, 2012, 04:49:18 AM
Huh, it DOES look like an Acclamator.  (...and now I'm trying to rememeber what they did in SW:Empire at War, which I suspect was die.)

Cheers. z: )
Title: Re: Starlight's Starships, v0.3
Post by: Starlight on June 06, 2012, 03:51:02 PM
(https://dl.dropbox.com/u/82949984/Starlight%27s%20Starships%20v3.png)

Presenting the Griffin and the Penetrator.  Starlight's private force of reconstituted lost technology is joined by its large combat ships at last.  

Also: A bunch of adjustments, a recolour of the Seagull and a reformatting of the first post.  

Quite pleased with how these two turned out.  I'm getting used to doing pixel-art via GIMP.  I've also done my best to balance everything, but things will probably need further tweaking in time.  

Edit: Slight typo in the price of the Penetrator.  The price has been reduced by a power of ten. z: )
Title: Re: Starlight's Starships, v0.3
Post by: arcibalde on June 07, 2012, 06:07:01 AM
Black ship look like Darth Vader helmet  :D
Title: Re: Starlight's Starships, v0.3
Post by: Upgradecap on June 07, 2012, 06:13:26 AM
Black ship look like Darth Vader helmet  :D

Lol, yeah!  Or an Acclamator! :)
Title: Re: Starlight's Starships, v0.3
Post by: arcibalde on June 07, 2012, 06:29:11 AM
The triangles is like eyes and gray line between them is like nose thingy  :D  Darth Helmet 100%
Title: Re: Starlight's Starships, v0.32
Post by: Starlight on June 08, 2012, 05:46:51 AM
Oh grief, now I can't unsee it.  >.<   The "NNnooooo....!" in my head is also thematical appropriate. 

I'll consider changing it later.  For now, I've fixed a fault in the Penetrator's .ship file (incorrect weapon mount) and made a number of minor improvements to others.  I've also created a number of different ship variants and put them to use in various different fleets.  Expect the larger fleets to be tougher now.  An Ocelot Assault is now my primary vessel in my own game. 

https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar (https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar)
Title: Re: Starlight's Starships, v0.32
Post by: arcibalde on June 08, 2012, 11:12:57 AM
Well, you can always make clone helmet and rebels helmet and mercenary helmet, etc ;D
Title: Re: Starlight's Starships, v0.32
Post by: Vandala on June 08, 2012, 05:29:13 PM
Now you have to make an even bigger one for Lord Helmet's sake.
Title: Re: Starlight's Starships, v0.4
Post by: Starlight on June 08, 2012, 08:47:07 PM
(https://dl.dropbox.com/u/82949984/Starlight%27s%20Starships%20v4.png)

So, here's my new update, I've figured out weapons!

I present the start of Starlight's line of Plasma Bolt Cannons.  Light repeating plasma cannons, since I think Starfarer needs more energy weapons in general, blasters especially, light, fast blasters in particular.  Of special note is the PD-LPBC, which is essentially light plasma flak.  I've tweaked a lot of my designs to use the new in-house weapons.  I think it's still balanced.  Try it and let me know. z: )

No word as yet on making a giant Darth Vader helmet ship.  I think I need to make some more frigates before I truly attempt to annoy Lucasarts... and I think I need to take some more time out to play the game a bit before that.  ^.^

https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar (https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar)
Title: Re: Starlight's Starships, v0.4 (Weapons!)
Post by: Durendal5150 on June 08, 2012, 09:13:10 PM
Some of these look pretty damn fine, others could use some more detail, especially the larger ones. I'd suggest some paneling for that big grey guy especially.
Title: Re: Starlight's Starships, v0.32
Post by: Kaerras on June 08, 2012, 10:02:11 PM
Now you have to make an even bigger one for Lord Helmet's sake.

Thats DARK Helmet! You should know that, after all, he is your father's brother's nephew's cousin's former roommate.
Title: Re: Starlight's Starships, v0.5 (Mini Torps!)
Post by: Starlight on June 10, 2012, 04:35:13 PM
(https://dl.dropbox.com/u/82949984/Starlight%27s%20Starships%20v5.png)

So here's another update!

Now joining the PBC's (Plasma Bolt Cannons) are my new CCTS (Close Combat Torpedo System) launchers.  CCTS are small, fast, accurate short-range torps which fire in small bursts. 

CCTS are now the primary strike weapons of my ships. Speaking of which, I've added two:  The Starhail Corvette, for harassing larger targets then the Starhunter and the Thrush class missile-frigate.  Both of which have been integrated into campaign fleets as usual. 

These updates should work fine copied over each other (from 0,275 onwards, at least.)  I wont break anything until this mod itself is broken by a new Starfarer update. 

No, still no bigger helmet.  You people are breaking my Spaceballs.  I'll Brooks no more of this.  The puns can continue!  (...or I might give in, whatever first.)  z: )

https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar (https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar)



Some of these look pretty damn fine, others could use some more detail, especially the larger ones. I'd suggest some paneling for that big grey guy especially.

Cheers for the compliment.  You are right, some of these definitely need more... more.  I definitely admit that I rushed a few of them out of enthusiasm to play with them and get a decent range of ships for my faction.  I'll definitely be going back and fixing them up. 

I assume you mean the Stalwart, but I personally think it's the Seagull and Penetrator that may need more love. 
Title: Re: Starlight's Starships, v0.5 (Mini Torps!)
Post by: IIE16 Yoshi on June 11, 2012, 05:40:20 AM
Penetrator-class.
Name and shape. Hurhurhurhurhur.  :P
Title: Re: Starlight's Starships, v0.5 (Mini Torps!)
Post by: Starlight on June 11, 2012, 05:52:36 AM
Penetrator-class.
Name and shape. Hurhurhurhurhur.  :P

Why, whatever do you mean?  ^.^
Title: Re: Starlight's Starships, v0.5 (Mini Torps!)
Post by: Upgradecap on June 11, 2012, 08:35:13 AM
Penetrator-class.
Name and shape. Hurhurhurhurhur.  :P

Why, whatever do you mean?  ^.^

Please change the name of that ship before i cannot unsee it....


>_<
Title: Re: Starlight's Starships, v0.6 (Inferno Rays!)
Post by: Starlight on June 11, 2012, 08:53:36 AM
(https://dl.dropbox.com/u/82949984/TIR.png)

A friend of mine had a chat with me about verion numbers.  Apparently I really should just go ahead and declare this 1.0 since I've achieved my initial milestones (craft of each type, weapons of each type.)  Personally, this doesn't feel like a 1.0 yet.  Existing ships need work and more ships need to exist.  In honour of our discussion though, I've numbered this 0.6, an even number for new content.  

Presenting Tactical Inferno Rays.  Short range, powerful beams which devestate opponents... along with your flux... and only if you can catch them.   On the plus side, they look really bloody pretty:

(https://dl.dropbox.com/u/82949984/HTIR_firing.png)

Hypnotic in motion.  

Have to ask, is the beam size a bit much?  I've reigned it back in from what I initially wanted, but I'm still concerned the effect may be over the top.  Having real trouble balancing sensibility with rule-of-cool here. z: j
Title: Re: Starlight's Starships, v0.5 (Mini Torps!)
Post by: Starlight on June 11, 2012, 08:54:45 AM

Please change the name of that ship before i cannot unsee it....


>_<

Fine, since you said please.  It was a bad joke anyway. z: )
Title: Re: Starlight's Starships, v0.61 (Inferno Rays!)
Post by: Starlight on June 11, 2012, 09:03:39 AM
The Penetrator has been renamed the Starlance.   This name is superficial in that it's in the csv, for now it's still known as Penetrator in the code.  Too keep from savegame breakage, I'll hold off on altering the rest of the code until the next Starfarer update breaks them anyway.
Title: Re: Starlight's Starships, v0.6 (Inferno Rays!)
Post by: Archduke Astro on June 11, 2012, 09:19:54 AM
Have to ask, is the beam size a bit much?  I've reigned it back in from what I initially wanted, but I'm still concerned the effect may be over the top.  Having real trouble balancing sensibility with rule-of-cool here. z: j

The firing effect, while pretty, is definitely also over-the-top visually. :o It's very nice to behold, but is also present in far too much abundance. I shudder to think of how player-distracting this would be in an actual battle, with multiple instances happening at or near the same time.

General rule of thumb: unless handling a rare & limit-laden gun that's meant to be a capital-ship-finisher, don't let a gun fire a beam that's nearly wider than the ship itself. :D I have to give you credit for asking the community for input, though. Carry on!
Title: Re: Starlight's Starships, v0.61 (Inferno Rays!)
Post by: Starlight on June 11, 2012, 09:38:40 AM
Have to ask, is the beam size a bit much?  I've reigned it back in from what I initially wanted, but I'm still concerned the effect may be over the top.  Having real trouble balancing sensibility with rule-of-cool here. z: j

The firing effect, while pretty, is definitely also over-the-top visually. :o It's very nice to behold, but is also present in far too much abundance. I shudder to think of how player-distracting this would be in an actual battle, with multiple instances happening at or near the same time.

General rule of thumb: unless handling a rare & limit-laden gun that's meant to be a capital-ship-finisher, don't let a gun fire a beam that's nearly wider than the ship itself. :D I have to give you credit for asking the community for input, though. Carry on!

Thanks for the comment.  Let me say I'm a fan of your work, particularly Classic Dreanoughts for GSB.  Your Ragnaroks lit the skies with my fittings.  z: )

I've reduced the sizes by an average of 25% so the size you see in the picture is now the size of the super-heavy model (30 OP's, Firestorm) whilst the merely Heavy model no longer eclipses the hull of an Ocelot which fired it (the Destroyer in the picture.)  

I will say in my defense though that the beam in question is used as you describe - it's a finisher and unlikely to be sustained for very long.  In the ship in question it's set in a Large Keel (0-traverse) mount.  

(https://dl.dropbox.com/u/82949984/HTIR_firing_2.png)
Title: Re: Starlight's Starships, v0.61 (Inferno Rays!)
Post by: Archduke Astro on June 11, 2012, 11:21:04 AM
Thanks for the comment.  Let me say I'm a fan of your work, particularly Classic Dreanoughts for GSB.  Your Ragnaroks lit the skies with my fittings.  z: )

It's now my turn to thank you. [-takes a bow-] I'm so very pleased that you look back upon my modding for GSB with such fondness.  ;D ;D ;D

The Ragnarok is either the weakest dreadnought or the strongest cruiser in the game. The lore would indicate the real answer is "both".

FWIW, I've been bravely plugging away (repeatedly off and on again) at a major new expansion of my Classic Dreadnoughts mod. It's been horribly delayed on account of significant life issues outside of the game, but despite appearances it is not dead.

I've reduced the sizes by an average of 25% so the size you see in the picture is now the size of the super-heavy model (30 OP's, Firestorm) whilst the merely Heavy model no longer eclipses the hull of an Ocelot which fired it (the Destroyer in the picture.)

I like this revision! Nicely done, Starlight. ;)

I will say in my defense though that the beam in question is used as you describe - it's a finisher and unlikely to be sustained for very long.  In the ship in question it's set in a Large Keel (0-traverse) mount.

Ah, the situation is now clearer; thanks. Prior to now it was not obvious that the Tactical Inferno Ray family wasn't a standard, general-deployment weapon present in large numbers fleetwide. For the narrow but decisive role you've just described, then a bit of good old Wagnerian bombast with the graphics is just fine. I imagine that red flash is the last thing many an enemy battleship captain would ever see... boom!
Title: Re: Starlight's Starships, v0.61 (Inferno Rays!)
Post by: Starlight on June 11, 2012, 12:09:32 PM

It's now my turn to thank you. [-takes a bow-] I'm so very pleased that you look back upon my modding for GSB with such fondness.  ;D ;D ;D

The Ragnarok is either the weakest dreadnought or the strongest cruiser in the game. The lore would indicate the real answer is "both".

FWIW, I've been bravely plugging away (repeatedly off and on again) at a major new expansion of my Classic Dreadnoughts mod. It's been horribly delayed on account of significant life issues outside of the game, but despite appearances it is not dead.

I practically consider the Ragnarok to be canon, it fills a very large gap in the Rebel forces (as a ship which can actually take serious punishment and successfully retreat)  and was practically necessary to take the centre front position in my 0.35 speed fleets.  The Rebels didn't need a true Dreadnought, it was fortunate that what they were able to make was the Ragnarok.  Kemp's charge has been repeated on smaller scales many times.

I'm most definitely pleased to hear that CD is still seeing some attention.  I'm personally still hoping to see a Tribe Dreadnought (as if they need the help) but literally anything more, (including more lore) would be good to see indeed.  The Dreadnought war histories were good reads.

I've reduced the sizes by an average of 25% so the size you see in the picture is now the size of the super-heavy model (30 OP's, Firestorm) whilst the merely Heavy model no longer eclipses the hull of an Ocelot which fired it (the Destroyer in the picture.)

I like this revision! Nicely done, Starlight. ;)

Thankyou. z: )

I will say in my defense though that the beam in question is used as you describe - it's a finisher and unlikely to be sustained for very long.  In the ship in question it's set in a Large Keel (0-traverse) mount.

Ah, the situation is now clearer; thanks. Prior to now it was not obvious that the Tactical Inferno Ray family wasn't a standard, general-deployment weapon present in large numbers fleetwide. For the narrow but decisive role you've just described, then a bit of good old Wagnerian bombast with the graphics is just fine. I imagine that red flash is the last thing many an enemy battleship captain would ever see... boom!

The TIR is certainly no lightweight easy to use system.  In the hands of good crew and captains however, they could just prove decisive.  The largest versions tear through enemy ships at a terrifying rate, reducing proud starships to slag.  The lightest versions have some agility and can prove deadly to strafing fighters and frigates, but lack the reach for effective confrontations with capital ships.  I try to make everything I make balanced in the vanilla game and attempt to fill perceived gaps with fun tactical niches.  z: )
Title: Starlight's Starships, v0.8 (MMM's and the fighters that use/die by them!)
Post by: Starlight on June 18, 2012, 05:20:28 PM
So!  A new version.  I took a break from this to play Bastion.  That was fun, but it didn't seem to take very long.  

Anyways, changes!

Introducing the Acernodon Heavy Fighter!

(https://dl.dropbox.com/u/82949984/Acerodon.png)

An all-round murder machine and costly to boot.  Faster then the average heavy fighter and more fragile.  For its speed, it lacks dogfighting agility.  Equipped with a LTIR, 2xDual Mahine Gun, 16 MIM's and 4 CCTS.  It is a lot more ammo-dependant then most of my fighters and tends to need a carrier.  I was considering downgrading the machine guns to singles and putting in some LPBC's, though I'm concerned that may be gratuitous (even though the OP cost is the same.)  Honestly, my Wing Commander-was-my-first-game-and-original-favourite-series background tells me that Heavy Fighters should have well varied weapons systems. z: )


The Starstrike Bomber has had a makeover!

Old and New:
(https://dl.dropbox.com/u/82949984/Starstrike_old.png)  (https://dl.dropbox.com/u/82949984/Starstrike.png)

The Starstrike is now cheaper and better balanced.  The Antimatter Blaster has been replaced with an MPBC from my own arsenal, meaning lower damage per shot, but a generally better-rounded performance.


Finally, the Micro Interceptor Missile System!

(https://dl.dropbox.com/u/82949984/Mim.png)

The MIM system is an anti-fighter missile system, fast, short ranged and featuring a clour of small, individually weak missiles.  Think Macross Missile Massacre.  If toned down somewhat for balance.  z: )

The MIM system is low on damage against anything larger then a fighter and can be dodged by an orbiting enemy, however it works wonders in the hands of an escort vessel or a fighter - which is primarily where these are used.  Considering giving them better turning ability and less accuracy.



I've been putting some thought into coming up with a proper version roadmap for my mod.  I'll stave it off a bit longer for now, but I might as well announce my intentions, in rough, rough order:
* 2 more 'families' of weapons.  
* At least 1 more of everything in the primary theme.  
* Improve the Starlance, Griffin and Seagull.  
* Remove the incongruous 'comission' vessels.
...around about here will be version 1.  
* Introduce new factions, incorporating comission vessels.  
* Make some missions, particularly a randomised scenario.  
* See if anyone's interested in popping this into a compilation.  

All of this is subject to change,  When custom engine trails and ship systems appear, I'm totally dropping everything to implement those.  I hope my suggestion for a ship system (or at least the relevant options to make a ship system) which reduces shield arc in exchange for shield efficiency is heeded.  My ships need it.  

Enjoy!  ...and please comment.  I could use feedback. z: j

https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar (https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar)

Oh and since page 3 doesn't have the parade on display, here's the lineup as of this version:

(https://dl.dropbox.com/u/82949984/Starlight%27s%20Starships%20v7.png)
Title: Re: Starlight's Starships, v0.81 (MMM's and the fighters that use/die by them!)
Post by: Starlight on June 19, 2012, 08:57:25 AM
Small update;  Fixed and spruced up the main image a little and more importantly, have altered the Griffin Cruiser. 

Removed the residual light pixels from around the outside of the ship (variable definitions of transparency seems to do wierd things) and altered the whole rear section (I didn't like the way the rear bit had turned out) as well as tweaking the colour of the whole thing to bring it closer to the rest (though I do still kind of want it to be extra-shiny, have I accomplished this?)

As usual, I request opinions (though often I don't seem to get any.)

Old vs. New:

(https://dl.dropbox.com/u/82949984/Griffin_old.png)  (https://dl.dropbox.com/u/82949984/Griffin_new.png)
Title: Re: Starlight's Starships, v0.81 (MMM's and the fighters that use/die by them!)
Post by: Vandala on June 19, 2012, 10:08:29 AM
Both arn't bad, but I think the new one is a little better looking. I don't know what that red thing is supposed to be, it doesn't look bad but I just don't understand what it is or does.
Title: Re: Starlight's Starships, v0.81 (MMM's and the fighters that use/die by them!)
Post by: Starlight on June 19, 2012, 11:51:18 AM
It was meant to be a big red-trim armoured bulwark section containing the reactor and other sensitive systems, but it just didn't come out looking right despite a fair bit of messing around.  Thus, I've changed it to just more hull.  I'm glad you liked the change.  I'm probably going to mess around with it some more later and add some red trim elsewhere (colour scheme) along with more details.

Thanks for commenting. z: )
Title: Starlight's Starships, v0.81.1 (More Sprite Fixes)
Post by: Starlight on June 21, 2012, 04:57:26 AM
Small update, purely to post the new, improved Starlance sprite, which I do need second opinions on;  Have I gone overboard with the detail and shading or not far enough?  It's kind of tricky adding detail to something that's supposed to be mostly smooth surfaces...

(https://dl.dropbox.com/u/82949984/Penetrator_old.png)  (https://dl.dropbox.com/u/82949984/Penetrator_new.png)

Old is on the left, new is on the right... so what does it need?   More?  Less?  Different?  Opinions desired. 
Title: Re: Starlight's Starships, v0.81.1 (More Sprite Fixes)
Post by: Wriath on June 22, 2012, 10:35:14 PM
The larger ships are starting to come together into something nice, the small ships have been excellent since the start, keep up the good work!
Title: Re: Starlight's Starships, v0.81.1 (More Sprite Fixes)
Post by: Starlight on June 23, 2012, 05:59:47 AM
Thankyou for the comment, that is reassuring to hear.  I'm pleased you like my progress.  The small ships were a lot easier to get right (which I'll admit makes them more satisfying to work on.)  The big ships still need work.  It's a careful balance between shape and detail.  There's more to come.  Just been slightly distracted by EV Nova this week. z: )
Title: Re: Starlight's Starships, v0.81.1 (More Sprite Fixes)
Post by: Wriath on June 23, 2012, 11:49:58 PM
1170 ida too pro dude.
Title: Re: Starlight's Starships, v0.81.1 (More Sprite Fixes)
Post by: Archduke Astro on June 25, 2012, 10:41:49 PM
Small update, purely to post the new, improved Starlance sprite, which I do need second opinions on;  Have I gone overboard with the detail and shading or not far enough?  It's kind of tricky adding detail to something that's supposed to be mostly smooth surfaces...

Old is on the left, new is on the right... so what does it need?   More?  Less?  Different?  Opinions desired. 

Starlight, you're firmly on the right track regarding the Starlance's hull detailing. I'd recommend adding a bit more greebling to that which now exists. Some small number of navigation (red & green) and formation (white) lights would be nice, too.

Your red-and-white squarish greebles at the ship's bow look somewhat indistinct to me. If they were both enlarged slightly (by no more than about a quarter to a third bigger) as well as sharpened/contrasted a bit, that would help greatly. The shade of red used there should be somewhat brighter; currently, it's rather dull in spite of the white background under/around it. Increased visibility via color and/or shape contrast on the ship's bow also helps to attract the player's eye, which further emphasizes the front of the ship and the direction it's flying in.

While the wings look better than before, they are now nearly too dark, though; please don't darken them further. That "khaki drab" coloration of your large wing surfaces means that all greebling on the main hull needs to stand out, in order to attract more attention to the central portion of the ship. You've mainly accomplished this expanded degree of greebling in your latest round of changes, for which I thank you. I do also enjoy the subtle degree of how you've now made the wings appear faceted; nicely done.

BTW if you plan to conjure up a faction flag or badge for your fleet later on, displaying that on your wings would add some smashing good color contrast there. Just enough to excite the eye, but not large enough to overpower an entire wing and make it look too crowded. ;)
Title: Re: Starlight's Starships, v0.81.3 (More Sprite Fixes)
Post by: Starlight on June 27, 2012, 12:48:44 PM
1170 ida too pro dude.

I'm not sure what you mean, but if you mean the IDA Frigate from EV Nova is bloody excellent, then you are right.  z: )

Starlight, you're firmly on the right track regarding the Starlance's hull detailing. I'd recommend adding a bit more greebling to that which now exists. Some small number of navigation (red & green) and formation (white) lights would be nice, too.

Your red-and-white squarish greebles at the ship's bow look somewhat indistinct to me. If they were both enlarged slightly (by no more than about a quarter to a third bigger) as well as sharpened/contrasted a bit, that would help greatly. The shade of red used there should be somewhat brighter; currently, it's rather dull in spite of the white background under/around it. Increased visibility via color and/or shape contrast on the ship's bow also helps to attract the player's eye, which further emphasizes the front of the ship and the direction it's flying in.

First of all, thankyou for the comprehensive response.  It's greatly appreciated.  I've made the adjustment to the Foreward Binocular Long-Range LADAR Array (of course z: ) ) as suggested, let me know what you're think of it. 

Navigation lights are definitely something to consider.  That's something I'd like to institute across the whole fleet at once to ensure consistancy and I'll consider it as a later step.

Quote
While the wings look better than before, they are now nearly too dark, though; please don't darken them further. That "khaki drab" coloration of your large wing surfaces means that all greebling on the main hull needs to stand out, in order to attract more attention to the central portion of the ship. You've mainly accomplished this expanded degree of greebling in your latest round of changes, for which I thank you. I do also enjoy the subtle degree of how you've now made the wings appear faceted; nicely done.

Thankyou.  I particuarly thank you for the word 'Greeble' by the way, which seems like a word I've been after and never found. 

Quote
BTW if you plan to conjure up a faction flag or badge for your fleet later on, displaying that on your wings would add some smashing good color contrast there. Just enough to excite the eye, but not large enough to overpower an entire wing and make it look too crowded. ;)

On the cards... but not yet.  Ideally I'm hoping for some kind of faction badge to be implemented in game,  which could work easily, including input from players via tiny gif or png files and by applying the decals via the .ship files much as turrets are handled now, but I imagine that could become a performance issue quickly.  I'm less keen on just slapping them straight onto the ship hulls themselves, since it could look out of place in a player's fleet.  That sort of thing tends to bother me in games myself.  z: j

Anyway, here's the latest update for the Starlance.  More greebles all over the main hull.  I'm considering whether or not it's gettng too busy as it is - which may mean that it's either fine (heheh... yeah right) or I need to implement an entirely new level of translucent texturing with further detail atop that.  Which would be tricky and time-consuming, but quite doable.  Also;  Bloody hell, the xcf for this thing is up to 13 active layers.  This thing is proving to be real challenge to work on. 

Some of the addtions have altered the shape of the hull slightly, but I think those kind of work.  I'm wondering if I need a touch more of that anywhere.

Previous versus Current:

(https://dl.dropbox.com/u/82949984/Penetrator_new.png)  (https://dl.dropbox.com/u/82949984/Penetrator_newer.png)

As always, all opinions welcome. 

Usual Link:
https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar (https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar)
Title: Re: Starlight's Starships, v0.81.3 (More Sprite Fixes)
Post by: Wriath on June 27, 2012, 02:57:57 PM
That is what I meant, specifically the 1170 (most recent) variant, quad railguns, heavy blasters, quad light blaster point defense turrets, and enough room to fit every upgrade and modification you could want. Thing is a beeeaaaast!
Title: Re: Starlight's Starships, v0.81.3 (More Sprite Fixes)
Post by: Starlight on June 27, 2012, 04:08:36 PM
That is what I meant, specifically the 1170 (most recent) variant, quad railguns, heavy blasters, quad light blaster point defense turrets, and enough room to fit every upgrade and modification you could want. Thing is a beeeaaaast!

Haven't tried that one, sounds like a lot of fun.  Sounds like it can chew through pretty much anything.  How's it for shields and evasion?

My main pilot's ride is the Rebel IDA Frigate, with four thunderhead lances, two light cannons, a bio-relay laser, a 100mm rail gun, 2 heavy blaster turrets, two fusion pulse turrets, 1 quad blaster and 1 storm chaingun.  All this and with a Viper bay and 265 speed (thank you Sigma Industries!)  I like to be able to outrun anything I can't outfight, as they say... and I can outfight a lot.  z: )

EV Nova's been a lot of fun.  I enjoyed the rich narrative and in-depth gameplay, though I felt the combat mechanics needed some work.  Everything felt a bit fast and loose and the lack of strafe movement was kind of painful at times.  Naturally this is what happens when you get spoiled by newer generations (thankfully the indie developers like Fractal made them happen) of a genre. 

That game has had me throughly distracted, since I'm prone to obsess on things, but I'm getting back onto the Starfarer modding now.  Temporarily sick of staring at the Starlance, I'm currently putting the finishing touches on a new frigate.  Probably going to recolour the Sparrow after that and think about either a new Destroyer or fixing some of my TIR weapon sprites.  Ahh, hard, fun, rewarding work. z: )
Title: Re: Starlight's Starships, v0.81.3 (More Sprite Fixes)
Post by: Starlight on June 28, 2012, 10:13:20 AM
Hrmph. Can't decide... should I do a Cruiser next or a Destroyer next?  Maybe an anti-fighter corvette...   ...or a weapons system?  Decisions, decisions...
Title: Re: Starlight's Starships, v0.81.3 (More Sprite Fixes)
Post by: IIE16 Yoshi on June 28, 2012, 10:42:05 AM
(http://www.myfacewhen.net/uploads/3578-all-the-things.jpg)
Title: Re: Starlight's Starships, v0.81.3 (More Sprite Fixes)
Post by: Starlight on June 28, 2012, 01:18:18 PM
Either you're telling me to clean that *** up and fix all the little problems here and there... or you're referring to the state of my flat or my effort cycle.  In any and all above, you'd be right. z: )

I do like Hyperbole and a Half.  I'm a fan of her dog.  ^.^
Title: Starlight's Starships, v0.8.2.3 (Swift and Vulpine)
Post by: Starlight on June 29, 2012, 07:55:02 AM

So!  Lots of changes!  Some of which I've admittedly been holding off on, but I'm holding out no longer, here's what I've been doing.  

The introduction of the Vulpine brings up an awkward question;  It's been coloured and textured slightly differently from the other ships like it.  The opnions I've had so far indicate that I should maintain this difference to help distinguish it ("It's the Evolved form!" was one helpful comment.)  Which gives three choices;  Maintain the difference.  Recolour the Vulpine to match the rest.  Recolour the rest to match the Vulpine.

What do you lot think?

Oh and finally... new splash image!

(https://dl.dropbox.com/u/82949984/Starlight%27s%20Starships%20v10.png)

DOWNLOAD! (https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar)

Slight edit, forgot to mention the HTIR and Firestorm glow changes and linked to the wrong splash image (displayed the Page 1 version rather then the current v10 image - I like to keep a record of my changes.) z: )
Title: Re: Starlight's Starships, v0.8.2.3 (Swift and Vulpine)
Post by: Wriath on June 29, 2012, 08:05:08 AM
I'd like to see a bit of differentiation between the Vulpine and Ocelot in design, and recoloring it to match the other's personally. But you should see what everybody else thinks too I'm sure.
Title: Re: Starlight's Starships, v0.8.2.3 (Swift and Vulpine)
Post by: Starlight on June 29, 2012, 10:30:22 AM
Hmmm, good point, they are too similar (probably because the Ocelot is my favourite out of those I've made so far - can you tell?) z: )

So... haven't uploaded any changes so far, but what is thought of this?

Original vs. Altered

(https://dl.dropbox.com/u/82949984/Vulpine%20-%20Copy.png)  (https://dl.dropbox.com/u/82949984/Vulpine.png)

I've normalised the colour somewhat with the rest of the fleet and altered the weapon mounts to change the profile. 
Title: Re: Starlight's Starships, v0.8.2.3 (Swift and Vulpine)
Post by: Wriath on June 29, 2012, 02:15:15 PM
Way cool, like the changes.
Title: Starlight's Starships, v0.8.2.4 (Big Cleanup)
Post by: Starlight on July 01, 2012, 02:53:01 PM
Okie doke, here's a pretty big overhaul of pretty much most of the ships.  I'll itemise. 

Finalised the colouring and remodelling used in my last post.

Increased the sharpness and contrast of the Vulpine's little brothers, ultimately making for a comprimise between the two colouring types.  I think the overall effect is quite decent.

Fourth version. Recoloured, retoned and added new parts and detail all over the place.  Made some minor adjustments to weapon and enginge locations whilst I was at it. 

Practically requires its own list.  Cleaned up ugly transparent edges on many weapons.  Retoned and remodelled most of the TIR series of weapons.  Swapped LPBC and PD-LPBC sprites like I should have done originally.  Recoloured the RMPC weapons again.  I think everything looks a lot better now.
[/list]

As always, opinions are welcome on all aspects of this mod.

Did a lot of stuff that needed doing today.  Spent hours on this and yet it still feels like I should have done more.  There aren't enough hours in the day I say. 

On the bright side I'm personally enjoying this mod quite a lot.  The Vulpine is my new favourite toy. z: )

I'm curious as to how many people have actually downloaded and used this mod.  Dropbox doesn't seem to give you any stats on that sort of thing.  Ah well.  Here comes the link and splash.

Download!

(https://dl.dropbox.com/u/82949984/Starlight%27s%20Starships%20v11.png) (https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar)
Title: Re: Starlight's Starships, v0.8.3.4 (Big Cleanup Round 2 - big changes)
Post by: Starlight on July 02, 2012, 08:06:38 AM
Phew... thus concludes another big round of changes.  I'd like some feedback on these since I'm definitely not 100% on all of it.

Long a source of annoyance (what am I meant to do with it?  It's MEANT to be sheer-sided!)  I've finally bit the bullet and broken up the Stalwart.  At the insistance of the friend I originally created it on behalf of. I made it less symmetrical.  Not sure about the open hull panels, they seem kind of scrappy - and you may notice that thanks to Archduke Astro, it's also sporting my new logo.  Which has gone on to appear elsewhere.  Finally, I'm serously hoping it looks less like Darth Vader's helmet now. z: j

Another one which was meant to be smooth and shiny, but ultimately lacked complexity, the Griffin has been given some logos and trim to break it up.  Opinions so far have been in favour of the changes, but I'm hoping to hear more.  Does it look too 'branded' now?

The Seagull has been a source of shame for a while, just sitting there, made for a friend, looking a wee bit rubbish.  I was persuaded not to just redraw the whole thing and attempt to adapt before I destroyed.  Recoloured it, remodelled it, added trim.  Does it look good enough now?  It matches the rest at least so I'm less inclined to chuck it out of the faction.  Also fixed its description to a more informative one which doesn't overrun. 

Changed the Ferret to match the rest and messed with its contrast to try and bring the detail out a bit more.  Relatively light changes, but I'm hoping it's an improvement.
[/list]

Opinions desired more then ever. Here's the whole parade again, decently just below the last post to show changes.

Download!

(https://dl.dropbox.com/u/82949984/Starlight%27s%20Starships%20v12.png) (https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar)
Title: Re: Starlight's Starships, v0.8.3.4 (Big Cleanup Round 2 - big changes)
Post by: arcibalde on July 02, 2012, 08:30:54 AM
OMG OMG OMG


One eyed Dart Vader    AWESOMEEEEE!!!!!!!!  ;D
Title: Re: Starlight's Starships, v0.8.3.4 (Big Cleanup Round 2 - big changes)
Post by: Starlight on July 02, 2012, 08:33:06 AM
*Weeps.*  Well... well... I'm glad you like. 

I think I'm gong to narrow my eyes at any picture of Darth Vader from now until the end of time. z: )
Title: Re: Starlight's Starships, v0.8.3.4 (Big Cleanup Round 2 - big changes)
Post by: Starlight on July 03, 2012, 06:33:51 AM
Honestly, I'm starting to get despirited here.  I've worked my ass off on this mod, doing everything from scratch.  I ask for feedback and most of the time all I seem to get is trolling. 

What the heck am I doing so wrong for this treatment?
Title: Re: Starlight's Starships, v0.8.3.4 (Big Cleanup Round 2 - big changes)
Post by: WKOB on July 03, 2012, 06:39:56 AM
Personally I think your ships are quite neat and this last update is really bringing them together. You've improved a lot.
Title: Re: Starlight's Starships, v0.8.3.4 (Big Cleanup Round 2 - big changes)
Post by: Vandala on July 03, 2012, 11:17:25 AM
I don't think they are trolling you, we genuinely like that one ship looks like so much like Darth Vader.

And you are slowly improving step by step, your Griffin is looking better and better, and the Seagull's collor change was a nice touch.

Modding can be a thankless endeavor, look at my mod collections, I hardly ever get any comments there unless its a problem, but I don't mind it, I do what I do because I like doing it, even if I get no encouragement for it.

Modding is its own reward.  ;D
Title: Re: Starlight's Starships, v0.8.3.4 (Big Cleanup Round 2 - big changes)
Post by: arcibalde on July 03, 2012, 12:42:29 PM
^^Yup,i would like to fire Death Beam from its EYE!  ;D
Title: Re: Starlight's Starships, v0.8.3.4 (Big Cleanup Round 2 - big changes)
Post by: Starlight on July 04, 2012, 06:51:30 AM
Personally I think your ships are quite neat and this last update is really bringing them together. You've improved a lot.

Thankyou.  I will try continue to improve myself and the mod.

I don't think they are trolling you, we genuinely like that one ship looks like so much like Darth Vader.

And you are slowly improving step by step, your Griffin is looking better and better, and the Seagull's collor change was a nice touch.

Modding can be a thankless endeavor, look at my mod collections, I hardly ever get any comments there unless its a problem, but I don't mind it, I do what I do because I like doing it, even if I get no encouragement for it.

Modding is its own reward.  ;D

Aye... modding is definitely its own reward.  Every time I load Starfarer I'm pleased to play with my own ships and weapons.  It's a good feeling. 

I suppose I was just starting to form the impression (based on such little information) that the forum might have been telling me to get lost.  I don't like to appear thin-skinned but paranoiah happens, one supposes. 

Glad you like the changes to the Griffin and the Seagull.  I'll probably revisit them before too long.  I am still considering whether or not to completely replace the bow section of the Seagull with a blockier one.  The Griffin I need to consider what details might improve it. 

I appreciate the kind words. Thankyou.

^^Yup,i would like to fire Death Beam from its EYE!  ;D

It's "eye" (if you're referring to the triangle on the bottom right) is a flight deck... so no beams from there I'm afraid.  However, if you stuck one of my Firestorms in the yellow emitter / keel mount at the top there, it might be a little like a lightsaber.  So enjoy that. z: )
Title: Re: Starlight's Starships, v0.8.3.4 (Big Cleanup Round 2 - big changes)
Post by: MrDavidoff on July 04, 2012, 11:54:28 AM
Modding is its own reward.  ;D


This. And I also would like to say, that you´ve come a loong way, since you first posted your ships, so keep up the good work! :)

And.. anyone alse noticed how only "modders" are replying now, sometimes... i get a feeling only other modders take a look at my mod (personally), hope its not true in general.. but just found it funny.  :D
Title: Re: Starlight's Starships, v0.8.4.5 (Cleanup Round 3, +2 Hullmods)
Post by: Starlight on July 04, 2012, 08:58:27 PM
Modding is its own reward.  ;D


This. And I also would like to say, that you´ve come a loong way, since you first posted your ships, so keep up the good work! :)

And.. anyone alse noticed how only "modders" are replying now, sometimes... i get a feeling only other modders take a look at my mod (personally), hope its not true in general.. but just found it funny.  :D

Thankyou kindly, I appreciate the encouragement.  Honestly the kind words of yourself and other modders have been quite a reassurance. 

It does seem funny that only modders are commenting on mods at the moment, but as was pointed out in a thread in General Discussion, there's a bit of slow down going on at the moment it seems, which seems mostly due to people waiting for more to be done with the game itself.  The chap who introduced me to Starfarer is waiting for character development or exploration to open up.  Another friend of mine doesn't plan on buying the game until the Outposts tab does something.  Nothing unreasonable about that, they're waiting for the game that Starfarer will become, whilst modders are kind of making their own fun. z: )

Anyways!

Update:

This... was a bit of a pain.  I'm needing multiple lists now:

Hull Mods:

Finally decided to give these a look. Enjoyed making the images for them as much as anything. 

Reduces Shield Arc by 40% but increases Hardness by 20%.  Combines well with Hardened Shields, combines very poorly on a Frontal Shield with Omni Shield Emitters and will leave you with 10% shield arc due to the way that Shield Arc is determined.  This hull mod is kind of a test for attempting an active, toggleable Ship System version of this when that content becomes available, at which point I may remove it - or if I can figure out how to get it to apply a 50% penalty seperately to the Omni Shield (and thus leaving 0%, seriously) I'll leave it in. 
I thought this game desperately needed more ways to juice up your ship for more engine power.  Speed is everything, after all. Especially early on.  Augmented Engines is also often far too big of an investment in terms of OP.  This its little sibling, a hot-rod tune-up for your starship engines, which grants that little extra edge in speed.. at the cost of a handful of of OP and half of your drive's hitpoints. Those manufacturer-recommended limiters turn out to have actual safety implications after all. 
[/list]

Ships:

Just cleaning up today.

Sharpened and cleaned and redetailed all of these.  They're all more consistent with the Vulpine as a group and I think better defined in general.  I hope.  Also corrected the Torpedo-Slots in the Bow Armour on all those which have them - especially the Ocelot, which now properly reflects its bow torpedo arnament. 
My missile-armed fighters needed their missiles re-aligned now that I know how to do hardpoints properly. 
[/list]

Weapons:

More cleaning... LOTS more cleaning.  Ahh... the numbers...

Since I recently discovered that the Y co-ordinate on Hardpoints is set on the first half of the first half of the image (so 6 out of 24 instead of 12 out of 24 is considered Y0) I pretty much had to fix every emitter/offset point for every weapon.  Including on the MIM-16 launcher which shows all 16 micromissiles.  After I was done with this, I'm sure a part of my brain had died. 
They were kind of sloppily done.  I've put quite a bit more effort in now and made proper hardpoint versions too.
Made proper hardpoint images for most launchers and re-did the R-CCTS-64 Medium-size launcher entirely, to properly represent it's 8-torp volley.  This change is represented on the hull of the Ocelot, too.
[/list]

DOWNLOAD:

(https://dl.dropbox.com/u/82949984/Starlight%27s%20Starships%20v13.png) (https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar)
Title: Re: Starlight's Starships, v0.8.5.5 (New Weapons)
Post by: Starlight on July 09, 2012, 08:01:41 PM
Just a small update today. 

Refitted the Acernodon Heavy Fighter after some testing concerning a new mod that I've been working on. 

I've added a new weapon to the Plasma Bolt Cannon Arsenal, the HPBC or Heavy. 

(https://dl.dropbox.com/u/82949984/hpbc_hardpoint_base.png)

Reasonably flux efficient (if you have the spare flux) this cannon fires an explosive bolt of plasma which can cause some decent collateral.  However the weapon's weight and long charging times make it difficult to use effectively. 

Introducing the Hypervelocity Magnetc Impellors:

(https://dl.dropbox.com/u/82949984/HMI.png)

Not the most efficient or powerful of weapons, they can none-the-less prove very practical.  Blurring the lines between beam and machine guns (but ultimately requiring the power setup of an energy mount) the HMI system causes Kinetic damage in a 'slow-beam' like fashion by hyperaccelerating small grains of magnetic metals, such as iron or copper and spraying them in a tight jet at opposing vessels.  This system does not work in an atmosphere due to the ease with which the jet can be disrupted by atmospheric resistance and the low individual mass of the grains, but in the virtually resistance-free environment of space, these grains maintain their course and velocity beautifully and can prove very effective at 'sand-blasting' and overloading enemy shield systems. 

...and here's the download link.  Today it's a moving target to train your reflexes.  You're welcome. z: )

DOWNLOAD (http://"https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar")

Title: Re: Starlight's Starships, v0.8.5.5 (New Weapons)
Post by: Wriath on July 10, 2012, 03:55:30 PM
Elite crewed starhunters put the FEAR in me. They're on my side and they're still horrifying, love those things, a pair on my game just solo'd a falcon without a problem.
Title: Re: Starlight's Starships, v0.8.5.5 (New Weapons)
Post by: Starlight on July 10, 2012, 06:26:25 PM
Elite crewed starhunters put the FEAR in me. They're on my side and they're still horrifying, love those things, a pair on my game just solo'd a falcon without a problem.

Heheh, nice.  I'm glad to hear you've gotten some good use out of them.  I have to admit that I haven't tried putting Elite crew in them.  I always worry about putting my best crew in relatively vulnerable strike vessels.  Though with Green and Regular crew the Starhunter definitely underperforms.  Naturally now I'm worried that despite my efforts the Starhunter might be overpowered if a pair handled a cruiser
- but the Elite crew definitely changes things and makes me give them the benefit of the doubt. 

Oh well, I'm just going to have to test them some more, eh?   *Loads Starfarer.*  z: )
Title: Re: Starlight's Starships, v0.8.5.5 (New Weapons)
Post by: Wriath on July 10, 2012, 07:15:20 PM
The Fleet Point cost for them seems to be pretty low, but you have to keep in mind that they were fighting a ship that isn't exactly an anti fighter expert. I'd think that due to their ability to rearm and repair and their frigate like damage output capability they should be around the price of mid range frigates. I do like them at their current power level and I don't think a damage or durability nerf is necessarily the best thing for it since it's a specialized unique ship.
Title: Re: Starlight's Starships, v0.8.5.5 (New Weapons)
Post by: Starlight on July 10, 2012, 07:59:08 PM
The Fleet Point cost for them seems to be pretty low, but you have to keep in mind that they were fighting a ship that isn't exactly an anti fighter expert. I'd think that due to their ability to rearm and repair and their frigate like damage output capability they should be around the price of mid range frigates. I do like them at their current power level and I don't think a damage or durability nerf is necessarily the best thing for it since it's a specialized unique ship.

Aye, you're probably right.  It's admission for me to make to myself so honestly I think I had to be told.  It's a pain to admit it because one of the whole reasons for introducing Corvettes was to introduce them at for a low OP choice of ship.  Though even after nerfing the earlier versions, these are at least a 4 OP ship choice.  I may change them to that in the next update. 

Perhaps if I made some low-tech Corvettes without shields they'd be justified for lower OP costs.  That way these Corvettes would be justified at around 4 OP for the Starhunter and Starhail as being at the top of their range in the same way that the best frigates cost more then the worst Destroyers.  Those wouldn't fit with the current faction though.  I wonder if it might be about time I started another.  Honestly, I think Starfarer needs more pirate/hostile factions...
Title: Re: Starlight's Starships, v0.8.5.5 (New Weapons)
Post by: Wriath on July 11, 2012, 01:49:44 AM
I'm a big fan of more 'vettes! After a bit more playing (still with the two I had earlier plus a vigilance) I went up against 3 frigates and a fighter squadron (all mod ships so I forget specifically which) and I barely pulled that one off, I don't think the falcon kill was too surprising since you can solo one with a well piloted lasher.
Title: Re: Starlight's Starships, v0.8.5.5 (New Weapons)
Post by: Archduke Astro on July 11, 2012, 10:14:56 PM
Starlight, I don't get to play the game these days (too busy outside of it), but I like checking back to see how your creation is evolving and fluctuating. I'm proud of what you're striving to do with your mod, and I don't want you to falter or lose heart. Bless you, you're really doing the Lord's work; the Lord of War, that is (heh-heh).

Honestly, I think Starfarer needs more pirate/hostile factions...

Oh, I agree fully -- I've heard that the Hegemony's guns actually get cold for the approx. 10 minutes that they're not otherwise being used all day long against the other worthless space scum, and we can't have that happen! Please to be placing moar villainous creeps in those Dominators' targeting sights, thankyewverramuch. 8)

The Hegemony petty officers who man the big ships' tactical acquisition grids are especially fond of the sort of creeps whose shields wobble even after a few seconds of just the precursor tracking lasers painting them -- let alone the Hephaestus salvo that's about fifteen milliseconds behind.

What's that? Oh, thanks; we'll be sure to send you a barrel of your favorite adult beverage on your next birthday. Those creeps are fun, yeah, but they're just cream-puffs; no teeth. Hounds, the occasional Gemini -- just star trash, really. No guts.

Not at all like your ships. We'd hate to go up against those.....one hears, you know, stories..... [-shudder-]
Title: Re: Starlight's Starships, v0.8.5.5 (New Weapons)
Post by: robokill on July 12, 2012, 09:21:32 AM
is it compatilble with umozes corvus
Title: Re: Starlight's Starships, v0.8.5.5 (New Weapons)
Post by: Wriath on July 12, 2012, 09:25:44 AM
I ran them together without a problem, Starlight was even nice enough to include hostility to some of the unique factions in it so they won't just ignore all the mod factions.
Title: Re: Starlight's Starships, v0.8.5.5 (New Weapons)
Post by: Starlight on July 12, 2012, 06:00:35 PM
Starlight, I don't get to play the game these days (too busy outside of it), but I like checking back to see how your creation is evolving and fluctuating. I'm proud of what you're striving to do with your mod, and I don't want you to falter or lose heart. Bless you, you're really doing the Lord's work; the Lord of War, that is (heh-heh).

Yes and I do prefer it my way. z: ) 

Heheh, whether it's right or wrong, Starlight in Corvus is making a little empire for himself out of his reproduced recovered tech.  Making constant refinements. 

Thanks for the reassurance, it's good to know that I have managed to attract some interest.  It definitely provides some motivation to keep improving and making new content.  It certainly helps to love starships and technical stuff, too.  z: )

I like making this mod for myself, but it's all the more satisfying to know that I'm makig it for others to enjoy as well. 


Honestly, I think Starfarer needs more pirate/hostile factions...

Oh, I agree fully -- I've heard that the Hegemony's guns actually get cold for the approx. 10 minutes that they're not otherwise being used all day long against the other worthless space scum, and we can't have that happen! Please to be placing moar villainous creeps in those Dominators' targeting sights, thankyewverramuch. 8)

The Hegemony petty officers who man the big ships' tactical acquisition grids are especially fond of the sort of creeps whose shields wobble even after a few seconds of just the precursor tracking lasers painting them -- let alone the Hephaestus salvo that's about fifteen milliseconds behind.

What's that? Oh, thanks; we'll be sure to send you a barrel of your favorite adult beverage on your next birthday. Those creeps are fun, yeah, but they're just cream-puffs; no teeth. Hounds, the occasional Gemini -- just star trash, really. No guts.

Not at all like your ships. We'd hate to go up against those.....one hears, you know, stories..... [-shudder-]

I'm a big fan of more 'vettes! After a bit more playing (still with the two I had earlier plus a vigilance) I went up against 3 frigates and a fighter squadron (all mod ships so I forget specifically which) and I barely pulled that one off, I don't think the falcon kill was too surprising since you can solo one with a well piloted lasher.

Heheh.  I may not have been as active as usual, but I've not been as inactive as I've seemed.  I don't want to give anything away...

...but watch this space. z: )

I ran them together without a problem, Starlight was even nice enough to include hostility to some of the unique factions in it so they won't

I use Uomoz Corvus quite a lot myself.  Just upgraded to the new version and started new pilots. It's vastly improved the game experience and I've gotten a lot of enjoyment out of it.

Recently tried the ASP Ships and Missions Mod, (Topic name inc: Green Sun and other factions) but that causes some kind of conflict.  I couldn't quite figure out what, but the game gave a null_weapon_slot_id error whenever I opened the section of my Shipyard containing Destroyers.  I checked the id's over several times (as well as doing some needed work sorting out weapon groups and their autofire status) and could see no reason why the conflict would be thrown on that specific section and no other.  I disabled the ASP mods and the conflict disappeared.  Still haven't found a cause.

Anyways, have to do some work this weekend on making sure this roof stays over my head, but more stuff is definitely coming. 
Title: Re: Starlight's Starships, v0.9.5.5.1 (New Pirate Faction, +2Ships, +2Corvettes)
Post by: Starlight on July 13, 2012, 05:46:08 PM
So, today I was so tired and bothered that modding Starfarer was pretty much all I could be bothered to do, but honestly, I'm pleased with the results.  New mod content is somthing I can get my teeth into. z: )

So!

Introducing the Jade Claw Cartel!  This mysterious organisation appeared from no-where to spread insidiously about the dark corners of the sector.  It's leadership is unknown but it seems intent upon warring constantly with Starlight's Shipyards.  Utilising bought vessels, captured vessels manufactured by Starlight and a number of its own apparent designs not seen in any known history files, prompting suspicion that the Cartel may be more then a merely vicious and pervasive pirating and smuggling ring.  

They have, so far:
Allegiances set up, a station, resupply and fleets in the campaign.
2 of their own Destroyers.
2 wings of their own Fighters.
2 of their own Corvettes.

There's more to come and more awaiting development.  The Kraken and Obsidian are both kind of awaiting the arrival of Ship's Systems for further development. z: )

Feedback is as always wanted and welcome.

Anyways, here's the updated parade and download link:


(https://dl.dropbox.com/u/82949984/Starlight%27s%20Starships%20v14.png) (https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar)
Title: Starlight's Starships, v0.9.5.5.3 (More Jade Claw Cartel ships, 2 new weapons.)
Post by: Starlight on July 14, 2012, 04:41:23 PM
Yes, another update today. z: )

The lack of sleep has been telling apparently, because I had to rebalance the Jade Claw Cartel's Destroyers a bit.  No way they should have been that fast.

I also forgot to mention that I did a lot of little things as well, such as fixing default weapon groups for pretty much every ship variant, I fixed the Convoy for the Starlight faction since it wasn't supplying any TIR weapons (whoopsie.)  Done a fair bit of fine tuning all around, some other ships have had their mobility slightly adjusted, such as the Ocelot and Finch.

I've added a few new things whilst I was at it;

(https://dl.dropbox.com/u/82949984/Wyvern.png)

A Cartel Frigate in widespread use, the Wyvern's advanced, adaptable engineering, powerful engines and solid build make it a reliable choice.  Despite suspiciously mid-line looking technology, no record exists of this ship at any point in known history and it is suspected to be an original design by the Jade Claw Cartel.  How this is possible is a mystery and the Cartel are not telling.

(https://dl.dropbox.com/u/82949984/Lamprey.png)

The Jade Claw Cartel's main interceptor, used to chase down and disable fleeing ships as well as tackle enemy fighters.  The Lamprey is another of the Jade Claw Cartel's apparently original designs.  It isn't known where these are produced, but the simple and brutal little fighter has appeared in surprising numbers. 

(https://dl.dropbox.com/u/82949984/ilpbc_laser_turret.png)(https://dl.dropbox.com/u/82949984/dilpbc_laser_hardpoint.png)

The I-LPBC and DI-LPBC are (Dual) Ionlised Light Plasma Bolt Cannons, a Jade Claw Cartel re-engineering of captured Starlight-tech LPBC's, modified to deliver disruptive shocks to the enemy at the expense of flux efficiency and damage.  A few of these are finding their way back to Starlight, too. 

All feedback welcome!

Comedy fun moving link!

DOWNLOAD (https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar)
Title: Re: Starlight's Starships, v0.9.5.5.3 (More Jade Claw Cartel ships, 2 new weapons.)
Post by: Starlight on July 17, 2012, 04:02:39 PM
I'm posting this here because I want my big new update to be at the top of the next page.  Terribly sorry about that.   In case anyone does notice/care, I'll add some content:

The Starfarer known as Starlight was typical of many a space-drifter.  He had worked his way up to posession of a Falcon class Cruiser, which, being of a handy bent, he organised his crew into re-engineering during long FTL flights into the uncharted regions of the sector and the dark space between systems where valuable resources may still hide.  Ever extending the endurance and performance of the vessel, the crew struck out deep.

Eventually, by sheerest chance, far away from any known historical traffic lane, in the dark of inter-system space, amidst a drift of forsaken rocky debris, the ship's jury-rigged long-range sensors registered an incredibly strong metallic return.

It was here in the dark where Starlight found it;  A vast drifting hulk.  A space-borne industrial arcology, rent open by some ancient violent cataclysm, it's vast hulk peppered with the craters from exotic energy weapons discharge.  Of its apparently human makers, there was no sign but drifting ash in the vacuum. 

Entering the depths of the hulk, moving through the dusty haze left by its former inhabitants and their living spaces, floating through that vaporised, burnt remnants of long-forgotten life suspended like a mist of forgotten memories, Starlight found his fortune, at the very least.

It isn't known what happened on that hulk.  It isn't known what killed half of Starlight's trusted crew and tore his Falcon asunder.  It's known only that Starlight returned to civilisation with a vessel almost unrecognisable as half of a Falcon, patched together with unknown midline technology. 

Starlight apparently called in every favour he had and even as hungry corporate and governance eyes fell upon and begun to take a look at the curious equipment on his salvaged starship, he was soon off again into the depths of space, calling upon his friends and allies to aid in the obfuscation of his trail as he mounted an opportunistic expedition. 

Nothing was heard of Starlight for many months.  That was until he opened for business. 

In a quiet portion of an asteroid belt just off the beaten track, Starlight had quietly built an industrial complex in the midst of the heavy mostly-iron rocks.  Making use of retrieved manufacturing equipment and the local space-borne resources, he and his allies had quickly built up a little shipbuilding empire, self-sufficient and well defended with newly constructed ships and an extensive network of traps and sensors.

Starlight was no longer worth the trouble to attack, not with things they way they were and besides, if the mega-corporations and government bodies wanted access to these newly rediscovered technologies, it was now cheaper to buy then to try and take. 

The Ark itself has never been found by anyone else and Starlight, despite some serious efforts having been made over the years, isn't telling. 

Starlight mostly keeps to himself, building up his little industrial asteroid community, where a liberal attitude usually holds sway, but troubles are not welcomed.  He has been known to actively intervene where slavers and pirates are concerned however.

The Jade Claw Cartel appeared around a year after Starlight opened for business.  Spreading insidiously about the sector, the Cartel made a fortune with ingenious boot-legging and black-marketing schemes.  Soon, worringly, they were everywhere.

The Jade Claw Cartel has been Starlight's most active opponent, continually stepping up both overt and covert warfare against the Shipwright and his community.  Over recent years, they have apparently begun to manufacture their own ships. 

Experts are unable to determine where these designs came from, but they share some design principles with Starlight's retrieved technologies - as well as with technologies far more recently developed.  It is not known has this has been accomplished or by exactly whom, as much of the Cartel's upper structure can only be guessed at. 
Title: Starlight's Starships, v0.9.5.6.4 (A bunch of new ships and wings.)
Post by: Starlight on July 17, 2012, 04:03:00 PM
*Strolls whilstling across onto page six, hands behind his back.*

...Phew.

Anyways, new update!

...I'm pretty pleased. z: )

(https://dl.dropbox.com/u/82949984/Starlight%27s%20Starships%20v15.png) (https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar)

So!  v0.9.5.6.4 it is!  Getting dangerously close to a v1.00 here! z: )

I've fleshed out the Jade Claw Cartel and popped the last major piece into Starlight's forces.  I might do more in time, but it's looking pretty complete now.  I'm not sure about giving the JCC a Capital or another Cruiser yet, since they aren't meant to be building ships that big, but time will tell.  

By the by;  When I post updates to this forum, I make sure that you should be able to just delete the old Starlight's Ships folder and replace it with the up-to-date version.  Nothing should break with existing save games and whilst the contents of stations wont immediately change, new ships and weapons should appear in faction fleets and should be delivered to stations via supply convoys.  As long as your version of Starlight's Starships isn't version 0.275 or earlier, anyway.  
The only other exception is when content is added that will not break existing save games, but where the new content is not going to appear unless a new game is started, such as when the Jade Claw Cartel was added.  I'll be keeping track of this stuff in the first post of the topic.

So!

New stuff. z: )

(https://dl.dropbox.com/u/82949984/Drake.png)

The Drake Corvette has been altered to better differentiate it from the Wyrmling.

(https://dl.dropbox.com/u/82949984/Lamprey.png)

The Lamprey is the Jade Claw Cartel's lightweight and relatively low-maintenance equivalent of a heavy fighter.  It's armaments are substantial and in good hands can cause some serious damage to fighters or warships alike, but it's recommended that it does not work alone due to its relative vulnerability.  

(https://dl.dropbox.com/u/82949984/Starsear.png)

The Starsear Corvette makes up the third of Starlight's Corvettes.  This one has no strike weapons, but instead a powerful reactor and some impressive beam weaponry for its size.  5 OP's and a pricey thing to lose, but a joy to behold in action.

(https://dl.dropbox.com/u/82949984/Wyrm.png)

The Wyrm is the third of the Cartel's corvettes.  Using captured LTIR's and the Cartel's own remodelled DI-LPBC as well as decent point defenses and some strike weapons, the Wyrm is a Inferno-Ray breathing, Ionised Plasma Bolt spitting Torpedo-carrying, well defended monster of a corvette.  Expensive, valuable.  No shields.

(https://dl.dropbox.com/u/82949984/Kukri.png)

The Kukri is the Jade Claw Cartel's standard Light Frigate, this compact warship has much to recommend it; Speed, weapons, agility... it even has a (cramped) service hangar for maintaining a Corvette or a Fighter or two. Unfortunately;  The Kukri has no Point Defense whatsoever.  No room.  Also, watch your elbows getting into the galley.

(https://dl.dropbox.com/u/82949984/Lambton.png)

Named after an ancient legend concerning a strange little worm thrown thoughtlessly into a well, only to become a huge monster encircling the village of Lambton.  The Cartel's largest ship, used for heavy smuggling operations, this heavy Blockade Runner is a mix of Freighter, Carrier and Cruiser.  It's the safest and most expensive courier ship ever built.


I hope this is enjoyed.  I've had a lot of fun working on this lot.  I'll probably be working on some missions and my other mod idea for a little while.  

Comments, feedback, suggestions, all welcome.  This is not finished.  z: )
Title: Re: Starlight's Starships, v0.9.5.6.4 (A bunch of new ships and wings.)
Post by: Wriath on July 18, 2012, 06:25:08 PM
Wow man, you've been busy 'ey? Quite happy to see the expansions, thanks for keeping up the wild release rate man!
EDIT: You may want to consider adding the version number to the RAR file, I just realized that I've got Starlight's Ships (#).rar going on, doesn't really affect anything but 's worth thinking about I guess.
Title: Re: Starlight's Starships, v0.9.5.6.4 (A bunch of new ships and wings.)
Post by: Archduke Astro on July 18, 2012, 06:58:08 PM
Wonderful update news! I can hardly wait until I get the time needed to try out the latest iteration of the mod.
Title: Re: Starlight's Starships, v0.9.5.6.4 (A bunch of new ships and wings.)
Post by: Starlight on July 21, 2012, 02:54:15 PM
Wow man, you've been busy 'ey? Quite happy to see the expansions, thanks for keeping up the wild release rate man!
EDIT: You may want to consider adding the version number to the RAR file, I just realized that I've got Starlight's Ships (#).rar going on, doesn't really affect anything but 's worth thinking about I guess.

Cheers very much!   It's been a lot of fun to make these ships.  I've put all I've learned so far into making the Jade Claw Cartel ships.  I just hope they're up to standard. z: )

On the issue of version numbers, I'd recommend just deleting the older versions,  All of the links on every post link to the same dropbox file, since I haven't really seen the need to keep older versions online. 

Wonderful update news! I can hardly wait until I get the time needed to try out the latest iteration of the mod.

Glad to deliver! I hope this should prove some fun.  There's more coming - I'm currently putting the finishing touches on the Jade Claw Cartel's heavy combat cruiser (they needed one) and I'm working on some missions.  Hope to get that out in the next night or two. z: )
Title: Re: Starlight's Starships, v0.9.5.6.4 (A bunch of new ships and wings.)
Post by: Wriath on July 21, 2012, 05:58:12 PM
The new guys are sneaky... hard to see 'em in those dark green circles. Not that that's a bad thing though, their ships look kinda stealthy, and it makes sense that shady pirate organization would be sneakier than most.
Title: Starlight's Starships, v0.9.6.6.5 (Jade Claw Cartel ships done, missions added.)
Post by: Starlight on July 25, 2012, 06:55:06 AM
The new guys are sneaky... hard to see 'em in those dark green circles. Not that that's a bad thing though, their ships look kinda stealthy, and it makes sense that shady pirate organization would be sneakier than most.

Heheh, I'm glad someone noticed my intention there.  I thought it might have been a bit cheeky to do it that way, but the Jade Claw Cartel are smugglers first and pirates second.  Their ships are meant to be stealthy in construction and making the slightly harder to see was the best way available of conveying that (for now.)

Well, I finished this update on Monday night, but thanks to a new game I've gotten, called Endless Space, which is just bloody awesome, I completely forgot that I hadn't uploaded it yet.  So I'm getting on that right now. z: )

Also, in my last update post I posted the picture and name of the Lamprey when I was showing off my new budget heavy fighter - which was in fact the Nosferatu.  Derp.  At least it's right on the parade.

Download link and updated parade:

(https://dl.dropbox.com/u/82949984/Starlight%27s%20Starships%20v16.png) (https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar)

...man, this picture is getting way too big. z: )

So, what's new?

(https://dl.dropbox.com/u/82949984/Popobawa.png)

The Popobawa Artillery Frigate is an adaptation of the Wyvern Heavy Frigate design, stripping out more or less everything for the sake of two hardpoints, one large energy and the other medium missile.  A very deadly frigate completely lacking in any close defense whatsoever.

(https://dl.dropbox.com/u/82949984/Phantom.png)

The Phantom Missile Frigate is designed to fly straight through an engagement, launching a hopefully well-timed tactical payload in order to tip a combat situation in the Cartel's favour.  Used properly, it can be devestating, leaving enemy ships crippled in its wake.  When it has launched its payload however, the Phantom is best off running for its life as it was not designed with serious battlefield endurance in mind.   

(https://dl.dropbox.com/u/82949984/Clava.png)

The Jade Claw Cartel's heavy hitter and second largest vessel after the Lambton.  The Clava is used when the Cartel needs a heavy hitter.  More evem then most cruisers, the description "moving gun battery" thoroughly applies.  The Clava is covered in recessed small ballistic hardpoints, though it only has one large turret.  Whilst the ship is lacking in both range and overall top speed, the ship's bizarre combinations of high and low technologies make it a very deadly opponent - for example, the reactor used is quite weak, being designed to be tough rather then powerful.  Whilst lacking the sheer mass of many Hegemony vessels, the Clava more then makes up for this with thick armour, multiple redunancies and the wall of broadside fire it can spit out. 


So!  The Jade Claw Cartel is finally filled out as a faction.  Honestly, I was tempted to up and call this version 1 at last.  Though I'm not 100% certain of that.  I think I might want to make a few more weapons (particularly those particlar to the JCC) and polish up a few things. 

Oh yes, almost forgot about the missions... something I wish I'd done sooner for the sake of testing purposes.  They're very useful for that. z: j  I've added 8 new missions (really 4 from opposing sides) for a bit of fun.  These probably need a lot of work.  There's a good reason this isn't v1 yet.  z: j

So, I'm thoroughly distracted for the time being.  Endless Space is the Space Empire building 4X game I've been wanting for some time.  It's like it's taken the best bits of Master of Orion 2, Space Empires 5, Fragile Allegiance and so on and finally combined them properly.  The AI is the best I've seen in any 4X game so far and this game has definitely taken some pointers from other 4X games out there, such as Civ 5's city capturing mechanics.  I do like it when games developers are willing to do that.   Like how Minecraft and Terraria copy off each other all the time. z: )
Title: Re: Starlight's Starships, v0.9.6.6.5 (Jade Claw Cartel ships done, missions added.)
Post by: Upgradecap on July 25, 2012, 08:41:14 AM
So, I'm thoroughly distracted for the time being.  Endless Space is the Space Empire building 4X game I've been wanting for some time.  It's like it's taken the best bits of Master of Orion 2, Space Empires 5, Fragile Allegiance and so on and finally combined them properly.  The AI is the best I've seen in any 4X game so far and this game has definitely taken some pointers from other 4X games out there, such as Civ 5's city capturing mechanics.  I do like it when games developers are willing to do that.   Like how Minecraft and Terraria copy off each other all the time. z: )


This, i agree with. Being a modder myself, i also found myself thoroughly distracted by all the games i got from the steam sale. Most prominently is Half-Life 2 (yes, i know ::)) I am waiting for Legends of Pegasus to become a reality since that game offers a lot of cool stuff. :)
Title: Re: Starlight's Starships, v0.9.6.6.5 (Jade Claw Cartel ships done, missions added.)
Post by: Starlight on July 27, 2012, 08:36:58 AM
This, i agree with. Being a modder myself, i also found myself thoroughly distracted by all the games i got from the steam sale. Most prominently is Half-Life 2 (yes, i know ::)) I am waiting for Legends of Pegasus to become a reality since that game offers a lot of cool stuff. :)

Heh, I personally got sick of the whole FPS genre halfway though the first Half Life.  Everything else since has felt like a downgrade.  I tried to play HL2 and I did complete the first Halo and play through half of the second for research as part of my incomplete Games Design course, but I've generally found them to be too much bother.  I can beat those games but it just feels like hard, dull work.  Too much for the hands to do and not enough for the brain. 

Honestly the closest things to an FPS I play these days are Skyrim and World of Tanks. z: )
Title: Re: Starlight's Starships, v0.9.6.6.5 (Jade Claw Cartel ships done, missions added.)
Post by: hadesian on July 29, 2012, 01:57:17 AM
I love FPSs mainly because the first game I ever played when I was 4 was Halo Combat Evolved. It was recently that I used to be playing Halo Reach all the time, and I was good at that game. I really, really mean I was good at that game. For me, FPSs are still as they ever were, 'splosion fests of skill and just pure carnage.
CoD is a chore though.
Title: Re: Starlight's Starships, v0.9.6.6.5 (Jade Claw Cartel ships done, missions added.)
Post by: Starlight on July 29, 2012, 02:03:36 PM
I enjoyed Halo as a shooter, I liked the movement and the progression, despite the whole levels in-reverse thing, but I didn't like the two weapon limit or the fact that it just boiled down to one path and a lot of dodging and shooting.  Which was my problem with Half Life 2 and pretty much every other shooter.  Just not enough to it for more then half an hour's worth of entertainment for me.  I like to have multiple things going on that I can think about and I like having time to sit back and just enjoy watching things I've set in motion.  Shooters don't allow for that and ultimately they just don't scratch my gaming itch.  Not since I was playing Doom when I was about 13.  z: j
Title: Re: Starlight's Starships, v0.9.6.6.5 (Jade Claw Cartel ships done, missions added.)
Post by: Aratoop on July 30, 2012, 01:44:01 AM
Then how about you play an open world shooter like gta, just cause or red dead redemption (only those come to mind :p)? Threre's also fallout, farcry and crysis for open-world fps.
Title: Re: Starlight's Starships, v0.9.6.6.5 (Jade Claw Cartel ships done, missions added.)
Post by: Starlight on July 30, 2012, 06:23:05 PM
Aye, that's a point, I did forget about Fallout 3.  I played a heck of a lot of that, there was just enough to fiddle with I think, but I haven't really gone back to it since.  I tend to replay the earlier Fallout games more often.  GTA: San Andreas I was just revisiting a while back, but that was the only one I really got into.  Though I often used it mostly as a visualiser, cruising around in cars and planes to my own music without causing any trouble.  I think I am perhaps a rubbish GTA player, but I got my fun out of it.  z: )

Crysis I did enjoy watching on my friend's top range PC with his massive and ridiculous, awesome AV setup, which did feel like some sort of video game experience porn theater, up in the loft, but it didn't look like it offered much but pretty much the same thing the whole way through, so I don't think I would have played it for more then twenty, probably fun minutes at a time. 
Title: Re: Starlight's Starships, v0.9.6.6.5 (Jade Claw Cartel ships done, missions added.)
Post by: Pelly on July 31, 2012, 10:15:41 AM
Honestly the closest things to an FPS I play these days are Skyrim and World of Tanks. z: )

WOAH WOAH WOAH other people play this game apart from me! Yay!!!!


Also the mod looks really nice with the new ships so GJ.

BTW my EU WoT name is Pelhamds...
Title: Re: Starlight's Starships, v0.9.6.6.5 (Jade Claw Cartel ships done, missions added.)
Post by: Upgradecap on July 31, 2012, 10:22:39 AM
Honestly the closest things to an FPS I play these days are Skyrim and World of Tanks. z: )

BTW my EU WoT name is Pelhamds...

Upgradecap there too :)
Title: Re: Starlight's Starships, v0.9.6.6.5 (Jade Claw Cartel ships done, missions added.)
Post by: Starlight on July 31, 2012, 03:26:22 PM
starlight2098 also on the EU Server.  z: )

I haven't played it for a while - I've been waiting for the British tanks to come out (and better broadband.)  Might get it patched shortly.  I do enjoy a bit of WoT, it's technical, tactical fun. z: )  I have mostly enjoyed the Soviet tanks.  I'm up to Tier 7 I think.  

Also the mod looks really nice with the new ships so GJ.

Also, thankyou very much. z: )
Title: Starlight's Starships, v0.9.6.6.5.1 (Working for 53a.)
Post by: Starlight on August 03, 2012, 03:46:14 PM
Just a small update.  Updated my hullmods to make my mod compatible with version .53a (at least nothing's exploded yet.)  No other changes at present; but you can bet I'll be adding some custom engine effects and ship systems before too long.  ^.^

(https://dl.dropbox.com/u/82949984/Starlight's Starships v16.png) (http://"https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar")

Edit:  Top of the page, displaying parade pic.  ^.^
Another Edit: Link Fixed due to Dropbox changes.
Title: Starlight's Starships, v0.9.6.6.5.2 (Provisional Ship Systems added.)
Post by: Starlight on August 06, 2012, 01:05:56 PM
Just a small update;  I've added custom engine effects for the Starlight and Jade Claw Cartel fleets.  The Starlight's Shipyards vessels are now utilising compac, powerful Plasma Detonation Engines, whilst the Jade Claw Cartel favour bulkier but more energy efficient Ion Impeller Drives. (So that's green with orange and violet.) 

Some provisional Ship Systems have been added to both fleets.  Some of these may stick (I'm loving the Burn Drive) but others are awaiting the development of custom systems or for an issue with Starfarer itself to be patched.  Alternatively, I just may change my mind about some of them after further playtesting. 

In the process of playing around with phasing, I figured out why my weapon glow sprites weren't working.  I had thought that you were meant to use darker shades for brighter effect, whereas this turned out to be a very derpy mistake and the fix was no more complex then inverting each and every glow sprite.  They work now. 

Finally, I've decided to change the colour of all PBC (Plasma Bolt Cannon) weapon projectiles and glows (excepting the JCC's Ionised models) to green, for the sake of internal consistency and distinction from other weapon types. 

If anyone hates this change or any other change I've made, let me know.

I would have done more before posting, but I've just had some potentially pretty bad news concerning my Father's health today and I'm concerned my head may not be in this for a while. 

Anyways, link;

DOWNLOAD (https://dl.dropbox.com/u/82949984/Starlight%27s%20Ships.rar)

Enjoy.
Title: Re: Starlight's Starships, v0.9.6.6.5.2 (Provisional Ship Systems added.)
Post by: Archduke Astro on August 06, 2012, 03:42:23 PM
I would have done more before posting, but I've just had some potentially pretty bad news concerning my Father's health today and I'm concerned my head may not be in this for a while.  

Starlight, I'm very sorry to hear that.

May your father be blessed with a return to health and enjoyment of all that life has to offer. Best of luck to him!
Title: Re: Starlight's Starships, v0.9.6.6.5.2 (Provisional Ship Systems added.)
Post by: Upgradecap on August 06, 2012, 03:44:18 PM
i agree to full with Archduke Astro's statement. best of luck to you and your family!  :)
Title: Re: Starlight's Starships, v0.9.6.6.5.2 (Provisional Ship Systems added.)
Post by: Starlight on August 06, 2012, 05:57:51 PM
Thankyou, both of you.  My head has been spinning.  Blessings, luck and good intentions in general are definitely appreciated. 
Title: Starlight's Starships, v0.9.7 (Version 0.54a update)
Post by: Starlight on December 01, 2012, 06:21:58 AM
So, It's been quite a while, but I've noticed that Starfarer was finally updated to 0.54a and gotten it reinstalled.  The additions are looking very promising and approximately ten minutes after playing I was grabbing my mod off of Dropbox (new computer) and testing it to see if it ran.  I was pleasantly surprised to find that after half an hours playtest, in campaign and in missions nothing exploded at all.  

None the less, I've taken this opportunity to see if Phase Cloaks now work as a Ship System without crashing the game - they do and now the Lambton, Obsidian and particularly the Phantom are now equipped with their originally intended ship systems and fulfill their intended tactical roles.  So I'm personally quite pleased with that. z: )

Also fixed the Swift's standard fitting to be named 'Standard,' so no more Swift Logistical Logistical Frigates should be flying around.  I hope I've spotted all of those.  

So, to summarise, nothing particularly new for now, but my two factions are updated for the time being.  May take some time over the next week to fix the OP costs of various fittings which have been invalidated with patches (must move with the times) and find out where my custom hull mods fit in the new skill-based scheme of things.  

Finally, since I no longer remember what the various numbers in the mod version number were tracking, I got rid of them and declared this 0.9.7.  Hope no one minds, though I doubt anyone cares. z: )

DOWNLOAD LINK (https://www.dropbox.com/sh/ux9btnpny0ritor/q8eJ3rlLdu/Starlight's Ships.rar)
Title: Re: Starlight's Starships, v0.9.7 (Version 0.54a update)
Post by: dogboy123 on December 01, 2012, 06:29:41 AM
Is the DL link broken? or is it just me.
Title: Re: Starlight's Starships, v0.9.7 (Version 0.54a update)
Post by: Starlight on December 01, 2012, 07:40:59 AM
Hmmm, the download link IS broken.  Which is wierd, because the images (for the parade picture, linked images and my signature) come from the same source, my Dropbox Public folder.  For some reason it's just not allowing access to the .rar file like it used to (and I've tried updating the link, the one spat out by dropbox is no different.)  I'm looking into it...
Title: Re: Starlight's Starships, v0.9.7 (Version 0.54a update)
Post by: Starlight on December 01, 2012, 07:57:46 AM
Alright, try this...

DID NOT WORK

EDIT:
....actually, try this...

DID NOT WORK

(However, this does, thanks Strifen. (https://www.dropbox.com/sh/ux9btnpny0ritor/q8eJ3rlLdu/Starlight's Ships.rar))

...and if that doesn't work for others, then I may have to look into alternatives.  Anyone have a recommendation?
Title: Re: Starlight's Starships, v0.9.7 (Version 0.54a update)
Post by: Strifen on December 01, 2012, 09:00:48 AM
The "link" works fine, seems they've just got some %22 and %27 in there throwing it off, get rid of that and they work

https://www.dropbox.com/sh/ux9btnpny0ritor/q8eJ3rlLdu/Starlight's Ships.rar (https://www.dropbox.com/sh/ux9btnpny0ritor/q8eJ3rlLdu/Starlight's Ships.rar)
Title: Re: Starlight's Starships, v0.9.7 (Version 0.54a update)
Post by: dogboy123 on December 01, 2012, 02:04:09 PM
Thanks for that, Strifen. Wow nice job on the mod Starlight ;D it's awesome
Title: Re: Starlight's Starships, v0.9.7 (Version 0.54a update)
Post by: Starlight on December 02, 2012, 02:32:32 PM
The "link" works fine, seems they've just got some %22 and %27 in there throwing it off, get rid of that and they work

Can't beleive it was that simple.  They must have changed the backend a bit so their old links no longer work.  Fixed easily enough.  Thankyou very much.  Now I don't have to look for another hosting site.  ^.^

Thanks for that, Strifen. Wow nice job on the mod Starlight ;D it's awesome

Thank you.  Making this mod was hard work but entirely worthwhile to know that people got some enjoyment out of it. 
Title: Starlight's Starships, v0.9.7.1 (Faction Standings, HullMods, minor fixes.)
Post by: Starlight on December 08, 2012, 07:21:21 AM
Well, it's Saturday so I decided to get an update done.  Since picking Starfarer up again I have found my mod currently lacking in a few areas after my last hasty update.  

Standings:

The main chore I had to do was getting my Faction standings up to date with Uomoz Corvus 16.5 "Power Blocks."  Since getting around to reinstalling that, I noted that it's come on quite a way.  There are more factions (yay!) and the Nomads are now universally hostile (ooh!) so the Starlight's Shipyards and Jade Claw Cartel Factions have been updated to reflect this and react appropriately.  I should probably investigate what are also popular mods and put in faction standings as appropriate, but seriously, Uomoz gave enough work there for one morning.  The standings listings code blocks have doubled in size. z: )

Hull Mods:

The second major job was to get my HullMods up to date.  I suspect I might be the only modder who has bothered with these at times, which is a shame but currently also potentially a benefit.  

I've gotten my two Hull Mods up and running once again and even integrated them with the skill-building system (Overdriven Engines unlocks with Damage Control 1, Focussed Shields with Flux Modulation 1.)   This has brought up a minor issue.  

To get them working like that, I've had to insert files in the data section of my mod, in data\characters\skills.  Which means that the game takes those in precedence over the starfarer-core versions.  I tried removing the descriptions from my version of the skills_data.csv file and they disappeared in game.  Oh dear.  This means that every change Alex makes, I need to make too or any lag in my development will lag the game's development for users of my mod.  

I could understand if that put some people off and furthermore it seems like it could cause conflicts between mods using HullMods and skill mods.  I'm going to look into this but it seems like this is just the way it's set up at the moment.  

Finally, a question emerged as to Overdriven Engines;  Since Alex has introduced the Unstable Injector HullMod to the basegame, which does more or less the same thing, a slight boost in speed in exchange for more vulnerable engines, that leaves me with a question and a statement.  Firstly the statement;  If I did inspire the Unstable Injector, I'm nothing but happy about it.  Secondly, the question;  What should I do with Overdriven Engines?

So I've kept OE in, made them accessible only with a level of Damage Control (indicating that the player has some skill in jury-rigging and working with unsafe systems) and plan to tweak them slightly in future.  Honestly, I like the idea that there are now two applicable mods which can make your ship that little bit faster and a little bit less safe.  Minmatar ftw.  If I could mod in a chance of catastrophic explosion on a disabled engine with both mods installed, I would.  ^.^

General Fixes:

I've spotted a few issues here and there which I've been tending to.  Primarily around weapons.  

The first issue, which I've always been suspicious of, was the my D-LTIR (Dual-Light Tactical Inferno Ray, short range hi-power beams) turret was doing twice the damage that it was supposed to because I had the DPS set to 200 instead of 100 and there were two beams (didn't think it was counting them both as doing 200 damage.)  That's fixed now, but now it's reporting that the D-LTIR turrets consume 800 flux each.  They seriously shouldn't, they should consume 200.  In game testing confirms that they only consume around 200, so why is it reporting 800?  I have no idea.  I'd blame Alex but I don't want to get on his bad side. z: )

The second issue was that the HPBC(Heavy Plasma Bolt Cannon)'s explosive blast is A: Orange and B: Too large.  This is a side effect of my frustration at having been unable to get it the area of effect ability to work.  Turns out that support for that just came out in .54a.  A fool is me. z: )  So that's fixed.

Anyways... sorry for not introducing anything new in this version, but you've got to cover the basics first.  Like things working as they're supposed to.  

I'm not sure what I'm going to be doing with this mod as yet.  The two factions are more or less complete.  I could make more but I'm sure if I have the drive for that just yet and I already have something well balanced going on.  

I am tempted to go through the Starlight's Starships main line (the long, pointed ships) and increase most of them in size by 25%, since tbh, they're probably a bit smaller then they should be.  Naturally this will be a massive pain, but it's something to consider.  I had been considering making a Gratuitous Space Battles version of this mod, in which case I'd have to upscale everything (even the fighters!) to 512x512px, which is insane and would make downscaling again to a larger size in Starfarer half as hard.  Which is sort of like saying it's easier to get to the roof of a skyscraper if you jump off of a mountain, but still.  I'm considering it.  

Anyways!  Download link:

DOWNLOAD (https://www.dropbox.com/sh/ux9btnpny0ritor/q8eJ3rlLdu/Starlight's Ships.rar)

Yes, it's the return of the comedy moving link.  It's practise for your ingame reflexes!  z: )
Title: Re: Starlight's Starships, v0.9.7.1 (Faction Standings, HullMods, minor fixes.)
Post by: Starlight on December 08, 2012, 07:28:02 AM
Forgot to actually update the file before posting.  That's fixed now.  I think I need a break. z: )
Title: Re: Starlight's Starships, v0.9.7.1 (Faction Standings, HullMods, minor fixes.)
Post by: Flunky on December 09, 2012, 01:34:08 PM
Does this mod change ship controls?

I ask because when I have the mod loaded, the ship movement controls have changed. Turn strafes, strafe strafes, and the 'shift to face' function no longer auto-faces where you have pointed. Instead, it's the only way to turn. My settings look unchanged, and if I don't load the mod the controls work fine. Any ideas what's up?
Title: Re: Starlight's Starships, v0.9.7.1 (Faction Standings, HullMods, minor fixes.)
Post by: Starlight on December 09, 2012, 08:28:42 PM
Does this mod change ship controls?

I ask because when I have the mod loaded, the ship movement controls have changed. Turn strafes, strafe strafes, and the 'shift to face' function no longer auto-faces where you have pointed. Instead, it's the only way to turn. My settings look unchanged, and if I don't load the mod the controls work fine. Any ideas what's up?

Huh, honestly none I'm afraid.  I haven't touched anything to do with the movement controls and it isn't doing that on my copy.  Which I've just rechecked.

What other mods are you using, if any?  I've tested this version with Uomoz Corvus and nothing else so far.
Title: Re: Starlight's Starships, v0.9.7.1 (Faction Standings, HullMods, minor fixes.)
Post by: Flunky on December 09, 2012, 09:20:44 PM
Huh, honestly none I'm afraid.  I haven't touched anything to do with the movement controls and it isn't doing that on my copy.  Which I've just rechecked.

What other mods are you using, if any?  I've tested this version with Uomoz Corvus and nothing else so far.

Huh. I was initially using it with Corvus and Vanilla+ (more variants of vanilla ships). After reading this, I tried it alone-- no control problems. Then I tried with this and Corvus-- no problems. Then the all three again-- no control problems. So... I can't repro anymore.

Well, I'm stumped, but at least it doesn't seem to be a problem any longer. Maybe the game loaded wrong or something? Thanks for looking into it, apologies for taking your time.
Title: Re: Starlight's Starships, v0.9.7.1 (Faction Standings, HullMods, minor fixes.)
Post by: Starlight on December 10, 2012, 06:00:21 AM
I think this is just one of those cases where you throw up your hands, shrug and go, "Well, it IS written in Java," like when the game fails to load altogether and then works fine on the second attempt.  I love Java as a concept, as a reality it can be a little chaotic from time to time. 

Anyways, thank you for taking the time to report a potential problem  We didn't actually find one (I've been unable to reproduce the effect or determine a possible cause myself.) but I'm still grateful you took the time. z: )