Fractal Softworks Forum

Starsector => Mods => Topic started by: Thule on July 07, 2012, 06:04:40 PM

Title: !! OUTDATED !! The Thule Legacy
Post by: Thule on July 07, 2012, 06:04:40 PM
(http://i.imgur.com/uFr9LFE.png)


(http://i.imgur.com/6GkUDXt.png)

We are far from the sacred places
of our grandfathers and from the
bones of our people. But perhaps
there is one powerful being who
will embrace this good crew and
give them what they seek.
- Trader Cnut Bognar
(http://i.imgur.com/BBDxqYH.png)

War is the father of us all, Mother
of us all. Some it makes gods, some
it makes men, some it makes slaves,
some free.
- Asgarda Grima
(http://i.imgur.com/c8v3lNm.png)

To desire nothing beyond what
you have is surely happiness. Only
aboard a ship, it is frequently
possible to achieve just that.
- Stygg Ottar
(http://i.imgur.com/DuyDvh6.png)

MY BROTHERS. WE WERE FORGED IN VICTORY.
A VICTORY THAT ENDED THE GREAT WAR AND BROUGHT
FORTH THE REIGN OF THULE.

BORN FROM THE DEPTH OF THE CHILLING GROUNDS.
ROOTED IN THE FROZEN RIVERS OF OUR HOMELAND,
OUR CITIES EMERGED OUT OF THE CHAOS. AS THEY
GREW, SO TOO DID THE MIGHT OF OUR HIGH COMMAND.

WE CREATED A WORLD OF PROGRESS, A WORLD OF PROSPERITY.
A WORLD THAT LIVES IN THE LIGHT AND MIGHT OF OUR LEGACY.

A LEGACY THAT HAS COME TO BE THE ABSOLUTE MEASURE
OF STRENGTH AND POWER.

NOW, ON THIS DAY, THAT POWER IS TO BE TESTED.
THE HEGEMONY SEEKS TO DESTROY ALL THAT
WE HAVE WROUGHT.

WE WILL STAND TOGETHER.
WE WILL WIPE OUT THIS PLAGUE!
THULE LEGACY WILL PREVAIL!


(http://i.imgur.com/DuyDvh6.png)


SHIPS
Spoiler
(http://i.imgur.com/fDdJVNF.jpg)
[close]



(http://i.imgur.com/kFbWAw3.png) (http://www.mediafire.com/download/75ia8hst3jeewz2/Thule_Legacy_DEV_0.1.7.zip)


Thule Changelog
DEV Version 0.1.6a


Spoiler
**General
+Removed custom music and backgrounds, as well as the „floating cosmonaut“. Removed custom loading bar.

**Sounds
+Added a sound for the Kometdrive.

**Shipsystems
+ Added the Kometdrive, a slightly modified version of the Burn Drive
[close]


Thule Changelog
DEV Version 0.1.6


Spoiler
** Weapons
+ Removed the brvulcan as placeholder, the „Light Hunker“ is now the standard PD weapon.
+ Added 2 new animated Decorative Weapons. 1. the Heimdahl Generator, 2. the Heimdahl Pulsator


**Sounds
+ The „Heimdahl Generator“ got a new terrifying sound. Deep and scary and more visual effects.
+ There's a new sound now when the system has used up all it's charges.
+ Started making custom explosion sounds for every TL weapon, for now the Barbarossa and the hunker have custom
   sounds.


**Ships
+ Modified the old Berserker sprite.
+ Added a new Heavy Destroyer „Barghest“. The Barghest is essentially a streamlined Berserker, a little more
   sophisticated then the Berserker.

**Variants
+ Added a HC Variant for the „Barghest“ class destroyer.


**Missions


**Shipsystems
+ The Oberon has a not yet balanced teleporting system. Endercore modified his original Fleet Wing Teleporter in such
   a way that the new system would teleport all deployed ships once. Removed the shipsystem for now due to not
   looking pretty enough
+ Added the „Heimdahl Generator“ to the Herzog class. It's a gravity shockwave generating device with a rather long
   chargeup, a long cooldown and max 3 uses.
+ Added the little cousin of the Heimdahl Generator, the Heimdahl Pulsator, has almost no chargeup, a significantly  
   reduced range but can be activated in quick succession for up to about 10 times. Ai doen't quite work as inteded. Will
  get fixed later
+ Thanks to LazyWizard the R.U.N.E system is now a hull modification only available to TL ships. All variants
   updated accordingly. For custom stocked TL ships it's highly recommended that every custom refitted TL ship has the
   hull mod installed.
+ For now the Viking frigates have a emp shipsystem, this will change later.

**General
+ Tweaked the stats of the 2 frigates and the 2 Destroyers again. Feedback would be appreciated.
[close]


Thule Changelog
DEV Version 0.1.5


Spoiler
** Weapons
+ Added slight shading to TL weapons.
+ Set the autocharge mode for the Barbarossa Cannon to „true“.
+ Converted allmost all TL weapons to Lorentz Force weapons, meaning they deal roughly a quarter of their ordinary
   damage in emp damage. Changed damage type to Energy.
+ Modified the Heavy HVPC to have a higher flux/second ratio, reduced range and dmg
+ Modified the Heyva Slugger, incresed DPS and Flux/second ratio, reduced range to 900
+ Added a new large Weapon, the Humbolt Cannon, supposed to be a very slow reloading shieldbreaker, with
   significant oneshot damage. (inspiration taken from Caelus mod – Raildriver )

**Sounds
+ Modified the Thule Meteor sound, the Hunker and Barbarossa sound.


**Ships
+ Removed the visible engineparts of the Berserker due to the later converstion to ringengines.


**Variants


**Missions


**Campaign


**General
[close]


Thule Changelog
DEV Version 0.1


Spoiler
** Weapons
+ Changed damage output and type (from HE to ENERGY) of the Barbarossa cannon significantly.
   Added a 1.1 sec chargeup. Added a projectile sprite according to the new Weapon type of the
   Barbarossa cannon.
+ Added TL specific Weapons:Barbarossa Cannon, Achilles Cannon, Heavy Slugger, Light and
   Heavy High Velocity Pulse Cannon, Light Hunker.
+ Made the Meteor Missile undroppable due to the AI HINT: SYSTEM
+ Added a slightly modified version of the CLUSTER BOMB BAY, less damage, more launch speed.

**Sounds
+ Changed all weapon sounds to mono due to the ingame sound engine overloading.
+ Added new overload sound for the Barbarossa cannon due to the new chargeup mechanic
+ Removed 2 Campaign music sounds

**Ships
+ Removed the Oberon class phase capital for redesign purpose.
+ Removed all non TL related ship sprites.

**Variants
+ Added the High Command variant for every TL ship. HC variants have TL weapons only.
+ Added Outdated variant for every TL Ship. OD variants use vanilla weapons only.
+ Removed all old variants.

**Missions
+ Removed all non TL related Missions.

**Campaign
+ Rewritten Campaign integration through UOMOZ (Grazie amico mio ;) )

**General
Added new TL loading screen logo and title screen logo
Added the FLOATING COSMONAUT for the title screen variants.
[close]
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: Archduke Astro on July 07, 2012, 06:22:32 PM
Wilkommen to our forums, kamerad.  ;) What an intriguing mod you've begun.

In order to avoid trouble later, please understand that no Nazi imagery of any kind is allowed on this forum. This includes items such as picures of their leaders, swastikas, "SS" lightning-bolt rune logos, and so forth. Send me a Private Message if there's something you'd like to use, but are not 100% sure about. Thanks.

The Balkenkreuz you've used as hull insignia on your ships is okay.

I like the retro styling of the stainless-steel flying saucer hulls. And the Donar-class is a strong exception to the round-hull trend; very mysterious. Everything looks very evocative of "yesterday's future," you know? Would you like to tell us what hull sizes each individual class is meant to be?
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: Tezarius on July 08, 2012, 03:14:25 AM
Wow, really cool design! :o
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: 7007King0770 on July 08, 2012, 10:32:34 PM
These sprites are REALLY good... I mean really good... You don't even have anything posted, just a picture and It's so good that it's all I need to be hooked into this mods devlopment.
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: Pelly on July 08, 2012, 10:39:35 PM
Wilkommen to our forums, kamerad.  ;) What an intriguing mod you've begun.

In order to avoid trouble later, please understand that no Nazi imagery of any kind is allowed on this forum. This includes items such as picures of their leaders, swastikas, "SS" lightning-bolt rune logos, and so forth. Send me a Private Message if there's something you'd like to use, but are not 100% sure about. Thanks.

The Balkenkreuz you've used as hull insignia on your ships is okay.

I like the retro styling of the stainless-steel flying saucer hulls. And the Donar-class is a strong exception to the round-hull trend; very mysterious. Everything looks very evocative of "yesterday's future," you know? Would you like to tell us what hull sizes each individual class is meant to be?


I know i'm gonna get mullered but why can they not use these symbols, especially the swastika , before the Nazis stole it it was a symbol of peace and many of old symbols are used now e.g. the roman eagle, the romans were the first dictatorship but "thats ok" I am by no means a pro nazi in fact a lot of my family died fighting them so I at least should be allowed a answer instead of the bog standard "this is not allowed because its the rules" answer.

But anyway the mod looks awesome and i will periodically look in on it, it reminds me of a steampunk/iron sky style... also why don't you look at the Das 4. Riech mod they might help you...
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: WKOB on July 09, 2012, 01:31:00 AM
I know i'm gonna get mullered but why can they not use these symbols, especially the swastika , before the Nazis stole it it was a symbol of peace and many of old symbols are used now e.g. the roman eagle, the romans were the first dictatorship but "thats ok" I am by no means a pro nazi in fact a lot of my family died fighting them so I at least should be allowed a answer instead of the bog standard "this is not allowed because its the rules" answer.

But anyway the mod looks awesome and i will periodically look in on it, it reminds me of a steampunk/iron sky style... also why don't you look at the Das 4. Riech mod they might help you...
Same thing as always, most people are quick to jump to conclusions and if they see swastikas on Alex's forum > it must mean that Alex is a nazi. It's just bad PR.
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: Erick Doe on July 09, 2012, 01:52:39 AM
Plus the public showing of a swastika is illegal in Germany.

Quote
As a matter of public law, the post-war German law codes prohibit the display of a swastika in any form or fashion, even if used satirically or as part of an anti-Nazi political statement.

It is just a touchy subject, best left unaddressed. Unless the topic would be a swastika debate, of course.

As for the mod. Those are some of the best kitbashes I've seen to date! I also like the dark gritty metallic appearance of the ships.
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: VikingHaag on July 09, 2012, 03:26:39 PM
Impressive ships, i WANT TO PLAY THEM! ASAP!

Also, leave the nazi debates to The Escapist forums or 4chan.
I wanna see nice mods, not walls of text.
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: Sunfire on July 09, 2012, 03:48:04 PM
Could we have descriptions also? I like walls of text about pretty ships!
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: Archduke Astro on July 09, 2012, 10:59:18 PM
Also, leave the nazi debates to The Escapist forums or 4chan.
I wanna see nice mods, not walls of text.

There's definitely not going to be any Nazi-centric debates on this website. You can rely upon that, gentlemen.
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: WarStalkeR on July 10, 2012, 05:48:16 AM
Thule dare to challenge IDF? Challenge Accepted. I actually always wanted somebody to make good opposite side to IDF. And we already have ISA and RSF.
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: SteelRonin on July 10, 2012, 05:53:20 AM
hold on.....

these look ALOT like the ships from that nazi's from space movie, iron sky i think? if thats your inspiration then yes good sir you are awesome!
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: hadesian on July 10, 2012, 10:06:48 AM
Thule dare to challenge IDF? Challenge Accepted. I actually always wanted somebody to make good opposite side to IDF. And we already have ISA and RSF.
;)
Still alive.
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: Thule on July 11, 2012, 02:23:53 PM
Thanks for all the compliments for the ships, i tried my best ;)

As to state this clear, i WILL NOT promote Nazism or any other kind of real fascistic worldviews.
This Mod, the ship designs, the lore, in fact all of it is to be considered fictional, and fictional only. I would kindly ask anyone to avoid political discussions in this thread of any kind. Thank you kind Sirs and Ladys.

My goal is to create a faction with a grim, gritty and militaristic look and feel.
I used all inspiration i could find.
To name a few:

BTW, i made a small update in the OP
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: Shield on July 11, 2012, 04:20:05 PM
Thanks for all the compliments for the ships, i tried my best ;)

As to state this clear, i WILL NOT promote Nazism or any other kind of real fascistic worldviews.
This Mod, the ship designs, the lore, in fact all of it is to be considered fictional, and fictional only. I would kindly ask anyone to avoid political discussions in this thread of any kind. Thank you kind Sirs and Ladys.

My goal is to create a faction with a grim, gritty and militaristic look and feel.
I used all inspiration i could find.
To name a few:
  • Jin Roh
  • Hell Boy
  • Sky Captain and the World of Tomorrow
  • Wolfenstein
  • Captain America, the first Avenger
  • German military History
  • Hardkor 44
  • Haunebu
  • IRON SKY

BTW, i made a small update in the OP

You forgot Killzone, because those portraits look dang close to the helghast in killzone.
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: CrashToDesktop on July 11, 2012, 07:32:28 PM
Interesting designs you have there (just got here).  I was kind nervous at first because of the nazi-related stuff, but that's no excuse for your intutive designs.  Now, I'm a WWII-nut, and this mod will fill the gap from now until (or if) Erik Doe's Tankfarer gets released.  Happy modding, Thule. ;D
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: Trylobot on July 11, 2012, 07:57:57 PM
High quality art here; I look forward to seeing more!
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: hadesian on July 12, 2012, 08:25:48 AM
Thanks for all the compliments for the ships, i tried my best ;)

As to state this clear, i WILL NOT promote Nazism or any other kind of real fascistic worldviews.
This Mod, the ship designs, the lore, in fact all of it is to be considered fictional, and fictional only. I would kindly ask anyone to avoid political discussions in this thread of any kind. Thank you kind Sirs and Ladys.

My goal is to create a faction with a grim, gritty and militaristic look and feel.
I used all inspiration i could find.
To name a few:
  • Jin Roh
  • Hell Boy
  • Sky Captain and the World of Tomorrow
  • Wolfenstein
  • Captain America, the first Avenger
  • German military History
  • Hardkor 44
  • Haunebu
  • IRON SKY

BTW, i made a small update in the OP

You forgot Killzone, because those portraits look dang close to the helghast in killzone.
Or the Death Korps of Krieg
http://www.forgeworld.co.uk/Warhammer-40000/Imperial_Guard/Death-Korps-of-Krieg?filter_reset=1
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: Pelly on July 12, 2012, 03:34:27 PM
Thanks for all the compliments for the ships, i tried my best ;)

As to state this clear, i WILL NOT promote Nazism or any other kind of real fascistic worldviews.
This Mod, the ship designs, the lore, in fact all of it is to be considered fictional, and fictional only. I would kindly ask anyone to avoid political discussions in this thread of any kind. Thank you kind Sirs and Ladys.

My goal is to create a faction with a grim, gritty and militaristic look and feel.
I used all inspiration i could find.
To name a few:
  • Jin Roh
  • Hell Boy
  • Sky Captain and the World of Tomorrow
  • Wolfenstein
  • Captain America, the first Avenger
  • German military History
  • Hardkor 44
  • Haunebu
  • IRON SKY

BTW, i made a small update in the OP

You forgot Killzone, because those portraits look dang close to the helghast in killzone.
Or the Death Korps of Krieg
http://www.forgeworld.co.uk/Warhammer-40000/Imperial_Guard/Death-Korps-of-Krieg?filter_reset=1

Who are the badass brothers with bigger guns of the 'Ellgast, i deliberately left out the "H".
Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: Thule on July 14, 2012, 10:17:58 AM
Hey guys,

made a little Video (http://www.youtube.com/watch?v=aVELfbCKSZc).

Next goal is to make a working campaign. See you soon i hope ;)

Title: Re: [MOD - Faction] The "Thule Legacy" >>>NO DOWNLOAD YET<<<
Post by: CrashToDesktop on July 22, 2012, 06:42:29 PM
Nice!  I enjoy well-rounded ships like the Enforcer or the Medusa, I like this mod already. :)
Title: Re: Thule Legacy >>>NO DOWNLOAD YET<<<
Post by: Thule on July 27, 2012, 11:40:15 AM
Hi guys,

i improved some of the ship designs (at least in my book  :) ).
Came up with some new ideas and renamed almost all ships.
The reason why is because i noticed there are already "Norse"-style
names in the game for the ships themselfs. To maintain some
originality i decided to come up with plain english, of course still gritty
and i hope suitable sounding names for the various ship classes.

Feedback is welcome ;)

Since i'm here I can ask for HELP!!  :P

I am in desperate need of a kind and humble soul who could help
me finish/create my Wing-Data. I have a slight guess how it might
work, but honestly, i would prefere someone with expertise doing it
for me ;)

So, if you feel the inner urge to support a fellow wannabe-modder,
you're very welcome.



"Peace Through Superior Firepower"
Title: Re: Thule Legacy >>>NO DOWNLOAD YET<<<
Post by: WKOB on July 28, 2012, 01:53:17 AM
I can easily do your wing_data for you or help you understand it, PM me the details.
Title: Re: Thule Legacy >>>NO DOWNLOAD YET<<<
Post by: Thule on July 29, 2012, 09:44:05 AM
Update:

Downgraded the former Capital Ships Herzog and Solidstorm to Cruisers
and came up with a huge new Capital Ship Class

Monark Class
Mobile Command Fortress


(http://i.imgur.com/EZJKB.png)
Title: Re: Thule Legacy >>>NO DOWNLOAD YET<<<
Post by: Psiyon on July 29, 2012, 09:50:20 AM
http://starfarer.thegamewiki.com/wiki/Misc_.csv_File_Overview#wing_data.csv

That page should help you with wing data.
Title: Re: Thule Legacy >>>NO DOWNLOAD YET<<<
Post by: Upgradecap on July 29, 2012, 10:57:33 AM
I absolutely love the look of those ships. Even though i'm a bit biased towards my own mod, i can safely say that those ships look GOOD
Title: Re: Thule Legacy >>>NO DOWNLOAD YET<<<
Post by: hadesian on July 29, 2012, 12:00:40 PM
The Monark... oh my.
That is certainly one of the best looking ships I've seen for a while
Title: Re: Thule Legacy >>>NO DOWNLOAD YET<<<
Post by: Thule on July 29, 2012, 12:44:50 PM
http://starfarer.thegamewiki.com/wiki/Misc_.csv_File_Overview#wing_data.csv

That page should help you with wing data.

Thank you kind sir, will try my best.


I absolutely love the look of those ships. Even though i'm a bit biased towards my own mod, i can safely say that those ships look GOOD
The Monark... oh my.
That is certainly one of the best looking ships I've seen for a while

Thanks alot for the compliments you two, very much obliged ;)


Update:
Finished up the Monark-sprite, i am still cant stop tweaking it. Added some "Hull tattoos"

(http://i.imgur.com/BXMBq.png)
Title: Re: Thule Legacy >>>NO DOWNLOAD YET<<<
Post by: Erick Doe on July 30, 2012, 01:50:26 AM
Did you change the meteor ship? I sort of liked the whole asteroid attached to it.
Title: Re: Thule Legacy >>>NO DOWNLOAD YET<<<
Post by: Thule on July 30, 2012, 02:39:39 AM
I asteroid will be the projectile. It's just not loaded in the current preview ;)
Title: Re: Thule Legacy >>>NO DOWNLOAD YET<<<
Post by: robokill on July 30, 2012, 11:21:03 AM
mommy make the giant scary space ship go away
Title: Re: Thule Legacy >>>NO DOWNLOAD YET<<<
Post by: Davian Thule on July 31, 2012, 01:36:24 AM
YOU STOLE MY NAME
Title: Re: Thule Legacy >>>NO DOWNLOAD YET<<<
Post by: hadesian on July 31, 2012, 01:42:27 AM
YOU STOLE MY NAME
Go back to yer Dreadnought
Title: Re: [Faction Mod] Thule Legacy
Post by: Thule on July 31, 2012, 02:44:33 PM
Okay Guys,

finally a first working prototype is ready for testing. It's only one mission for testing
and balance feedback from you (i hope ;) ).

Of course i balanced the including ships myself beforehand, but suggestions
are very welcome.

Included Ships are:
(http://i.imgur.com/X6nXb.png) (http://www.mediafire.com/?7izo76qy816c0pi)
Title: Re: [Faction Mod] Thule Legacy
Post by: Shield on August 01, 2012, 06:23:09 PM
Okay Guys,

finally a first working prototype is ready for testing. It's only one mission for testing
and balance feedback from you (i hope ;) ).

Of course i balanced the including ships myself beforehand, but suggestions
are very welcome.

Included Ships are:
  • Frigate Viking Mk I
  • Frigate Viking Mk II
  • Destroyer Berserker
  • Battle Fortress Herzog
(http://i.imgur.com/X6nXb.png) (http://www.mediafire.com/?7izo76qy816c0pi)

So I am assuming that this is just a mission and not implemented into the campaign, correct?
Title: Re: [Faction Mod] Thule Legacy
Post by: Thule on August 01, 2012, 06:36:11 PM
yup correct, still working on that

my apologies if this is a disapointment ;) Bare with me
Title: Re: [Faction Mod] Thule Legacy
Post by: Psiyon on August 01, 2012, 07:22:06 PM
I gave it a shot. The ships look and feel nice, though I have to say they would benefit immensely from a custom set of weapons. The vanilla weapons just don't feel quite violent or loud enough on them.


One thing I didn't like much though was the total lack of engine effects. I might suggest having circular engine glows with no flare like in this ship: http://www.youtube.com/watch?v=S45-lXhiO5A

Even two or three small glowing balls would be enough to give the ships the extra visual flair they need.
Title: Re: [Faction Mod] Thule Legacy
Post by: Thule on August 01, 2012, 09:40:40 PM
I gave it a shot. The ships look and feel nice, though I have to say they would benefit immensely from a custom set of weapons. The vanilla weapons just don't feel quite violent or loud enough on them.


One thing I didn't like much though was the total lack of engine effects. I might suggest having circular engine glows with no flare like in this ship: http://www.youtube.com/watch?v=S45-lXhiO5A

Even two or three small glowing balls would be enough to give the ships the extra visual flair they need.

Thank you very much for your feedback.
True on both aspects.

The engines i made today, they just didnt made it into the testmission yet.
I would love to use that gloweffect (or rather a redish color ), but i dondt know how to accomplish that.

Same goes for the Weapons, i am still looking for sounds or rather sorting them out. freesound.org is fantastic for such things.


Title: Re: [Faction Mod] Thule Legacy
Post by: Psiyon on August 01, 2012, 09:47:36 PM
You're welcome.

The glow effect is pretty simple:

Quote

    {
      "angle": 180.0,
      "contrailSize": 0.0,
      "length": 0.0,
      "location": [
        -52.5,
        91.5
      ],
      "style": "LOW_TECH",
     "width": 28.0
    },


Just make sure the length is set to 0 and it should work fine. Width obviously determines how large the glow is.
Title: Re: [Faction Mod] Thule Legacy
Post by: TheHappyFace on August 02, 2012, 03:31:55 AM
Wow these sprites are really nice!!
it would be awsome if you could make a guide of how you made them!
atleast if it is not a secret....
^ ^
i guess spriter could learn something from it.
Title: Re: [Faction Mod] Thule Legacy
Post by: Lopunny Zen on August 02, 2012, 10:04:17 AM
i wonder if they have a carrier :)
Title: Re: [Faction Mod] Thule Legacy
Post by: Thule on August 02, 2012, 04:04:03 PM
Wow these sprites are really nice!!
it would be awsome if you could make a guide of how you made them!
atleast if it is not a secret....
^ ^
i guess spriter could learn something from it.

Thank you for the compliments ;)

I will look into the possibility how i did the kitbashing, and no, no secrets ;)

i wonder if they have a carrier :)

Yes they have, but no ordinary Carrier.

May i present to you: Tungsten Meteor Carrier, now included in the test mission ;)


And i need help...again ;)

I can't get the damage output right. It seems to make only emp damage, altough the damage data is quite
immense in the weapon_list.csv.

The Tungsten Meteor Carrier is not yet balanced, just a proof of concept.

Downloadlink in the OP is updated.
Title: Re: The "Thule Legacy" WIP
Post by: Thule on August 06, 2012, 12:30:20 AM
Hi guys,

I added the Wartool Assault fighter, but it crashes the game obviously.

Strange things:
The Codex shows the correct number of fighters and formation, but it although shows up in the refit screen
what it shoudn't do, right?

The accelate sound isn't working too. I dont know why.

Can't figure out what i have done wrong. Anyone mind having a look?

http://www.mediafire.com/?zk9lz7aree3s9ll
Title: Re: The "Thule Legacy" + The "Punk Junker" WIP
Post by: Thule on August 06, 2012, 12:09:57 PM
Still stuck on the fighters, i got creative. Heavy influenced by the existing
Factions "Junk Pirates" (http://fractalsoftworks.com/forum/index.php?topic=161.0) from mendoca and "The Scrappers" (http://fractalsoftworks.com/forum/index.php?topic=1344.0) from Verrius i gave it a try.


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

"Know  the Sector"



Ships
Spoiler
Queen-Class

                   
Duke-Class

(http://i.imgur.com/BGrZz.png)                    (http://i.imgur.com/nc5Ws.png)
[close]


Title: Re: The "Thule Legacy" + The "Punk Junker" WIP
Post by: CrashToDesktop on August 06, 2012, 12:23:59 PM
...wow.  I love the new ships!  Especially the Queen. :)
Title: Re: The "Thule Legacy" + The "Punk Junker" WIP
Post by: Sunfire on August 06, 2012, 12:24:52 PM


Still stuck on the fighters, i got creative. Heavy influenced by the existing
Factions "Junk Pirates" (http://fractalsoftworks.com/forum/index.php?topic=161.0) from mendoca and "The Scrappers" (http://fractalsoftworks.com/forum/index.php?topic=1344.0) from Verrius i gave it a try.


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

" *deleted*  the Sector"



Ships
Spoiler
Queen-Class

                   
Duke-Class

(http://i.imgur.com/iX5PY.png)                    (http://i.imgur.com/nc5Ws.png)
[close]





Those look good! So, is there lore, or just awesome ships?
Title: Re: The "Thule Legacy" + The "Punk Junker" WIP
Post by: Thule on August 06, 2012, 12:41:03 PM
No particular Lore at the moment, just kitbashing around.
Another point is with the lore is my lack of good expression in the english
language, it would be a pain to read ;)=
Title: Re: The "Thule Legacy" + The "Punk Junker" WIP
Post by: Sunfire on August 06, 2012, 12:45:42 PM
No particular Lore at the moment, just kitbashing around.
Another point is with the lore is my lack of good expression in the english
language, it would be a pain to read ;)=

If you pm me what you write I could look it over and edit it
Title: Re: The "Thule Legacy" + The "Punk Junker" WIP
Post by: Thule on August 06, 2012, 02:19:52 PM
If you pm me what you write I could look it over and edit it

I look into this, then i have to write at last ;)

Here's another one.

Earl-Class

(http://i.imgur.com/fzQzC.png)
Title: Re: The "Thule Legacy" + The "Punk Junker" WIP
Post by: Sunfire on August 06, 2012, 02:20:57 PM
If you pm me what you write I could look it over and edit it

I look into this, then i have to write at last ;)

Here's another one.

Earl-Class

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

Geez, you are really good at this
Title: Re: The "Thule Legacy" + The "Punk Junker" WIP
Post by: Uomoz on August 06, 2012, 02:23:44 PM
He\She is indeed!
Title: Re: The "Thule Legacy" + The "Punk Junker" WIP
Post by: Lopunny Zen on August 06, 2012, 06:08:51 PM
thule heavy fighters eventually :)?
Title: Re: The "Thule Legacy" + The "Punk Junker" WIP
Post by: Thule on August 06, 2012, 11:48:52 PM
Do you mean for "Thule Legacy"?

If so, i got them working...ish, but they behave strange and not as intended and i can't find out
what the problem is, if someone could have a look i would be quite happy ;)


If you mean a Heavy Fighter for the "Punk Junker" then i made one right now.

May i present the "little" Heavy Fighter Spuire-Class

       (http://i.imgur.com/njA2I.png)
Title: Re: The "Thule Legacy" + The "Punk Junker" WIP
Post by: mendonca on August 07, 2012, 12:12:52 AM
I love the Punk Junker ships - they look incredible. Really good quality 'bashing - proper abominations!

Keep it up!  :D
Title: Re: The "Thule Legacy" + The "Punk Junker" WIP
Post by: Thule on August 07, 2012, 12:25:02 AM
Thank you again for the inspiration you gave me mendoca.
If you want you can have the Ships....maybe as a subcaste
of your Junk pirates?  ;D

I think i am done, a small faction. 1 cruiser-sized (Queen),
2 destroyer-sized (Duke and Earl), and 1 little Heavy
Fighter-sized (Squire) Ships to go. Foulmouthed buggers,
messing around, and not really the weaponry or organizational
talent to pull off something really extraordinary. Always on the
run, travelling from system to system and providing the locals
with their own kind of entertainment. They come around, alot,
they know the sector, otherwise they wouldn't be there anymore.
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on August 07, 2012, 05:58:34 AM
The incredible talented Hyrotrioskjan from Deviantart (http://hyrotrioskjan.deviantart.com/) provided me with his permission
to use his wicked Bioship designs.

The Musculus-Class Capital Ship is a Preview, not the finished version, as i plan to improve it further.
Enjoy!


(http://i.imgur.com/9KctR.png)


"Let There Be Biomorph"


Ships
Spoiler

Capital Ship
Musculus-Class


(http://i.imgur.com/LI8Qw.png)


[close]
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Upgradecap on August 07, 2012, 06:05:09 AM
Why does the UIT ships sort of remind of a combination between necromorphs and flood? :D


Or, it looks more like something the combine would make, a synth of theirs. It looks organic with pieces of technology strewn across. It looks like a combine spaceship! If they'd ever have ones, that is ;)
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on August 07, 2012, 01:00:15 PM

a small update on the Musculus-Class Capital Ship

(http://i.imgur.com/Z9DRW.png)
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Trylobot on August 07, 2012, 01:33:29 PM
@Thule: Holy smokes man. This is some fantastic and unique work. Can't wait for more!!!
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Uomoz on August 07, 2012, 02:49:17 PM
I'd totally see this as a sub-faction of JP.
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Trylobot on August 07, 2012, 02:49:24 PM
Added your mods to the Master Mod List.
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on August 07, 2012, 03:53:53 PM
Thank you very much, but it's still a WIP, just so you know.
Don't want visitors to be disapointed.
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Trylobot on August 07, 2012, 04:02:15 PM
Nothing to worry about; many of the mods were WIP when they got added. There's a disclaimer, somewhere in there.
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: medikohl on August 07, 2012, 04:40:17 PM
it's right next to the disclaimer where you forfeit all rights to your soul in exchange for puppies.
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Upgradecap on August 07, 2012, 04:43:48 PM
it's right next to the disclaimer where you forfeit all rights to your soul in exchange for puppies.

You have signed to some weird contracts, medikohl :)

I have mercy signed on to that, though.


Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: medikohl on August 07, 2012, 04:52:23 PM
it's right next to the disclaimer where you forfeit all rights to your soul in exchange for puppies.

You have signed to some weird contracts, medikohl :)

I have mercy signed on to that, though.

well, all I have to say is...puppies

no explanation needed.
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on August 08, 2012, 03:08:23 AM
(http://i.imgur.com/rzVAr.png)

small update on this one....added some additional engines,
and applied a small color correction. Not done yet, as there
are weaponslots missing to qualify this vessel as a capital ship
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Hyph_K31 on August 08, 2012, 03:46:02 AM
you know, those spires at the front are just screaming "DOOOOOOM LAZARZ!"

would that make it cap-ship worthy?
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: zakastra on August 08, 2012, 05:19:17 AM
The Murculus class looks amazing, a design suggestion I would make is to have the tentacle like side protrusions appear beneath the plane of the rest of the ship, and cut the bounds short close to the hard points on the wings. Reasoning being that ships and projectiles can pass over the protruding spines, because that look aesthetically great, but would otherwise act as huge bullet magnets, without any supporting firepower, giving any side approaching craft a very significant range advantage when attempting to damage the craft.
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Gothars on August 08, 2012, 06:51:20 AM
I just tried the Thule Mission and: "Fatal: invalid strike target nemesis" appeared shortly after mission begin. Not up to date with the new Version?
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on August 08, 2012, 08:38:48 AM
The Murculus class looks amazing, a design suggestion I would make is to have the tentacle like side protrusions appear beneath the plane of the rest of the ship, and cut the bounds short close to the hard points on the wings. Reasoning being that ships and projectiles can pass over the protruding spines, because that look aesthetically great, but would otherwise act as huge bullet magnets, without any supporting firepower, giving any side approaching craft a very significant range advantage when attempting to damage the craft.

Yes indeed, quite a good suggestion sir.
I guess it makes sense, balancewise, the sides would otherwise, as you mentioned, act like a "huge bullet magnet".
Another positive gain would be that the shields would'nt have to be ridiculous big..i guess ;)



I just tried the Thule Mission and: "Fatal: invalid strike target nemesis" appeared shortly after mission begin. Not up to date with the new Version?

My apologies for that, i just tried today again to figure out why the fighters wont work, i compared the ship files and variant files, the shipdata.csv and wing_data.csv side to side in notepad++ with existing and working mods but could not find any difference. As for now The mission will start, but shortly after that the game will crash, as you mentioned already.

As of now i will remove the download till i have figured out a solution.
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: EnderNerdcore on August 08, 2012, 01:14:40 PM
The Punk Junker and UIT sprites are fantastic. Wow. I love the detail on the Punk Junker stuff, and they're so different than most kitbashed ships.
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: theSONY on August 08, 2012, 04:03:54 PM
I'll say that Queen-Class  Duke-Class   are looking great, & not just 'great"  its like GREAT or even greater great,anyway whan i saw them i knew that thats the 1'st ships that are looking better on picture then in the game ( didnt see them on the move YET ! ) im 100% sure of that ^^
KUDOS 4 DA creator! 
Title: Re: The "Thule Legacy" + The "Punk Junker" WIP
Post by: Verrius on August 08, 2012, 04:19:30 PM
Still stuck on the fighters, i got creative. Heavy influenced by the existing
Factions "Junk Pirates" (http://fractalsoftworks.com/forum/index.php?topic=161.0) from mendoca and "The Scrappers" (http://fractalsoftworks.com/forum/index.php?topic=1344.0) from Verrius i gave it a try.
I'd like to mention, your spriting abilities are vastly superior to mine :p. Keep up the good work!
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Lopunny Zen on August 08, 2012, 05:43:14 PM
i meant for thule legacy have a heavy fighter?
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on August 10, 2012, 08:23:36 PM
Thanks for all the kind words ;)

again, a small update.

i think i finished the musculus class, added additional weaponslots, and slightly changed the color, just so slightly.
(http://i.imgur.com/FsRbV.png)

Began a new class.
Heavy WIP, the Borealis-Class
a Destroyer
(http://i.imgur.com/Jlvfz.png)
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: keptin on August 10, 2012, 08:30:26 PM
I really enjoy your sprite work, especially the Punk Junkers!  I can't wait to see more!
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Spiketail118 on August 10, 2012, 10:30:35 PM
i cant wait to see his ship ingame im really looking forward to this mod
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on August 11, 2012, 12:58:38 PM
I think i finished the Borealis Class destroyer, not really statisfied though. Maybe i scrap this one later, we will see  8) (Seems a bit boring, maybe i should include some color variations,....meh don't know, maybe just not my day  :-\ )

(http://i.imgur.com/tddwk.png)
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on August 13, 2012, 12:26:08 AM
Started working on a cruiser class, named it Cerebrum.
(http://i.imgur.com/ZDVsu.png)

not sure yet, if i call this finished or not.
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Wriath on August 14, 2012, 01:49:26 PM
Had a thought on systems for the Thule ships, since they're circular and don't seem to be very movement based, why not give them a system which works somewhat like siege tanks in scraft, turn on siege mode, speed is greatly reduced/nullified, weapons shoot farther/faster/stronger (or whichever combination of those three things would be sensible) maybe some increased defensive capabilities while deployed.
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on August 14, 2012, 02:36:04 PM
Hey thanks for the feedback,

i like your ideas alot, sounds very cool to me.

gunnyfreak is looking into to concepts i came up with right now.

one is a simple armor increasing / generating flux concept
the other one is a mass/speed increasing "kamikaze" concept.

I was looking for a third fitting system, and i think your idea suites perfect ;)

I will talk to gunnyfreak about this and will credit you for your input, of course.

Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Wriath on August 14, 2012, 02:41:24 PM
Hey awesome, I'd seen the thread that you two were gonna be working together, glad you got a team going because your artwork is top notch, it would have been a shame to see things not progress as much as they could due to limitations like not knowing the code end.
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: PCCL on August 14, 2012, 02:51:32 PM
damn.... seige mode...

I see it already...

The speed and stuff can be zero'ed with the same principle as burn drive (just reversed)
The weapon range and damage buff can be taken from high energy focus

now maybe we add a bit of fortress shield to it just for kicks....

Might be OP... we'll see...

these disks make for good stationary platforms, that's for sure....
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Hyph_K31 on August 15, 2012, 04:27:46 AM
This is looking very nice Thule! the Borealis has a faint ring of Hyperion to it.

and I just noticed, the main body of the cerebrum looks a bit like the face of some kind of alien monkey :D

Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: zakastra on August 15, 2012, 11:18:30 PM
This is looking very nice Thule! the Borealis has a faint ring of Hyperion to it.

and I just noticed, the main body of the cerebrum looks a bit like the face of some kind of alien monkey :D



Damn you, I can't unsee that now.

" Angered Yoda, you should not have. Die now, you will"
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on August 15, 2012, 11:30:35 PM
That's the reason i changed the name to cerebrum, latin for "skull"  ;D
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: 2_Wycked on September 13, 2012, 02:44:26 PM
It's been almost a month, what's goin' on?
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: PCCL on September 13, 2012, 10:26:41 PM
good question....

I haven't gotten a pm from him for a while and I just kinda forgot about it....

I'm still willing to keep coding...
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on November 05, 2012, 09:32:43 AM
Hi guys, i am back.  ;D

Had to check in into the hospital, quite suddenly.
Now i recovered, and can start finishing this mod, after all.

Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Hyph_K31 on November 05, 2012, 10:29:58 AM
Welcome back! I look forward to seeing more cool stuff ^^
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Pelly on November 05, 2012, 12:59:15 PM
Yay! I hope that it wasn't serious and that you recovered fully to be made sick by people clamouring for your mod  ;D
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: PCCL on November 05, 2012, 02:17:12 PM
damn... that's what happened....

well, I'm still up for it, especially if/when .54a comes out and the possibilities open up...
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: CrashToDesktop on November 05, 2012, 04:47:24 PM
Welcome back! :)
Just got power back after Hurricane Sandy (~4 Hours ago).  A week without power, yea. -_-

And I hope to see more progress.  This is an interesting mod. ;)
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on November 20, 2012, 03:07:53 AM
The new faction logos got me inspired, and i wanted to have a try on it, as vanilla friendly as possible (maybe  ;D)

(http://i.imgur.com/hssfx.png)
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: CrashToDesktop on November 20, 2012, 11:46:55 AM
Third one looks a whole lot like the Hegemony logo in the new blog post. :)

Not to say the factions aren't similar. ;)
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on November 20, 2012, 01:09:50 PM
I was thinking lorewise "Thule Legacy" could be a ultramilitaristic Splitter group of the Hegemony, believed to be vanished, and now emerging from the outer Sectors ;)
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on November 20, 2012, 04:26:59 PM
I tried some variations on the logo with the eagle. I will go with the connection to the Hegemony
somewhere in the past

(http://i.imgur.com/Y69xo.png)
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: CrashToDesktop on November 20, 2012, 04:56:03 PM
Hmmm...first one looks nice, as well as the one underneath it.  The other one is too simple. ;D
Title: An incredible looking mod
Post by: jazzyw1997 on November 22, 2012, 01:12:04 PM
The graphic design for your mod is incredible and one of the best I've seen and would love to have it in my game and this leads me to a question. Do you have a release date or is this it come out when it comes out?
Title: Re: An incredible looking mod
Post by: Thule on November 24, 2012, 04:45:44 PM
The graphic design for your mod is incredible and one of the best I've seen and would love to have it in my game and this leads me to a question. Do you have a release date or is this it come out when it comes out?

definitly the latter, sorry ;)
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: robokill on November 25, 2012, 05:39:40 PM
I Want Them(vivible drooling) :o.
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on December 05, 2012, 03:24:49 AM
(http://i.imgur.com/YD29f.png)
(http://i.imgur.com/ByG3r.png)
(http://i.imgur.com/cJaq2.png)

Pre-release Thule Legacy Mod (http://www.mediafire.com/?0tqvix6bpbnxos3)
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: zakastra on December 05, 2012, 06:30:46 AM
Oh My god. That music on the titlescreen.

Well done sir.

Well done.
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: conorano on December 05, 2012, 06:36:59 AM
awsome battle music too. i felt like a total titan with the herzog  8)

some feedback here (only from the mission)
you dont get to hear the stimulation battle music in the mission, this may be intended? some hardpoints on the herzog look like mediums but are small and i think the herzog lacks ordnance points since it has no shields and the ammo drops quite fast. the missile ship is really interesting and cool the lack of energy and ballistic weapons make it a good long range or 1 vs 1 ship but not as effective in big battles (when in the fight itself and not shooting from afar).

anyways for the rest this is awsome work and i hope you'll continue expanding  ;D

edit: you do get the music. only it didnt trigger the music change the first time
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on December 10, 2012, 06:58:47 AM
Thank you guys for the feedback, it's very well welcome.

Here is a new pre-release Thule Legacy Mod (http://www.mediafire.com/?l2ri92oc5vkovdm)

new:    - campaign integrated
            
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: conorano on December 10, 2012, 09:08:29 AM
link isnt working for me  :(
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: SteelRonin on December 10, 2012, 09:49:44 AM
Same here
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on December 10, 2012, 12:13:25 PM
okay fixed the link, sorry guys
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: zakastra on December 10, 2012, 02:15:06 PM
Seems to be broken again :(
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on December 10, 2012, 02:16:27 PM
Sorry again, working on it right now
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on December 10, 2012, 02:50:10 PM
http://www.mediafire.com/?v1xohfbr53997i0
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Thule on December 12, 2012, 01:16:42 AM
New subfaction of Tri Tachyon: The Tri Tachyon Aegis Special Forces
Specialized Variants and recoloured Hulls. (Altered Shipsystems)

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






New Subfaction of the Hegemony: The Republic of Erc
Specialized Variants and recoloured Hulls. (New and or altered Shipsystems)

(http://i.imgur.com/cJaq2.png)
Title: Re: The "Thule Legacy" + The "Punk Junker" + "United Integrated Technology" WIP
Post by: Cycerin on December 12, 2012, 03:13:30 AM
I really love the overpaint you've done there. Almost makes me want for paint stations in the vanilla campaign, like, skins for your ships.
Title: Re: The Thule Legacy WIP
Post by: silentstormpt on December 12, 2012, 06:26:00 AM
Thats actually one point you can do right now, having same hulls with new skins that can only be collected by killing of rare spawn fleets for example
Title: Re: The Thule Legacy WIP
Post by: Uomoz on December 12, 2012, 07:22:28 AM
Is this vanilla balanced (and therefore "addable" to U'sC)? :D
Title: Re: The Thule Legacy WIP
Post by: Thule on December 12, 2012, 08:10:08 AM
they have 20% more OP in general and altered shipsystems
Title: Re: The Thule Legacy WIP
Post by: silentstormpt on December 12, 2012, 08:14:47 AM
Arent the 2 new subfactions balanced when compared to vanilla? The ones with the new colored hulls you just made.
Title: Re: The Thule Legacy WIP
Post by: Thule on December 12, 2012, 08:21:56 AM
Arent the 2 subfactions balanced tho?

Yould you please rephrase that? i dont understand
Title: Re: The Thule Legacy WIP
Post by: CrashToDesktop on December 12, 2012, 11:54:10 AM
I like them. :) MY ENFORCER AND MEDUSA!  The world will shiver when I get my hands on those. >:D
Title: Re: The Thule Legacy WIP
Post by: PCCL on December 12, 2012, 03:20:03 PM
damn.... now i wanna see all tritach ships like that....
Title: Re: The Thule Legacy WIP
Post by: Erick Doe on December 12, 2012, 11:13:30 PM
That looks very good, Thule.
Title: Re: The Thule Legacy WIP
Post by: Thule on December 13, 2012, 06:37:21 AM
thx guys for the feedback.

@silent I am still not really getting what you mean but if you mean if the ships are balanced towards
vanilla then yes they are. they have 20% more OP in comparison to standard vanilla ships to simulate elite
captains(around level 10), that's all.

Title: Re: The Thule Legacy WIP
Post by: silentstormpt on December 13, 2012, 06:58:16 AM
Ok, i thought the new Sub Factions had the same OP with new shipsystems and variant while only the Thule Legacy had 20% more OP
Title: Re: The Thule Legacy WIP
Post by: Ronald Klein on December 13, 2012, 07:31:59 AM
I keep getting this error.So much so that the mod is unplayable.I guess I need to replace something in the fleet spawning script.Anyone have any idea what that might be?

92313 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Fleet id [null] not found for faction [thulelegacy]
java.lang.RuntimeException: Fleet id [null] not found for faction [thulelegacy]
   at com.fs.starfarer.loading.void.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.ThuleLegacySpawnPoint.spawnFleet(ThuleLegacySpawnPoint.java:36)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.super.???000(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: The Thule Legacy WIP
Post by: silentstormpt on December 13, 2012, 07:36:34 AM
Download the mod again, delete the old mod folder and add the new one, if it still doing that crash means its trying to spawn a fleet but it returns a null value instead.

Its like asking for a ice-cream with a choco flavor, but he gives you a banana one instead, the game doesnt like bananas so it crashes
Title: Re: The Thule Legacy WIP
Post by: Thule on December 13, 2012, 08:42:10 AM
Ok, i thought the new Sub Factions had the same OP with new shipsystems and variant while only the Thule Legacy had 20% more OP

The TL ships are still not outbalanced enough because it's really hard to balance them. The lack of shields make it quite a challange to keep balance between the right amount of firepower armor and fluxdissipation and pure facerolling and or the destroyer getting bashed by a frigate.

On a sidenote, because i hardly ever played with energytype based weaponsystems could or would someone like to design the variants for the Tri-Tachyon subfaction?  ;D

I am updating the download, and sorry for the heavy load, there's much stuff in it what's not yet used ingame. should be ready in a couple of minutes.

Title: Re: The Thule Legacy WIP
Post by: Thule on December 13, 2012, 08:54:26 AM
Thule Legacy prerelease (http://www.mediafire.com/?nj6e4vldcey2c1v)
Title: Re: The Thule Legacy WIP
Post by: Thule on December 15, 2012, 04:11:23 PM
New Title screen. Some minor tweaks with ship stats
Campaign integrated, an outpost station at the upper far right corner of the systemmap.
Purchasable "Letter of Marque" for Thule Legacy.
Mission is a balance testing mission.

Would love to hear feedback if thule ships "feel" right.

Thanks to gunnyfreak, silentstormpt and LazyWizard for continuing support and help with the mod.
Without you guys there would be no Thule Legacy.


Thule Legacy Mod pre-release (http://www.mediafire.com/?bz9r2mg6k7203nx)
Title: Re: The Thule Legacy WIP
Post by: Pelly on December 25, 2012, 03:46:35 PM
I did give a really thorough review of this mod but the site crashed.....so i'll summarise.

1 ships overall well balanced, frigates a bit op ( can take down 4 vanilla frigates on its own) this is probably due it having a massive armour level and good speed, maybe slow it down?

2 music great, the ship of death one is perfect and should go in the game anyway (HINT ALEX)

Done it was a lot more in depth but that should help, well done guys and long live the thule empire! (Merry Christmas :) )
Title: Re: The Thule Legacy WIP
Post by: Thule on December 27, 2012, 05:31:59 PM
Thank you pelhamds for the feedback.
As of now the frigates are supposed to be a bit on the OP side of combat,
designwise they are considered as a direct opponent to the hyperion-class frigates.

I revisited the interceptor and refined the design a little, as it always felt a bit rushed.
And i took the liberty to add rare spawning elite wings.

old: (http://i.imgur.com/pVbRK.png)

new: (http://i.imgur.com/QKC72.png)

elite wings
The Lownhards: (http://i.imgur.com/1m89Y.png)
The Purple Hearts: (http://i.imgur.com/uCYbh.png)
The Red Knights: (http://i.imgur.com/1z2s9.png)
Title: Re: The Thule Legacy WIP
Post by: CrashToDesktop on December 27, 2012, 05:33:32 PM
Ah, fighters.  My favorite!  I look forward to an update. :)
Title: Re: The Thule Legacy WIP
Post by: Thule on December 28, 2012, 02:35:06 AM
As the Interceptors got their makeup it was time to look at the Wartool again, as it felt rushed too.
Added a rare spawn elite Wartool design aswell

old: (http://i.imgur.com/XrjMc.png)

new: (http://i.imgur.com/9QMUr.png)



elite wing
The Green Sons (Bomber Squad): (http://i.imgur.com/c1z8Z.png)
Title: Re: The Thule Legacy WIP
Post by: Thule on December 30, 2012, 06:16:05 PM
Revisited the by now nameless again bioship-faction

Destroyer
Orcus-class

(http://i.imgur.com/RzQ1T.png)
Title: Re: The Thule Legacy WIP
Post by: zakastra on December 30, 2012, 11:14:56 PM
Will the bio-ships use the code for regenerating hulls? If any ship is going to be moderately self healing, it would be living/quasi-living bioships.
Title: Re: The Thule Legacy WIP
Post by: Thule on December 31, 2012, 03:31:17 AM
Oh yes, sounds like a really fitting mechanic for these kind of ships.
Title: Re: The Thule Legacy WIP
Post by: Okim on December 31, 2012, 08:40:29 AM
Hm. Where that code can be obtained? :)
Title: Re: The Thule Legacy WIP
Post by: silentstormpt on December 31, 2012, 11:30:48 AM
https://dl.dropbox.com/u/32263294/podship_regeneration.rar

credits goes to LazyWizard
Title: Re: The Thule Legacy WIP
Post by: CrashToDesktop on December 31, 2012, 11:37:16 AM
Well, turns out I'm weapons smith for Thule now. :) Expect some new weapons for the mod in the coming days and weeks.
Title: Re: The Thule Legacy WIP
Post by: Thule on December 31, 2012, 06:29:12 PM
aaand a new ship.

Frigate
Monodon-class

(http://i.imgur.com/hKRhN.png)
Title: Re: The Thule Legacy WIP
Post by: Spardok on January 03, 2013, 01:06:50 AM
Quick question, where do you find the banner? I've looked in every station and waited a few months to look again, but ultimately found nothing. (looked at the spawn files and tried to force spawn it but the script function didn't trigger). I did however try some combat, and I have to say some of those backgrounds need their gamma toned down. I could barley see my weapon cross-hair.
Title: Re: The Thule Legacy WIP
Post by: Thule on January 03, 2013, 03:32:10 AM
Thank you for your feedback.

The Thule Legacy HQ is located at the upper right corner of the corvus system.
By docking the station you should be able to buy a War Medal.

(http://i.imgur.com/l0QYU.jpg)

I try to wrap up a new version of the mod in the coming weeks.
I will have a look at the backgrounds too.
Title: Re: The Thule Legacy WIP
Post by: Spardok on January 03, 2013, 04:25:52 AM
Hmmm that item does not show up at their base, and the only thing I have in resources.csv is:
"name","id","cargo space","base value","stack size","icon","order"
"Thule Legacy War Banner","thulelegacybanner",0,4000,1,"graphics/icons/cargo/thule_legacy_banner.png",1
^ doesn't seem to activate anything even when I edit the bases supply config to spawn it.

I'm guessing I have an older version, I'm fairly sure I have the version you posted on page 9 (sadly the links on page 9 don't work any longer so I can't check). Thanks for your reply.
Title: Re: The Thule Legacy WIP
Post by: silentstormpt on January 05, 2013, 07:20:31 AM
Just a heads up, with the new update you no longer need the CombatUtil.java to get the ship that has the shipsystem, now you get the ship with:

Code
ShipAPI ship = (ShipAPI) stats.getEntity();

so you can now remove that extra java file and any imports you added for that java
Title: Re: The Thule Legacy WIP
Post by: Thule on January 06, 2013, 05:35:11 PM
Thanks silent ;)

New Ship, a fighter wing

Gunnr-Class
Heavy Fighter
(http://i.imgur.com/6et9V.png)

(http://i.imgur.com/x6kdu.png)
Title: Re: The Thule Legacy WIP
Post by: coldfire142 on January 06, 2013, 05:53:41 PM
Um Not to be clue less but where do i Download your mod. The links on page 9 do not work?
Title: Re: The Thule Legacy WIP
Post by: Thule on January 06, 2013, 05:59:37 PM
a new downloadlink will come up soon (tomorrow i think).
Title: Re: The Thule Legacy WIP
Post by: Cycerin on January 07, 2013, 05:42:13 AM
Really slick stuff, I'm looking forward to the new version.
Title: Re: The Thule Legacy WIP
Post by: theSONY on January 07, 2013, 06:03:14 AM
a new downloadlink ...
yeay ^^

... will come up soon (tomorrow i think).
oww  :(
Title: Re: The Thule Legacy WIP
Post by: Thule on January 07, 2013, 06:41:16 AM
Here you go, but still a WIP (http://fractalsoftworks.com/forum/index.php?topic=3369.msg50827#msg50827)
Title: Re: The Thule Legacy WIP
Post by: Cycerin on January 07, 2013, 07:53:22 AM
Could you possibly archive it as .zip or 7zip? I can't open rars on my macbook...
Title: Re: The Thule Legacy WIP
Post by: Thule on January 07, 2013, 08:01:10 AM
Could you possibly archive it as .zip or 7zip? I can't open rars on my macbook...

I am uploading right now, a .7z archive, so you should be fine.
But to be honest, i am fairly sure when i had my imac back then i was able to open .rar...hmm ;P nevermind ;)
Title: Re: The Thule Legacy WIP
Post by: Thule on January 07, 2013, 08:18:17 AM
Updated the OP (http://fractalsoftworks.com/forum/index.php?topic=3369.msg50827#msg50827)

downloadlink .7z archive (http://www.mediafire.com/?vnx3tyz7a43pvyy) added
Title: Re: The Thule Legacy WIP
Post by: theSONY on January 07, 2013, 09:57:53 AM
i only played a campain mode & i was eable to buy the capital ship "herzog" & interceptor flying wing
after joining thule's  only ship's appear in buy menu but weapons not & ther's no thule fleets spawning as well

PS: thx 4 early upload I feel "guilty" but pleased  8)
Title: Re: The Thule Legacy WIP
Post by: Ronald Klein on January 07, 2013, 03:42:22 PM
 
 The mod looks great but I'm assuming the biological ships aren't fully implemented yet? I only found some hulls in the mod folder
Title: Re: The Thule Legacy WIP
Post by: Thule on January 07, 2013, 04:38:50 PM
i only played a campain mode & i was eable to buy the capital ship "herzog" & interceptor flying wing
after joining thule's  only ship's appear in buy menu but weapons not & ther's no thule fleets spawning as well

PS: thx 4 early upload I feel "guilty" but pleased  8)

Thanks for the feedback Sony.

I just tested the mod on a fresh installation of Starfa...sector.
Works all as intended. If you fly up to the upper right corner, you can see the Thule Station on the campaignmap.
Once arrived there you can purchase the War medal, leave the station for a short period of time and you should get informed that you sucessfully joined THule Legacy, Then you can buy most of the ships.

Not all ships are there, but most of them, and yes, just the hulls by now. it's still a WIP. Like a Placeholder
Glad you "enjoy" the little there is ;)


 The mod looks great but I'm assuming the biological ships aren't fully implemented yet? I only found some hulls in the mod folder

Thanks for the compliment, glad you like it.
Unfortunatly not. It's true the shipsprites are in the modfolder, but by of now, there's only one flyable (by a stretch of imagination) ship right now.
It's the Robustus, in the "Restrain the Beginnings" mission. It's mostly a testship for speed and enginecolors ;)
I will see that i get a grip on the bioships.

At least i got the musical prologue ready and the Faction is called "Mendelian Propagation"
Listen to it here: Mendelian Prologue (https://soundcloud.com/invaderoz/mendelian-prolog2)
Title: Re: The Thule Legacy WIP
Post by: Cycerin on January 07, 2013, 04:59:07 PM
Oh my god the asteroid missile.

I seriously did a f*cking double take. It smashed into an enemy Dominator after mysteriously flying across the entire map and then one-shotted it.

Standing applause.
Title: Re: The Thule Legacy WIP
Post by: Uomoz on January 07, 2013, 05:21:43 PM
Hi Thule! Can incorporate (with credits) some of your content in next U'sC release?
Title: Re: The Thule Legacy WIP
Post by: Thule on January 07, 2013, 05:52:42 PM
Oh my god the asteroid missile.

I seriously did a f*cking double take. It smashed into an enemy Dominator after mysteriously flying across the entire map and then one-shotted it.

Standing applause.

Yeah, sounds awesome, wish i could have seen it  :D

Hi Thule! Can incorporate (with credits) some of your content in next U'sC release?

Yes of course. You may.  ;)
Title: Re: The Thule Legacy WIP
Post by: Thule on January 09, 2013, 02:33:17 PM
Hi guys, i would need your help.

I can't decide with what soundeffect i should go.

Basicly the weapon in mind is a replacement for the needler.
It fires in bursts of 5-6 projectiles, has pretty much the same overall DPS and effect.

I made 3 versions of the sound based on the ultimate Pulse Rifle from Aliens: the M41A ;)

Velocity Pulse Cannon (https://soundcloud.com/invaderoz/sets/velocity-pulse-cannon)

The differences between the three versions a very minor. but i guess thats the crux.
What sound do you like the most?
Title: Re: The Thule Legacy WIP
Post by: Uomoz on January 10, 2013, 10:51:49 AM
The third :D.
Title: Re: The Thule Legacy WIP
Post by: Romeo_One on January 10, 2013, 12:53:31 PM
The third :D.

Die dritte Tonspur.
Title: Re: The Thule Legacy WIP
Post by: Thule on January 10, 2013, 03:53:18 PM
Aye, then the third one it is, thanks guys ;)

Title: Re: The Thule Legacy WIP
Post by: theSONY on January 11, 2013, 08:48:52 AM
I just tested the mod on a fresh installation of Starfa...sector.
Works all as intended. If you fly up to the upper right corner, you can see the Thule Station on the campaignmap.
Once arrived there you can purchase the War medal, leave the station for a short period of time and you should get informed that you sucessfully joined THule Legacy, Then you can buy most of the ships.

Not all ships are there, but most of them, and yes, just the hulls by now. it's still a WIP. Like a Placeholder
Glad you "enjoy" the little there is ;)


i know how "medal" works but i dunno if you know that u can buy ships from Thule's but images tell twice as much as words ^^

i played some time & still now Thules activity in the system
Spoiler
(http://i.imgur.com/M6eI9.png)
[close]
only at the start game you can find few but nothing new spawning
----------------------------------------------------------------------
i didn't bought War medal & im still able too buy fighter wing & an capital ship (wich i alredy bought ;P )
Spoiler
(http://i.imgur.com/qSKqE.png)
[close]
----------------------------------------------------------------------
after buying War medal
Spoiler
(http://i.imgur.com/bgI7A.png)
[close]
new ships are avaible at the station so everything's working fine
Spoiler
(http://i.imgur.com/aQnKx.png)
[close]
----------------------------------------------------------------------
but still no weapons at the station (no screen ;P )

Edited: Oh & there is crew bug at the Tri-Tachyon HQ evert type's of crew are avaible but numbers show 0
0 elites,0 green, ect.

Edited: ok , this one is crazy *manure

the guilty hull modification "front shield gen"
Spoiler
(http://i.imgur.com/Hy6yZ.png)
[close]

before (no shield)
Spoiler
(http://i.imgur.com/O9AQE.jpg)
[close]

after (shield on)
Spoiler
(http://i.imgur.com/erkiy.jpg)
[close]
as you can see there is no shield visable, insted ship loose physical form

i check that with some bombers wings with shield "ON" same situation BUT the center of the ship is still vulnerable

& some error log, it crashed after battle with Tri-Tachyon
Spoiler
35750 [Thread-6] INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [flarelauncher2]
35750 [Thread-6] INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [flarelauncher3]
35750 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [annihilator] not found in weapon_data.csv
35750 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [phasecl] not found in weapon_data.csv
35750 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [autopulse] not found in weapon_data.csv
35750 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [cyclone] not found in weapon_data.csv
35750 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [heavyburst] not found in weapon_data.csv
35750 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [interdictorbeam] not found in weapon_data.csv
35750 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [taclaser] not found in weapon_data.csv
35750 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [pdburst] not found in weapon_data.csv
35750 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [heavyac] not found in weapon_data.csv
35750 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [heavyblaster] not found in weapon_data.csv
35750 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [lrpdlaser] not found in weapon_data.csv
35750 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [vulcan] not found in weapon_data.csv
35750 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [heavyneedler] not found in weapon_data.csv
35750 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [annihilatorpod] not found in weapon_data.csv
35750 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [hephag] not found in weapon_data.csv
35750 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [amblaster] not found in weapon_data.csv
35750 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [sensordish] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [harpoonpod] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [miningblaster] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [sabot] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [arbalest] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [hurricane] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [mininglaser] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [lightdualmg] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [plasma] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [phasebeam] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [tpc] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [pdlaser] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [harpoon_single] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [atropos] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [guardian] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ioncannon] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [gravitonbeam] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [heatseeker] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [railgun] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [pilum] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [hveldriver] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [multineedler] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [sabotpod] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [clusterbomb] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [lightag] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [tachyonlance] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [lightac] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [irpulse] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [gauss] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [lightdualac] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [heavymg] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [hellbore] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [salamanderpod] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [lightneedler] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [typhoon] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [sabot_single] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [atropos_single] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [fragbomb] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [hil] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [swarmer] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [harpoon] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [lightmg] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [flak] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [heavymauler] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [chaingun] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [pulselaser] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [bomb] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [dualflak] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [shredder] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [mark9] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [lightmortar] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [reaper] not found in weapon_data.csv
35765 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [mjolnir] not found in weapon_data.csv
[close]
Title: Re: The Thule Legacy WIP
Post by: jazzyw1997 on January 12, 2013, 06:25:27 AM
Could you upload this mod with in .zip as I don't have the software to open .rar and .7z on my mac
Thank you
Title: Re: The Thule Legacy WIP
Post by: Uomoz on January 13, 2013, 01:01:13 PM
Hi Thule! I'm implementing TL into U'sC, and I noticed that you use a folder structure that creates a few problems when you integrate your files in other mods. May I suggest you to move all the sound and graphic files a little? For example "graphics\TL\weapons" instead of "graphics\weapons". Same stuff for sounds. (you can take a look at Us'C folder structure for reference). It is not necessary at all but if you have spare time and will this would be awesome ;). Keep up the great work!!!
Title: Re: The Thule Legacy WIP
Post by: Erick Doe on January 13, 2013, 01:11:36 PM
Don't worry. Uomoz also made me do it. He made all of us do it!

He's a real slave driver.  :D
Title: Re: The Thule Legacy WIP
Post by: Thule on January 13, 2013, 03:39:18 PM
Okay.

Sorry guys for the delayed answer. "Show unread posts since last visit" seemed to didn't work properly yesterday, as i am sure i did check it.

@ Uomoz
Wow, i am flattered.
Thank you and yes of course, i can do as you asked. Not quite sure if iam capable of doing it right tonight as i just returned after 14 hours of work ;)

@jazzyw1997
Yes of course, in the meantime you could check if you can open .7z with on your mac. I uploaded an archive just recently as cycerin requested pretty much the same ;)

@The sony, thanks for the indepth feedback, and yes. i pretty much know all this.
I beg for some patience though, as the mod is still a heavy Work in progress. In the meantime keep doing your abomination stuff, MOAR abomination ;) (Looks really awesome)

@Erick
he really is  ;D :D


Title: Re: The Thule Legacy WIP
Post by: CrashToDesktop on January 13, 2013, 04:26:50 PM
Oh damn it, I forgot about those weapons!  I'll start. :D
Title: Re: The Thule Legacy WIP
Post by: Thule on January 13, 2013, 05:19:06 PM
DOWNLOAD .ZIP LATEST WIP (http://www.mediafire.com/?a5zj2lw0xhjga3h)

* revamped engines
* revamped sprites of solidstorm, ragnarok (slightly)
* new weapon sprites for the renamed "Bulwark SRM Launcher" and "Bulwark SRM Pod"
* balanced some ship stats (again)
Title: Re: The Thule Legacy WIP
Post by: Lopunny Zen on January 13, 2013, 07:41:52 PM
eheheh....for the meteor carrier class...it has no flight decks...you forgot flight decks for it lol....some of these ships say carrier and have no flight decks...so why call them carrier...like the missle ship is called the missile carrier instead if the long range supporter or cruiser..
Title: Re: The Thule Legacy WIP
Post by: jazzyw1997 on January 14, 2013, 08:08:16 AM
@ Thule Thank you, I have been eagerly waiting for a chance to for a chance to play this for over a month.
Title: Re: The Thule Legacy WIP
Post by: zakastra on January 14, 2013, 08:37:30 AM
eheheh....for the meteor carrier class...it has no flight decks...you forgot flight decks for it lol....some of these ships say carrier and have no flight decks...so why call them carrier...like the missle ship is called the missile carrier instead if the long range supporter or cruiser..

Its is not a "Meteor, Carrier" As in ship Class meteor role Carrier which supports Fighters,  It is a "Meteor Carrier" A ship which carries Meteors, The massive One-Shot near infinite damage space rocks. Which have a hull built specifically around transporting and launching them.
Title: Re: The Thule Legacy WIP
Post by: Lopunny Zen on January 14, 2013, 10:33:27 AM
but then it would be called meteor launcher or hyper velocity cannon....which also shoots meteors and comets at high speeds..
Title: Re: The Thule Legacy WIP
Post by: Upgradecap on January 14, 2013, 10:38:52 AM
Who says it is supposed to shoot the meteors? It might just be transporting them for a bigger ship's cannon.
Title: Re: The Thule Legacy WIP
Post by: Lopunny Zen on January 14, 2013, 10:51:07 AM
but every single other mod including the vanillas use the word carrier for crafts that refit fighters....because of that it can be a bit disorientating for players to see the word carrier but it is not a fightercraft carrier
Title: Re: The Thule Legacy WIP
Post by: Thule on January 14, 2013, 06:31:38 PM
The best example i could come up with would be a "mail carrier", who is a postal worker, not a aircraft carrier of the postal service.
On the other hand the mod includes an "asteroid carrier" who in fact does NOT carry asteroids but fighter craft. So you got a point there, a tiny one  ;D

I thought the meteor thing, the thing as big as the ship itself could serve as a kind of hint? That in fact the meteor carrier, carrys meteors?

Now i have to do a haiku.

One young stone will turn.
Shadowy friendship dies,
This time to escape death
Title: Re: The Thule Legacy WIP
Post by: hairrorist on January 14, 2013, 11:04:58 PM
It's less a question of being technically or grammatically correct and more on keeping a standard lexicon to maintain easy user interaction.
Title: Re: The Thule Legacy WIP
Post by: Spardok on January 14, 2013, 11:40:45 PM
but every single other mod including the vanillas use the word carrier for crafts that refit fighters....because of that it can be a bit disorientating for players to see the word carrier but it is not a fightercraft carrier

Not trying to sound condescending but... who honestly does not look at the hanger space and hangar bays before they go to buy a carrier?
Title: Re: The Thule Legacy WIP
Post by: Thule on January 15, 2013, 05:21:45 AM
To keep constructive and consitant i will change the designation of the ragnarok from "asteroid carrier" to "Carrier".
As for the Tungsten and Solidstorm they will keep their designation as "Meteor Carrier" and "Missile Carrier".

Maybe this will help solve the confusion and make it a bit more distinctive that the word in front of Carrier is describing
it's purpose of what is being carried.
Title: Re: The Thule Legacy WIP
Post by: zakastra on January 15, 2013, 05:43:51 AM
Besides with out cunning use of synonyms how else could we British maintain our absurd humour and continue to baffle and bewilder johnny foreigner.

Besides I consider the use of a standard lexicon to be double-plus ungood.
Title: Re: The Thule Legacy WIP
Post by: theSONY on January 15, 2013, 06:25:20 AM

@The sony, thanks for the indepth feedback, and yes. i pretty much know all this.
I beg for some patience though, as the mod is still a heavy Work in progress. In the meantime keep doing your abomination stuff, MOAR abomination ;) (Looks really awesome)


Whoa  ;D "begging" part is the best  ;D
verry well... you just bought yourself some time,know my kindness
but seriously now: i'm not trying to haste your work
just do your part & i'll try to do my (since request ;) )
but i dunno if a can make anything in this week, but few blobs are "remodeling" paragon
& don't get carried away
Title: Re: The Thule Legacy WIP
Post by: Thule on January 15, 2013, 12:39:55 PM
Another small addition.
This time a Bomber Wing

Komet-class Bomber
(http://i.imgur.com/chGk9.png)
with an experimental burndrive variation called "Kometdrive"

(http://i.imgur.com/XtaL3.jpg)
Title: Re: The Thule Legacy WIP
Post by: CrashToDesktop on January 15, 2013, 12:51:59 PM
Umm, what are those purple dots? ;D

Excellent work on the system, though.  That's a REALLY long tail. :D
Title: Re: The Thule Legacy WIP
Post by: theSONY on January 15, 2013, 01:47:43 PM
look's awsome, but i hope they won't be overpowned (that much)

boomb's look's like grapes :D & maybe a bit to much as for 1 bomber wings
can't wait till i'm gonna personaly Grape anything in starsector universe  ;D


Title: Re: The Thule Legacy WIP
Post by: Lopunny Zen on January 15, 2013, 04:27:51 PM
and who looks at the hangars bays when they buy a carrier...me...im a carrier commander but some may jump to it and not realize it
Title: Re: The Thule Legacy WIP
Post by: Lopunny Zen on January 16, 2013, 10:05:14 AM
btw...is that freezing thing when you use this mod gone yet...id really love to play them but i cant if the mod freezes the game...
Title: Re: The Thule Legacy WIP
Post by: Thule on January 16, 2013, 03:20:38 PM
what freezing thing?
Title: Re: The Thule Legacy WIP
Post by: Lopunny Zen on January 16, 2013, 06:31:48 PM
whenever 50 seconds of none combat passes...countdown pauses while in combat the game crashes with the java and its even worse when you buy the medal for their alliance.
Title: Re: The Thule Legacy WIP
Post by: Thule on January 17, 2013, 01:38:26 AM
hmm....

i started a new game and waited approximately 5 minutes for something to happen, game didn't freeze.

Did anyone of you who played the mod, experienced something similar?
Title: Re: The Thule Legacy WIP
Post by: zakastra on January 17, 2013, 05:41:47 AM
I have noticed a multitude of crashes/freezes when using multiple mods at present. As far as I am aware Thule by itself is fine, it is probable that the poster has ha at least one other mod running, Perhaps if lopunny zen could advise what else he has loaded, if anything?
Title: Re: The Thule Legacy WIP
Post by: Lopunny Zen on January 17, 2013, 10:27:38 AM
i ran it by itself and it still froze...it just took 2 minutes instead..
Title: Re: The Thule Legacy WIP
Post by: theSONY on January 17, 2013, 02:12:51 PM
well to tell you the truth Thule, on latest version i got freezes too (latest version) elier i newer have anything like that before, normal freez on the system map, games stop, music's plays
Title: Re: The Thule Legacy WIP
Post by: Erick Doe on January 18, 2013, 11:58:21 AM
Is there a specific thing occuring the moment that the game freezes? Is it perhaps when a certain ship shows up? Or a certain fleet spawns on the map?
Title: Re: The Thule Legacy WIP
Post by: Lopunny Zen on January 18, 2013, 01:38:30 PM
no...except the other more evil freezer which is the medal activating and it happens after 2 minutes....no...not really...it just happens over and over..i save often and when i go back its fine for another 50 secs..uomoz mentioned something about different file names...is that it?
Title: Re: The Thule Legacy WIP
Post by: Erick Doe on January 18, 2013, 01:45:24 PM
no...except the other more evil freezer which is the medal activating and it happens after 2 minutes....no...not really...it just happens over and over..i save often and when i go back its fine for another 50 secs..uomoz mentioned something about different file names...is that it?

Could be. By the way, are you using Windows or Linux?
Title: Re: The Thule Legacy WIP
Post by: Thule on January 18, 2013, 02:17:09 PM
I am really sorry for the inconvinience this freezing thing is causing.
I'll try and playtest a bit more. Have you looked up the starf..sector.log if there is something suspicious?
Would appreciate if you could post a log right after a freeze.

In the meantime i will probably remove the campaignpart for the time being till this freezing is ironed out.
Title: Re: The Thule Legacy WIP
Post by: silentstormpt on January 18, 2013, 02:40:22 PM
freezes happen when theres a certain part of the script repeating itself, try finding a While() in the java files on a event thats always happening, the warbanner might be a possibility or a spawn that happens randomly based on chances
Title: Re: The Thule Legacy WIP
Post by: Uomoz on January 18, 2013, 05:46:24 PM
TL code is messed up. I had to completely rewrite it so I could understand what I was doing while implementing it in U'sC xD
Title: Re: The Thule Legacy WIP
Post by: Lopunny Zen on January 19, 2013, 02:37:52 PM
i run windows and the freezing crashes my java...and the game too..
Title: Re: The Thule Legacy WIP
Post by: Thule on January 20, 2013, 10:28:29 AM
DOWNLOAD THE LATEST .ZIP (http://www.mediafire.com/?btpczc4jbxtzlub)

Maybe it's working this time.
Title: Re: The Thule Legacy WIP
Post by: Lopunny Zen on January 20, 2013, 07:49:38 PM
Now its not woring with the mods at all...something about already having a player fleet

Fatal: Spec of class [com.fs.starfarer.loading.G] with id [tadd_playerfleet] already exists
Check starfarer.log for more info

it works ingme as far as i tested but it cant seem to play other mods...
Title: Re: The Thule Legacy WIP
Post by: Lopunny Zen on January 20, 2013, 08:14:05 PM
oh btw you should make a smaller carrier for fighters destroyer or cruiser size available for the first buyable ships so you can get a carrier early on for the thule
Title: Re: The Thule Legacy WIP
Post by: Thule on January 22, 2013, 05:50:31 PM
DOWNLOAD THE LATEST .ZIP (http://www.mediafire.com/?tjbi3accx0yp8a6)
Title: Re: The Thule Legacy WIP
Post by: Uomoz on January 22, 2013, 11:50:23 PM
I'd love to see a changelog here :)
Title: Re: The Thule Legacy WIP
Post by: Thule on January 23, 2013, 01:52:48 AM
changed the filestructure to uomoz suggested system. since then the custom backgrounds didn't work anymore, even when the settings.json was changed according to new filestructure.
Had to move the datafolder "ui", titlescreen works now, campaign backgrounds don't.
used the shadoworders file structure to get the campaignintegration working again. thanks verrius ;)
tested for incompatibilities, works fine till now.

Title: Re: The Thule Legacy WIP
Post by: Uomoz on January 23, 2013, 02:12:29 AM
Lovely, thanks!
Title: Re: The Thule Legacy WIP
Post by: theSONY on January 23, 2013, 05:22:08 AM
Spoiler
java.lang.NullPointerException
   at data.scripts.world.thule_ThuleLegacyContract.spawnFleet(thule_ThuleLegacyContract.java:33)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

FU... :(
Title: Re: The Thule Legacy WIP
Post by: Thule on January 27, 2013, 12:24:26 AM
I am sorry Sony, i fixed it (thx verrius ;), and will upload the next patch soonish.

did some minor balancing
still hate the frigates
removed 2 small ballistic mounts from the berserker.
will once again modify engines.
added a new weapon: The Heavy Slugger, two barreled goodness.
added custom sound for the heavy slugger
changed the srm bullwark launcher and pod, not statisfied yet.
modified sprites for all thule weapons slightly.
removed 3 campaign music pieces to get the mod more lightweight.


Title: Re: The Thule Legacy WIP
Post by: Radradrobot on January 27, 2013, 11:21:04 AM
(Wipes drool of chin)  You sir, are a outstanding individual.  You have made a mod that stole my heart ;) The only way to make this any better, other than the work your doing to provide your finished work down the road, is to hold a sleeping puppy in your lap while playing this mod.  Maybe even a sleeping puppy that has a sleeping kitten on it?  Possibly, the second one is the best scenario.  Keep good work my friend.  Don't forget, all these critical comments we give you just means we care about your work.
Title: Re: The Thule Legacy WIP
Post by: Lopunny Zen on January 28, 2013, 03:11:34 PM
will you make the thule use the light machine gun as a point defense and use the rest of their guns because it seems odd they dont even implement their own weapons
Title: Re: The Thule Legacy WIP
Post by: Thule on January 28, 2013, 03:47:33 PM
@Lopunny
The new release will have a variant called "High Command", those ships will use TL-weaponry only.
Otherwise TL ships will incorporate vanilla weaponry quite alot.

@Radrarobot
Wow ;) Thank you. I will remember that  ;D

Title: Re: The Thule Legacy WIP
Post by: Lopunny Zen on January 29, 2013, 09:49:09 AM
BUT will one of those weapons be point defense?
Title: Re: The Thule Legacy WIP
Post by: Thule on January 29, 2013, 09:56:17 AM
YES ;)
Title: Re: The Thule Legacy WIP
Post by: TheHappyFace on January 30, 2013, 12:30:08 AM
Could you safe your images time to time when you are giving a ship new paint.
I am curious how you work.
I dont ask for a fancy turtorial or something just some pictures in between.
Title: Re: The Thule Legacy WIP
Post by: Thule on January 30, 2013, 03:08:10 PM
As i switched to PS (Photoshop) completly i can of course only go into some detail concerning this piece of software. Are you working with PS?

DOWNLOAD THE LATEST .ZIP (WIP) (http://www.mediafire.com/?y7wnfn0y8g2k1gc)


did some minor balancing
still hate the frigates
removed 2 small ballistic mounts from the berserker.
modified engins slightly
added a new weapon: The Heavy Slugger, two barreled goodness.
added custom sound for the heavy slugger
added the ironweaver vulcan cannon as a placeholder for a thule specific PD weapon.
modified sprites for all thule weapons slightly.
removed 3 campaign music pieces to get the mod more lightweight.
added new typing sound in the mission description screen
made a custom border for the menuescreen
added testing missions (not completly done)
added placeholder mission for repainted Dominator and Hounds

on a side note looking for a coder who could pull off the creation of a custom planet system with integration of a dynamic winnable war scenario (captureing stations, lossing them, minor resource management if this is possible)
Title: Re: The Thule Legacy WIP
Post by: TheHappyFace on January 31, 2013, 01:11:23 AM
As i switched to PS (Photoshop) completly i can of course only go into some detail concerning this piece of software. Are you working with PS?

I do not use it ,but i have used it in the past ,so i know many of the tools.
it doesnt have to be a detailed explanaition just some steps you take would b sufficient for me.
thank you in advance
Title: Re: The Thule Legacy WIP
Post by: Thule on January 31, 2013, 02:57:38 AM
I work a lot with adjustment layers. The three main adjustment layers are Hue/Saturation, Brightness/Contrast and Vibrance. Not so often i use Curves and Levels.

The adjustmentlayers are always clipped to a selection. This means the selection defines the area that is affected. What is important is that the selection is featherd: This means the edges of the selection are like a gradient, there is, or more precise there should'nt be a hard edge.

A good way to achieve this is to set the the "feather" value to 2 - 8 pixels depending on the actual size of the ship. For frigates it's almost not necessary.

A good way to get a precise and by the same time organic selection is color range. You can find this under Select/Color Range.... What i mean by organic is the effect that color range selects similar colors, and by doing that you even get the colors selected that are reflected on the image. The recoloring gets a more realistic feeling that way. Set the fuzzines of the color range selection to 2 - 8 depending of the size. This is more or less the same as feather.

The actual selection i do first is a inversed one. This means i select the colors i dont want to be changed, like engine parts, bulheads, weapon mounts etc. If the selection is done simply reverse it with Strg-Shift-i.

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

The Saturation mask is first, and just by dragging the Hue/Saturation marker slightly to the left i get something like this.

(http://i.imgur.com/qyJqtW2.png)

Now i add a Brightness/Contrast layer. But the selection is gone. To get my selection back i Strg-Click on the layer mask thumbnail. This way i can later on if needed always add and or subtract different selection to or from each other if i have a more complex recoloring in mind.

When i am done with Brightness/Contrast adjustment i have something like this.

(http://i.imgur.com/q014iPs.png)

The final touch up i will achive if i go back to my Hue/Saturation mask and play around with the Blending options. I simply double click on the adjustment layer on the left. And there we have it, right in front of us, under Advanced Bledning on the bottom there is something called Blend if: This will make the blending even more subtle and organic. I mostly use the second slider on the bottom that says Underlying Layer. always slide the marker with alt pressed as it will blend the layers more smooth and will end up in much more better results. It will blend the two layers, the original color and the new adjusted color together, this only works correct if the underlying color is some what similar to the changed color. in this example it works fine. You can always blend diffent adjustment layers together if you want to have a good looking natural colorblend. When i am done with blending i have something like this.

(http://i.imgur.com/FUNBbp6.png)

I call it a day here, what i missed doing, the final touches would be substract parts like the color of the windows on the spaceship, or shadows on diffent parts of the ship from the selection. I will include that in the second part when i explain my way of multicolor recoloring ;)
Title: Re: The Thule Legacy WIP
Post by: Romeo_One on January 31, 2013, 03:12:19 AM
Really great non-destructive workflow!
Title: Re: The Thule Legacy WIP
Post by: TheHappyFace on February 01, 2013, 12:52:38 AM
thank you! when i find the time i'll also add it to the spriters thread (guides and stuff).
Title: Re: The Thule Legacy WIP
Post by: Thule on February 01, 2013, 06:30:15 PM
@Happyface Aye, do that ;)


(http://i.imgur.com/p6JM9C1.png)
added small flak cannon as a PD variant called "Hunker"

(http://i.imgur.com/7JoeXnQ.png)
added the revamped "Achilles Cannon", a longrange medium weapon.
Title: Re: The Thule Legacy WIP
Post by: Thule on February 11, 2013, 11:19:54 AM
Some bio-weapons for the bio-faction called "Mendelian Propagation"
Not sure if completly statified with this first set, but wanted to show you guys what i am working right now.

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

Sounds for the weapons i am working on.

work title shrieker (https://soundcloud.com/invaderoz/shrieker2)
work title spitter (https://soundcloud.com/invaderoz/spitter)
Title: Re: The Thule Legacy WIP
Post by: Thule on February 17, 2013, 10:37:01 AM
Hi there,

i started adding despriptions for the TL ship (finally)
I borrowed heavily from the evelopedia ship discriptions and the Warhammer 40K Lexicanum due to the lack of proper english.

Feedback is highly appreciated.

Berserker

Named after the mythical warriors renowned for their voraciousness, the Berserker is one of the most potentially destructive destroyers currently in existence. While hardier than its ship-class brothers it has less in the way of speed, and the lack of its onboard shield systems leave something to be desired. Nevertheless, the mere sight of a locked and loaded Berserker should be enough to make most pilots turn tail and flee.

The Berserker is built exclusively as a ballistic platform, designed to wreak as much havoc as its ballistic mounts can be made to. As a vanguard vessel, its thick armor and dazzling destructive power make it capable of cutting through enemy armor with striking ease.
The Solidstorm is a powerful vessel that specializes in missile deployment. It has excellent armor plating, but no shield systems. Its missile arsenal, when fully stocked, is capable of making a piece-meal of almost anyone.



Solidstorm

Thule Legacy's engineers have taken a pre collapse tanker blueprint and morphed it into a monster. High Command's engineers have spent circles perfecting the Solidstorm's on-board missile launcher optimization systems, making it a very effective heavy assault missile platform. State-of-the-art R.U.N.E alloys, along with missile systems developed from the most advanced designs, mean the Solidstorm may be well on its way to becoming a vital part of Thule Legacy's Navy
The Oberon is the only Thule Legacy-produced space vessel whose design has come from a third party. Rumors abound, of course, but the designer's identity has remained a tightly kept secret in the High Command of the Thule Legacy.



Viking MK II

The Thule Legacy Navy has been upgrading many of its ships in recent cicles and adding new ones. The Viking MK II is one of the most recent ones and considered by many to be the best Thule frigate in existence. As witnessed by its heavy armaments, the Viking MK II is mainly intended for large-scale military operations, acting in coordination with larger military vessels, but it is more than powerful enough for solo operations.
The Viking MK I is an embodiment of the Thule Legacy warfare philosophy. Posessing sturdy amror and advanced weapon systems, they provide a nice mix of offense and defense. Like almost every other Thule Legacy warship this frigate uses advanced alloys capable of withstanding a great deal of punishment. Generally eschewing the use of shield systems, they tend to gear their vessels more towards close-range combat.



Viking MK I

The Viking MK I is regularly found spearheading Thule Legacy military operations. Its speed and surprising strength make it excellent for skirmishing duties. Viking MK I-class ships move together in groups and can out of hell and forcefully gang up on ships many times their size and overwhelm them. In recent years the Incursus has progessivly found its way into the hands of pirates, who love its threatening appearance.


Herzog

„ We will not accept surrender […] I will tell you what the true meaning of victory is. It's not the defeat of your enemy but his utter destruction, to eradicate him from living [...] crushing utterly his every achievement and removing from all record his every trace of existence. From that defeat no enemy can ever […].“

~ higly distorted transmission, salvaged from a wrack of an Erk-Onslaught

Title: Re: The Thule Legacy WIP
Post by: Thule on February 17, 2013, 06:36:53 PM
Hi there guys,

came up with a concept to visual represent a specific
age a ship is in. It simply changes color accordingly.

Here's a little color chart for the Robustus-class destroyer.

(http://i.imgur.com/CVYJFlz.png)
Title: Re: The Thule Legacy WIP
Post by: Thule on February 21, 2013, 06:02:51 PM
Hey Guys,

made a little Intro for the Punk Junker.
Feedback as always appreciated.

https://soundcloud.com/invaderoz/punkjunkerintro

I used "Useful Idiots" from OozishMusic.
This track can be found at http://www.newgrounds.com/audio/view.php?id=588079&sub=3615

as well as the poem "The Leveling Up of The Wealth By Robert Allerton Career Criminal Literary animation".
It can be found here at https://www.youtube.com/watch?v=Gg3Q-AQPZCU

Title: Re: The Thule Legacy WIP
Post by: Thule on February 22, 2013, 05:56:57 PM
Made two portrait kitbashs for the Republic of Erk.

(http://i.imgur.com/WTyoRlE.png)  (http://i.imgur.com/gr1uJsM.png)
Title: Re: The Thule Legacy WIP
Post by: theSONY on February 23, 2013, 02:11:23 AM
the "hat" is bit too small  ;D

intro sounds great

& about the colors: i dunno about that, there is something odd about it but i'll wait with my judge till they appear in the game, & is it just me or the right "wing" is cut at the end  ?
Title: Re: The Thule Legacy WIP
Post by: Lordzias on February 23, 2013, 07:52:28 AM
Yeah, make the hat a bit bigger. All in all cool portraits
Title: Re: The Thule Legacy WIP
Post by: hairrorist on February 24, 2013, 01:00:12 AM
What exactly does RUNE do?  It's not in the systems codex page, in the OP, or explained coherently in game.  What does nanoalloy mean?  It's such an integral part of their fleet and its not explained anywhere!
Title: Re: The Thule Legacy WIP
Post by: Thule on February 24, 2013, 02:58:12 AM
@hairorist
The RUNE-system provides an almost instant repairboost on engines and weponmounts. Due to the lack of any shield technology the TL solely depends on armor and PD as defense mechanism.

R.U.N.E itself is an abbreviation for Reinforced Ulterior Nanoalloy Exoskelet.
Overall it's a bad desined shipsystem and is subject to change.

@theSONY
thanks for pointing that out, i'll change the hat in size a bit.
I am not 100% statisfied with the colors myself ;) i think i change the color range in the final release.

Title: Re: The Thule Legacy WIP
Post by: hairrorist on February 24, 2013, 11:37:18 AM
That's all it does then?  No movement boost, damage reduction, etc?  If so, then yeah, it really needs some more time in the oven.

An short term armor boost and a tiny bit or armor repair might round it out.  Armor repair probably would make it OP actually, andlet people run away and let their Rune charge and completely recover their armor before heading back to a fight.  So maybe an active defense armor boost coupled with the system repair would be the best option.
Title: Re: The Thule Legacy WIP
Post by: hairrorist on February 24, 2013, 11:38:36 AM
I should also note for the record: this mod is fantastic.  Easily the best ship sprites on the board, and that's saying something.  We have a lot of talented sprite artists here!
Title: Re: The Thule Legacy WIP
Post by: Thule on February 25, 2013, 03:06:13 AM
That's all it does then?  No movement boost, damage reduction, etc?  If so, then yeah, it really needs some more time in the oven.

An short term armor boost and a tiny bit or armor repair might round it out.  Armor repair probably would make it OP actually, andlet people run away and let their Rune charge and completely recover their armor before heading back to a fight.  So maybe an active defense armor boost coupled with the system repair would be the best option.

the faction is designed to have rather slow ships, otherwise due to the quite powerful armament it would get to quickly to OP.
Unfortunatly the current apperance in UC17 lacks the new more balanced ships. I will get to it as quick as possible. The Thule speficic weapons are also missing.

Armor repair is out of the question, that would just be to OP.
The designed flaw of the TL is you have to act fast and viciously, if you waste time waiting the enemy will possibly win. "Peace through superior firepower"
The new thuleweapons represent that quite good.

Your suggestion sounds a bit like what the Shadow Order ships are capable and they are quite OP.

I think the repair bonus of weapon and engine repair is quite okay, as the ships have quite high armor values as vanilla stats.
what i would like is an AI behavior that uses the repair boost accordingly like an actual shield. The system should act like a shield, generate flux.
As of now it's just an boring placeholder which enables the ships to function. Early test showed that the weapons would just be damaged by incoming fire and
the slow moving ships would just be sitting ducks, defenseless.
Title: Re: The Thule Legacy WIP
Post by: Erick Doe on February 25, 2013, 10:16:10 AM
Made two portrait kitbashs for the Republic of Erk.

(http://i.imgur.com/WTyoRlE.png)  (http://i.imgur.com/gr1uJsM.png)

Nice! They fit the ships with the similar appearance. Great for a player who wants to collect a fleet of those ships. Reminds me of the coat of arms showing on troops in Mount & Blade.
Title: Re: The Thule Legacy WIP
Post by: XpanD on March 05, 2013, 01:10:34 AM
Download link seems to be broken? Pretty cool mod by the way, had a go with a version of it in Uomoz's collection before and that was a lot of fun. ;)
Title: Re: The Thule Legacy WIP
Post by: Thule on March 05, 2013, 07:26:56 PM
DL is down at the moment as there is a quite big update in the working, custom weapons, partly new sounds, revamped art, balance and so on....
Title: Re: The Thule Legacy WIP
Post by: Foxd1e on March 13, 2013, 12:24:54 AM
Some bio-weapons for the bio-faction called "Mendelian Propagation"
Not sure if completly statified with this first set, but wanted to show you guys what i am working right now.

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

Sounds for the weapons i am working on.

work title shrieker (https://soundcloud.com/invaderoz/shrieker2)
work title spitter (https://soundcloud.com/invaderoz/spitter)

The second to last looks like an upside down Spice Navigator from Dune  ;) Nice work
Title: Re: The Thule Legacy WIP
Post by: Wyvern on March 18, 2013, 03:41:26 PM
The RUNE-system provides an almost instant repairboost on engines and weponmounts. Due to the lack of any shield technology the TL solely depends on armor and PD as defense mechanism.

R.U.N.E itself is an abbreviation for Reinforced Ulterior Nanoalloy Exoskelet.
Overall it's a bad desined shipsystem and is subject to change.

Hm.  You know, you could make that a hull mod instead - make a zero ordnance point hull mod, and set it to only be installable on thule hulls.  See, for example, the vanilla dedicated targeting core hull mod; it checks if the ship is cruiser or capital, but you can make one that just has a list of thule hull IDs, and only allows the hull mod to be installed on ships in that list.

That way, even if the mod got removed (by, say, autofactory construction, or capturing a damaged ship), the player could re-install it.

And then you'd have the ship system free to use for whatever.  Though I'll admit, the current R.U.N.E. system does have some awesome sounds...
Title: Re: The Thule Legacy WIP
Post by: Thule on March 18, 2013, 03:55:58 PM
Ah cool, thanks for the hint i will check that out.
This would give me much more freedom for a more versatile choice of systems i could implement.
I always wanted systems revolving around manipulating gravity

The sound can easily be reused by another shipsysystem ;)
Title: Re: The Thule Legacy WIP
Post by: Teh_Wolf on March 21, 2013, 05:25:58 PM
I like this mod, but I do have one complaint.
Whatever they are called, the missile racks that shoot really fast but don't do much damage. When i'm using my headset, it's a awful mess of noise. So many missiles so fast :-[
Title: Re: The Thule Legacy WIP
Post by: Thule on March 21, 2013, 05:29:21 PM
Thanks for the feedback, i will see what i can do about it.
The latest update is on it's way anyway ;) Soon... ;)
Title: Re: The Thule Legacy WIP
Post by: Thule on March 22, 2013, 10:42:33 AM
(http://i.imgur.com/uFr9LFE.png)
(http://i.imgur.com/DuyDvh6.png)

MY BROTHERS. WE WERE FORGED IN VICTORY.
A VICTORY THAT ENDED THE GREAT WAR AND BROUGHT
FORTH THE REIGN OF THULE.

BORN FROM THE DEPTH OF THE CHILLING GROUNDS.
ROOTED IN THE FROZEN RIVERS OF OUR HOMELAND,
OUR CITIES EMERGED OUT OF THE CHAOS. AS THEY
GREW, SO TOO DID THE MIGHT OF OUR HIGH COMMAND.

WE CREATED A WORLD OF PROGRESS, A WORLD OF PROSPERITY.
A WORLD THAT LIVES IN THE LIGHT AND MIGHT OF OUR LEGACY.

A LEGACY THAT HAS COME TO BE THE ABSOLUTE MEASURE
OF STRENGTH AND POWER.

NOW, ON THIS DAY, THAT POWER IS TO BE TESTED.
THE HEGEMONY SEEKS TO DESTROY ALL THAT
WE HAVE WROUGHT.

WE WILL STAND TOGETHER.
WE WILL WIPE OUT THIS PLAGUE!
THULE LEGACY WILL PREVAIL!


(http://i.imgur.com/DuyDvh6.png)




(http://i.imgur.com/kFbWAw3.png) (http://www.mediafire.com/?n02f8gz0all4460)
19 MB .zip archive due to sound files.





Thule Changelog
DEV Version 0.1


Spoiler
** Weapons
+ Changed damage output and type (from HE to ENERGY) of the Barbarossa cannon significantly.
   Added a 1.1 sec chargeup. Added a projectile sprite according to the new Weapon type of the
   Barbarossa cannon.
+ Added TL specific Weapons:Barbarossa Cannon, Achilles Cannon, Heavy Slugger, Light and
   Heavy High Velocity Pulse Cannon, Light Hunker.
+ Made the Meteor Missile undroppable due to the AI HINT: SYSTEM
+ Added a slightly modified version of the CLUSTER BOMB BAY, less damage, more launch speed.

**Sounds
+ Changed all weapon sounds to mono due to the ingame sound engine overloading.
+ Added new overload sound for the Barbarossa cannon due to the new chargeup mechanic
+ Removed 2 Campaign music sounds

**Ships
+ Removed the Oberon class phase capital for redesign purpose.
+ Removed all non TL related ship sprites.

**Variants
+ Added the High Command variant for every TL ship. HC variants have TL weapons only.
+ Added Outdated variant for every TL Ship. OD variants use vanilla weapons only.
+ Removed all old variants.

**Missions
+ Removed all non TL related Missions.

**Campaign
+ Rewritten Campaign integration through UOMOZ (Grazie amico mio ;) )

**General
Added new TL loading screen logo and title screen logo
Added the FLOATING COSMONAUT for the title screen variants.
[close]


Title: Re: The Thule Legacy WIP
Post by: phyrex on March 23, 2013, 08:55:39 PM
id like to report a bug (assuming its one)

its the barbarossa cannon, when i putted many of them on a single ship (the herzog) and putted them all in a single group and set to "alternate", when id shoot them they would charge-up but at the last second, power-down and skip to the next cannon, all that i a loop that ends up not shooting anything.

they work fine when in a linked group tho
Title: Re: The Thule Legacy WIP
Post by: Thule on March 23, 2013, 09:07:36 PM
thanks for the report Phyrex.

I just tested it myself and you are absolutly right. It's charging up and switches to the next weapon in the group repeating the process without ever shooting.

To be honest i have no idea what could cause that kind of behavior.
Title: Re: The Thule Legacy WIP
Post by: phyrex on March 23, 2013, 09:14:14 PM
on another note, your mod is awesome and incredibly beautiful  :D
nice name too, (barbarossa, herzog :P )

what does HCVP stands for ? (or however you write it lol, those little burst-firing cannons)
Title: Re: The Thule Legacy WIP
Post by: Uomoz on March 23, 2013, 09:20:05 PM
thanks for the report Phyrex.

I just tested it myself and you are absolutly right. It's charging up and switches to the next weapon in the group repeating the process without ever shooting.

To be honest i have no idea what could cause that kind of behavior.

add:

   "autocharge":true,

to the barbarossa wpn file and let me know if it's fixed ;).
Title: Re: The Thule Legacy WIP
Post by: phyrex on March 23, 2013, 09:25:57 PM
thanks for the report Phyrex.

I just tested it myself and you are absolutly right. It's charging up and switches to the next weapon in the group repeating the process without ever shooting.

To be honest i have no idea what could cause that kind of behavior.

add:

   "autocharge":true,

to the barbarossa wpn file and let me know if it's fixed ;).

i actually wanted to suggest that in my first post but i forgot to write it XD
Title: Re: The Thule Legacy WIP
Post by: Thule on March 24, 2013, 02:58:42 AM
Added the autocharge to the weapon file. Fixed. Thanks.

@Phyrex

HVPC stands for High Velocity Pulse Cannon.
Title: Re: The Thule Legacy WIP
Post by: phyrex on March 24, 2013, 10:15:54 AM
Added the autocharge to the weapon file. Fixed. Thanks.

@Phyrex

HVPC stands for High Velocity Pulse Cannon.

im curious, did you changed theire sound ? the sound of those guns in uumoz's corvus was much more intense and agressive than what they were when i tried your mod as a standalone.

in any, the fx are really nice :P
Title: Re: The Thule Legacy WIP
Post by: Thule on March 24, 2013, 12:03:43 PM
i changed the weapon sounds to mono and i think i reduced volumes overall.
The reason behind the volume change was the weapon sounds were overlapping ui sounds, and it got pretty fast pretty loud and mushy (<-- if this is a word).
The change to mono was due to Cycerins hint in his thread where he did the same.
The ingame sound engine would sometimes overload when to much stereo was going on at the same time. Combined i think thats what is responsible for the lesser "BOOM" the weapons used to have ;)
Title: Re: The Thule Legacy WIP
Post by: phyrex on March 24, 2013, 12:10:53 PM
i changed the weapon sounds to mono and i think i reduced volumes overall.
The reason behind the volume change was the weapon sounds were overlapping ui sounds, and it got pretty fast pretty loud and mushy (<-- if this is a word).
The change to mono was due to Cycerins hint in his thread where he did the same.
The ingame sound engine would sometimes overload when to much stereo was going on at the same time. Combined i think thats what is responsible for the lesser "BOOM" the weapons used to have ;)

darn, the sound they used to make when firing was really an adrenaline kicker (imo)

i love games and mods with good sound effect to put the mood in perspective. like the hadron collider cannon. when you hear the charging sound that thing does before firing, you know your in for one hell of a ride. your barbarossa cannon is nice too :P i'd be curious to know where you picked the name. its pretty colorful (if you can say that of a word lol)

edit : oh, or cycerin's solenoid quench cannon, another favorite of mine. its a real bonus that the firing animation itself is so intricate
Title: Re: The Thule Legacy WIP
Post by: Thule on March 28, 2013, 04:11:40 PM
Two concepts for the Herzog class.
Want to get rid of one of the weapon slots and was thinking about it covering it up with a decorative.
Not very convinced myself though ;)

(http://i.imgur.com/ObZ5Eon.gif)   (http://i.imgur.com/DXgB2cU.gif)

Title: Re: The Thule Legacy WIP
Post by: phyrex on March 28, 2013, 04:22:54 PM
Two concepts for the Herzog class.
Want to get rid of one of the weapon slots and was thinking about it covering it up with a decorative.
Not very convinced myself though ;)

(http://i.imgur.com/ObZ5Eon.gif)   (http://i.imgur.com/DXgB2cU.gif)



the basic idea is good, the execution tho, not so much.
but you're definitively on to something
Title: Re: The Thule Legacy WIP
Post by: Wyvern on March 28, 2013, 04:32:14 PM
The Herzog is an interesting beast... but easily decoyed; I'd actually suggest making some of its weapon arcs not full 360 turrets.  Right now, if I cruise up to one with a "tank" type ship, every gun on the Herzog will focus on the tank - and its normal variants simply don't have the kinetic firepower to threaten that tank.  Which leaves it totally open to being attacked by, well, anything and everything else I can field.

Narrower arcs for, say, the small & some of the medium guns would prevent it from focusing everything on one target, and make it much more capable of fending off multiple simultaneous attacks.  It would also reduce the amount of firepower it was capable of throwing in any one direction, which might - depending on your reasoning - negate the need to remove a weapon slot.
Title: Re: The Thule Legacy WIP
Post by: Sproginator on March 28, 2013, 04:36:14 PM
Put it in the middle so as not to sacrifice a weapon slot
Title: Re: The Thule Legacy WIP
Post by: banehunter on March 28, 2013, 11:01:11 PM
the point of the animation is to replace the weapon slot
Title: Re: The Thule Legacy WIP
Post by: TheHappyFace on March 29, 2013, 01:56:00 AM
something completly different, love the banners on the opening page x)
Title: Re: The Thule Legacy WIP
Post by: Thule on March 29, 2013, 01:49:32 PM
The Herzog is an interesting beast... but easily decoyed; I'd actually suggest making some of its weapon arcs not full 360 turrets.  Right now, if I cruise up to one with a "tank" type ship, every gun on the Herzog will focus on the tank - and its normal variants simply don't have the kinetic firepower to threaten that tank.  Which leaves it totally open to being attacked by, well, anything and everything else I can field.

Narrower arcs for, say, the small & some of the medium guns would prevent it from focusing everything on one target, and make it much more capable of fending off multiple simultaneous attacks.  It would also reduce the amount of firepower it was capable of throwing in any one direction, which might - depending on your reasoning - negate the need to remove a weapon slot.

The weapon arcs will get more narrow as this is already on my to do list, but thanks for pointing that out.

The reasoning why i would like to remove one weapon slot in favor of a decorative element would be to nerf the herzog a bit overall as i feel it's still a bit to op, but little by little i will get there.
After all i think 3 large weaponslots are good enough.

Here's the latest concept for deco. a round blinking sensorthingy (actually an old recycled sprite).
(http://i.imgur.com/EoNKmG1.gif)
Title: Re: The Thule Legacy WIP
Post by: phyrex on March 29, 2013, 02:07:55 PM
The Herzog is an interesting beast... but easily decoyed; I'd actually suggest making some of its weapon arcs not full 360 turrets.  Right now, if I cruise up to one with a "tank" type ship, every gun on the Herzog will focus on the tank - and its normal variants simply don't have the kinetic firepower to threaten that tank.  Which leaves it totally open to being attacked by, well, anything and everything else I can field.

Narrower arcs for, say, the small & some of the medium guns would prevent it from focusing everything on one target, and make it much more capable of fending off multiple simultaneous attacks.  It would also reduce the amount of firepower it was capable of throwing in any one direction, which might - depending on your reasoning - negate the need to remove a weapon slot.

The weapon arcs will get more narrow as this is already on my to do list, but thanks for pointing that out.

The reasoning why i would like to remove one weapon slot in favor of a decorative element would be to nerf the herzog a bit overall as i feel it's still a bit to op, but little by little i will get there.
After all i think 3 large weaponslots are good enough.

Here's the latest concept for deco. a round blinking sensorthingy (actually an old recycled sprite).
(http://i.imgur.com/EoNKmG1.gif)

thats actually pretty cool.
Title: Re: The Thule Legacy WIP
Post by: Wyvern on March 29, 2013, 02:13:54 PM
Another interesting possibility would be switching the type of that fourth large slot from ballistic to missile.  Add in narrower firing arcs and a decent set of kinetic guns, and it should be a bit more balanced even without removing slots.

...On the other hand, that is rather a neat widget you've got stuck on it there.  I find myself wanting for that dish to do something... maybe install an EMP system with that as the firing point?  Drone launch point?  I dunno.
Title: Re: The Thule Legacy WIP
Post by: conorano on March 29, 2013, 02:51:38 PM
i don't really see why you think the herzog is that op. if the herzog is the main battleship of the thule legacy then its not really that overpowered becouse it can hardly kill an oanslought (i probably spelled that wrong), and the aunslought (maybe this is it?) has 5 large weapons mounts and shields and its a battleship, and don't get me started on the conquest. if its more of a battlecruiser then its fine with a nerf i guess, i havent played it really much only in the missions. anyway i like thel look of that decoration though, it looks like its meant for something special.
Title: Re: The Thule Legacy WIP
Post by: phyrex on March 30, 2013, 12:59:07 PM
ok, this  is just a ridiculous idea i got from another thread, but your ships fits it sooo well, i just HAD to mention it here.

the blender of doom ! a round ship (hmm, i wonder who has ships like that) full of hardpoints all around and a high turn speed.

spin madly while firing all guns.

voila ! instant insanity !
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Thule on March 31, 2013, 11:41:40 AM
@ Wyvern
I think an interessting and an overall performance buffing system would be my choice. If emp, drone or even gravity (i would like that the most, as it would fit TL to have a gravity theme going on as they are slow overall) i am not yet clear about.
Thanks for the suggestions anyway.

@Conorano
I play the test mission alot to dertermine how punchy the herzog is, and my experience was that, even toned down, it can oblibarate an onslought pretty well. I dont know though how this works out later in the field with the player having skills handling wise and characterskills and whatnot. My plan was to have a sliiiiightly more powerfull version of the onslought, and the paragon his natural nemesis.

You're right the Herzog being a battleship, that was my intention.
OP wise i like it to have a slight edge over the onslought, but an encounter should remain a challange, not a steamrolling lolfest.

@phyrex
I really like de DS Tech mod, and he got a weapon which kind of does what you were describing, without the spinning, i wanted to have a look at that ever since rawcode posted about it.

Thanks for the feedback guys, i appreciate it very much, only that way i can see stuff i am missing otherwise.

A small update in the Original Post here (http://fractalsoftworks.com/forum/index.php?topic=3369.msg50827#msg50827)
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Captain Draco on April 02, 2013, 01:02:52 PM
Mod causes Starsector to crash into desktop while loading. Starfarer.log shows errors in Java:

Quote
11174 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.world.TLGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.TLGen]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/TLGen.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/TLSpawnPoint.java, Line 10, Column 7: Imported class "org.lazywizard.lazylib.CollectionUtils" could not be loaded
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
   at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
   at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
   at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
   at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.UnitCompiler.findClassByName(UnitCompiler.java:6333)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4834)
   at org.codehaus.janino.UnitCompiler.access$108(UnitCompiler.java:4764)
   at org.codehaus.janino.UnitCompiler$17.visitReferenceType(UnitCompiler.java:4704)
   at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2026)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4743)
   at org.codehaus.janino.UnitCompiler.getLocalVariable(UnitCompiler.java:1680)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2310)
   at org.codehaus.janino.UnitCompiler.access$37(UnitCompiler.java:2302)
   at org.codehaus.janino.UnitCompiler$7.visitLocalVariableDeclarationStatement(UnitCompiler.java:2225)
   at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:1767)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2228)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2189)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2039)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:851)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:832)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:528)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
   ... 5 more


Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Uomoz on April 02, 2013, 01:17:22 PM
You don't have LazyLib.
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Thule on April 02, 2013, 03:41:04 PM
Thx Uomoz.

That's my bad, i havent mentioned that anywhere, you have to have LazyLib installed in order to run the mod.

LazyLib can be found here (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Captain Draco on April 03, 2013, 12:05:02 AM
OK now it works... Is there any way to join them? Thule reminds me of Krieg troopers and Armageddon Steel Legion from Warhammer 40K.  8)
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Thule on April 03, 2013, 02:06:40 AM
There's a Contract available at their station at the far upper right corner of the system. Shortly after you purchased the contract they will become neutral.

WH40K definitly was and still is part of my inspiration ;)
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Thule on April 03, 2013, 01:41:40 PM
The next update will be a fairly large one, as i am currently buggering almost every coder on this forum for help ;)

I implemented the valkyria system as the shipsystem of the Herzog, added some soundeffects, changed color and range a bit and called it "Heimdahl Generator".

Here's a little teaser (https://www.youtube.com/watch?v=1B1JlvWuLv8)
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Uomoz on April 03, 2013, 02:05:22 PM
the whole sound and effect is so goooood.
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: phyrex on April 03, 2013, 02:30:51 PM
whats the ship system do tho ? was it the weird purple "shockwave" at the end ?
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Sproginator on April 03, 2013, 02:33:48 PM
whats the ship system do tho ? was it the weird purple "shockwave" at the end ?
Yep :P
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: FlashFrozen on April 03, 2013, 02:36:16 PM
I really like that system, though doesn't seem to do much damage, seems like a neat trick, how about scaling smaller shockwaves timed with the warning sirens? It'll gradually build up it that one shockwave, very neat regardless =p
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: silentstormpt on April 03, 2013, 02:53:13 PM
It does a small push to all ships in a predefined area and seems like it spawns a projectile for each ship that blows instantly, unless you can do directly on the code like ship.[method]
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: phyrex on April 03, 2013, 03:20:22 PM
seeing how long it took to charge it up, it better be powerful because its gonna be easy to evade somewhat
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Uomoz on April 06, 2013, 06:27:59 AM
Hey bro, you removed the light flak but you forgot to remove it from the contract script aswell :).
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Thule on April 06, 2013, 06:52:17 AM
oops, thanks and yes you're right, aaand i renamed it so it's still there.
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Thule on April 07, 2013, 11:03:25 PM
For the next update a new destroyer called "barghest"
(http://i.imgur.com/RqbKcVz.png)

and a small updated design of the berserker
(http://i.imgur.com/5NSgpkb.png)
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Thule on April 09, 2013, 04:15:50 PM
Further refining of the redesign of the berserker

(http://i.imgur.com/tLIU8Vw.png)
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: phyrex on April 15, 2013, 12:41:07 PM
yeah so, just wanted to drop by and say im really liking your mod (the monarch is insane)

also, your barbarossa cannon is awesome  ;D knowing myself ive probably already said that but i feel its worth repeating  8)

only shadow on this impeccable mod tho, the test mission could use a little clean up. its flagship is a hammerhead (which isint in the fleet at all, so no flagship until transfer) and its text is still the one from whatever previous star wars mission you made/copied as basis for the thule one. a minor gripe i guess :P
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Wyvern on April 15, 2013, 02:23:04 PM
Huh.  I actually found the swap to everything doing energy damage to be kinda meh; prior to that, I was quite happy using a mix of HPVC and slugger weapons, with large slots usually using non-thule guns (as I tend to prefer being heavier on kinetic damage than HE.)  Now, I just avoid thule weaponry entirely*, in favor of needlers, heavy maulers, and the like.  Not to mention that Thule now has two different medium guns with overly-similar stats; when would you want to use a heavy HPVC over a slugger?  I can't come up with an answer.

_____
* Excepting light hunkers; small slot flak-like PD guns are still very very nice.
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Thule on April 15, 2013, 02:47:34 PM
@phyrex
Yeah i know ;) But it's just a test mission. Bear with me

@Wyvern
I feel you, i am not entirely statisfied with the change myself. BUT, TL were prior to the change a quite binary faction, VERY punchy, and i wanted the fights to get a bit longer.
My testing showed that the switch to energy Dmg achieved that. At this point i am quite uncertain where to go.
The lorentz force weapons Thule has now is a nice niche weaponry which can deliver a constant stream of dmg, longer fights with a overall sustained survivability of the ships.

I would love to hear your thoughts about that issue as i am quite undetermined.
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Wyvern on April 15, 2013, 03:22:59 PM
Hm... It really depends on what they're fighting against, honestly; most of their default variants were heavy on HE weaponry, which made them overall pretty non-threatening to my preferred tactic of using very shield-tank-y ships - the only thule fleets I really made sure I avoided were those with lots of fighters, since the fighters all had decent kinetic guns, and a swarm of fighters + gunships could easily ruin your day.

Now, one thing I could see as a possible faction theme would be going heavy on the kinetic damage - taking the thought process of "If we don't have shields, you don't get to use shields effectively either." - in this case, swapping the Barbarossa Cannon & Heavy Slugger (& maybe that one extreme-range medium gun I forget the name of) to energy damage would make sense, and then use a mix of those & HVPCs to have loadouts that rips through shields, but are merely okay against armor.

Generally, though, I think this falls into the same issue that the Gedune's Tenzen Cruiser had: You're trying to balance your ships by adjusting the weapons - which only works for the AI; if you weaken Thule-specific guns, the player will just buy classic weapons; if you strengthen the Thule-specific guns, the player will use those on classic hulls.  Have to balance the two components individually.

As for lengthening combat with Thule ships... I might try things like doubling their hull hit points (or making a thule specific hull mod that reduces hull damage taken?) and then reducing overall firepower as needed (fewer slots, or slots that don't overlap as much, or even just reduce flux vent rate).  ...On the other hand, that'd make it even less likely for me, as a player, to want to use Thule hulls; if I expect them to take hull damage in an even fight, I'm going to install a front shield generator, or just not use them at all.
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Sproginator on April 15, 2013, 04:07:10 PM
Too.........Many..........Saucers...........
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Thule on April 23, 2013, 09:41:35 AM
Changed the TL weapons damage type back to the original.

Not connected to this i get an error message, anyone has a clue where i could start looking?

Code
3443 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
3444 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: Expected a ',' or '}' at 7931 [character 7932 line 1]
org.json.JSONException: Expected a ',' or '}' at 7931 [character 7932 line 1]
at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
at org.json.JSONObject.<init>(JSONObject.java:227)
at org.json.JSONObject.<init>(JSONObject.java:311)
at com.fs.starfarer.loading.LoadingUtils.void(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.Ö00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
at com.fs.starfarer.loading.H.super(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
3459 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.BattleObjectivesFleetPointsPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
3459 [Thread-9] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: data.scripts.plugins.BattleObjectivesFogOfWarPluginImpl
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: phyrex on April 23, 2013, 09:54:34 AM
and what was the original ?

also, on an unrelated note. i saw a travel container on a car's roof yesterday written "thule" on it. any link :P ?
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: HELMUT on April 23, 2013, 10:16:38 AM
Thule, i was wondering: will you, for your next update implement the Monarch in the campaign? I tried it as a starter ship and it is perhaps one of the craziest capital ship of the entire modding community. While i'm against putting it in the hands of the player due to it's overpowered-ness, it would be a superb boss event.

Throwing your entire fleet against a single monster that can destroy a capital ship in one volley, that would be pretty fun, and challenging.
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: phyrex on April 23, 2013, 11:16:05 AM
Thule, i was wondering: will you, for your next update implement the Monarch in the campaign? I tried it as a starter ship and it is perhaps one of the craziest capital ship of the entire modding community. While i'm against putting it in the hands of the player due to it's overpowered-ness, it would be a superb boss event.

Throwing your entire fleet against a single monster that can destroy a capital ship in one volley, that would be pretty fun, and challenging.

i did a save once for *** and giggle where i upped all my skills to max, modded myself a monarch and then changed all its mounts to large ballistic and putted barbarossa cannons in them.
it was hilarious XD
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Graidon on April 23, 2013, 08:50:14 PM
Question: Thule ships have this system called R.U.N.E. What does it do or how can I find out in a tooltip?
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: LazyWizard on April 23, 2013, 09:05:36 PM
It makes it so their engines and weapons are almost impossible to knock out, at the expense of not being able to knock out their opponent's systems either.
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Thule on May 02, 2013, 05:12:39 AM
A small update concerning animated shipparts.
Added the so called Heimdahl Pulsator to the two TL destroyers.
It's a micro Heimdahl Generator with decreased range and punch, but has a lowered chargeup and can be fired up to 10 times in quick succession.

(http://i.imgur.com/BmEfeMg.gif)Barghest  (http://i.imgur.com/iGOQTA9.gif)Berserker

Tweaked some stats of the frigates and destroyers. Still not sure what shipsystem the frigates will get.
Visually a emp system would fit nicely, but from a game mechanic stand pont i am not sure yet.
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: phyrex on May 02, 2013, 09:56:43 AM
oh wow thule ! that is soooo cool looking O_O
Title: Re: The Thule Legacy UPDATE DEV 0.1.5
Post by: Thule on May 03, 2013, 05:11:14 AM
Thule Legacy Changelog
DEV Version 0.1.6

** Weapons
+ Removed the brvulcan as placeholder, the „Light Hunker“ is now the standard PD weapon.
+ Added 2 new animated Decorative Weapons. 1. the Heimdahl Generator, 2. the Heimdahl Pulsator


**Sounds
+ The „Heimdahl Generator“ got a new terrifying sound. Deep and scary and more visual effects.
+ There's a new sound now when the system has used up all it's charges.
+ Started making custom explosion sounds for every TL weapon, for now the Barbarossa and the hunker have custom
   sounds.


**Ships
+ Modified the old Berserker sprite.
+ Added a new Heavy Destroyer „Barghest“. The Barghest is essentially a streamlined Berserker, a little more
   sophisticated then the Berserker.

**Variants
+ Added a HC Variant for the „Barghest“ class destroyer.


**Missions


**Shipsystems
+ The Oberon has a not yet balanced teleporting system. Endercore modified his original Fleet Wing Teleporter in such
   a way that the new system would teleport all deployed ships once. Removed the shipsystem for now due to not
   looking pretty enough

+ Added the „Heimdahl Generator“ to the Herzog class. It's a gravity shockwave generating device with a rather long
   chargeup, a long cooldown and max 3 uses.
+ Added the little cousin of the Heimdahl Generator, the Heimdahl Pulsator, has almost no chargeup, a significantly  
   reduced range but can be activated in quick succession for up to about 10 times. Ai doen't quite work as inteded. Will
  get fixed later
+ Thanks to LazyWizard the R.U.N.E system is now a hull modification only available to TL ships. All variants
   updated accordingly. For custom stocked TL ships it's highly recommended that every custom refitted TL ship has the
   hull mod installed.
+ For now the Viking frigates have a emp shipsystem, this will change later.

**General
+ Tweaked the stats of the 2 frigates and the 2 Destroyers again. Feedback would be appreciated.


Download --> http://fractalsoftworks.com/forum/index.php?topic=3369.msg50827#msg50827
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: Thule on May 03, 2013, 04:17:59 PM
Found a small bug which caused the campaign to crash, fixed it. Sorry for the inconvinience.

New download is available ---> http://fractalsoftworks.com/forum/index.php?topic=3369.msg50827#msg50827
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: HELMUT on May 04, 2013, 07:10:45 AM
I like the turbines on those two ships. You should make some of theses for each ships, it really make them more like some "diesel-punk space clockworks".

For the Heimdal Generator, while it look cool, i'm not sure to understand how it work. I tried it against an Onslaught and literally wrecked it, while it barely scratched wings and frigates. So how it is supposed to work?

Also, i want to ask you about the United Integrated Technology. Did you gave up on them? I hope not. Starsector is still lacking a real Bio-mechanical faction to play with and yours look incredible.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: phyrex on May 04, 2013, 08:34:22 AM
I like the turbines on those two ships. You should make some of theses for each ships, it really make them more like some "diesel-punk space clockworks".

For the Heimdal Generator, while it look cool, i'm not sure to understand how it work. I tried it against an Onslaught and literally wrecked it, while it barely scratched wings and frigates. So how it is supposed to work?

Also, i want to ask you about the United Integrated Technology. Did you gave up on them? I hope not. Starsector is still lacking a real Bio-mechanical faction to play with and yours look incredible.

im gonna go on a space leg here and say that since the heimdhal is called a "gravity shockwave generator", maybe it has something to do with mass ? and since the onslaught is one heck of a hunk, it got wreck while fighters were like feathers ?

im just throwing this out of nowhere tho
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: Silver Silence on May 04, 2013, 10:38:08 AM
Perhaps it's to do with their profile? I saw the WIP video and it produces an explosion like the Valkyrian VatIV does. So, a talon is tiny and isn't going to take as much as the bulky Onslaught.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: Thule on May 04, 2013, 03:07:59 PM
I like the turbines on those two ships. You should make some of theses for each ships, it really make them more like some "diesel-punk space clockworks".

That's the plan, i would like to make at least one part of any TL ship animated.

For the Heimdal Generator, while it look cool, i'm not sure to understand how it work. I tried it against an Onslaught and literally wrecked it, while it barely scratched wings and frigates. So how it is supposed to work?

It must have something to do with the actual angle you were able to hit the onslaught. I for one was never able to wreck an opposing capital with one single hit. Phyrex and silver are kind of right, although the dmg multiplier is higher as smaller the enemy is, the actual surface which is hit by the shockwave determines the dmg the ship takes at the end.

Also, i want to ask you about the United Integrated Technology. Did you gave up on them? I hope not. Starsector is still lacking a real Bio-mechanical faction to play with and yours look incredible.

I did not gave up on them, i just completly put the WIP on halt.
The reaseon?

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

I saw this image on the spriter thread and was comfortable that someone else would tackle a bio faction. Unfortunatly Sticky never posted something after this.
I will come back to UIT, but not in the near future.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: silentstormpt on May 04, 2013, 04:19:43 PM
You could use those for Events on Uomoz
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: oddballartist on May 12, 2013, 11:24:17 AM
got a quick question. played through on the thule and other game modes and never seen the big monarch fortress in the game at all. is it only in the mission mode?
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: Sproginator on May 12, 2013, 01:00:13 PM
(http://i.imgur.com/APsizkY.jpg)

Someone layer those images in a neat way XD
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: Gotcha! on June 03, 2013, 03:39:14 PM
Hello,

Is there anything required to play this mod?
It crashes my game right after the loading screen.

Fatal: Error compiling [data.scripts.world.TLGen]
Cause: Compiling unit "data/scripts/world/TLGen.java"

Edit: Apparently it needed LazyLib. You should mention that somewhere.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: Reshy on June 03, 2013, 05:05:44 PM
Wow that middle sprite looks amazing.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: TheHappyFace on June 04, 2013, 02:59:09 AM
(http://i.imgur.com/APsizkY.jpg)

Its such a shame he didnt post any more of his sprites.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: ValkyriaL on June 04, 2013, 03:17:43 AM
I posted one in the spriters thread recently, only 1 comment so far. :o
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: theSONY on June 08, 2013, 04:30:43 AM
S'up
well i'm playing Exerelin & as a Thule faction i saw that all the missile type of ships are missing fast missile system & ragnarok is missing his drones  :'(  too
so i dunno if Zaphide got older Thule's ver. or is it an current bug
& what's suppose to be that "heimdal pulsator" ??
 i mean is it a System or is it a weapon + have look at my custom made dark matter ;P
Spoiler
(http://i.imgur.com/hxnGk8c.png)
[close]
but look at the system name & 1'st weapon slot

PS: i dunno if i like the thrusters ;p sorry but it looks different when ship engines didn't spit fire from nozzle :P
it looks mystical,distributing & evil
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: Thule on June 10, 2013, 10:08:19 PM
Sony this is, i think a bug with the decorative weapons in general, i can be solved if you hit "Auto" in the weapongroup window in the refit screen.

I tested another way of producing a kind of ring shaped engine for the tl ships, came up with this solution.
http://www.youtube.com/watch?v=G6GLVZYhkos

And i was wondering how a TL shipyard, or TL industrial complex may look like.
https://www.youtube.com/watch?v=T_Fr9MaPR-g
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: Thule on June 14, 2013, 11:24:38 AM
Thule Legacy Lore:

(http://i.imgur.com/us1QB3m.png)Bulwark Industries is a Megacorporation in the Thule Legacy sovereign territory , and belongs to the Faction's KIN power bloc.

The largest of the Thule Legacy corporations, BULLI, as it is commonly known as, is one of the largest weapon manufacturers in the known Sector. The company manufactures a full range of weaponry, from small arms to battleships. Typically of the Thule Legacy. They are manufacturers, distributors, retailers and researchers, as well as being a formidable voice in Thule Legacy politics. Their great rivals in both business and politics is the Thulium Resources Corporation.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: Thule on June 15, 2013, 11:57:06 AM
Thule Legacy Lore:

(http://i.imgur.com/oegVlTi.png)Thulium Resources traces its history back to the Thule Fratricidal War, to a special force unit within the Thule Navy that rigged asteroids with explosives and used them as booby traps. After the war the personnel in the unit created Thulium Resources and used their special knowledge (Thulium Alloy), to gain prominence within the mining industry. Through shrewd business deals and solid mining income Thulium Resources has slowly grown to join the ranks of the big boys in the sector's corporate politics.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: HELMUT on June 15, 2013, 01:58:16 PM
I like those little piece of lore. I especially like the logos.
 
Is the TL lore is (or will) be linked with the actual Starsector lore? I would be curious to know where does stand the Thule legacy about the Hegemony and the Try Tachyons.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: ValkyriaL on June 15, 2013, 02:29:29 PM
I just noticed Thule, but your premade Monarch variant does not have any weapons :I
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: Thule on June 15, 2013, 03:23:30 PM
I like those little piece of lore. I especially like the logos.
 
Is the TL lore is (or will) be linked with the actual Starsector lore? I would be curious to know where does stand the Thule legacy about the Hegemony and the Try Tachyons.

Yes it's my goal that the lore will somehow be integrated into the lore of starsector itself, maybe later some modders can even aggree on a shared expanded canon for starsector lore that their lore is interwoven with each other.

For the origins of TL i got inspired by "A detachment sent by the Domain pre-Collapse, as matter of policy, they were hardly an elite unit. However, they had the equipment and the mentality to be fighters. The name of the unit was the 465th Legion, and their settled world remains Selenius IV, in the Selenius system. They banded together with those they considered their fighting equals in space – a patrol wing of the Naval Colonial Security Forces, based off the asteroid belt in the Sanguinar Major system. Neither one of the units accepted the control of Task Force Pollux and fought for the independence of their planets. They fought not only the Hegemony, but pirates and corsairs, warlords, Ludii and other small time alliances."

On board of these ships, obviosly equipped with cryo-stasis chambers a certain part of the personel went rouge and set course into the unknwon parts of the sector. Their goal was Legacy, a from the archives deleted system, settled and self-maintained by a subsidiary company of Tri Tachyon, commissioned with gravity research. A kind of hidden core world if you like.

TL sees themselfs as the true political successor to the pre collapse Domain. You can even see the deliberate choice of logo i made for the TL, as they more or less claiming the same as the Hegemony. TL is a more brutal and darker kind of Hegemony with a piece of Tri Tachyon in it as they share a link to their past.

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

I just noticed Thule, but your premade Monarch variant does not have any weapons :I

Yeah i know, mostly because i am not sure if i keep the monarch at all as it is right know. Next Update will be more tidied up i hope. we will see ;)
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: Thule on June 19, 2013, 05:52:16 PM
(http://i.imgur.com/PZie3I8.png)

The revised Vanir is now a Battlecruiser and joins the TL Navy as it's third capital ship besides the Herzog and Ragnarok. Pretty recent design i made some small additions to the kitbash. A dedicated broadside cruiser equipped with the Kometdrive system.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: Erick Doe on June 19, 2013, 06:03:11 PM
I like the shapes of this ship. The dome and flat deck make it look unique. Good job!
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: Gotcha! on June 21, 2013, 09:05:21 AM
I really love the ships. It's a shame this mod changes so much, like loading screens, music etc.
Any chance for a 'light' version?
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: Thule on June 23, 2013, 04:36:21 AM
Hi there,

hm, what exactly should a "light" version include in your opinion?
I guess you mean only ships (including FX sounds?) and campaign integration?
Title: Re: The Thule Legacy UPDATE DEV 0.1.6
Post by: Gotcha! on June 23, 2013, 05:13:13 AM
Basically, yeah. I usually dislike it when a mod removes vanilla aspects of a game. It kind of takes over instead of adding to a game.

It'd be even more awesome if you could implement somehow that your nebulas and combat music would only appear when in combat with your faction. I have no idea if this'd be possible though. :)
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: Thule on June 29, 2013, 01:59:31 PM
Changed the mod to a lighter version. Should now be more minimalistic.

Changed the Vanir to a Battlecruiser.

Link can be found here (http://fractalsoftworks.com/forum/index.php?topic=3369.msg50827#msg50827)
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: Gotcha! on June 29, 2013, 03:40:55 PM
Wow, thanks! Consider your mod perma-installed. ;D
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: Gotcha! on July 01, 2013, 08:27:22 AM
Whhooooaaah? Look what I got for a parting gift. :o
Spoiler
(http://avatar.home.xs4all.nl/crap/screenshot000.png)
[close]

Those ships that split apart and have the front crash into you are amazing! (I guess that thing I picked up was part of it.)
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: Silver Silence on July 01, 2013, 11:14:16 AM
IIRC, the Thule Meteor cannot even be mounted on any ship bar the Tungsten without save editing.  :P
If you happen to get the Tungsten (the ship that goes with the Meteor), you can only mount it even then by loading the Tungsten's standard variant.

Tungsten/Meteor reminds me of the A-10/GAU-8. You're basically getting the Meteor, the ship is just complimentary.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: xenoargh on July 01, 2013, 11:33:39 AM
If that's so, the weapon should be marked as SYSTEM, so that it cannot be salvaged or used elsewhere.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: Silver Silence on July 01, 2013, 12:48:25 PM
Just make it a built-in weapon. Like I said, you're buying the Meteor, the Tungsten is just extras.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: Thule on July 02, 2013, 03:41:01 AM
That's strange, i marked it in the weapon_data.csv as SYSTEM already, and it is a built_in weapon. Nevertheless, have fun spending all those credits ;)

Since MShadowy made a spritesheet for his faction i got inspired as it looked like a cool way of presentation.
I also renamed (again,again) a couple of ships and added a new transporter as the FORSSER (formerly known as Vanir) is now a
dedicated broadside battlecruiser.

Update will come soon.

(http://i.imgur.com/UavqYBg.jpg)
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: Gotcha! on July 02, 2013, 03:58:04 AM
That looks really nice indeed.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: Silver Silence on July 02, 2013, 06:29:18 AM
I think you may have left the Achilles out of the weapons previews. The little medium long-ranged energy weapon.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: Thule on July 02, 2013, 06:57:06 AM
Yes i have, i ditched the concept as it didn't fit in that well in imo.
However, there will be a Heavy Hunker later on.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: HELMUT on July 02, 2013, 07:47:22 AM
Thule, i don't see your hospital ship, did you remove it? Even though the current version of SF give it no role. It probably will as Alex release more updates.

Also i'm glad you switched the class of the Bifrost and the Valhall. The previous carrier was really powerful for a cruiser while the Bifrost seemed kinda lackluster as a capital ship. And i look forward for an encounter with those giant freighters.

Also a bit of nagging. WHERE'Z DAH MONARCH?

Edit: And BTW i really like the avatars you made.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: Gotcha! on July 02, 2013, 09:32:09 AM
Another piece, huuuge.
Spoiler
(http://avatar.home.xs4all.nl/crap/screenshot001.png)
[close]
Are players supposed to be able to retrieve these from slaughtered enemies?
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: Silver Silence on July 02, 2013, 02:14:31 PM
Now that is definitely not supposed to be acquired by any means.
I can kinda understand being able to pick up a Meteor, but you just somehow looted half a ship.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: Thule on July 08, 2013, 02:01:59 AM
That's not supposed to happen, next update will have that fixed.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: Thule on July 10, 2013, 03:56:05 AM
I revamped the Forsser again. This time pretty much.
Made it overall much more dominator-ish, concerning the weapon arcs and overall apperance.

(http://i.imgur.com/DwMipeV.png)(http://i.imgur.com/SRWp1k0.png)
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: Thule on July 10, 2013, 04:55:30 AM
Took a look at the weapon AI Hints and noticed most of them had wrong entrys  ??? ???
It's fixed now and lou and behold, the ships are behaving much more aggressive and as intended.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: Gotcha! on July 10, 2013, 05:25:54 AM
Even more aggressive? Hooo boy.
(http://2.bp.blogspot.com/-Lqo9oH_2QOo/T2dqgnjHQ0I/AAAAAAAAFls/6-cv3FH3Sqc/s320/buckle-up.jpeg)
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: phyrex on July 10, 2013, 09:19:59 AM
I revamped the Forsser again. This time pretty much.
Made it overall much more dominator-ish, concerning the weapon arcs and overall apperance.

(http://i.imgur.com/DwMipeV.png)(http://i.imgur.com/SRWp1k0.png)

scary...
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: HELMUT on July 10, 2013, 11:05:13 AM
I have to say i prefer the old Forsser. With its long nose it was quite unique. Also, Thule's legacy needed a broadside cruiser.

However this one is still pretty cool (as all your sprites i must say). I think you should keep that dominator front idea and strap it on another ship. Perhaps on your new ship with the huge engine in the spriters judgement thread?
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: Thule on July 10, 2013, 11:20:30 AM
I did'nt want to ditch the old forsser but the ai could'nt handle it at ALL, and by at all i mean showing the wrong side to the enemy again and again.
I fiddled around with the mount setting, changed almost everything to hardpoint and a very narrow weaponarc of 5°. Nothing did the trick.
In playerhand it was quite fun thou, the komet drive enabling you to swoop in broadside the enemy and win distance one again and again ;)
I pretty sue the old forsser will return. Thanx for the input.
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: phyrex on July 10, 2013, 12:04:48 PM
I did'nt want to ditch the old forsser but the ai could'nt handle it at ALL, and by at all i mean showing the wrong side to the enemy again and again.
I fiddled around with the mount setting, changed almost everything to hardpoint and a very narrow weaponarc of 5°. Nothing did the trick.
In playerhand it was quite fun thou, the komet drive enabling you to swoop in broadside the enemy and win distance one again and again ;)
I pretty sue the old forsser will return. Thanx for the input.

its weird, im pretty sure i saw alex say somewhere that hardpoints with very small firing angle were causing problems with the AI
Title: Re: The Thule Legacy UPDATE DEV 0.1.6a
Post by: Thule on July 10, 2013, 12:10:27 PM
Then i wait for the AI to catch up. There should be plenty of time ;)

Here's the latest DL
http://www.mediafire.com/download/75ia8hst3jeewz2/Thule_Legacy_DEV_0.1.7.zip

Feedback is always welcome.

The Campaignmode is still a pretty rough. There's a fix coming up soon.
Title: Re: The Thule Legacy UPDATE DEV 0.1.7
Post by: Flare on July 10, 2013, 01:43:19 PM
Yeah the AI often have problems with broadsides, have you tried rotating the sprite 45 to 60 degrees from the centre though?
Title: Re: The Thule Legacy UPDATE DEV 0.1.7
Post by: Thule on July 10, 2013, 02:11:51 PM
Yeah the AI often have problems with broadsides, have you tried rotating the sprite 45 to 60 degrees from the centre though?

Hi Flare, i read your comment very carefully but unfortunatly i dont quite understand what you mean. Could you simplify?
Title: Re: The Thule Legacy UPDATE DEV 0.1.7
Post by: Flare on July 10, 2013, 02:23:36 PM
In trylobot's ship maker you can determine which direction the ship faces and forward thrust is applied. I suggest seeing if you set the forward direction 45 to 60 degrees off centre. Like the front of the medusa being from the centre to one of its left energy slot.

 Won't fly straight, and will look like it's continuously strafing, but since the ship is tilted, the AI would be able to utilize its broadsides more easily.
Title: Re: The Thule Legacy UPDATE DEV 0.1.7
Post by: phyrex on July 10, 2013, 02:24:47 PM
In trylobot's ship maker you can determine which direction the ship faces and forward thrust is applied. I suggest seeing if you set the forward direction 45 to 60 degrees off centre. Like the front of the medusa being from the centre to one of its left energy slot.

 Won't fly straight, and will look like it's continuously strafing, but since the ship is tilted, the AI would be able to utilize its broadsides more easily.

sounds like an incredibly ramshackle solution and overall detrimental to the very nature of the ship...
Title: Re: The Thule Legacy UPDATE DEV 0.1.7
Post by: Silver Silence on July 11, 2013, 02:30:55 PM
As far as I remember, the broadside logic required nice, wide open turret angles with an obvious focus of the firepower in the direction of the broadside. Shallow hardpoints are harder to bring to bear than the easy-to-aim weaponry on the other side. The Conquest is the only broadside ship, so you'll have to look at it's mounts to see how your own should be laid out.
Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: Thule on September 18, 2013, 03:04:28 AM
Plans for Thule Legacy

Design goals
LORE:
"Viking" themed faction. Homeworld far away and not yet fully discovered by any vanilla faction.
Toned the implied amount of political power down as not to break the vanilla lore. "Viking" theme seemed to fit this purpose as to make them
still a continous threat to established factions and due to their nature not able to completly overthrow political systems.
This will mean: Thule Legacy flottillas will be relativly small raiding partys mostly frequenting the edges of the core systems.
Infrequently there will be huge raiding partys invading the coresystem. This will happen when the single leaders (Thane) of the many
TL Klans have voted for a "Highthane" and decide to go on a big raid also called "Wave". This is when almost all TL forces are mobilized and invade
the known sector as a single force. There have been two big waves in the past.
To make TL capable of raiding far way from their home their ships will have quite an insane fuel/efficiency.

SHIPS:
The established round ships will remain, likewise the established grey metal colorscheme.
There will be specificaly colored sections of the ship hulls to represent the different Klans the ships belong to:
(http://i.imgur.com/5sGh6OS.png)(http://i.imgur.com/JXVCNH9.png)(http://i.imgur.com/yqYvviS.png)
I've read somewhere in the forum, someone mentioned the possibility in 0.6 to replace the sprite for ships. This would be a great way to have randomized details for the ships.
There will be a custom enginesound: https://soundcloud.com/invaderoz/thule-engine-oldloop01
There will be ringshaped engines: goal is to make the animation react to changes in velocity, if it is possible to hide
damage effects to the decorative weapon/engines, has yet to be tested.
(http://i.imgur.com/a9flVJm.gif)
I will look into the possibility giving TL shields and reducing the amount of armor a bit to balance it out, but high armor values will still be their primary defense. Depending on that Tl will lose their faction specific R.U.N.E hull modification.
My idea was to replace normal crew on TL ships with marines only. If something like this is moddable i don't know.
Title: Re: The Thule Legacy UPDATE DEV 0.1.7
Post by: Borgoid on September 18, 2013, 03:23:39 AM
As far as I remember, the broadside logic required nice, wide open turret angles with an obvious focus of the firepower in the direction of the broadside. Shallow hardpoints are harder to bring to bear than the easy-to-aim weaponry on the other side. The Conquest is the only broadside ship, so you'll have to look at it's mounts to see how your own should be laid out.

That's not strictly true Silver, the Neutrino Nirvash is a broadside cruiser and it seemingly has the right AI. I couldn't tell you WHY because I'm not savvy enough for that. My only suggestion might be the Pulsed Beam Cannon which is the only weapon that is locked ( can't turn, even in a turret ) contributes to it... But I honestly don't know.

Anyway looking at the Nirvash might help.
Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: etherealblade on September 20, 2013, 01:13:26 AM
Wouldn't getting rid of R.U.N.E. tech be like getting rid of a piece of their Identity?
Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: Thule on September 20, 2013, 02:30:12 AM
Depends whether i go with the shields or not. Having both would break balance for sure.
Right now the faction is igoring two game mechanics. First the managment with flux/shields and second the concept
of ion cannons able to disable weapons due to almost instant rapair speed.

My idea was bringing it back to having still a higher amount of armor then comparable ships their size but reintroducing shields and therfore
making fights a bit more complex.
The goal would be to have a less binary feel to the fights. Right now it's tank and spank. Or is this defining and a good thing?

Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: Borgoid on September 20, 2013, 02:46:41 AM
Well if you add (Presumably inefficient) shields and reduce the armor a bit then you're essentially just creating more low-tech ships like the Enforcer. Flexible and violent but lacking in defense ( For the most part )

The shield-less nature of Thule ships is currently their defining feature mechanically, for better and for worse.

You might be able to experiment with different styles of shields or different substitutes for RUNE and end up with an interesting ship design but... I don't have any suggestions

Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: Cycerin on September 20, 2013, 02:48:34 AM
Imo it would be cool if you could find a way to add 360 shields to all ships that could only be briefly but instantly summoned and then with a cooldown period based on the damage taken, or something. Doubt it's currently doable, though.
Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: Shoat on September 20, 2013, 03:14:27 AM
I'd vote for not giving them shields.
Shields on ships with low flux capacity/venting OR with ridiculous amounts of firepower will never get used anyway.

Not having shields is definitely a core thing for your ships - you might as well make the RUNE-System a built-in hullmod that prevents shield generators from being installed and passively grants some it's current bonuses (not as high as the current ones, though, since armor got significantly buffed already).
Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: Vayra on September 20, 2013, 03:21:53 AM
I really enjoy the way Thule ships work right now, with ridiculous armor, RUNE, and no shields. IMO adding shields and removing RUNE would rob them of their faction identity almost entirely, and you should explore alternate defensive options if you really feel like you need to add any.

E: a good compromise might be changing RUNE to not make weapons repair instantly, but still make them much harder to destroy in the first place? (I think it does this, unless I'm crazy) Or it could make them repair only twice as fast, rather than instantly, etc?

Also... You might not want to spell the word "Clan" that way.
Between that and the big Balkenkreuz on the front of the ships/etc you've got kind of a
(http://i.imgur.com/1Amvztss.jpg)
vibe going. Which probably isn't what you're going for. :v

Imo it would be cool if you could find a way to add 360 shields to all ships that could only be briefly but instantly summoned and then with a cooldown period based on the damage taken, or something. Doubt it's currently doable, though.

This is a totally awesome idea, though I also don't think it would really be possible as described. Still, you could possibly mimic something like it with, I don't know, maybe negative arc frontal shields and a system that briefly and instantly makes them 360? Just throwing ideas out here, I'm not really familiar with java or the API.

I should add that I love this mod to death and it's one of the things I'm eagerly awaiting a 0.6a update for. :)
Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: Borgoid on September 20, 2013, 03:37:07 AM
You could use a similar drone system to the Neutrino Colossus for that style of shielding I suspect. You'd just need to adjust the total capacity and flux usage to determine how long the shield is maintained.
That system lends itself to micromanaging the defensive flux of the drone and the offensive flux of the ship separately which is... interesting. You'd have to be careful balance wise going that route however.

Regarding the aesthetic and SPELLING of all things, I think you're reading too far into it Vayra. And even if Thule Legacy was a combination of Nazi's, Putin, the KKK, and North Korea.... I still wouldn't care.
Games needn't be arbitrarily censored because people would rather not think about particular subjects, that's just pandering nonsense.
Edit: Also that's completely off topic ^ and has actually already been discussed. See the first 2-3 pages.
Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: etherealblade on September 20, 2013, 04:45:30 AM
Right now it's tank and spank. Or is this defining and a good thing?

It's a really good thing. If you are worried about balance consider what other modders bring to the table. Your ships are powerful but not invincible, even if they do tank as they spank. Take Vayra's Kadur, In spite of the draw backs, those ships utterly rule in the role of long range bombardment. The only one that comes close happens to be one of neutrino's epic new multiple role battleship. After revandarke brings in his Void Star boss race (http://fractalsoftworks.com/forum/index.php?topic=6417.0). I want fully armored R.U.N.E powered Thule ships to bare. Leave the tweaking of the repair regen rates and heavy balancing to those who create compilations. Keep the Thule Legacy alive! otherwise the only shields that will come crashing down is the Thule's if they are added them haphazardly. (Of course I'm referencing that epic hail sequence they display before going to battle.)

On a more logical note. The original Idea about no shield ships is that extra flux can be diverted to those hungry shield crushing weapons you got. If you equip even a heavily armored thule ship with makeshift shield, it'll compound only swiften the flux overload rates causing the ships to be sitting ducks. (except for the one with the Heimdal Generator....geese I love that thing...original and epic.) I figure if you got the credits to buy that thing you deserve its benefits. Please dont remove it.

I have much love and appreciation for this mod. Thankyou!
Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: Sabaton on September 20, 2013, 09:55:10 AM
 I need to agree with the pack here, adding shields would:
 1: make them useless, not being able to unleash all cannons, overloading fast and easy thus wasting the advantage of the R.U.N.E, if they wouldn't be efficient, making it likely people wouldn't use them.
 2: make them op, not only would you have to get past their shields you would have to break through their insane armor as well, not mentioning the recent buff, thus reducing the need of the R.U.N.E or further op'ing them if kept, if they were efficient.


  
Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: Thule on September 23, 2013, 03:18:12 AM
Thanks for all the answers and suggestions guys, really apreciate it.
Oh, and sorry for the long delay.

Imo it would be cool if you could find a way to add 360 shields to all ships that could only be briefly but instantly summoned and then with a cooldown period based on the damage taken, or something. Doubt it's currently doable, though.

In the first versions of the RUNE hull mod (actually it was a shipsystem back then) it actually had kind of similar mechanics. It would be triggered manually, would act instant and cost constant flux to maintain.
And i think it was limited, but not quite sure on that one.
The problem back then was, it limited the implementation of any other shipsystem as it was mandatory for Tl to work as a shieldless faction. I will try and wrap my head around this concept one more.

I'd vote for not giving them shields.
Shields on ships with low flux capacity/venting OR with ridiculous amounts of firepower will never get used anyway.

Not having shields is definitely a core thing for your ships - you might as well make the RUNE-System a built-in hullmod that prevents shield generators from being installed and passively grants some it's current bonuses (not as high as the current ones, though, since armor got significantly buffed already).

Good point. I havent tested out the new armor buff myself and haven't had any time to get the feeling of armor in the current version. Only had a quick play.

I really enjoy the way Thule ships work right now, with ridiculous armor, RUNE, and no shields. IMO adding shields and removing RUNE would rob them of their faction identity almost entirely, and you should explore alternate defensive options if you really feel like you need to add any.

E: a good compromise might be changing RUNE to not make weapons repair instantly, but still make them much harder to destroy in the first place? (I think it does this, unless I'm crazy) Or it could make them repair only twice as fast, rather than instantly, etc?

Also... You might not want to spell the word "Clan" that way.
Between that and the big Balkenkreuz on the front of the ships/etc you've got kind of a
(http://i.imgur.com/1Amvztss.jpg)
vibe going. Which probably isn't what you're going for. :v


No i am not going for a (http://i.imgur.com/1Amvztss.jpg) vibe. Klan is simply the german spelling of the word clan. I guess for americans this detail is quite more gaudy as it was originally intended.
How i ended up with klan was simply the fact i was browsing wikipedia about vinkings, old norse, norwegian and swedish history, celtic stuff at that time i wrote it down.
But i think i will change it later and maybe get rid of the Balkenkreuz as well.


You could use a similar drone system to the Neutrino Colossus for that style of shielding I suspect. You'd just need to adjust the total capacity and flux usage to determine how long the shield is maintained.
That system lends itself to micromanaging the defensive flux of the drone and the offensive flux of the ship separately which is... interesting. You'd have to be careful balance wise going that route however.

I thought about that concept a while ago before. As i like the passive nature of it it would limit the use of any other shipsystem being implemented and would be a little bit off imo as drones in general give me a high tech feeling. But maybe thats just me. Will keep this idea in mind if there is a way to implement at least two shipsystems or have a hull mod triggered activly in-combat.

After reading your comments again i think i will try to:
     keep TL shieldless
     tone down RUNE a bit (lower the repair speed a bit)
     tone down the armor (regarding the buff)


Rhanks again for your thoughts on that matter guys.




Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: Thule on September 25, 2013, 01:49:47 PM
Here's the new ringengine of the herzog ingame.
(http://i.imgur.com/MJbqJiw.gif)

I not 100% sure about the brightness, may tone it down a bit.
And that's as far as i can go. To make it really good i need one of you javagods who could code something that depeding on speed the ringengine would spin faster or slower and gain or lose opacity.
Edit: There would have to be a mechanic where the decorative weapon (ringengine) would be set to a transparent frame when the ship is destroyed. Otherwise the damage effect would be applied to the ringengine and taht could look odd.

Ah, and i came up with a concept of a passive defense strategy for TL-ships.
I always imagined Tl ships would have a system of propulsion which alters gravity.
Now ships with the ringengines would have a certain area around them where the drivesystem would alter the gravity and slow down any object to a certain degree.
TL ships are slow, but they can decide to fill their capacitators with a certain amount of hardflux (manually raising it with the help of a hullmod) resulting in a low speedboost and a stronger gravity field around the ships.

I think this could add a bit more tactical complexity to TL fights.

Here again what the "system" could accomplish:
     Adding an area around the ships where objects slow down regarding the hardfluxlevel of the TL ship.
     Gaining a low speedbuff as long as hardflux is raised.
     By raising hardflux, one would gain speed and increase the strength of the gravity field decreasing flux available for weaponsystems. (benefit with malus = tactical decision)
     I think this could introduce a dynamic where the player could decide whether to raise hardflux for more "defense" (slowing down enemys in range) and gaining more speed/maneuverability or having more
     flux, slower speed and no slow down area of effect but more weaponpower.
     Another tactical decision the player would have to make is to raise the hardflux in the first place, as the only means to get rid of it would be to vent activly.
     There could be an interresting flow between the two states: Slow and high fire power <==> A bit faster and a ranged slow down aoe
     A system like this would allow TL to keep there shieldless nature and simultaneously gain a more tactical combat.

Eager to hear your opinions on that matter.

Thule out ;)
Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: Gotcha! on September 25, 2013, 02:00:17 PM
/envy ;_;
Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: HELMUT on September 25, 2013, 02:07:59 PM
Yep, toning down a bit the lights. Space nazi vikings can't be taken seriously if their ships looks like flying rave party. But otherwise i really like the effect.

To come back a bit about shielded TLS. Like other people said, i prefer them as they are right now. However, it could be a good idea to make some TLS variants who integrate a front shield emitter for their ships. A captain can do some "Tuning" on its own vessel without causing problems with his superiors no? Also, it would add some diversity in the fighting style of the TL, which is always is a plus.

About your idea for the new system. It's sound good but will the AI be able to handle it? And i'm not sure about the slow down effect. Will it just slow objects like missiles or ships a bit like the Kurmaraja ship system or will it push them away like your Heimdal generator? In the second case, it could be a handicap for the TL, as they are already very slow, if they push enemies away as they approach it's kinda counter-productive. And TLS in general are better in close range combat.

Also, isn't hardlfux generated by taking hits on the shield? And softflux is flux raised by firing weapons right? I'm not sure. Anyway, i like your idea. Weird tricks like those are what make modded faction fun to play.
Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: Thule on September 25, 2013, 02:31:57 PM
About your idea for the new system. It's sound good but will the AI be able to handle it? And i'm not sure about the slow down effect. Will it just slow objects like missiles or ships a bit like the Kurmaraja ship system or will it push them away like your Heimdal generator? In the second case, it could be a handicap for the TL, as they are already very slow, if they push enemies away as they approach it's kinda counter-productive. And TLS in general are better in close range combat.

I don't think the AI will be able to use this effectivly by default.
It will "just" slow down, so no pushing or pulling, it will decrease the level of speed a certain object is traveling.
It could provide scenarios where one would be able to catch another ship with the gravity field and if timed right with a chargeing heimdahl generator bringing a punch to the target (the target would not get knocked away because of the gravity field (not sure if this in particular is possible or works like this)) and simultaneously knocking enemys not in range of the gravity field away. Just a variation of hit and run ;) could be interessing.

Also, isn't hardlfux generated by taking hits on the shield? And softflux is flux raised by firing weapons right? I'm not sure. Anyway, i like your idea. Weird tricks like those are what make modded faction fun to play.

You're right. Hardflux is generated by shields. therefore TL would have a kind of injectory-ish device (hullmod preferably) or something what would allow to raise the hardflux manually.
And yes, softflux ist raised by firing weapons. and the flow between those two with the mentioned benefits and mali could add an interesting layer of tactical complexity.

Otherwise TL ships would almost remain the same. I still will have to nerf armor due to the new general armor buff in .6
Oh and one wouldnt be forced to use this added layer as hardfluxproduction on TL ships would be a decision made by the player.
Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: Cycerin on September 25, 2013, 02:51:32 PM
hmmm. The idea of hard flux in the absence of shields is very intriguing. What if right click repaired hull and armor but built hard flux in the process? If you at once free up the "defensive" function of a ship from being a shield to being something else, gameplay can take weird new directions. Phase ships are basically one very well executed thing to be done with this sort of liberty.

I love the ring engine, by the way, and think the spinup/down idea is great.
Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: Thule on September 25, 2013, 03:15:42 PM
hmmm. The idea of hard flux in the absence of shields is very intriguing. What if right click repaired hull and armor but built hard flux in the process? If you at once free up the "defensive" function of a ship from being a shield to being something else, gameplay can take weird new directions. Phase ships are basically one very well executed thing to be done with this sort of liberty.

Hmm. I always considered repairing armor and hull in combat to be a holy grail. I think this would be insanly difficult to balance out right. an apllied slowdown aoe and speedbuff is the more "playful" option imo.
To be really sure i would have to test both methods ingame. We'll see ;)
Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: Thule on September 28, 2013, 11:23:15 AM
Working on the ringengines for TL, Herzog, Berserker and the Vinking MK I are set, the rest will follow.
Dramaticly increased the acceleration and deceleration speed of TL ships equipped with ringengines.
They now have a much more flying saucer feeling to it, what i like quite a lot ;) Overall Max speed is still in the lower third of vanilla equivalents.

BTW a HUGE shoutout to LazyWizard who provided me with the code for the ringengines ;)
THANK YOU SO MUCH!!!!


Big GIF
(http://i.imgur.com/w4Jq6GE.gif)

Working on the System animation of the Bifrost Class. Not quite statisfied with it.
The Bifrost system will allow players to mass teleport all deployed ships to the location of the bifrost once a battle.
Will need some further tweaking.

Ah and the Herzog doesn't have the Balkenkreuz anymore. ;)
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: doodlydee on September 28, 2013, 12:22:20 PM
You and Cycerin love to torture me with teasers. looks great
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Magician on September 28, 2013, 01:24:46 PM

Working on the System animation of the Bifrost Class. Not quite statisfied with it.
The Bifrost system will allow players to mass teleport all deployed ships to the location of the bifrost once a battle.

I almost forgot about this ship and how I wanted to play Thule exclusive campaign. Will have to play more v.0.54 while waiting for mods to update for v.0.6.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Gotcha! on September 28, 2013, 01:28:19 PM
Nice work, Thule. Damn. :o
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Vayra on September 28, 2013, 01:55:48 PM
I love those ring engines, and that ship system/associated animation. That's pretty incredible, and an awesome idea.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Cycerin on September 28, 2013, 03:25:32 PM
Awesoooome.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Thule on September 28, 2013, 04:56:18 PM
(http://i.imgur.com/IztybhH.gif)
a more refined but still not finished animation for the bifrost system.
man those frame animations are a pain in the ass ;)


Guys i have a proposal to make.

As my Pc is acting a bit strange lately i could need some help playtesting.

If you feel like it why not test out the Thule Test mission. (It's nothing fancy)
I would like to know if you notice some jittering in the startup of the ringengines.

You're help would be much appreciated.

Here's the link to the current DEV version: http://www.mediafire.com/download/hxd9atxtt7rt44x/Thule_Legacy_DEV_0.2.zip
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Gotcha! on September 28, 2013, 05:40:37 PM
Everything's smooth on my pc. And might I just add that, man, those ships look good.
Anyway, yeah, smooth as molten butter.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Thule on September 28, 2013, 06:16:24 PM
Good to hear, thanks for the quick feedback guys.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Vayra on September 29, 2013, 03:22:37 AM
The ringengines themselves seem to work fantastically. Got a crash with the TLContract in campaign mode, though: It tries to spawn a thule_wartool_wing, while you've apparently changed them to be frigates. Lines 68 && 69 of data/scripts/world/TLContract.java

Also, the heimdahl generator built-in weapon (not the ship system) on the Herzog is a little wonky -- is it intended to be able to be used to bust shields (and maybe ships?) like a gigantic bomb bay? The particle also gets some sharp edges if you hold down the trigger and let it stack up to maximum brightness, but I think that's more a limitation of Starsector rather than the mod.

edit: it appears to... fire a barbarossa cannon shot. The displayed weapon arc is also a little strange. Perhaps it isn't meant to be assigned to a weapon group in the variant and therefore fireable manually?

edit edit: Actually the ringengines do "stutter" a bit... Not when starting them up, but sometimes I see a brief frame of them "on" when either holding "C" to stop or when sitting idle at the beginning of a simulation battle.

here's what I was talking about with the heimdahl generator builtin weapon:

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

(http://i.imgur.com/d9z5eJ8l.jpg)

:P
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Thule on September 29, 2013, 04:45:24 AM
HOLY MOLY.

Okay so first thing first.

i haven't tested the campaign mode myself so thanks for the report there. The wartool was changed from fighter wing to being a corvette (frigate). will fix the TLContract file accoringly

the heimdahl generator projectile bug was knwon to me. a workaround would be to apply "auto" in the weapongroup screen
I'll have to change the variant i guess.

edit edit: Actually the ringengines do "stutter" a bit... Not when starting them up, but sometimes I see a brief frame of them "on" when either holding "C" to stop or when sitting idle at the beginning of a simulation battle.

I see, it seems to happen then on other machines too. Got the exact same behaviour here. That's unfortunate. Thanks for the report Vayra
Title: Re: !! OUTDATED !!The Thule Legacy UPDATE DEV 0.1.7
Post by: Borgoid on September 29, 2013, 06:16:17 AM
hmmm. The idea of hard flux in the absence of shields is very intriguing. What if right click repaired hull and armor but built hard flux in the process? If you at once free up the "defensive" function of a ship from being a shield to being something else, gameplay can take weird new directions. Phase ships are basically one very well executed thing to be done with this sort of liberty.

Hmm. I always considered repairing armor and hull in combat to be a holy grail. I think this would be insanly difficult to balance out right. an apllied slowdown aoe and speedbuff is the more "playful" option imo.
To be really sure i would have to test both methods ingame. We'll see ;)

Logistically repairing armor/hull isn't QUITE as powerful with the CR system, so there's that.

How powerful it is depends heavily on the negative effects you attach to it, for example if it turned off your engines, weapons, and built up a huge amount of flux to the point where it's fatal to activate in a bad situation, it's not so great.
You could also attach things like say.. increased damage taken, reduced damage done, reduced range, increased flux buildup on firing weapons...
You could have it deploy a big flare underneath the model of the ship that attracted missiles in a huge range around it to the ship :P

The nice thing about trying to implement a really powerful concept in a game like Starsector is that there are so many other features you can balance it out with using penalties.

Hell you could even have it lower the CR of the ship, that would be cool
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Magician on September 29, 2013, 07:17:10 AM
You don't need to create artificial mountain of penalties and complications just to balance "Thule Armor Repair Module".

1) Cooldown (so you will not spam it during short breaks).
2) Repairs take considerable time and small portion of supplies (because placing mid or high supply cost will just demolish Thule faction).
3) During repair time you have ZERO armor which is logical.

In the end it will be nice second life option for thule ships, which can be used only when you are able to entertain enemies with other forces, while your armor is repaired. Optionally you can limit percentage of armor which can be repaired, for example 60%.
I don't think that such system will have any balance issues with proper numbers at place. Adding anything else will only create meaningless complication.
Though shields>armor regardless of how high is Thule's armor.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Uomoz on September 29, 2013, 07:46:53 AM
I think repairing ships during battle would make players artificially prolong battles to make sure all ships are full HP, hence breaking the repair cost mechanic.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Magician on September 29, 2013, 07:52:58 AM
Good point. But what if you can't repair more than 50% armor (even if you have 45% armor you will repair up to 50%, not 95%) and activating repair costs somewhat similiar to what it costs at the station?
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Borgoid on September 29, 2013, 08:37:05 AM
You don't need to create artificial mountain of penalties and complications just to balance "Thule Armor Repair Module".

You don't HAVE to, but it's more interesting to do so and easier to balance as a result of the options available.

Zero armor? You're not replacing brake pads :P

In all seriousness though if you're looking to replace shields the sky is the limit when it comes to strength, so long as there are sufficient drawbacks.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Thule on September 29, 2013, 11:05:42 AM
I guess the reason why i am opposed to the idea of having the ability to repair armor/hull is, its a bit "boring". And don't get me wrong, i havent disposed the idea as a whole.
The existing defense systems are designed in a way that requies a certain amount of skill. in the case of shields its the way you front, or the direction of omnidirectional shields, you have to consider the time the shields need to raise.
Same with the phase shields, it's to a certain degree quite playful, you can "do" stuff with it.
I would like to mimic this kind of feel. A simple repair ability would not quite hit that nerve imo. and it would have to be elegant in a way that it doesnt burden you with penalties not understandable in an instance.

What i mean by that is the shields for example. You raise them and if they get hit your ship generates flux. if you go into q-space your ship generates hardflux. Both times it has to do with 1.flux and the implicated tactical managment with this kind of resource (i would like to keep that mechanic going on) 2. movement and the implications thereof. with raised shields your top speed bonus is reduced to 0. with phase shields you can move through any object till your flux runs out.
What it doesnt change is the inevitability of taking damage and blowing up as a result of it. Any mechanic which would allow to repair in combat would take that away. Even if you would cap it to a certain percantage it would always feel quite forced imo.

The proposed system with the speed bonus would provide a somewhat alteration of the movement the ship is capable of by the cost of generating hardflux.
Furthermore it would reduce incoming damage with the apllied slow down AOE around the ship. And to be honest i am not quite certain or statisfied with this part of the concept.

As far as the design of the concept goes i try to achieve something similar to shields and or phaseshields with all indications to tactical decisions concerning flux managment and the ability to have something
skill involved (where you can get better over time, concerning timing, placement, awareness of surounding and so on)

I don't know if i am too biased concerning repairabilities in combat but imo it would not work with the intended mechanics mentioned before.


Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Borgoid on September 29, 2013, 11:30:54 AM
What it doesnt change is the inevitability of taking damage and blowing up as a result of it. Any mechanic which would allow to repair in combat would take that away. Even if you would cap it to a certain percantage it would always feel quite forced imo.

That really depends on the implementation.
A shield pits the damage capacity of the opponent against the flux capacity of the user, self repair could be used in the exact same way if it generates flux.

Balancing it is another question entirely but I don't think it's incompatible with the current game from a design standpoint.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Thule on September 29, 2013, 11:47:47 AM
But would'nt it change a constant (hull/armor) to a variable (flux getting vented/ flux dissipation)?
Imo this is the crux of it.
Even if the system would generate flux and prevent you from putting these resouces into offensive measures the outcome would still be different.
The only means of defeating someone with a repair ability would be overpowering their capabilities to regenerate.

To make this balanced you would have to remove flux at all.

I have to further think about it.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Ember on September 29, 2013, 12:00:46 PM
how about making the repair ability only work if the ship has zero flux? or at least fairly low
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Uomoz on September 29, 2013, 12:28:35 PM
I think such ability would be too good when the enemy is retreating.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Magician on September 29, 2013, 12:39:03 PM
(I am talking about system which Thule mentioned on page 24 )Well, what if.. activating this system will give a little higher bonuses, but also will apply negative effect right after turning off this system? Something along the lines of debuff to your flux vents or flux generation and engines. This may increase dynamic of ships combat behavior and also increase reward and punishment for using system.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Borgoid on September 29, 2013, 12:44:03 PM
But would'nt it change a constant (hull/armor) to a variable (flux getting vented/ flux dissipation)?
Imo this is the crux of it.
Even if the system would generate flux and prevent you from putting these resouces into offensive measures the outcome would still be different.
The only means of defeating someone with a repair ability would be overpowering their capabilities to regenerate.

To make this balanced you would have to remove flux at all.

I have to further think about it.

Interestingly this is exactly how Beam weapons currently work. A Medusa for example with 4 forward facing small and 2 forward facing medium energy mounts, with nothing but beam weapons (Tacs and Gravitons) generates 300 energy dps and 200 kinetic dps ( 700 total not including flux-> energy damage) which is pitted against the shield's damage->flux ratio and flux dissipation.
In short the only way for that Beam based Medusa to kill its target is for its damage to exceed the flux dissipation of the target.

A repairing hull/armor system works exactly the same way except it converts all weapons into beams in the sense that Damage>Flux Dissipation = Death

You either have to kill the target in one big chunk ( Torpedoes ect ) or out dps the repairs.

All that said it's not the only way to implement repairing.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: etherealblade on September 29, 2013, 11:09:31 PM
I guess the reason why i am opposed to the idea of having the ability to repair armor/hull is, its a bit "boring"

Wait...I think I get it. Modders need to be the one to get the most out of thier own mods. I get it that you want something to change and you want a little more zing and challenge in your own faction. You've been really polite and open minded to receive all our opinions on the matter even though in the end you want something to change. In that way it's possible to make a compromise. Your argument about keeping in the mechanic about flux build up makes sense. If you wanna add shields, how bout using the shields as a means to repair. Meaning that, your can't repair unless your shields are up and having them raised means to build up flux. If you're getting bombarded than it will be a gamble....will i be able to repair in time?, will my shield collapse and leave me a sitting duck? or even if i do repair in time ill still have to vent all this flux. This way repair in battle can only in the most optimal situations, is when the ship in question is not being attacked or near the battle.

It could even be set up as the rune ship power. When activated, cut power auto raises shields, repairs are made. If duration of time passes, without shields breaking, repairs are applied. If shields are broken before the time frame, repairs fail, sitting duck time. Also add a cooldown after the power is used.

Now you have something that works, is unique, and requires thinking on when and where to use.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: valefore on September 30, 2013, 03:19:14 PM
I'm so excited with what the end results would be with all this discussion.

But I also agree that simple armor/hull repair can be boring. Not only in the idea, but also the implementation since it wouldn't show anything exciting in terms of movement or activity. Not to mention a lot more thought has to be put in to balance it. But coupling with shields or other systems sounds interesting. Maybe you could make it as a byproduct instead of the main effect itself?

I can't seem to think of any ideas of my own. Maybe an activated tractor field that pulls other ships towards you and builds hard flux (someone may have said this)? Personally, I'd like to see those space harpoons used in Sword of the Stars 2 that force 1:1 combat, but dunno if that's feasible.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Vayra on October 01, 2013, 05:33:53 AM
Just noticed a nasty little incompatibility here -- the Thule Legacy, Blackrock Driveyards, and Uomoz's Sector all use a data.scripts.plugins.CombatUtils. Only thing is, the Thule Legacy's isn't the same as the one used by the other two, so if it loads first (or last and overwrites it in the game's memory? not sure which is happening but it doesn't really matter) the game will crash and you can't play with the Thule and either BRDY or Uomoz's Sector running together.

Admittedly this is pretty minor concern, but you might want to rename yours to ThuleCombatUtils or something of the like as long as it's packaged with your mod and change the references accordingly so we can have the best of both worlds? Alternately, I suppose you could update it to include the functions that the others have, or someone could pester LazyWizard to include something like the complete version in Lazylib so that mods don't have to include one at all (I notice that yours is headed with a comment stating it's originally written by him, not sure about the longer other two versions). I'm posting this here instead of in one of the threads for the other mods because the other CombatUtils contain all the functions that the Thule Legacy uses plus some extra, so they don't crash the game if they're loaded instead. :v
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: LazyWizard on October 01, 2013, 05:57:34 AM
There's a more up-to-date version of CombatUtils in LazyLib. The data/scripts/plugins version is LL's extremely outdated predecessor (and LazyLib becoming a separate mod was purely to avoid situations like this). Since all three of those mods have LazyLib as a requirement, it would be better if those mods deleted CombatUtils and switched the imports to LazyLib's version (org.lazywizard.lazylib.combat.CombatUtils, although getDistance() and getDistanceSquared() are now in org.lazywizard.lazylib.MathUtils).
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Vayra on October 01, 2013, 06:02:57 AM
There's a more up-to-date version of CombatUtils in LazyLib. The data/scripts/plugins version is LL's extremely outdated predecessor (and LazyLib becoming a separate mod was purely to avoid situations like this). Since all three of those mods have LazyLib as a requirement, it would be better if those mods deleted CombatUtils and switched the imports to LazyLib's version (org.lazywizard.lazylib.combat.CombatUtils, although getDistance() and getDistanceSquared() are now in org.lazywizard.lazylib.MathUtils).

Ah, that'd be that, then. :)
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Thule on October 01, 2013, 06:12:10 PM
oops, sorry for that, will take care of it. thanks for feedback.

In other news, here's a WIP of the new Byson class
An ultra heavy tug ship.

(http://i.imgur.com/6le9SfE.png)
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Thule on October 02, 2013, 03:52:54 AM
another stage of the WIP, a bit more refined, added details, color

(http://i.imgur.com/nCaEN8q.png)
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Vayra on October 02, 2013, 04:18:30 AM
I love it. Looks very industrial, but in a very Thule way.  :)
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Doogie on October 02, 2013, 12:36:59 PM
I think it may look better if that small center ring actually had a solid hull connecting the beams. It would make it look less noisy, while still keeping its industrial look.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Thule on October 02, 2013, 07:42:08 PM
I think it may look better if that small center ring actually had a solid hull connecting the beams. It would make it look less noisy, while still keeping its industrial look.

Like this, or did i misunderstand you?
Stage 3

(http://i.imgur.com/dlNSg6Q.png)
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: etherealblade on October 03, 2013, 12:11:41 AM
That looks really good!
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Brigan on October 03, 2013, 10:40:58 AM
I'd say. I really love that german logo on your ships. It would be a shame if you remove it  :(
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: doodlydee on October 13, 2013, 02:04:06 PM
Sorry to rush you, but any news when the mod will get updated
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Doogie on October 13, 2013, 02:58:12 PM
Oh, Looks like you did reply to what I said.
That's not quite what I meant, but I think it's better than what I had in mind.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Thule on October 14, 2013, 11:51:22 AM
@doodlydee
TBH, it could take some time, i have a ****load of work at the moment and not much freetime on my hands. ;(
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Cycerin on October 14, 2013, 12:07:40 PM
I think it may look better if that small center ring actually had a solid hull connecting the beams. It would make it look less noisy, while still keeping its industrial look.

Like this, or did i misunderstand you?
Stage 3

(http://i.imgur.com/dlNSg6Q.png)

Looks amazing.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Thule on October 16, 2013, 03:43:07 PM
@Cycerin thanks mate.


(http://i.imgur.com/eeioMjZ.png)(http://i.imgur.com/Ay5wac5.png)(http://i.imgur.com/vmaIPGK.png)(http://i.imgur.com/s9sXDK1.png)(http://i.imgur.com/7Ai6FQh.png)(http://i.imgur.com/rqy2Dl7.png)

The latest stage of the custom thule portrait. Replaced the body.
"It's supposed to be a Navigator/Commander called "Stygg" among his crewmen.
Stygg's are able to sense gravity-wells even lightyears away. It's unknown what makes
them able to do so. But it's this abillity what enables the Thule Legacy to navigate the stars
even without starmaps and explains their homeworld's still unknown location."
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Thule on October 25, 2013, 03:41:36 AM
Thulian Trader Portrait Concept:
(http://i.imgur.com/C79dtVO.png)
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Erick Doe on October 25, 2013, 03:44:08 AM
Thulian Trader Portrait Concept:
(http://i.imgur.com/C79dtVO.png)

I love it. Your portraits feel so... so Thule! (look it up people!)

It breathes ancient Germanic / Norse meets Cyberpunk!


Though, I hope you'll start using a different face. Else everyone is going to look very similar.  ;)
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: dmaiski on October 25, 2013, 03:49:41 AM
Spoiler
(http://upload.wikimedia.org/wikipedia/commons/4/44/Thule_carta_marina_Olaus_Magnus.jpg)
[close]
dont see the reseblance

but yea nice art
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Erick Doe on October 25, 2013, 03:53:45 AM
You know what I mean.

Thule was roughly believed to be Scotland (Picts), Norway, Iceland, island off northern Germany... Basically northern European / Scandinavian (or perhaps even Celtic) people.  :)
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Thule on October 26, 2013, 02:04:29 AM
Thanks Eric and dmaiski, glad you like it ;)


Here's an early concept of a thulian female, not much is done except the face and hair. Have to do a lot of cleaning up, color corrections and find a suitable lower body.
(http://i.imgur.com/s1dflMO.png)
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Thule on October 26, 2013, 03:57:36 AM
(http://i.imgur.com/zPNotlN.png)(http://i.imgur.com/ia5vFq4.png)                                   (http://i.imgur.com/rqy2Dl7.png)(http://i.imgur.com/C79dtVO.png)

replaced the lower body, added some color correction and variety with face tattoos. On the right side the two portraits for comparison
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: HELMUT on October 26, 2013, 06:18:51 AM
Portraits are cool and all (especially yours) but i have a question. Are people actually choosing their portrait when they start a new campaign? I know i don't even bother with the character look and just mash my keyboard for the name, just my way to say "screw this! Let me kill stuffs!" to the game.

Not a critic directed to Thule because of the lack of 0.61 update (well, just a lil' bit) but i'm curious if i'm alone or not about this?
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Erick Doe on October 26, 2013, 06:49:17 AM
Portraits are cool and all (especially yours) but i have a question. Are people actually choosing their portrait when they start a new campaign? I know i don't even bother with the character look and just mash my keyboard for the name, just my way to say "screw this! Let me kill stuffs!" to the game.

Not a critic directed to Thule because of the lack of 0.61 update (well, just a lil' bit) but i'm curious if i'm alone or not about this?

Yes, I take time to pick a portrait that matches the role I'm playing. I care about my character and what he / she looks like. It is all part of the immersion process.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Wunder on October 26, 2013, 09:34:06 AM
Awwww I really like the idea of this mod :(

                                                                                                                                                                                                                                                    
                    LITERALLY                                                                                      
Give me please :(
I like very much.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Thule on October 27, 2013, 05:11:46 AM
Portraits are cool and all (especially yours) but i have a question. Are people actually choosing their portrait when they start a new campaign? I know i don't even bother with the character look and just mash my keyboard for the name, just my way to say "screw this! Let me kill stuffs!" to the game.

Not a critic directed to Thule because of the lack of 0.61 update (well, just a lil' bit) but i'm curious if i'm alone or not about this?

I for one am really picky if given the choice to select a character portrait. And as Erick pointed out, if someone wants to have more of a choice rpg wise, he will appreciate every additional portrait he/she could pick for a specific playthrough or what not. And yes, it's optional and can kind of seem totaly disposable, but for me it's great fun ;)

Latest WIP stage of a female thuilian portrait:
(http://i.imgur.com/zPNotlN.png)(http://i.imgur.com/ia5vFq4.png)(http://i.imgur.com/qmQ9L6N.png)(http://i.imgur.com/QLndLFL.png)

@GGMC
Soon™  ;D


Lore related picture
Byrngarde
(http://i.imgur.com/1g469u0.png)                       
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Wunder on October 27, 2013, 09:13:42 AM
This for 54.1A
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Wunder on October 27, 2013, 03:15:10 PM
I have found evidence that the Thule Meteor is not fitted as a built in weapon in the Asteriod carrying thingy that i have forgot its name...
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Thule on October 29, 2013, 02:22:11 AM
@GGMC Thanks for the report, will be fixed in the coming update

Finished the portraits, may tinker with them at some other time again.
(http://i.imgur.com/vGoiGTS.png)(http://i.imgur.com/KKvCSnp.png) ----------> (http://i.imgur.com/2AzSopE.png)
(http://i.imgur.com/c8v3lNm.png)(http://i.imgur.com/Eypsu7l.png) ----------> (http://i.imgur.com/Lfx3zRy.png)


(http://i.imgur.com/vGoiGTS.png)
Beside the Stygg, the ships navigator/commander, the second in command
on a TL ship is the "Asgarda". She is in direct command over the Marines on board.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Cycerin on October 29, 2013, 07:46:07 AM
Although it bothers me how they are all based on the same portraits, the "direction" is rather interesting and you've managed to differentiate them well. Cyberpunk vikings! You should get your whip and head over and "convince" mshadowy to spin up a Thulian, then we could have a side by side between his SHI and BRDY drawings.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Thule on October 30, 2013, 05:14:11 AM
Although it bothers me how they are all based on the same portraits, the "direction" is rather interesting and you've managed to differentiate them well. Cyberpunk vikings! You should get your whip and head over and "convince" mshadowy to spin up a Thulian, then we could have a side by side between his SHI and BRDY drawings.

the issue with the same portrait bothers me too, so i took the trader and tried a different face:
(http://i.imgur.com/Eypsu7l.png) -----------> (http://i.imgur.com/6GkUDXt.png) looks okay i guess

with the female i tried giving the asgarda a more professional concerned look ;)
(http://i.imgur.com/vGoiGTS.png) -----------> (http://i.imgur.com/BBDxqYH.png)
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Wunder on October 30, 2013, 05:51:56 AM
Interesting :D but dont go too far into too much detail, not many people will notice, me, personally,I love the portraits,and well, like them how they are :D
Also another ship report:
There is a larger battlestation, or a smaller one, I think its called the citadelstation, but I lost my 54.1A, so no more reports from me.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Thule on October 30, 2013, 09:33:25 PM
Edited sounds of the barbarossa, hunker and slugger to make them sound more metallic.

Oh and hey, if any code able man or woman wants to help push the update for TL a little bit sooner out the front door
just send me a pm and i could provide you with details. I really need some help, i am clearly more talented on the "artistic" level.

Updated the OP with 3 portraits and some possible quotes.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: HELMUT on December 16, 2013, 12:22:08 PM
2 months necro standard spam about the 0.6.1 TL mod.

(http://www.quickmeme.com/img/8e/8effccca1b72e72be0c7c82958a926a5b4fabb8e02de1cfb34781bcd67cdb994.jpg)

Aside from nagging you, i wondered: Are you still planning something for your "pipe-organ" TL ship? I really liked this one you posted on the sprite thread.

(http://i.imgur.com/3glVor2.png)
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Bjørn_in_the_Sector on December 16, 2013, 12:50:27 PM
yay for obligatory Freddie meme! also, support zombie threads! Because undead have rights too :P
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Cycerin on December 16, 2013, 02:32:03 PM
Also really miss TL when I play Uomoz and Exerelin. Plus I'm hyped about the mod's change of direction and all the visual and weapon revamps.
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: Lopunny Zen on January 10, 2014, 02:16:30 PM
i cant wait to see them...i was curious why i suddenly heard nothing about them anymore :)
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: lechibang on September 27, 2017, 02:41:03 AM
I might sound like an idiot for bumping a 5-year-old thread here, but I was wondering if you could update this??
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: theSONY on September 27, 2017, 06:34:27 AM
I might sound like an idiot for bumping a 5-year-old thread here, but I was wondering if you could update this??
You forgot to write "Klaatu Barada Nikto"
                                                                                                                                      ::)
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: lechibang on September 27, 2017, 10:09:16 AM
I might sound like an idiot for bumping a 5-year-old thread here, but I was wondering if you could update this??
You forgot to write "Klaatu Barada Nikto"
                                                                                                                                      ::)

I tried, doesn't work at all. I PM'ed Thule to see if he could give me permission to use his files
Title: Re: !! OUTDATED !! The Thule Legacy
Post by: lechibang on October 21, 2017, 11:51:19 AM
Hey @Thule, I tried to PM you a few times about the mod. If you can please reply to them so that we can find a new direction for the mod.