Fractal Softworks Forum

Starsector => Mods => Topic started by: Hyph_K31 on August 14, 2012, 01:41:33 AM

Title: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV
Post by: Hyph_K31 on August 14, 2012, 01:41:33 AM
THE GEDUNE
A race borne from the ashes of a fallen empire. The Gedune were once one of the most powerful races of man to ever roam the stars.
Now they are little more than scavengers and pirates, but even in their death throes the Gedune are a force not to be taken lightly.
(http://i.imgur.com/LEYGJoF.png)
SHIPS
Cruisers
Spoiler
(http://i.imgur.com/ku9kwnB.png)    (http://i.imgur.com/7Om3Bir.png)
Tenzen Class Cruiser / Dahkan Class Cruiser
[close]
Destroyers
Spoiler
(http://i.imgur.com/Gj9Oefh.png)     (http://i.imgur.com/yN3XB9x.png)(http://i.imgur.com/j1neRuE.png)(http://i.imgur.com/syVYScM.png)(http://i.imgur.com/UkdqwPQ.png)(http://i.imgur.com/OpJGA68.png)
Dahaki Class Destroyer / Massamura Class Destroyer / Tenzin Class Destroyer / Bakoros Class Destroyer / Muragatta Class Carrier / Byakuri Class Carrier
[close]
Frigates
Spoiler
(http://i.imgur.com/NezXHaE.png)(http://i.imgur.com/MIVJdhx.png)(http://i.imgur.com/3jyfbMR.png)(http://i.imgur.com/bHGQ8kX.png)(http://i.imgur.com/9YCOVPC.png)(http://i.imgur.com/IlpXehk.png)(http://i.imgur.com/87JUeei.png)
Nanda Class Frigate / Tychrea Class Frigate / Kitsune Class Frigate / Kyirus Class Frigate / Mozok Class Hauler / Mozok Freight Hauler / Mosok Fuel Hauler
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Fighters
Spoiler
(http://i.imgur.com/gBQDWC2.png)(http://i.imgur.com/uDBlkRu.png)(http://i.imgur.com/AsXXPYd.png)(http://i.imgur.com/tK6FRlo.png)(http://i.imgur.com/YKLLcjT.png)(http://i.imgur.com/Vl6flHQ.png)
[close]

SCREEN SHOTS
Spoiler
(http://i.imgur.com/LeoncW9.png) (http://i.imgur.com/Zy94P2x.png)
(http://i.imgur.com/4y0W0wj.png) (http://i.imgur.com/vyvdYbc.png)
(http://i.imgur.com/rDYfxEQ.png) (http://i.imgur.com/9Zg4YEg.png)
[close]
Always welcoming more screenshots!


Download>> Gedune (http://bit.ly/1rpYF3P) <<Download

Current Stable In-Dev download for 0.65.1a - INCOMPLETE! (http://bit.ly/15q9dZg)
Have fun!

Pros:
- Highly agile ships
- Higher than normal frontal fire-power
- Increased resistance to EMP damage, and faster combat repair times
- High flux capacity
Cons:
- Fragile!
- Weakness in PD; The Gedune employ interdictor flares... With somewhat unpredictable effectiveness
- Slower shield opening speed

Change log:

Spoiler
Quote
V0.1 - added chua class fighter (It works!)
V0.2 - added gedune station, and the maelstrom scythe launcher (MS Torp Launcher)
V0.3 - edited spawning, now spawn at same rate as pirates... although because of the size of their fleets they might overwhelm the system.
V0.4 - add the Kitsune class frigate, and the scythe torpedo launcher
V0.5 - buffed the Kitsune and gave it Active Flares as its ship system
V0.6 - adjusted number the number of ships in each fleet.
V0.6a - reduced the Tenzens max flux from 17000 to 15500, also increased its flux dissipation rate.
V0.7 - nerfed the "green tank from hell" that is the Tenzen. FlairPD weapon added, courtesy of Ghoti!
V0.7a - balance changes
V0.8 - lots of teeny tiny changes - Added a new weapon to replace the pulse laser in gedune ships: the repeater
V0.8a - Mozok rebalancing, added two new ships, the Byakuri carrier and... The other one is a secret!. new repeater sprite and half a dozen other changes. new Tenzen variant - way, way OP!
Vo.9 - Tweaked the Tychrea - it is now a fully fledged ship, still a secret though.
    Added two new built in weapons, the Explosive AEB and the Kinetic REB.
    Added a new ship: The Kyirus interceptor frigate - armed with both new weapons and a nuclear burndrive.
V1 - added new MAIS drone sub-faction. much later, added Dahkan and various tweaks.
V1.1 - added new weapons, MW Blaster and MAHEM. New dahaki variant for elite fleets. Changed kitsune variant, now uses kinetic REBs instead of IR Pulse.
Version 1.2
   - Changed Tychrea built in weapon to MW Blaster from Phase Repeater, and replaced Tac laser with Kinetic REBs in its variant.
   - Reset Wraitii cannon range to 1000
   - Replaced IR pulse lasers on Viper fighters with MAHEMs.
   - Added Chidori - not a fanboy…
      -Beam colour is the same as Wraithii weapons. They're in the same family after all!
   - Thanks to Zaphide, updated the mod to use modPlugin. Yay!
   - Made Rough Contact… Rougher.
   - New Dahkan Variant, to be used in siege groups and liberator fleets.
Version 1.3
   - Adjusted Maelstrom and Scythe torpedo launchers to proper Gedune colours for smoke and engines.
   - Improved MAEHM Sprite
   - Set none fighter flares PD to PD,PD_ONLY,ANTI_FTR, in the hopes of increasing Flare PD success rates.
   - Increased Chidori range to 800 and reduced flux cost per second - to compensate for laser ineffectiveness against armour.
   - Added Laser Fusion Core built in hull mod to all Gedune ships with the exclusion of a few fighters.
   - Gave the Viper the Gedune Nuclear Burn system
   - Heat Projectile Plugin now used with Raven Missiles, under the name WraithiiOnHitEffect
   - Reused Tachyon lance effect on Disruptor weapons.
   - changed a bunch of weapons mounts on a bunch of ships to UNIVERSAL, ships include Dahaki, Dahkan, Mozok, and Bakoros.
   - Fixed first Dahkan Variant, now uses Gedune weapons.
   - Upped EMP damage of disruptor array to 150 from 50.
   - Gave Nanada some love. New Variant. >Insert ebil laughter<
   - General colour changes!

Version 1.3.1
        - misc changes, portraits and some adjustments to stats and Flare PD
Version 1.4
        - Added the first Polaron weapons!
        - Added Two new missions, a random one and a story one! eh?
        - Nefarious plotting...
Version 1.5
   - Added two new fighter drone wings, Kakuran Polaron MIRV bombers, and Dreki EMP heavies.
   - Added single Polaron MIRV for use by Kakuran.
   - Added Kunai small missile weapon, BRING ON THE SPAM!
   - Tweaked lots of misc things, ship stats etc.
   - More balancing. Reigned in the Tychea, Nanda and a handful of weapons.
   - Added the Massmaura class light destroyer! very good at anti frigate roles.
   - ADDED AWESOME GEDUNE PORTRAIT! the face of the Gedune is unveiled.
   - Added a light Chidori variant, and a built in short range beam weapon for the Nanda and Kyirus; "cutter".
   - Noted hilarity, carried on; start doing things properly dammit 1.4 was a load of tosh.
   - 'fixed' Dahaki a little more, reduced OP to 95 and adjusted variants accordingly.
   - Replaced MAHEM weapons with Wraithii Bloom Cannon - small energy scatter weapons now used by Viper wings and will appear in numerous ship variants.
   - Replaced Dahkans Disruptor array with a spinal capicitor pulse laser, slightly modified from the base weapon. The Dahkan now has some of that oomph it was missing. Daka daka.
   - Whacked MW blasters with a monkey wrench; the delightful weapons now act accordingly; the can store up three charges, which regen slowly. The blaster can fire extremly rapidly making for immense spike damage. Each shot is less damaging than the vanilla blaster, and is far less accurate - have fun trying to atomise fighters. Each shot is remains incredibly quick. May adjust charge regen times, but for now I'm extremely happy with this weapon. Killer Dahaki's mmmm...
   - incresed Bakoros cargo capacity to 200+, so that Drone fleets can actually support themsevles! To make up for this added function, Bakoros now have lower hull and armour ratings.
   - Increased Kunai flight times, so that when fired perpendicular from a target they'll still have a chance of making a hit. Changed damage type to Energy
   - Fixed CR stats across the board, increased cargo and fuel capacity for cruisers.
   - Fixed faction fleet stats, so that all fleets have between 50 and 100 percent surplus crew.
   - Adjusted Tychrea CR stats so that it can fly solo, without a cargo ship.
   - lowered the Shots per minute of the Spinal SCP and burst time, whilst increasing burst damage. Boom, those hounds won't know what hit them.
   - tweaked various weapon sprites.
   - Added medium flare PD; Shotgun flares! Not sure if they'll stay, and they certainly need a better sprite.
   - Added Gedune home system, Gedui. Extremely basic as yet, improvements to come!
   - Miscellaneous changes to weapons and ships.
Version 1.5.1
   - Added single Scythe torpedo launchers, for use on seccond kitsune variant.
   - Deleted third Kitsune variant - support.
   - Changed Kunai damage type to HE, and renamed the weapon 'Kunai MRM Battery'.
   - Reduced number of rockets per salvo to 20 from 50, in the Kunai MRM Battery, upped damage per missile to 40 and slightly buffed missile stats for better accuracy. reduce ammo count to 240 from 500.
   - Fiddled with various other stats on the Kunai.
   - Changed Byakuri missile hardpoints to 90° turrets.
   - Changed MS blaster spread stats; first two shots are now fairly accurate (reletively), accuracy is also regained faster.
   - Changed MS Torp Launcher name to Maelstrom Scythe Launcher.
   - decreased Bakoros shield strength to 0.85 from 0.8.
   - decreased Bakoros vent rate to 280 from 300.
   - Fixed weapon primary role descriptions - no made up descriptions anymore.
   - reorganised the weapon groups across all variants.
   - Removed [REDACTED].
Version 1.6.1
   - Added system "OVERDRIVE" for the Dahkan cruiser; Special thanks to Tartiflette and Sundog
   - Adjusted a few of the Dahkans CR stats to compensate
   - Changed the way faction relationships are handled, to a much more efficient method. Faction relations are now set in the modPlugin, just to please myself. Nice and centralised.
   - The ModPlugin is now able to detect the presence of listed mods, and will generate staions, spawnpoints and convoys in modded systems. It's handled case by case, so convoys will carry relevant cargo, and the fleets will spawn appropriately to the system (not spawning too many fleets, or too few, etc).
   - Whilst all gedune stations that spawn in modded (and vanilla) systems send convoys to the Gedune home system, the station there will also send convoys packed with Gedune goodies to each outpost.
   - A bunch of misc changes to ship stats to improve balance.
   - Added Kitsune and Dahaki MKIIs for the future Exile subfaction
   - Changed Gedune built in hullmod icon to something a little more colourful and differnt.
   - Added Exile MkII ships, Kitusne, Dahaki and Bakoros in preparation for the next update.
Version 1.7.1
   - Added and removed Tartiflettes Vibrating beam effect to Capacitor Pulse Beams, the java remains for possible later use.
   - Added new mission "Birth" expect more to come!
   - Various tinkerings
   - Completely changed variant IDs to a better system. I can now acutally remeber each variant accurately... Which is a plus.
Version 1.7.2
   - Hotfix
[close]

<REQUIRES LAZYLIB (http://fractalsoftworks.com/forum/index.php?topic=5444.0)>
and
<SHADERLIB (http://fractalsoftworks.com/forum/index.php?topic=7958.0)>

This mod also works with LazyWizzard's Version Checker


 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Thanks To:
MesoTroniK for certain artistic contributions.
Ghoti, Thaago, Dark Revenant, Uomoz and Tartiflette for scripting help.
Also thanks to Xenoargh for his Heat Projectile Plugin.
...Because I'm really, really, super bad at it...
Title: Re: The Gedune (early days yet!)
Post by: Wriath on August 14, 2012, 06:28:56 AM
Grats on progressing from an art demo to a mod, your designs are solid and mesh together quite well as a faction, hope to see more from these guys!
Title: Re: The Gedune (early days yet!)
Post by: Hyph_K31 on August 14, 2012, 06:45:30 AM
Cheers! I'll be adding a fair bit more to these guys in time (I'm generally a slow worker), and i hope to add a capital ship and a station, and maybe get the fighters to work!

I'll also be working on a few unique weapons for them too (I broke starfarer again somehow trying to add a new MIRV ::))
Title: Re: The Gedune (early days yet!)
Post by: Hyph_K31 on August 14, 2012, 08:57:05 AM
update! added the Chua fighter :) It is now in all gedune fleets.

any suggestions you might have on how I could improve it would be welcome.
Title: Re: The Gedune (early days yet!)
Post by: Thaago on August 14, 2012, 09:22:44 AM
Ooohh I really like your sprites! Well done!
Title: Re: The Gedune (early days yet!)
Post by: Hyph_K31 on August 14, 2012, 10:03:28 AM
Update! added station!
Title: Re: The Gedune (early days yet!)
Post by: Hyph_K31 on August 15, 2012, 08:21:03 AM
Added kitsune class frigate, and the Scythe torpedo launcher.
Spoiler
(http://i.imgur.com/j5HCZ.png)
[close]
Title: Re: The Gedune (early days yet!)
Post by: Hyph_K31 on August 15, 2012, 10:26:42 AM
Ooohh I really like your sprites! Well done!

I believe I forgot to say thank you, so, Thank you!

Also a few things have been updated, mainly the kitsune.
Title: Re: The Gedune (early days yet!)
Post by: Vellos-Hunter on August 15, 2012, 02:25:24 PM
enjoying the Gedune mod so far :D
i'll be following closely :)

Title: Re: The Gedune (early days yet!)
Post by: Thaago on August 15, 2012, 03:05:42 PM
Uh oh! Not sure if its your mod, but after auto-completing the end of a battle with the Gedune I got a fatal crash: null exception.

The log shows:

ava.lang.StackOverflowError
   at java.util.HashMap.put(Unknown Source)
   at com.fs.starfarer.api.combat.MutableStat.modifyPercent(MutableStat.java:80)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStatsBasedOnSkills(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.setCrewXPLevel(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.recrewFleetMembers(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getHangarSpace(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.ÖÓÖ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getHangarSpace(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.ÖÓÖ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getHangarSpace(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.ÖÓÖ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getHangarSpace(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.ÖÓÖ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)

and repeat those last two lines for about a hundred more iterations. Got stuck in a recursion loop or something?
Title: Re: The Gedune (early days yet!)
Post by: robokill on August 15, 2012, 04:28:04 PM
i having a download issiue were i drag the files into the mods folder and then  get a cant find this file error the the file is in the mods folder but when i open it its empty
Title: Re: The Gedune (early days yet!)
Post by: Hyph_K31 on August 16, 2012, 03:23:10 AM
I see what I can do for the download link - it might be that when I updated I forgot to correct the link.

As for the auto correct... well, I don't know :S
Title: Re: The Gedune (early days yet!)
Post by: Hyph_K31 on August 16, 2012, 03:26:56 AM
Huh, thats odd.

I just replaced the download link, but because dropbox is so fantastic it was in fact the same link, so thats not the problem.

I just downloaded the mod myself, and everything seems to be working fine - all the data and graphics are there.

I'll try re-uploading it, see if that helps any - tell me if it's still not working.
Title: Re: The Gedune (early days yet!)
Post by: Hyph_K31 on August 16, 2012, 03:39:32 AM
@Thaago:

I just ran a number of auto resolve fights, both before the fight and during the fight - everything seems to work fine, so I can only assume that it is something on your end?
Title: Re: The Gedune (early days yet!)
Post by: Hyph_K31 on August 16, 2012, 04:25:06 AM
Noticed there where a lot of frigate in the fleets compared to other factions - the number of most frigates and possible number of Tenzens has also be reduced.
Title: Re: The Gedune (early days yet!)
Post by: robokill on August 16, 2012, 07:24:08 PM
i stil grtting a copy error
Title: Re: The Gedune (early days yet!)
Post by: Hyph_K31 on August 17, 2012, 03:34:47 AM
ah...

I shall try uploading it uncompressed, if you think that'll help.
Edit:

never mind, dropbox won't let me do that :( sorry.
Title: Re: The Gedune (I'm On Holiday!)
Post by: Hyph_K31 on August 17, 2012, 03:39:49 AM
Robokill, are you running any other mods? if you are that could be why - the Gedune don't play nice with other mods atm.
Title: Re: The Gedune (Getting there!)
Post by: Hyph_K31 on September 02, 2012, 07:38:11 AM
Made a few adjustments to the Tenzens stats - I'm only recently back from holiday and I'll be going back to college soon, so don't expect a huge number of update because I'll most likely be swamped by masses of assignments... Or so I'm told by my tutors.
Title: Re: The Gedune (Getting there!)
Post by: Hyph_K31 on September 04, 2012, 02:02:57 PM
A whole load of changes have been made, the Tenzen has received a nerf, and a few other balancing adjustments.

The spawn rate of Gedune fleets has, hopefully been reduced.

Also added a new fighter called the Duri. A new signature PD weapon has also been added to most Gedune ships.
Title: Re: The Gedune - Faction mod.
Post by: Hyph_K31 on September 06, 2012, 08:09:49 AM
Added new weapon: the repeater - a rapid fire pulse weapon. no unique sprite yet.
Title: Re: The Gedune - Faction mod.
Post by: Ghoti on September 18, 2012, 09:08:17 AM
Interesting stuff on the horizon.
Title: Re: The Gedune - Faction mod.
Post by: TheHappyFace on September 19, 2012, 05:19:19 AM
Added new weapon: the repeater - a rapid fire pulse weapon. no unique sprite yet.
lol!
nooes!!
(http://i.imgur.com/A3xst.png)
this is actually from my own mod :P.
Title: Re: The Gedune - Faction mod.
Post by: theSONY on September 19, 2012, 06:07:55 AM
Added new weapon: the repeater - a rapid fire pulse weapon. no unique sprite yet.
lol!
nooes!!
(http://i.imgur.com/A3xst.png)
this is actually from my own mod :P.


 (http://lamejournal.com/wp-content/uploads/2012/03/busted.png)
:D
Title: Re: The Gedune - Faction mod.
Post by: TheHappyFace on September 19, 2012, 06:39:17 AM
well actualy it matches my lore ^^
,since the gekelonians travel the galaxy in search of technology.
They do not have there own technologies just those of huderds of other factions they meet.
we might have traded this one.  ;)
Title: Re: The Gedune - Faction mod.
Post by: Ghoti on September 19, 2012, 08:32:45 AM
From what I understand about the gedune. They would of outright killed you. The gedune not shooting the player is a placeholder.
Title: Re: The Gedune - Faction mod.
Post by: TheHappyFace on September 19, 2012, 08:40:36 AM
From what I understand about the gedune. They would of outright killed you. The gedune not shooting the player is a placeholder.
well.... the gekeloniers have other ways of obtaining knowledge....  ;)
Title: Re: The Gedune - Faction mod.
Post by: Ghoti on September 19, 2012, 08:56:50 AM
I guess I should say "Try" to outright kill you.
Title: Re: The Gedune - Faction mod.
Post by: Hyph_K31 on September 22, 2012, 01:10:55 AM
Oh noes! Looks like I need to find a better name for the repeaters! And as an aside, I'll be working on a number of new variants to make genuine fleets more diverse

Title: Re: The Gedune - Faction mod.
Post by: TheHappyFace on September 22, 2012, 02:40:21 AM
ahh it doesnt matter if you use the name.
as long as the id's dont match.
could even be nice lore wise.
you gave me an idea for my mod!
i might start asking modders if i can take a couple of there weapons,
redo the sprite and stats a bit and use them!
would totally match my lore!  ;D
Title: Re: The Gedune - Faction mod.
Post by: Hyph_K31 on October 07, 2012, 07:15:42 AM
Updated!
Title: Re: The Gedune - Faction mod.
Post by: Hyph_K31 on October 14, 2012, 12:38:49 PM
Update!

New ship added, The Bakoros, along with it's own built in weapons, and new ship system; Kyra Drones.

new fleet added! watch out for the collectors, they have a rather unique Tezen.
Title: Re: The Gedune - Faction mod.
Post by: erynr73 on October 14, 2012, 04:32:18 PM
Game crashes when trying to load.  Here's the error message:

Fatal: Weapon spec [gedune_reithe] not found!
Title: Re: The Gedune - Faction mod.
Post by: Hyph_K31 on October 15, 2012, 02:10:31 AM
Oh lowd, can you send the the log?
Title: Re: The Gedune - Faction mod.
Post by: Hyph_K31 on October 15, 2012, 02:13:56 AM
I've just had a look at the dropbox file for download, everything seems to be in order. could you perhaps send me the version you've got? and maybe download it again, I did a bit of a secret hot fix when I uploaded the update, so that might, might, be why.

Edit?!

are you on a windows, linux or mac? I've been able to run the mod on both mac and windows, so at this point I'm suspecting that it's a download error or something.

Or some magic mumbo jumbo.
Title: Re: The Gedune - Faction mod.
Post by: erynr73 on October 15, 2012, 12:36:53 PM
All good now, re-downloaded and it worked fine.
Title: Re: The Gedune - Faction mod.
Post by: Hyph_K31 on October 15, 2012, 01:11:16 PM
Excellent :)
Title: Re: The Gedune - Faction mod.
Post by: Trylobot on October 15, 2012, 05:07:54 PM
Added to the index.
Title: Re: The Gedune - Faction mod.
Post by: Ghoti on October 30, 2012, 10:57:10 AM
So we spent some time back and forth on how the Gedune work.
The new drone ship Bakaros is in. It will need some eyeing up and down
Art has being added, yada yada yada, this is par for the course in a faction mod

But the station, that's different.

In the campaign Gedune fleets will hunt down enemy fleets (ie. everyone), destroy, loot, and return the spoils back to the gedune station.
So the Gedune station will always have a smattering of supplies and weapons they have looted from enemy fleets, but they won't have them forever.

The station periodically breaks non gedune ships and weapons down, and periodically creates gedune weapons and ships from those parts.
If you want some gedune ships and goodies, sell your loot to the gedune station, and it will break them down into gedune ships and weapons.
The gedune do not get supply convoys to restock their ships, they are built at the station.
Title: Re: The Gedune - Faction mod.
Post by: Hyph_K31 on November 05, 2012, 08:29:30 AM
Hey there, I've got a little but of bad news. My computers external hard drive has failed, and by unlucky coincidence the drive has most of my data and the OS on it. The chances are that I won't be able to do any sort of modding for at least a week or two :( I've also lost the version of the mod I had, in which I had made a number of little tweaks, so that's gone too.

I might be able to get my hands on a laptop, and remake most of the changes I made.

Thanks :/
Title: Re: The Gedune - Faction mod.
Post by: Arkangelmark5 on November 11, 2012, 06:48:27 PM
Well at least that will teach you to backup your infomation.
Title: Re: The Gedune - Faction mod.
Post by: Hyph_K31 on November 12, 2012, 12:35:40 AM
Hehe, as it happens I've recently been able to get my computer back online; it turns out time machine was able to save a total backup on the internal hard rive, so i;ve not lost anything!

Also, there will be an update soon - within the next twelve hours :)
Title: Re: The Gedune - Faction mod.
Post by: Hyph_K31 on November 12, 2012, 01:20:19 AM
Update!

Added a bunch of stuff and switched the fleets up a bit. check the changelog for more details.

Have fun!

Edit!?

This version is save compatible - but there are some new features that wont work on an old save, nothing game breaking; you wouldn't even notice.

There might be a little hotfix later, depends if I find more stuff to fix. please let me know if you find anything!
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Hyph_K31 on November 13, 2012, 01:21:11 PM
As per the new thread title, I've done the best I can to balance and fine tune the Gedune, and it has gotten to the point where I cant see anything I can improve (Daddy can't see his kiddies flaws!(Slightly exaggerated words from Ghoti, which I happen to agree with)).

The main things I'm looking to improve are ship stats, weapon stats and fleet composition. and possibly the sprites, if you guys have an eye for that sort of thing. More than anything, I'm just looking to put the finishing touches on this before I make this the official Version.1 of the Gedune.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Vellos-Hunter on November 18, 2012, 01:11:38 PM
Shall look for things for you, is the new version save compatible??
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Vellos-Hunter on November 18, 2012, 02:15:08 PM
just done some battle testing (obviously)

i did a test with locust cap ship, one as a custom set up the other default set up.
 the custom did well for quite a while

i took three pics of the battle :)
maybe the fighter wing chua could have more of a hull or armour boost as they are pretty good as a irritant if they can get inside the shields.

the frigates are very good at keeping the flux high when in a group and gives the bigger class ships a chance to hammer them target.

the tenzen both variants are damn good at what they do (durp) i'm probs thinking too much mybe if they hold fire till the target flux is high enough to over load then they will be pretty hard to beat on 5 on 1 cap ship :)
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Hyph_K31 on November 18, 2012, 02:15:19 PM
Shall look for things for you, is the new version save compatible??

The current version is indeed save compatible, but if you want the "special" feature to work (courtesy of Ghoti)'', you'll need to start a new game.

@Your latest post :)

Thank you very much!

The Tenzen is indeed very good at what it does, Ghoti once called it the green tank from hell before its nerf.

You should probably have a go with a bunch of bakoros and dahakis, two very very different ships and I think they work quite well together :)

With regards to the chua, they may be getting a bit of a boost. Although I'm not quite sure how at this stage.

It might be a case of a new weapon (actually, I need to get rid of the hi pd laser. Old fossil), or... Something. I do have a few ideas bouncing around for new fighters, and those, if they make it, should cover the role of attack and strike.

Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Vellos-Hunter on November 18, 2012, 02:20:58 PM
now i would naturally put the pics up but they are toooooo big to post ><


[attachment deleted by admin]
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Vellos-Hunter on November 18, 2012, 02:58:52 PM
Of corse the smaller of the fleet ships get stuck in being to thorn in your side if not taken out which theses two frigates are good at doing for most of the battle, while the hunter and two cruisers take the back seat for a bit letting off a few plasma bursts just for a laugh ^^

As you can see by the pics the hunter and tenzens finish off the beaten cap ship by just simple overwhelming of incoming fire.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Reshy on November 20, 2012, 11:23:14 AM
The New Plasma Cannon is a straight upgrade to the existing one.  That's one of the first things I noticed.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Hyph_K31 on November 20, 2012, 12:32:31 PM
The New Plasma Cannon is a straight upgrade to the existing one.  That's one of the first things I noticed.

Quite a lot of time was put into balancing that, but I suppose it is an upgrade.

The thing is, I wanted it to be like the plasma cannon, but slightly different but not better or necessarily worse.

What's been done with it is roughly as follows:

You can fire a single round if you want to, you automatically use all the charges.
Slightly less damage, but from what you said, that might bear adjusting.
And GREEN!

I'll see about bringing it back on par with the plasma cannon, but I still don't want the. To be exactlymthe same.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Reshy on November 20, 2012, 12:37:17 PM
The New Plasma Cannon is a straight upgrade to the existing one.  That's one of the first things I noticed.

Quite a lot of time was put into balancing that, but I suppose it is an upgrade.

The thing is, I wanted it to be like the plasma cannon, but slightly different but not better or necessarily worse.

What's been done with it is roughly as follows:

You can fire a single round if you want to, you automatically use all the charges.
Slightly less damage, but from what you said, that might bear adjusting.
And GREEN!

I'll see about bringing it back on par with the plasma cannon, but I still don't want the. To be exactlymthe same.



Why not make it a plasma cannon that's cheaper and more energy efficent but requires a long recharge time before firing again?


Also those small 'Hidden' slots on the cruiser can't have weapons put into it in the campaign.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Hyph_K31 on November 20, 2012, 12:44:10 PM
Heh, that's kind of exactly what I don't want to do with the plasma cannon.

But we'll see how it goes. It could just be a case of lowering the charge count.

As for the hidden slots, that was kinda done on purpose. But I see what you mean.

I'll get on that soon, which means making the disruptor a non system weapon.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: ValkyriaL on November 20, 2012, 01:13:45 PM
Wonder if they would go together with my own faction, since i cant determine if my faction is balanced or not, my fleets are fairly sized and are vanilla friendly stats wise, but they crush several fleets before even taking damage and eventually dying, does weapon numbers and weapon stats play a part in auto battle calculations?
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Hyph_K31 on November 20, 2012, 01:19:07 PM
I'm not sure i get you point :/

I'll have a look at your mod though :)

Edit:

Is ther a mod with your faction?
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: ValkyriaL on November 20, 2012, 01:35:41 PM
My faction is not released yet, made it as a followup on my prototype faction i made to teach me modding/programming, they are dependent on each other so you need both of them to ensure they work 100%, how do i send them to you? ^^
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Hyph_K31 on November 20, 2012, 01:37:31 PM
Email I suppose :)

You should be able to email me through the forum. If not, I'll give you my details :)
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Reshy on November 20, 2012, 01:49:43 PM
Heh, that's kind of exactly what I don't want to do with the plasma cannon.

But we'll see how it goes. It could just be a case of lowering the charge count.

As for the hidden slots, that was kinda done on purpose. But I see what you mean.

I'll get on that soon, which means making the disruptor a non system weapon.


Well there's several things you could do to make it different.

Less Accuracy, More/Less shots per burst, Alternate Damage Type, and several others I'm sure you already know.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Hyph_K31 on November 20, 2012, 01:54:21 PM
Indeed! I had contemplated the first three, and I'm very likely to do this things with it. Other than perhaps the accuracy, because of the nature of the weapon.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Reshy on November 20, 2012, 02:51:13 PM
Indeed! I had contemplated the first three, and I'm very likely to do this things with it. Other than perhaps the accuracy, because of the nature of the weapon.

Why not a scatter shot plasma cannon?  Fires a quick burst of 4-8 shots that do fragmentation damage and EMP, but with a very large spread and it charges up over time.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Hyph_K31 on November 20, 2012, 10:39:57 PM
Ah!

Now that is something I was sort of working on for V1, as a medium weapon.

Right now, I have a small kinetic weapon that fires a hail of bullets in bursts. This is in fact the weapon the Kyirus uses.

I was going to make. Medium "something" between that and a plasma cannon for a new destroyer, or cruiser. Spoilers!
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Reshy on November 21, 2012, 12:29:44 PM
Can you make the 'Hidden' slots into 'Built-In' slots and make it hide the graphic like with the Onslaught?
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Hyph_K31 on November 21, 2012, 01:01:01 PM
That is pretty much exactly what the Tenzen does... but that might only be in the dev version. checking.

Ah! that's it.

In the dev version I've started to make all built in Gedune weapons part of the actual Hull/.ship file.

For the tenzen, this means when you buy it the disruptors will already be built in. I'm not so sure about what happens after capture though... That'll be a thing for testing.

I'm also considering making the Phase repeaters (might be due a name change soon) sprite part of the dahaki sprite.

I've also been contemplating the idea of a large beam weapon. sort of like a phase beam ramped up to the max, but through Gedune Technowizardry made stable. This might be another weapon used by the upcoming destroyer, depending on how the medium plasmas go.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Reshy on November 21, 2012, 02:26:03 PM
That is pretty much exactly what the Tenzen does... but that might only be in the dev version. checking.

Ah! that's it.

In the dev version I've started to make all built in Gedune weapons part of the actual Hull/.ship file.

For the tenzen, this means when you buy it the disruptors will already be built in. I'm not so sure about what happens after capture though... That'll be a thing for testing.

I'm also considering making the Phase repeaters (might be due a name change soon) sprite part of the dahaki sprite.

I've also been contemplating the idea of a large beam weapon. sort of like a phase beam ramped up to the max, but through Gedune Technowizardry made stable. This might be another weapon used by the upcoming destroyer, depending on how the medium plasmas go.



Built-in weapons survive though captures and repairs, we've seen this with the onslaught.

Just make sure that the Gedune aren't overpowered.  Their cruiser is already pushing the balance really hard.  I'd much rather a faction be too weak than too powerful.

In addition if the Gedune are 'Pirates' then they should be enemy to non-pirate factions.  That means they should be enemy to a lot of the mod fleets along with the player.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Hyph_K31 on November 21, 2012, 02:52:21 PM
Ah good to know that built in weapons survive.

To begin with, the Gedune hated everybody. But we made them nice for the purpose of testing.

As of v1 they will again be the green dudes from hell.

As for the balance on the Tenzen, I might consider decreasing its shield size to something more like the dahaki, or restore its original omni shield. The flux capacity can definatly be lowered, which will be okay because the plasma will be firing less shots.

Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Hyph_K31 on November 21, 2012, 02:54:27 PM
Oh and as for the Gedune balance, the only real threat to vanilla balance I can see currently is the Tenzen. Correct me if I'm wrong :)

Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Reshy on November 23, 2012, 05:41:12 PM
You could always make the new plasma cannon like an explosive auto-pulse.  That might be worth something.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Hyph_K31 on November 24, 2012, 05:31:10 AM
Hmm, yeah.

I was trying to balance it out earlier, but nothing I did would seem to balance it and keep it within the concept.

I'll keep at trying to balance it for a while, but if that doesn't work out I'll definatly try changing it completely.

Also, I did try changing the plasma to HE, but that didn't seem to make any discernible difference.

Currently, I've taken the range down a bit, and reduced the damage per shot.


I'm also considering changing the scythe torpedo to a sort of MIRV. What I'm currently musing with is the idea of it splitting in two at 180 degree angles when it reaches the target. This'll effectively reduce the amount of armour damage it does, and will also make it harder to defend from.

The sprite for the reithe may also be getting some love, I'm not so happy with the whole framework look it has at the moment.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Hyph_K31 on November 24, 2012, 06:58:32 AM
New reithe Sprite:

(http://i.imgur.com/lugc0.png)

It is also no longer a system weapon, and the built in points on the Bakoros are now missile slots.

There may still be a few changes to sprite.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Reshy on November 24, 2012, 12:41:23 PM
Hmm, yeah.

I was trying to balance it out earlier, but nothing I did would seem to balance it and keep it within the concept.

I'll keep at trying to balance it for a while, but if that doesn't work out I'll definatly try changing it completely.

Also, I did try changing the plasma to HE, but that didn't seem to make any discernible difference.

Currently, I've taken the range down a bit, and reduced the damage per shot.


I'm also considering changing the scythe torpedo to a sort of MIRV. What I'm currently musing with is the idea of it splitting in two at 180 degree angles when it reaches the target. This'll effectively reduce the amount of armour damage it does, and will also make it harder to defend from.

The sprite for the reithe may also be getting some love, I'm not so happy with the whole framework look it has at the moment.



I don't see why you don't just take the Auto-Pulse's stats as a basis for the plasma cannon, then just make it explosive with adjusted costs and go from there.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Hyph_K31 on November 24, 2012, 12:58:31 PM
I've actually just settled on what I think is a good balance, I'll send the new weapon stats to you in a pm.

It now only has two charges by default, and they recharge at 0.55 a second. this is in keeping with it's description and it's concept in that you can save up more than one shot.

I've also ramped up the flux to 900 per shot.

it is still a powerful weapon, but heck, it's supposed to be.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Reshy on November 24, 2012, 01:02:46 PM
Can you update the mod to .54?
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Hyph_K31 on November 24, 2012, 01:09:48 PM
is it not working?

that's most peculiar if it isn't, because at my end it's fine. and I've only really changed things to do with ships and weapons... If yours isn't working, i would first suggest re-downloading, and seccond, I'll give you the dev version.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Reshy on November 24, 2012, 01:11:40 PM
is it not working?

that's most peculiar if it isn't, because at my end it's fine. and I've only really changed things to do with ships and weapons... If yours isn't working, i would first suggest re-downloading, and seccond, I'll give you the dev version.

That'd be nice.  I'm redownloading it now.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Hyph_K31 on December 11, 2012, 01:22:52 AM
I'm still alive!

I've been quite busy recently with RL work, but I think I've more or less come to the end of a particularly busy time...

Updates on the update:

The Raizu has been scrapped - for now! When I find out what it's supposed to look like, I'll either restart it or carry on from where I left off.

Ghoti has fixed the Gedune station manager, in the previous update it had somehow become disassociated from the Gedune station. So with V1 you'll be able to swap your stuff for their stuff! Eh...

Made the bakoros more durable, and nerfed the kyra drones - much less armour and a lightly longer recharge time in their system. Makes them a bit less of a threat and more of a nuisance, as they should be... We'll have other drones for that... Killing that is.

Started adjusting the fleet makeup, will probably take me a while to find good compositions.

Procrastinated... Ugh.
Title: Re: The Gedune - Faction mod. V0.9 (Play testers needed!)
Post by: Reshy on December 11, 2012, 02:43:58 PM
I'm still alive!

I've been quite busy recently with RL work, but I think I've more or less come to the end of a particularly busy time...

Updates on the update:

The Raizu has been scrapped - for now! When I find out what it's supposed to look like, I'll either restart it or carry on from where I left off.

Ghoti has fixed the Gedune station manager, in the previous update it had somehow become disassociated from the Gedune station. So with V1 you'll be able to swap your stuff for their stuff! Eh...

Made the bakoros more durable, and nerfed the kyra drones - much less armour and a lightly longer recharge time in their system. Makes them a bit less of a threat and more of a nuisance, as they should be... We'll have other drones for that... Killing that is.

Started adjusting the fleet makeup, will probably take me a while to find good compositions.

Procrastinated... Ugh.


Kill-Bots in space?
Title: Re: The Gedune - Faction mod. V0.9 (We're still alive!)
Post by: Hyph_K31 on December 12, 2012, 10:43:17 PM
Uh huh!!

I'm going to make the bakoros have their own faction, because they have a collective AI they're less than likely to listen to the Gedune, without being "rebooted" (blown to bits and put back together). Which means collector fleets will be made up only of Gedune drone ships - and will get moved frm the Gedune faction to the bakoros faction.

As a part of this be faction, there will be more drone ships, but nothing bigger than a destroyer. Probably a drone frigate and fighter wing. If you take a peek in the graphics folder, you'll find a fighter sprite called the Dreki.
Title: Re: The Gedune - Faction mod. V0.9 (We're still alive!)
Post by: Hyph_K31 on December 16, 2012, 09:19:24 AM
Lil' update on how things are going at Gedune HQ, our commander had a bit of a panic attack, but he's Okay now - in real news:

The V1 update has been put on hold for now. Instead I'll mainly be working on getting everything that should be there, there. that is to say, descriptions for everything, Etc.

When that bit is done with (which it nearly is) I'll release V0.95, and then, I'll probably re-work the secret frigate into a (long range?) EMP drone frigate, and create the Dreki fighter wing. after that... V1 will be back in development.
Title: Re: The Gedune - Faction mod. V0.9 (We're still alive!)
Post by: Hyph_K31 on December 17, 2012, 03:56:12 AM
Hmm. I think V0.95 is just about ready. Here you go! (https://dl.dropbox.com/u/53873543/Gedune.zip)

Most of the changes are lore related (descriptions), but there are also a fair number of faction and weapon changes, such as fleet compositions and some ship adjustments (extended Byakuri, for example.).

Ehm, have fun!

EDIT?!

I forgot to mention, this is NOT save compatible. the reason for this is because the station manager has been "fixed" and will not work on an old save.
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Uomoz on January 05, 2013, 10:22:59 AM
I received some complaints about vanilla balance in this mod. Before implementing it into U'sC I'd like to know if it's supposed to be somewhat overpowered or not. Thanks!
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Hyph_K31 on January 06, 2013, 04:30:23 AM
If you could send me a list of the complaints, I'm sure I'll be able to do something! :)

Yes this mod is intended to be balanced, and I have been working towards further balance (recently redone the kyra drone system per cycerins request).

So any information I could get would be welcome.


PS: some Gedune ships ARE ment to be rather powerful, but that's mostly evened out by the number of ships in a fleet....

Fleets that are currently way, way too large. I shall see about thinning the fleets out a bit as well.

Edit:

I find it strange the complaints are being made to you, when the Gedune are not in UsC yet... :S
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Cycerin on January 06, 2013, 06:27:28 AM
I just told him about my frustrations fighting the carrier and drones in the simulation box. But I already chatted to you about this, so this is kind of a misunderstanding. I think the Gedune is a very well balanced faction over-all, minus those EMP drones.
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: ValkyriaL on January 06, 2013, 06:34:20 AM
I've tested them for quite a while, they are well balanced for being an Alien/High tech race, but their fleets are to big for having such powerful ships, and that's about it.
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Hyph_K31 on January 06, 2013, 06:48:01 AM
I've tested them for quite a while, they are well balanced for being an Alien/High tech race, but their fleets are to big for having such powerful ships, and that's about it.

That'll be fixed with V1 :)
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Uomoz on January 08, 2013, 02:16:37 PM
How's the polishing coming along? I'm getting ready for a big release on U'sC :)
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Hyph_K31 on January 08, 2013, 10:57:30 PM
The current version is to be more-or-less upto date, although I might update it soon just for all the fixes I've made :)

Currently, im(we) mostly working on a new sub faction (the Gedune drones), and it's quite close to being finished, after that I'll start with the polishing!

I don't know if the drones will be ready for action in time of the UsC update, so if I could have a date I might be able to give them a well deserved kick out the door.
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Hyph_K31 on January 09, 2013, 11:03:16 AM
Updated! Update is rather a strong word for what's actually going on. This "Update" is just a little bit of polish for UsC, and a few tweaks, Etc...

The drones will be arriving soon. (perhaps by friday... Depends on how much college work I get smacked with!)

Edit: I forgot to mention, this update also has all of the current drone ships, so far there are only three, but I may make more later. You can test the Tychrea frigate in the variant editor, as well as the bakoros. The third "ship" is a fighter wing, and you can fight them in the simulator, they're called vipers.

Possible drone ships I may add:

A destroyer class attack drone, like the Tychreas bigger, badder relation.

A drone "pod". A ship that contains a swarm of attack drones that come out in a single massive wave of prolonged evilness. Once that's over this thing'll probably be defenceless.

...?
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: ValkyriaL on January 10, 2013, 06:45:51 AM
Hyph, get yo *** on Skype now, Justin has errors from gedune.
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Axiege on January 10, 2013, 06:52:55 AM
It's fine, not some sort of super emergency, but yes I did get an error from Gedune while using a bunch of other mods as well. Here's the log:
5259 [Thread-6] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gedune (data/world/factions/gedune.faction)]
5410 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.world.GeduneStationManager]
5615 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.world.SectorGenWithGedune] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5635 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: Expected a ',' or ']' at 3385 [character 3386 line 1]
org.json.JSONException: Expected a ',' or ']' at 3385 [character 3386 line 1]

I don't know if my window is too small or something bu it looks like the format got screwed up there... sorry.
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Uomoz on January 10, 2013, 07:12:33 AM
I was up to implement in U'sC! Damn it.
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Hyph_K31 on January 10, 2013, 07:58:04 AM
Whoops, sorry!
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Hyph_K31 on January 10, 2013, 01:38:43 PM
@ Axiege

Looking at the error report, I am certain that it's just a download error, as everything is working just fine on my end.

Could you give a list of all the mods you're using, so I can make sure that it's not so thing in the Gedune conflicting with another mod. Just to be safe.
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Axiege on January 10, 2013, 03:35:32 PM
I was using U'sC, BRDY, Verrius' FC Scappers and Shadow Order, Vanilla Variants, and Valkyries with your Gedune. I'm sorry but I did need to begin recording ASAP and the error meant I couldn't include Gedune :(
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Hyph_K31 on January 10, 2013, 10:20:45 PM
Awh.

Well, when I get the chance to, I'll download those mods, and see if there are any clashes. But as I said before I'm almost certain that it is a download error.

If it IS a download error, you should just redownload it and see if it works.

Twice, if it doesn't work the first time, just to be sure.
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: harrumph on January 11, 2013, 12:57:53 AM
I'm getting the same error, even when the Gedune are the only active mod.
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Hyph_K31 on January 11, 2013, 02:28:36 AM
Hum. Okay, I'll have a look once I get home from college. Since I currently have no access to the files, could somebody see if the can find the source of the error?
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Hyph_K31 on January 11, 2013, 11:37:21 AM
Right!

I have reverted to the previous version - so Uomoz can go ahead and update.

Meanwhile, I'll try and figure out just what the heck I've done to the poor thing.

Edit: Okay, I know where the problem is - it is in the Gedune.faction file.

So now i've got to find the offending missing comma.
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Hyph_K31 on January 11, 2013, 11:59:48 AM
Oh.

Oh wow.

That's really depressing. Take a look at this:

"gedune_chua_wing":[3, 4,

Can you see the problem? I can. It should be:

"gedune_chua_wing":[3, 4]

HOW DID THAT HAPPPEN!?!

Anyway, it's been fixed.
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Erick Doe on January 11, 2013, 12:17:19 PM
Its always the little things, Hyph. Always.  ;)
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Hyph_K31 on January 11, 2013, 02:15:53 PM
Harumph, it does seem that way! ;D

I think I will probably start drawing some little artworks(concepts) for the new drone ships I may make...

I've just gotten back into drawing :) I forgot how relaxing it can be.
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Lopunny Zen on January 14, 2013, 11:02:34 AM
has this team met the wrath of vanilla balance yet because they seem busted like the shadow order people..they kill fleets with ships much bigger and more expensive then them due to there unlimited teleportings and array of cheap weaponry. there cruisers are cheap to buy and destroy things they shouldnt...need i remind they dont even have a capital instead thats as powerful but somehow they manage to be worse then the purifiers...and there borderline balanced just barely being vanilla balanced..
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Hyph_K31 on January 14, 2013, 12:38:02 PM
If you would care to make a nice list of things you think I should change, I would be happy to see what I can do - without upsetting myself ;D

Edit: FEI (for everybody's information), the Gedune are the remains of a much, much greater race - and so there will be a certain power gap between certain Gedune ships and vanilla ships.
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Cycerin on January 14, 2013, 05:59:55 PM
I'd like to see less fleets composed of the teleporting ship, or possibly a bigger TP cooldown. It gets to be like fighting single hounds sometimes, except... bigger.

IMO Gedune fleet comp could do with being more fun to face since they are a hostile faction. Usually in my experience, when playing campaign they either overpower the player fleet completely or just get crushed/escape very fast. While this is a symptom of much of the core gameplay at this stage of Starsector development, I think it's especially noticeable here. Try to have some middle ground. You should try to fight them as vanilla ships for a while and revise the fleets/variants a bit maybe. :)
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Hyph_K31 on January 15, 2013, 01:37:44 AM
I see what you mean ;D

Fleet composition has always been a bit of a tricky area for me personally.

I'll extend the teleportation cool down, and have a peek at what I can do with the variants... I'm probably going to remove the kitsune variants, because they don't make a whole lot of sense - but that's not the problem we currently have.

Which variants would you say could benefit the most from a little tweaking?

Indev update:

The drone faction is coming along nicely now, and VERY soon I shall start making a new drone ship whose main function will to be to spawn a massive swarm of mini drones. There is also the possibility of another destroyer, buuuuuuut *looks at a desktop full of abandoned sprites* I can't promise much on that front.

Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Uomoz on January 15, 2013, 03:16:39 PM
Ehr. ship_data.csv is wildly messed up in Gedune. Bakoros have a lot of values shifted by 1 cell (just check the price for example), the "number" column contains some numbers and some values that should stay in a "hints" column.
Title: Re: The Gedune - Faction mod. V0.95 (We're still alive!)
Post by: Hyph_K31 on January 15, 2013, 10:17:53 PM
Hrm. Well, yet another small thing that's gone wrong! Thanks for picking that up uomoz, I will fix it when I get back home :)

Would you like me to send you the soon-to-be-fixed .csv to you separately?

Edit: I just had a look from Dropbox, it seems to be a problem that afflicts the Kyirus too, and a fighter wing. How did I manage to get all those extra commas..?

Pfft.
Title: Re: The Gedune - Faction mod. V1
Post by: Hyph_K31 on January 19, 2013, 03:28:50 PM
Updated!

V1 now comes with the new MAIS drone sub faction, and "polish".

There will be more drone ships to follow ;D

Currently, there are two drone fleets, raiders and scouts. The Drones only use Bakoros destroyers, Tychrea frigates and Viper wings.
Title: Re: The Gedune - Faction mod. V1
Post by: Uomoz on January 29, 2013, 06:00:24 AM
Small suggestion about the folder structure: put the sounds inside a gedune folder, like sounds\gedune\fx\etc.
Title: Re: The Gedune - Faction mod. V1
Post by: Hyph_K31 on January 29, 2013, 06:26:03 AM
Done ;D
Title: Re: The Gedune - Faction mod. V1
Post by: Hyph_K31 on March 02, 2013, 09:50:01 AM
Been a long time between updates, sorry about that...  ;D

Anyway, prompted by a bug report from dear Uomoz, I have both fixed Gedune fleet spawn rates, and max fleetpoints per fleet. This means you'll me getting as many guns pointed at you as you deserve! If the now full fleets prove too much to handle, I will (again) reduce the number of ships per fleet.

the Gedune are meant to be a bit of a challenge to handle, anyway ;)

Here's the update:

https://dl.dropbox.com/u/53873543/Gedune.zip

It is also on the front page. ^^
Title: Re: The Gedune - Faction mod. V1
Post by: Uomoz on March 02, 2013, 10:18:06 AM
MAAAAN STOP. The spawns aren't fixed at all! It's not like the (r -= .2f) that need to total 1.

Use something like this instead:

Code
		float r = (float) Math.random();
if (       r > .6f) {
return raidFleet("scout");
} else if (r > .5f) {
return raidFleet("longRangeScout");
} else if (r > .3f) {
return raidFleet("raiders");
} else if (r > .15f) {
return Math.random() > 0.3 ? raidFleet("libers"): defendFleet("libers");
} else if (r > .1f) {
                        return l33tFleet(Math.random() > 0.1 ? raidFleet("elite"): defendFleet("elite"));
} else {
return Math.random() > 0.1 ? raidFleet("siege"): defendFleet("siege");
}

This gives you this respective chances:

0.40
0.10
0.20
0.15
0.05
0.10
=
1.00

About the FP increase, I think I'll keep the old one right now, as they are already more powerful then JP by fleets FP count.
Title: Re: The Gedune - Faction mod. V1
Post by: Hyph_K31 on March 02, 2013, 10:49:13 AM
Gah! Thank you so very much for helping out. (I mean it, not being sarcastic, I do appreciate it)

I have directly used that quote for the new spawn rates, and they should now be OK. I hope. if they're not, I'll smash my head against a gold brick, or something.

The link in my last post will still work!

Gah...
Title: Re: The Gedune - Faction mod. V1
Post by: ValkyriaL on March 02, 2013, 01:30:13 PM
You seem to be encountering troubles Hyph. ::) or just my imagination?
Title: Re: The Gedune - Faction mod. V1
Post by: Hyph_K31 on March 02, 2013, 02:07:24 PM
Oh, I wish you where imagining it! Hopefully though, it's all sorted out now.
Title: Re: The Gedune - Faction mod. V1
Post by: Uomoz on March 25, 2013, 04:03:23 PM
EDIT: nothing to report, it was a bug on my side ;). Love the ships :*
Title: Re: The Gedune - Faction mod. V1
Post by: Hyph_K31 on April 01, 2013, 07:29:48 AM
Just letting you guys know I'm still alive!

Teaser!!

Spoiler
(http://i.imgur.com/P9plhj9.png)
[close]
Title: Re: The Gedune - Faction mod. V1
Post by: phyrex on April 01, 2013, 09:28:58 AM
Just letting you guys know I'm still alive!

Teaser!!

Spoiler
(http://i.imgur.com/P9plhj9.png)
[close]

holy diabeetus pony batman ?!

what the hell is that !?!?
Title: Re: The Gedune - Faction mod. V1
Post by: Hyph_K31 on April 01, 2013, 10:26:54 AM
THAT is the Muragatta. The lightening storm of doom is the Dagki Drones system ;)

Coming "Soon".
Title: Re: The Gedune - Faction mod. V1
Post by: Teh_Wolf on April 01, 2013, 10:35:18 AM
So much beauty ;-;
Title: Re: The Gedune - Faction mod. V1
Post by: conorano on April 01, 2013, 02:32:49 PM
That does not look overpowered at all!
Title: Re: The Gedune - Faction mod. V1
Post by: SainnQ on April 01, 2013, 02:45:19 PM
Just letting you guys know I'm still alive!

Teaser!!

Spoiler
(http://i.imgur.com/P9plhj9.png)
[close]

Is that an EMP Drone storm? D:
Title: Re: The Gedune - Faction mod. V1
Post by: Hyph_K31 on April 01, 2013, 02:52:48 PM
More or less! I've come to think of it as a lightening shield.

@con; Surprisingly not! The drones version of the EMP system is much weaker (10 damage and 10 EMP per hit), so times that by 60 it's round about just as strong at a Omens system. And once those drones are gone, (which can be done at range, and since each one only takes two shots at the most to destroy, it's very easy) the Muragatta has less firepower than a lasher!

Overall, I'm quite pleased with the squat new addition to the Gedunes fleet >:3
Title: Re: The Gedune - Faction mod. V1
Post by: Wyvern on April 07, 2013, 03:40:24 PM
So, err, been playing Uomozu's Corvus (17.1), and... I think the Tenzen is still a bit much.  Oh, the variants the AI uses are fine - it just gets absurd when the player gets ahold of one.

For example, if you mount two heavy blasters, three IR pulse lasers, and sink the rest of your points into extended shields, vents, capacitors, and maybe some other hull mods...
My current build in UC is even stronger than that, featuring two autopulse lasers, two antiplasma blasters, and three CEPCs.  Great fun to fly... until you realize that basically nothing can touch you.  It can't quite kill an Onslaught in a straight up slugging match... but it's plenty fast enough to disengage every time it gets high on flux.

My suggestion, then, is to make it a bit less of a tank - make its shield less efficient (1.0 ought to be plenty for something like this), and reduce the shield arc - doesn't need to be by a lot; I'd suggest maybe 240 instead of 300 - just, enough that you can't get to a full 360 by adding extended shields.  Indeed, it might be reasonable to actually increase the ship's flux capacity, at the cost of even worse shield efficiency - like what Alex did to the Conquest a while back, so it can fire for longer, but doesn't have superior defenses due to that same deep flux reserve.

Now, these changes will also make it worse in AI hands, where it doesn't really need the nerf.  My suggestion here is to greatly increase the projectile speed on the nuclear burst guns, and maybe double the width of the front hardpoint firing arcs - especially the two medium slots; the "Blitz" variant relies on the two repeaters up front for breaking through shields (as every other gun on the ship does high explosive damage), and wider firing arcs should help it land hits with those.
Title: Re: The Gedune - Faction mod. V1
Post by: Hyph_K31 on April 08, 2013, 03:54:35 AM
Thanks very much for the feedback! Everything you've suggested seems sound. With these changes, the Tenzen will also fit better with its lore. The Tenzen has always been a little bit hellish...

Again, thanks! I'll get to work on this immediately, and the updated version of the Tenzen will be in the next update (along with the Muragatta and possibly another ship.).

On the Subject of the Muragatta, I would say it's just about finished. I did toy around with the idea of giving it a flight deck, but paired with its EMP system having that would make it rather too strong as a carrier (Once inside that cloud of drones, fighters are almost completely protected, and it takes a while to get rid of said drone cloud.). That said, the MIAS drones could use carrier ship, so that's something else I'll be doing in the future.

Edit: I've made those changes (albeit with a few adjustments), and the Tenzen seems much better now.
Title: Re: The Gedune - Faction mod. V1
Post by: Taverius on April 08, 2013, 04:36:58 AM
Didn't have a chance to play with or against the ships much, but I did notice that if you don't have a lot of factions in there the gedunes tend to generally take over the system and annihilate everything ... its a bit much, right now.

Decrease the spawn rate for the fleets a little?
Title: Re: The Gedune - Faction mod. V1
Post by: Hyph_K31 on April 08, 2013, 05:01:58 AM
I have been looking at the fleet compositions for a while now. And thinking about what the Gedune are supposed to be, I'm going to cut the number of ships in all fleets significantly.

As for spawn rates, I'll see what I can do. (just looking at the last page, you can see that I'm not very good with code, even when it should be simple.) I'll likely have to wait untill I get back in contact with Thaago unitll I can change anything with regards to spawn rates.
Title: Re: The Gedune - Faction mod. V1
Post by: Taverius on April 08, 2013, 06:34:41 AM
Ah well, either/or really.

Same number of smaller fleets or less fleets the same size, it just seems a bit off gameplay and lore-wise that they totally take over Corvus :D
Title: Re: The Gedune - Faction mod. V1
Post by: FasterThanSleepyfish on July 21, 2013, 11:37:30 PM
Is it just me, or do the tychrea class drone scouts have OP wrathii drones? I come down with a case of rageitis everytime I lose to one of those suckers in 1v1. D:
 It's like a double temptest!
Title: Re: The Gedune - Faction mod. V1
Post by: Hyph_K31 on July 23, 2013, 03:23:50 AM
It's not just you!

I'm thinking of removing their ability to make more drones, and I'll probably also make them a little more fragile (and possibly nerf the accuracy on the Wrathii drones blaster).

Once I've done that, I may update so people can see how they like the slightly changed Tenzen/Dahaki and the Muragatta.
Title: Re: The Gedune - Faction mod. V1
Post by: Hyph_K31 on July 26, 2013, 10:44:23 AM
Ookay! Hello.

The grudging update has been released, yay.

Plop! (Download) (https://dl.dropboxusercontent.com/u/53873543/Gedune.zip)

In this update:

Title: Re: The Gedune - Faction mod. V1
Post by: Gotcha! on July 26, 2013, 11:02:23 AM
One of my favourite enemies has a new ship to blow up! ;D Thanks!
Title: Re: The Gedune - Faction mod. V1
Post by: FasterThanSleepyfish on July 26, 2013, 12:37:39 PM
Whoops, got an error for a wisp wing not existing. Thanks for the update! :D
Title: Re: The Gedune - Faction mod. V1
Post by: Hyph_K31 on July 26, 2013, 02:13:04 PM
What? wisp wings?! Those ai- Gah.

that's what happens when you get stuff from a personal mod to work in a mod... mod.

Fixing that! bear with me.
Title: Re: The Gedune - Faction mod. V1
Post by: Hyph_K31 on July 26, 2013, 02:14:52 PM
Ok! that should be fixed now. Sorry for that.
Title: Re: The Gedune - Faction mod. V1
Post by: Hyph_K31 on September 10, 2013, 06:20:51 AM
Introducing, the Dahkan:

Spoiler
(http://i.imgur.com/jjw8Fuk.png)
Currently getting roughed up by an angry miner, this guy can now be seen cruising with the rest of the Gedune.
[close]

Updated! download link on on the front page.

Aside from the Dahkan, I've also tweaked the Wraithii weapon that the Tychrea drones use - 300 less range and around have the damage.
Title: Re: The Gedune - Faction mod. V1(and a bit)
Post by: Gotcha! on September 10, 2013, 06:41:43 AM
Niiiiii<infinite i's>iiiice! Looking really great. <3
Title: Re: The Gedune - Faction mod. V1(and a bit)
Post by: Hyph_K31 on September 11, 2013, 05:52:15 AM
Micro update:

Slightly increased the Dahkans vent rate and made it a little bit more agile. Also removed the two built in Wraitii blasters - gave it a surprising advantage over just about anything, they had to go.

Decreased the flux cost and range of PD Flares, and slightly reduced the flux cost on the repeaters.

Reduced the flux capacity of the Duri fighter.
Title: Re: The Gedune - Faction mod. V1(and a bit)
Post by: Hyph_K31 on September 14, 2013, 04:14:01 PM
Currently working on a long overdue cleanup of the ship data.csv.

I'll probably get to work on adding the Judeii system in a few days. Even so, this mod is still fully compatible with 0.6a, although I would recommend waiting for the csv update before trying to use it; as it stands, Gedune ships are not affected by CR.

I should have the csv business done with shortly, but it'll have to wait until I've got time for it.
Title: Re: The Gedune - Faction mod. V1(and a bit)
Post by: Hyph_K31 on September 15, 2013, 10:11:44 AM
Update!

Csv's are fully updated, and various little things have been fixed with most Gedune ships.

Also fixed a game killing bug involving the Dahkan.
Title: Re: The Gedune - Faction mod. V1(and a bit)
Post by: Taverius on September 16, 2013, 08:51:40 PM
It's that in the version for download? You've never been terribly clear on the game version the mod is for - there's not a single mention of that in the OP.
Title: Re: The Gedune - Faction mod. V1(and a bit)
Post by: Hyph_K31 on September 17, 2013, 03:22:33 AM
Currently working on a long overdue cleanup of the ship data.csv.

I'll probably get to work on adding the Judeii system in a few days. Even so, this mod is still fully compatible with 0.6a, although I would recommend waiting for the csv update before trying to use it; as it stands, Gedune ships are not affected by CR.

I should have the csv business done with shortly, but it'll have to wait until I've got time for it.
Update!

Csv's are fully updated, and various little things have been fixed with most Gedune ships.

Also fixed a game killing bug involving the Dahkan.


Since 0.6 all that was needed to make the Gedune compatible was the usual sound adjustments. Since then, I've updated the CSV ship data for 0.6 also, so it could be said that this is the 0.6 version - I just don't have a system yet.

That said, I'll mention somthing in the OP.
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Hyph_K31 on September 17, 2013, 04:52:03 AM
Bug fix:

Fixed a potentially horrific bug that caused the game to crash when the Reithe missile is used. I'm not sure why this is so, but for those that are interested here is the Error:

Spoiler
68672 [Thread-8] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
 java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.A.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.new.super(Unknown Source)
   at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.OOoO.float.if$super(Unknown Source)
   at com.fs.A.super.?00000(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:680)
[close]

Anyway, that been fixed (I removed the component that caused the crash from the Reithe missile) and the OP has been updated.
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: FasterThanSleepyfish on September 17, 2013, 06:38:31 AM
I will download... after school.  :-[
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Vayra on September 17, 2013, 08:35:22 PM
Nice! I've always liked the Gedune, glad you've updated them for 0.6a. Would you mind if I included code in my mod to detect if they're installed and have some Gedune raiding parties spawn and attack the system my mod adds, etc., if so?
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Hyph_K31 on September 17, 2013, 11:19:17 PM
Go ahead!

If you like, you can also copy the DroneGen file and make a version for each modded system - and also customise the spawn rates for the drone fleets.

I'm still working on getting the Gedune their own system... Hehe
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: cell on September 18, 2013, 11:33:08 PM
is this working? it crashes on all 3 versions of starfarer i have installed including a clean (unmodified) 0.54.1a and 0.6a.
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Hyph_K31 on September 18, 2013, 11:38:49 PM
Really? It's working on my end just fine... Send me your copy and the crash from the log if you have it. This mod is currently only available for 0.6a.

Hum. It could be that I changed my download link... But I tested that and it seemed Ok. Gah, mornings.
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Hyph_K31 on September 18, 2013, 11:42:39 PM
Is anybody else having trouble? >knows people have downloaded this version, cuz he's tracking the downloads! <
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Borgoid on September 18, 2013, 11:44:17 PM
Not specifically, I'll do some re-downloads and get back to you.

Edit: Nope, fresh download of everything ( Starsector, Lazy, Gedune) works just fine Has Cell maybe forgotten Lazylib?

Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: cell on September 18, 2013, 11:48:07 PM
Sorry false alarm. i forgot to grab lazylib after reinstalling everything.
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Hyph_K31 on September 18, 2013, 11:49:53 PM
Ah! Ok ^_^

>Stands down<
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Jazzrish on September 22, 2013, 10:25:31 AM
like this mod very much! always reminds me of necromancy staff  :P

conducted crush though..

Quote
4304484 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.J.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.return.???000(Unknown Source)
   at com.fs.oOOO.super.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)

looking forward to your analysis ;D
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Hyph_K31 on September 22, 2013, 10:29:37 AM
Huu?

What the heck is that?! Can you tell me what exactly you where doing when this horrible sight struck you? As much as I love bugs, I can't read this stuff.

super.new .... Hey, do I even have stuff like that? Are you running any other mods? Or is that some weird thing I know not the meaning of...

Thanks for your kind comments!

Spoiler
and the bug!  ;D
[close]

Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: ValkyriaL on September 22, 2013, 10:30:53 AM
post the error and a few lines above it.
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Jazzrish on September 22, 2013, 10:59:01 AM
Quote
3110899 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
3110900 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
3119355 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_MatrixIX_5797801996944524345...
3121442 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
3139158 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
3139159 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
3157268 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_flarepd_a_WEAPON not found
3159091 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_flarepd_a_WEAPON not found
3293824 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_flarepd_a_WEAPON not found
3318613 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_flarepd_a_WEAPON not found
3533024 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 1596, maxFP1: 80, maxFP2: 120
3685634 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
3685635 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
3714324 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_MatrixIX_5797801996944524345...
3716556 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
3721499 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
3721499 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
3739649 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 38, FP2: 61, maxFP1: 80, maxFP2: 120
3830415 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_MatrixIX_5797801996944524345...
3834682 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
3841611 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 38, FP2: 61, maxFP1: 80, maxFP2: 120
4085735 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
4085736 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
4097240 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
4097241 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
4144922 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
4144922 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
4147888 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ox_SHIP not found
4196681 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_MatrixIX_5797801996944524345...
4199100 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
4206774 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 38, FP2: 70, maxFP1: 80, maxFP2: 120

those are the lines before. do they make any sence ???
plioting The Tenzenjust and battling with the drones, when it crushes.
running a lot of mods...bushi 1.0, junk pirates 1.61b, HD1.0.0, neutrino corporation 1.7, SHI0.4.2, lazylib 1.5, restock 2.6... maybe this is the source, greed is not good..

another thing is ..\\Gedune\mod_info.json
Quote
{
  "id":"The Gedune", # internal id
   "name":"The Gedune", # displayed to the player
   "version":"Version 1",
   "description":"The Gedune are back, and they want your scrap. your ships to, if you don't mind.",
   "gameVersion":"0.53a",
   "author":"hpyh_k31, and Ghoti",
   "totalConversion":"false",

}
"0.53a", should be "0.6a" right?
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Hyph_K31 on September 22, 2013, 11:05:46 AM
Yes, it should. Fixing that thing. And that typo.

Looking at that, I can safely say that there's nothing actually wrong with the Gedune here. As all the things related to the Gedune that couldn't be found are indeed there.

I would say that there's probably some sort of code shenanigans going on here!

Try re-downloading, see if that helps at all. Also, for the sake of my sanity, try using the First Flights mission to pitch a Tenzen against a Bakoros, without any other mods installed. Just incase.

Edit:

By fixing that, I mean the 0.6a thing. I don't know if I can actually do anything about this particular bug.
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Jazzrish on September 22, 2013, 06:57:38 PM
Oy, it's good to hear that. looks like i should cut off some other mods to pliot further. maybe pick out the incompatible one by luck ;D

by the way, do you have any plans such as adding some more ships especially big evil guys to THE GEDUNE? everyone loves big ones..
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Hyph_K31 on September 23, 2013, 03:36:20 AM
Uhm, I do plan on adding a capital ship, and a few larger cruisers. The cruisers are more likely to appear soon, but the capital is a long way off.

Here's a list of the ships I've yet to add:

Battle carrier

Tank - a super slow and super tough destroyer.

Drone cruiser - a defenceless drone core that uses large attack drones.

Spoiler
The War Machine - hell spawn
[close]

There will be others, but I'm going to focus on spicing up the Gedune arsenal for now.

You may have noticed... Gedune ships are compact... Cruisers mostly being heavily armed destroyers.
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Jazzrish on September 23, 2013, 06:33:25 AM
makes you a destroyer-lover.
yet big ship takes time, i should be patient ::)
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: ValkyriaL on September 23, 2013, 08:38:27 AM
Meeeeh, big sheeps dun take time! I've got all the big sheeps! ::)
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Uomoz on September 23, 2013, 08:52:16 AM
I like how Gedune sports very compact designs, and a very distinctive feel.
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Hyph_K31 on September 23, 2013, 08:59:38 AM
N'awh! Stop it you.  ;D

I may update soon, adding two new weapons.

First is the MW Blaster, a medium Wraithii cannon. Pretty much a slower firing heavy blaster with more damage and poor accuracy. flux efficient.

second is the MAHEM, a small anti-armour energy weapon. Based on the real thing, it shoots molten metal.

Also some variant tweaks, the Kitsune has more teeth now - swapped its IR pulse lasers for Kinetic REBs.
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Hyph_K31 on September 23, 2013, 09:25:31 AM
Poll on Dahaki. This thing can kill cruisers with ease, once you strap three blasters on it. Or any variation of burst damage.
Title: Re: [0.6a] The Gedune - Faction mod. V1(and a bit)
Post by: Magician on September 23, 2013, 10:14:34 AM
Certainly Dahaki is a dangerous alpha-strike type destroyer, but either fighting against or with - I never considered it strong enough. It's only strong point I considered Gedune Phase Teleporter, which increased survivability and mobility. While Dahaki is able to deliver powerfull blow, it lacks in flux stats and has not a perfect flux-dmg shield ratio. Most of the time I found my Dahakis dead against serious opponents. And when facing enemie's Dahaki I usually blew it very fast, because after unloading it's guns Dahaki usually will not have enough flux to survive any serious punch. The only times they were really good - if they were able to shoot while no one pays attention. Otherwise they die too fast. Sometimes without even shooting anything, if you have decent long range weapon.

Overall I think Dahaki is doing what it is supposed to do - delivers strong punch to big targets. It is Dahaki's job after all, so I don't see why there is a need to penalize this ship further, since ships with similiar concept of alpha-striking are doing the same or better. Not perfect defensive stats, flux hungriness, limited weapon mounts except alpha strike mounts - Dahaki has enough of drawbacks already. Also it is only good when you have skills maxed. I imagine that enemies with equally maxed skills are alot harder to kill.
Title: Re: [0.6a] The Gedune - Faction mod. V1(POLL!)
Post by: Uomoz on September 23, 2013, 10:17:18 AM
I think in-battle CR degradation fits this ship very well, like BR's Desdinova.
Title: Re: [0.6a] The Gedune - Faction mod. V1(POLL!)
Post by: Hyph_K31 on September 23, 2013, 10:25:37 AM
Thanks for the feedback guys.

I will admit, I starting thinking about adding CR degradation mainly because of some play-testing I did with a new variant. Magician is right, and I probably should have let the AI play with it a bit more... I forgot just how bad the AI is at using these sorts of ships.

Hmm.

I will hold off on this nerf for now, unless I can think of a reason other than human skill.

Edit:

Leaving the Poll open, at least until I've fully made my mind up.
Title: Re: [0.6a] The Gedune - Faction mod. V1(POLL!)
Post by: Hyph_K31 on September 24, 2013, 06:31:59 AM
Will update soon, adding the new weapons and various tweaks.

Still working on the balance of the MW Blaster, I may limit its ammunition or increase its damage slightly whilst lowering the fire rate and increasing its flux. It is already quite a high OP weapon, and its extra cost may make up for its power...

I think I'll let you guys play with it first, and see what you think it needs.

There is also the very odd case of the MAHEM, I may get rid of it completely or repurpose it.

Expect this update in the next four/five hours - Currently away from home.
Title: Re: [0.6a] The Gedune - Faction mod. V1(POLL!)
Post by: Hyph_K31 on September 24, 2013, 11:12:19 AM
Updated!
Title: Re: [0.6a] The Gedune - Faction mod V1.1
Post by: Taverius on September 24, 2013, 05:34:42 PM
Thanks, downloaded. Yeh forgot to add 1.1 to the changelog in the OP, btw :)
Title: Re: [0.6a] The Gedune - Faction mod V1.1
Post by: Hyph_K31 on September 25, 2013, 12:41:54 PM
Fixed.

Teaser:

Spoiler
(http://i.imgur.com/4naod6L.png)
[close]
Title: Re: [0.6a] The Gedune - Faction mod V1.1
Post by: Zaphide on September 26, 2013, 04:50:45 AM
Fixed.

Teaser:

Spoiler
(http://i.imgur.com/4naod6L.png)
[close]

Nice but I think that laser should be green to match the rest :D
Title: Re: [0.6a] The Gedune - Faction mod V1.1
Post by: Hyph_K31 on September 26, 2013, 05:16:30 AM
Really?

Personally I was getting a bit tired with green everything.

Perhaps I'll make it purple, like the MW Blaster and the Wraithii. Right now, it's the same colour as the MAHEMs being used by the Vipers.
Title: Re: [0.6a] The Gedune - Faction mod V1.1
Post by: HELMUT on September 26, 2013, 06:09:54 AM
I agree with Hyph, another greeny would be too much. But blue seem out of place either.

How about a pale yellow?
Title: Re: [0.6a] The Gedune - Faction mod V1.1
Post by: Hyph_K31 on September 26, 2013, 09:52:13 AM
Yellow is the current colour. ^_^

It is using the exact RGBA value as the MAHEM projectile. Which the vipers use. But as I said, I think I might prefer purple, as that is the theme most heavy Gedune weapons follow.
Title: Re: [0.6a] The Gedune - Faction mod V1.1
Post by: Hyph_K31 on September 26, 2013, 10:35:05 AM
New colour:

Spoiler
(http://i.imgur.com/5ZxokPM.png)
[close]

And yes, this beam is powerful. It also costs 18 OP and has rather high flux usage, for a beam weapon.

I may make the beams themselves a little thicker.
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Hyph_K31 on September 26, 2013, 01:11:24 PM
Update! 1.2:

Version 1.2
   * Changed Tychrea built in weapon to MW Blaster from Phase Repeater, and replaced Tac laser with Kinetic REBs in its variant.
   * Reset Wraitii cannon range to 1000
   * Replaced IR pulse lasers on Viper fighters with MAHEMs.
   * Added Chidori - not a fanboy…
      -Beam colour is the same as Wraithii weapons. They're in the same family after all!
   * Thanks to Zaphide, updated the mod to use modPlugin. Yay!
   * Made Rough Contact… Rougher.
   * New Dahkan Variant, to be used in siege groups and liberator fleets.

Op is updated.
Title: Re: [0.6a] The Gedune - Faction mod V1.1
Post by: Zaphide on September 26, 2013, 02:33:29 PM
New colour:
--- snip ---

OK that does look very cool :)
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Hyph_K31 on September 27, 2013, 03:47:31 AM
Weapon sprite improvement:

this:

(http://i.imgur.com/vxvx0ec.png)

To this:

(http://i.imgur.com/OvxJp8K.png)
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: HELMUT on September 28, 2013, 06:10:58 AM
I played the campaign with them. Unfortunately it was short.

Short because there is not much to do. The biggest problem with this mod is the station. It's empty, well, almost empty. Just a bunch of frigates, freighters, fighters and one cruiser. That's all, and barely any Gedune weapons too. Wouldn't have been a problem if they were regularly some convoys  to resupplying the station with new stuff but sadly not. I think the most important thing now is to really refill the market shelves for the player.

Another thing i was forced to do was to put Gedune neutral, as their fleets are fast it's difficult to go shopping when they can catch you quite easily. Or at least, giving the station an item when bought by the player, can change their relation to you to Neutral rather than Hostile. Like for the Bushi or TL mod.

Good point however, i was able to play in every possible way the few ships i had.

The first thing that struck me was the extreme vulnerability of the Nanda. I was forced to give it a shield emitter to give it a chance to survive. The problem of the Nanda isn't the lack of shield, the hound for example can do perfectly without one. It is that it can't deal in any way against missiles, all of his mounts are frontal hardpoints with only one turret, so giving him more PD weapons don't really work. Speaking of PD, the Gedune flare gun is extremely ineffective. I tried everything about it but it just don't work. It really, really need a buff.

Where was i? Ah yes the Nanda. So PD flares don't work, it is unshielded, and can't outmaneuver missiles like the hound can. Its ship system, accelerated ammo feeder isn't very useful as the Nanda don't have a flux pool/dissipation high enough to properly use it. And honestly, it will benefit infinitely more from a flare launcher system or even nuclear drive. That would at least resolve its missile problem.

The freighters, while reasonably armed and armored, cost 4 supplies per day, that's huge! Far too much for frigate sized freighters.

The Kitsune was really good. A fast ship that can unleash a lot of missiles. i liked played with it a lot.

The Tenzen is as brutal as ever. It's almost like a mini capital ship, a very fast, deadly, mini capital ship. While it is very strong, i don't think it is OP. It is the only big ship Gedune can field after all.

Didn't tried the fighter wings (no carrier duh!) however i'm afraid the Duri will be very ineffective with the Flare pd as its only weapon.

So yeah, the station problem is perhaps the only big thing that prevent this mod to be at the same levels with the other big ones on the forum (that's my point of view, of course).
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Hyph_K31 on September 28, 2013, 06:52:49 AM
Thanks very much for the feedback!

First thing, the station. The Idea with the Gedune is that they steal and cannibalise the tech from other factions, and as such there is a script called stationManagment that is supposed to convert supplies and other none Gedune stuff to... Gedune stuff. The Gedune don't have any convoys, but that may change once they have their own system. The trouble is, the station manager seems to break every release, and since it was written by Ghoti, I have no idea on how to fix it. At all. I'll probably get some help with that in future.

As for their hostility.

Spoiler
They really, really, hate everyone.
[close]

Alliance of any sort is simply out of the question. They have a deep racial hate of humans, and since the player is humans, well...

The Gedune are a bit racist, really.

Station in the future of the Gedune:

I'm not sure how I'm going to go about this, but it'll likely be something like this:

The Gedune will have their own system, Judeii, which is the former location of their home world. They will send out raiding parties and establish raiding bases in other systems, as they currently do in Corvus. Unless you're feeling suicidal (or are a warlord), you do not go to Judeii, or get too close to a raiding base - they will try to kill you.

So, getting Gedune technology from the Gedune themselves will not be possible (of course, you can always fight them). However, their rouge MAIS Drones will, providing you can get them to like you. The Master AI will also have a system, where an Auto-Facactory is kept for its use in the creation of Gedune technology. If you where to supply it with technology and supplies, you will be able to convince it that you're "part of the swarm", and it will start producing weapons and ships for you to buy. It would even be beneficial for it to provide you with Gedune Tenzens, Dahakis and all manner of other Gedune ships, because it is actually incapable of using them, and you would likely use them to attack the Gedune.

The Nanda:

Admittedly, the poor thing is intentionally weak. It will be getting no buffs in terms of armament or stats. However, replacing its current system with flares seems like a good idea. I've never really been happy with the ammo feeder on that ship.

Mozoks definitely need to have their supply consumption reduced - I'll admit I just gave them a bit of a random value... From a hammer head.

As for the Duri... They are surprisingly vicious against unshielded targets. They've been nerfed quite heavily, because they used to wreak frigates without even so much as breaking a sweat.

So, I will definitely put some time into the whole station situation, but never expect the Gedune to willingly share their weapons and ships with people other than themselves. But in future versions you will be able to get their stuff from the Drones.

Thanks for your feedback again! I will fix the Mozoks and give the Nanda flares, it's so weak it almost deserves them.

Spoiler
Poor Nanda, so broken, so unloved.
Spoiler
Go and rot you pile of green junk, come back when you're what you used to be! Shame on you Nanda.
[close]
[close]

In other news:

The Gedune now have their own light missiles, Ravens. Fast, long range and slightly inaccurate.
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Erick Doe on September 28, 2013, 07:17:54 AM
Alliance of any sort is simply out of the question. They have a deep racial hate of humans, and since the player is humans, well...

Who is to say the player plays a 'human' race / faction?
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Hyph_K31 on September 28, 2013, 07:21:17 AM
Urm, Vanilla?

:P

In the case of compilation mods, they might well ally is non human factions. But humans? No.
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Erick Doe on September 28, 2013, 07:25:35 AM
Urm, Vanilla?

:P

In the case of compilation mods, they might well ally is non human factions. But humans? No.

Fair enough, seeing as how they may ally with players in the Exerelin mod.  :)
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Silver Silence on September 28, 2013, 10:12:36 AM
Just fought some of the Gedune in Exerelin. Loving the radioactive green 'splosions. And the green venting.
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Hyph_K31 on September 28, 2013, 10:14:45 AM
Green venting?

I didn't add that!

Pssh, Zaphide, makin' changes like that!  ;D

But seriously, if you read this Zaphide, the Gedune should not have green venting. nono.

Edit:

Glad you like them!

Blowing up.

 ;)

EDIT EDIT:

The Gedune' weakness towards missiles and to some extent fighters is very much intended.
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Hyph_K31 on September 30, 2013, 10:22:25 AM
Going to update soon... When my head feels less like it's full of wool.

Changes in 1.3:

Spoiler
Version 1.3
   * Adjusted Maelstrom and Scythe torpedo launchers to proper Gedune colours for smoke and engines.
   * Improved MAEHM Sprite
   * Set none fighter flares PD to PD,PD_ONLY,ANTI_FTR, in the hopes of increasing Flare PD success rates.
   * Increased Chidori range to 800 and reduced flux cost per second - to compensate for laser ineffectiveness against armour.
   * Added Laser Fusion Core built in hull mod to all Gedune ships with the exclusion of a few fighters.
   * Gave the Viper the Gedune Nuclear Burn system
   * Heat Projectile Plugin now used with Raven Missiles, under the name WraithiiOnHitEffect
   * Reused Tachyon lance effect on Disruptor weapons.
   * changed a bunch of weapons mounts on a bunch of ships to UNIVERSAL, ships include Dahaki, Dahkan, Mozok, and Bakoros.
   * Fixed first Dahkan Variant, now uses Gedune weapons.
   * Upped EMP damage of disruptor array to 150 from 50.
[close]


Credit goes to Xenoargh for the Heat Projectile Plugin.

*waddles off to eat food, food is good for woolly heads*
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Silver Silence on September 30, 2013, 10:57:45 AM
I quite like the green venting. It's a similar shade to the colours of the engines. You prefer plain old purple venting?
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Hyph_K31 on September 30, 2013, 11:20:54 AM
I do.

Mostly because Gedune power systems are largely the same as vanilla, although I don't suppose a green tint would hurt.

But, not too much green. and that'd be hard, since green and purple are almost opposites.
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Hyph_K31 on September 30, 2013, 03:11:05 PM
(http://i.imgur.com/g884gHg.png)

I gave in.

Green does look nice, and the Gedune are partially "Nuclear" after all...

Spoiler
I think, I might like green.
[close]
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Gotcha! on September 30, 2013, 03:19:01 PM
Aw, that's a pity. No offense, but I find everything way too green now. The weapons, the shields, the flux...
The flux was a nice... how do english folk say that... combo breaker?

As this being one of, if not my favourite mod, would you please reconsider? :-\
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Borgoid on September 30, 2013, 03:20:58 PM
It doesn't bother me so much because I know that my Gedune ships will NEVER have the green Gedune weapons on them :P
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Hyph_K31 on September 30, 2013, 03:25:50 PM
Oh, oh dear.

I'll admit maybe I like green a bit much.

reconsidering

I will return the flux venting to its original colour, and I'll also be reconsidering the vast majority of coloration throughout the mod.

But for now, sleep
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Erick Doe on September 30, 2013, 03:33:51 PM
Spoiler
I think, I might like green.
[close]

I know how you feel. Just look at the Antediluvians and the Zorg.  ;)
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Uomoz on September 30, 2013, 03:40:07 PM
And SHI. And BRDY shields and engines.

I didn't realize  :o!
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Zaphide on September 30, 2013, 04:15:11 PM
Green venting?

I didn't add that!

Pssh, Zaphide, makin' changes like that!  ;D

But seriously, if you read this Zaphide, the Gedune should not have green venting. nono.
--- snip ---

Haha sorry didn't see this till now!

I never change anything in other mods :)

So, I have no idea why the venting was green... :)
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Hyph_K31 on September 30, 2013, 04:22:37 PM
Ah! It comes back to me.

I did toy around with green venting in my first 0.6a release, but I got rid of it pretty quickly.

Thinking aloud:

Red venting?
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Gotcha! on September 30, 2013, 04:24:53 PM
Meh, I'd go with some kind of blue then. Unless it's a very, very mild red. But that's me!
In the end it's all your choice. ;)
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Borgoid on September 30, 2013, 04:28:47 PM
Rainbow venting >.>
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Gotcha! on September 30, 2013, 04:39:34 PM
Oh yeah, and let's have it fire leprichauns!
*throws spears at Borgoid* :D
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Hyph_K31 on September 30, 2013, 04:41:16 PM
Trust me, there shall be no gold at the end of this particular rainbow.

Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Borgoid on September 30, 2013, 04:55:41 PM
Oh yeah, and let's have it fire leprichauns!
*throws spears at Borgoid* :D

Fire rainbow farting leprechauns* with attached fireworks

*EEeeeeEEchauns
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Hyph_K31 on September 30, 2013, 04:58:40 PM
Ok, enough of this now.
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: FasterThanSleepyfish on September 30, 2013, 06:29:31 PM
How about pure white? I was kinda thinking of that for my mod, but it represents "steam" (not really steam) from the nuclear reactors. BTW, vanilla ships have antimatter/fusion reactors for the most part. Low tech might have nuclear though, I'm just reciting from my memory on the lore thread.
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Hyph_K31 on September 30, 2013, 10:04:21 PM
Entertaining the idea of using Wraithii pink as the house power colour. Shields and engines will remain green, as will the nuclear burst weapon. Might, possibly, give the nuclear burn system a slightly pink hue.

Explosions, green.
Overload... Pink?
Weapon sparks, pink?

Still floating around on terms of colour.
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Gotcha! on October 01, 2013, 05:54:52 AM
Pink... hmm... I've got nothing against that colour. I even like the colour. But combined with your shades of green...

Have you thought about using an entirely different kind of green for the flux? A much darker one? Perhaps that will be enough to break the toxic green pattern.
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Erick Doe on October 01, 2013, 06:23:57 AM
Well. The Klingon have a green theme but their mighty blood is pink.  :)

Pink was also once regarded as a 'masculine' colour. As it is one of the warmer colours, like red. Standing for heat, danger, fire and blood.
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: CorinneRz on October 01, 2013, 06:42:41 AM
Ohi!
I just updated to 0.6a and updated the mods with the last one too.
Everything was loaded, until the game starts,
it crashed with this error.
(http://puu.sh/4ESWJ.png)

Any idea?
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Hyph_K31 on October 01, 2013, 08:08:38 AM
Have you got lazyLib installed?^_^
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Hyph_K31 on October 01, 2013, 11:23:19 AM
Colour testig

Spoiler
(http://i.imgur.com/tolLpvS.png)(http://i.imgur.com/Zfitstf.png)(http://i.imgur.com/47sq86S.png)(http://i.imgur.com/3MHLJvf.png)(http://i.imgur.com/nGRGHiS.png)
[close]

I'm not so sure about the Nuclear burn colour...

I may yet make it whiter, or even return its old colours.

Currently, the Gedune colour scheme is roughly this:

Low/constant/unfocused power = green

High/burst/focused power = violet/pink
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Gotcha! on October 01, 2013, 11:34:50 AM
Hmm, I guess the flux isn't so bad at all.
The engines, I'd definitely keep those as they were. :)
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: Uomoz on October 01, 2013, 11:41:55 AM
I like the pink engines very much! They are pretty unique and fit very well with Ged color scheme.
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: MShadowy on October 01, 2013, 12:11:03 PM
Oh man, that hot pink works pretty well as an engine color.  Actually keeps it's color pretty well while bright, and fits pretty well.
Title: Re: [0.6a] The Gedune - Faction mod V1.3
Post by: Hyph_K31 on October 01, 2013, 01:00:23 PM
Updated!

Op is up to date, as is the change log.

If anybody spots missing descriptions, bugs or the like please yell at me.

Preferably about the problem. Although if you need to vent, (heh) go ahead.

It'd also be pretty awesome if you guys could tell me what you think of the new raven missiles, which use the ever-so-cool special heat projectile made by Xenoargh.

Enjoy.
Title: Re: [0.6a] The Gedune - Faction mod V1.3
Post by: Gotcha! on October 01, 2013, 01:14:20 PM
Pink engines instead of the awesome toxic green ones? I think I'll hang on to my old version. :'(
/drama queen
Title: Re: [0.6a] The Gedune - Faction mod V1.3
Post by: Hyph_K31 on October 01, 2013, 01:15:16 PM
Dawn't worreh!

The Pink engines only come into play whilst the Nuclear Burn system is in use.

Toxic green engines FTW.
Title: Re: [0.6a] The Gedune - Faction mod V1.3
Post by: Gotcha! on October 01, 2013, 03:12:33 PM
I love you.
Title: Re: [0.6a] The Gedune - Faction mod V1.3
Post by: Hyph_K31 on October 01, 2013, 03:20:12 PM
^_^

Don't hate me; messing around a bit more with venting:

BEWARE: HIDEOUS

Spoiler
(http://i.imgur.com/jQfnDsH.png)
[close]

The insane reasoning behind this is that the Gedune make use of two power sources... It was an idea, I thought it might look cool.

It did not.

EDIT:

That said...

... I could get used to it.

*cackles*
Title: Re: [0.6a] The Gedune - Faction mod V1.3
Post by: bluntfang on October 01, 2013, 10:07:05 PM
I am getting a Fatal: Ship hull spec [m_wisp] not found! on the newest version
Title: Re: [0.6a] The Gedune - Faction mod V1.3
Post by: BadMojo on October 01, 2013, 10:49:57 PM
I'm getting the same crash. Going into mods/Gedune/data/variants and deleting the m_wisp_variant.variant file fixes it though. Back to filling space with debris!
Title: Re: [0.6a] The Gedune - Faction mod V1.3
Post by: Hyph_K31 on October 02, 2013, 04:01:27 AM
Oh, that thing again.

Thanks for picking that up, will fix it ASAP.
Title: Re: [0.6a] The Gedune - Faction mod V1.3
Post by: Hyph_K31 on October 02, 2013, 05:23:00 AM
Fixed!

Edit:

That two-color venting is a nice (if disgusting) visual effect that I haven't seen before.  The effect looks inappropriate for the Gedune, but would be just right for a faction whose tech is biological.

Agreed. It does look horrid, in an almost organic way.
Title: Re: [0.6a] The Gedune - Faction mod V1.3
Post by: Gotcha! on October 02, 2013, 06:23:01 AM
It's like the ship ate some super healthy micro-biological vegan meal of some sort and the food took offense with its stomach/cargo room.
Title: Re: [0.6a] The Gedune - Faction mod V1.2
Post by: CorinneRz on October 03, 2013, 01:41:38 AM
Have you got lazyLib installed?^_^

Ouch it resolve the problem! :P
Title: Re: [0.6a] The Gedune - Faction mod V1.3
Post by: Hyph_K31 on October 05, 2013, 04:50:25 AM
Why one doesn't mess with MAI Drones:

Spoiler
(http://i.imgur.com/CLy4hTu.png)
Spoiler
(http://i.imgur.com/L276p7v.png)
Spoiler
(http://i.imgur.com/8HpOilY.png)
Spoiler
(http://i.imgur.com/Xpc3kQo.png)
Spoiler
(http://i.imgur.com/igFYnto.png)
Spoiler
(http://i.imgur.com/sB6K5Iu.png)
Spoiler
(http://i.imgur.com/m1SB6sM.png)
Spoiler
(http://i.imgur.com/wWBMKxb.png)
DEATH
[close]
[close]
[close]
[close]
[close]
[close]
[close]
[close]

In other news, future changes/musings:

New MAI Drone portraits! Upon conversation with a fellow modder, it was decided that the current portrait did not fit. So here are the new ones!

Spoiler
(http://i.imgur.com/A0eXVQu.png)(http://i.imgur.com/J8pYtsZ.png)
(http://i.imgur.com/u1R8d2V.png)(http://i.imgur.com/bFMm3kf.png)
(http://i.imgur.com/zILJaUu.png)(http://i.imgur.com/l002bYe.png)
(http://i.imgur.com/fnh9Hi1.png)(http://i.imgur.com/4rCZYqj.png)
[close]

And for reference the old one:

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

A shameless ripoff.

I am also tinkering with the Flare PD. Considering giving them a very small chance to distract missiles at very short range. To compensate for that, I'll make them a tad slower in turning, as some missiles may end up turning towards them.
Title: Re: [0.6a] The Gedune - Faction mod V1.3
Post by: Gotcha! on October 05, 2013, 05:23:44 AM
I like the new portraits, even though the bottom left one looks like it got a virus.
Much better than Garbled Helmet GuyTM.
Title: Re: [0.6a] The Gedune - Faction mod V1.3
Post by: Hyph_K31 on October 05, 2013, 07:34:19 AM
Updated!
Title: Re: [0.6.1a] The Gedune - Faction mod V1.3.1
Post by: Gotcha! on October 05, 2013, 07:57:43 AM
System plox! :D
If you need help with that, feel free to bug me on skype. :)
Title: Re: [0.6.1a] The Gedune - Faction mod V1.3.1
Post by: Hyph_K31 on October 14, 2013, 04:35:46 PM
Urk, this forum sure buried this thread quick!  ;D

Minor update on the goings on in Gedune land...

Working on a new family of weapons, the Polarons. Essentially an improvement/evolution of Wraithii weaponry, the main difference being generally higher EMP damage and seeking ability. Currently, I have a medium Polaron MIRV, and a medium Polaron pulse weapon, both doing high amounts of EMP damage.

The Nanda and Byakuri now use Polaron Flares as a system, which really is just a slightly better, purple version of active flares.

I will be adding a large variation of the MIRV, as well as a small rapid fire version.

There will also be a large Polaron beam weapon, some time in the future. I figure the Gedune could use some more large weapons, even if only the Tenzen can mount them...

I am also working on a new frigate, which will be similar to the Nanda. Just, better, at everything. Other than turning.

The Tenzen has also had a slight rejig, in the way of repositioning its built in disruptors. Watch your tails!

@Gotcha

I may just take you up on that...
Title: Re: [0.6.1a] The Gedune - Faction mod V1.3.1
Post by: Trylobot on October 15, 2013, 01:42:25 PM
This is looking real good Hyph. I'm going to download your latest version and give you some real feedback.
Title: Re: [0.6.1a] The Gedune - Faction mod V1.3.1
Post by: Hyph_K31 on October 15, 2013, 02:41:28 PM
Ah! Yes! This is what I pray for!  ;D

Spoiler
*Runs off into the middle distance rejoicing* "Feeeeeeeed baaaaaaaack!!!"
[close]

Thank you so very much, in advance!
Title: Re: [0.6.1a] The Gedune - Faction mod V1.3.1
Post by: MesoTroniK on October 15, 2013, 03:02:20 PM
It's funny Hyph how our two factions strengths and weaknesses literally are complete opposites of each other, it makes for rather interesting match ups.

Now I just need to get all the HD do overs of my ships done, and get all the scripts working 100% as intended...

LazyWizard I summon thee!

LazyWizard
LazyWizard
LazyWiazrd

???
Title: Re: [0.6.1a] The Gedune - Faction mod V1.3.1
Post by: FasterThanSleepyfish on October 15, 2013, 09:53:31 PM
Maybe the Gedune, the Citadel and Exigency should all hate eachother! :D It's lore (WIP) friendly for my mod, and looking at your guy'sl lore, it would make perfect sense!
Title: Re: [0.6.1a] The Gedune - Faction mod V1.3.1
Post by: Trylobot on October 16, 2013, 08:00:56 AM
Hyph my first thought is: am I doing it wrong? I seem to be doing absolutely terrible with the Tenzen. I'm always needing to vent because the dissipation rate is so low, but venting takes so long because he's got so much capacity. What am I doing wrong with this guy XD

Then I played some of the other ships with no difficulty. I like the style and the feel, you've got a consistent theme, it's good stuff. You might add one more mission, for a really big battle. Maybe one where you play against the Gedune, to get a feel for what it'd be like to face them in the campaign?
Title: Re: [0.6.1a] The Gedune - Faction mod V1.3.1
Post by: Hyph_K31 on October 16, 2013, 08:09:41 AM
Ah the Tenzen! The idea with that one is that when you max out your flux you use the Nuclear Burn to get clear - which usually gives you the time to vent... Although you'll probably still get some scratches! Another way you can play with that thing is to keep it at range, using HILs or Auto Pulse lasers I find is quite effective. When not using the Blitz variant, it has some serious staying power.

I'll definitely add a few more missions! Thanks for the suggestion ^_^

I will probably add a mission that pits a play Eagle or some other cruiser against the GMS Shinko (The Tenzen prototype), as well as some much larger scale battles both on the side of the Gedune and off.

Since I obviously have the free time, I'll get on that now!
Title: Re: [0.6.1a] The Gedune - Faction mod V1.3.1
Post by: Hyph_K31 on October 16, 2013, 09:04:10 AM
New mission on the way!

Attack On Judeii.

In retaliation to the attack on their convoy, the Tri-Tachyon have sent an attack fleet to, well, attack the Gedune. Looking at the size of this fleet... Things may not turn out well.
Title: Re: [0.6.1a] The Gedune - Faction mod V1.3.1
Post by: Borgoid on October 18, 2013, 06:41:23 AM
Hyph my first thought is: am I doing it wrong? I seem to be doing absolutely terrible with the Tenzen. I'm always needing to vent because the dissipation rate is so low, but venting takes so long because he's got so much capacity. What am I doing wrong with this guy XD

Then I played some of the other ships with no difficulty. I like the style and the feel, you've got a consistent theme, it's good stuff. You might add one more mission, for a really big battle. Maybe one where you play against the Gedune, to get a feel for what it'd be like to face them in the campaign?

Would've replied to this one earlier if I could've - You've really got to ditch the Nuclear Bursts in my experience. They generate too much flux and you don't need that much HE on... well anything really.
My personal suggestion is 4 Chidori's, 3 LR PDS, Missile of your choice, ITU, Advanced Optics and 30 vents if you're after something semi-brawly. It's also quite pretty to watch :P
Other than that two HIL and two Chidori with a similar loadout, sacrifices vents for range but doesn't skimp too much on the damage front.

I've actually found the Tenzen to be the best flagship of.. well any mod -excluding neutrino for obvious reasons- It's extremely fast even if you don't include the Nuclear Burn, 90 with good acceleration means you can always pick and choose your fights or simply outrange your opponents.
Failing all that just keep in mind that the dissipation/capacity ratio and vent early.. and never put Capacitors on because they're terrible :D
Also for some inexplicable reason it has a burn speed of 7.. SEVEN! It burns faster than some frigates :P
Title: Re: [0.6.1a] The Gedune - Faction mod V1.3.1
Post by: Wunder on October 18, 2013, 04:02:50 PM
Gedune, We talking Dr. Whoooooooooooo?
Or Just a name.
Not sure if i like the mod or not, I needs a bit more work if you ask me, dat'll be fine.
Title: Re: [0.6.1a] The Gedune - Faction mod (V1.4)
Post by: Hyph_K31 on October 19, 2013, 07:29:36 AM
Updated!

Add two new missions, the first is Attack on Judeii - which should provide some more story for those that like it! And a random mission, in which you can fight against a random Gedune fleet with another random midline one!

I've also added the first of the Polaron weapons:

The Polaron Pulse, a medium EMP assault weapon of doom.
Medium Polaron MIRV
Capacitor Pulse Laser, a large beam weapon with similar damage output to the HIL, but more! and with EMP. Yum.

There has also been a rebalance of the MW Blaster. It's... still vicious, but you have a chance of survival now.

Enjoy!
Title: Re: [0.6.1a] The Gedune - Faction mod (V1.4)
Post by: Hyph_K31 on November 23, 2013, 06:31:11 AM
And from the depths of the forum, he surfaces

Hello!!

The Gedune R&D department have been on an extended leave for some time now, due to technical problems. (In other words... my computer died, and I've been waiting for its replacement to arrive). Now that the R&D staff have returned, work shall continue as normal.

Now then...

Teasers!

Spoiler
(http://i.imgur.com/RAoBCsO.png)
(http://i.imgur.com/dAIwFsx.png)
(http://i.imgur.com/b4o06D2.png)

A new* cruiser, and two new fighter wings! Joy.
[close]

Expect an update... when I update!

Title: Re: [0.6.1a] The Gedune - Faction mod (V1.4)
Post by: HELMUT on November 23, 2013, 07:17:17 AM
That's one surprisingly small cruiser there. And for the second fighters wings, 2 graviton beams and 1 repeater? That sound very, very strong.
Title: Re: [0.6.1a] The Gedune - Faction mod (V1.4)
Post by: Hyph_K31 on November 23, 2013, 08:03:44 AM
That's one surprisingly small cruiser there. And for the second fighters wings, 2 graviton beams and 1 repeater? That sound very, very strong.

Not graviton beams, disruptors! ;)

They don't have much attack power for heavy fighters, but if your shields are down, prepare to be shut down! They also teleport

And yeah, that is a very small cruiser, but it makes up for it's small number of weapon mounts with high OP, speed, and versatility.

Edit:

I'll put a change log together soon.
Title: Re: [0.6.1a] The Gedune - Faction mod (V1.4)
Post by: Lopunny Zen on January 10, 2014, 02:27:31 PM
i think they need to nerf the drone carriers a bit...their missles are very very strong...too strong in fact for such a small loadout..even worse the faction weapons seem to be overpowered in general and not enjoyable at all...it would be fine to see power in a capital ship but they dont have a capital at all...or a carrier with 2 or more flight decks...to top it off the drone carrier has WAY too many drone out at once..and that can be an issue in terms of balance...overall this team seems kinda lazy in terms of balance...need to tone down the op a bit and add capitals. other then that i love their looks and designs and they always interest me...sadly the dont have a carrier that big and they are over powered for their classes
Title: Re: [0.6.1a] The Gedune - Faction mod (V1.4)
Post by: Hyph_K31 on January 10, 2014, 02:36:54 PM
Well, thank you for the post!

You may be surprised, but a big balancing update is in the works!

One thing that will never change though is the number of drones on that carrier, sorry. ;)

There will (eventually)  be larger carrier, so you can look forwards to that. Only two decks though!

As a friend of mine might say, the Gedune are getting beaten near unto death by the nerf bat.

Spoiler
About being lazy: Yeah, I am! I'm glad you noticed ;)
[close]
Title: Re: [0.6.1a] The Gedune - Faction mod (V1.4)
Post by: Gotcha! on January 10, 2014, 02:46:01 PM
Hey, you know what they say. Hard work pays off in the future, but laziness pays off right NOW. 8)
Title: Re: [0.6.1a] The Gedune - Faction mod (V1.4)
Post by: Hyph_K31 on January 10, 2014, 03:13:52 PM
Heh, except there's no payoff.

I'm getting my act together xD hopefully soon there'll be an update.
Title: Re: [0.6.1a] The Gedune - Faction mod (V1.4)
Post by: ValkyriaL on January 18, 2014, 06:29:04 AM
There is a problem with one of your hull mods in 6.2, nuclear core or something.

Spoiler
Quote
java.lang.RuntimeException: Error compiling [data.hullmods.Gedune_NuclearCore]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/hullmods/Gedune_NuclearCore.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
[close]
Title: Re: [0.6.1a] The Gedune - Faction mod (V1.4)
Post by: Hyph_K31 on January 18, 2014, 01:51:59 PM
Yeah, I spotted that one just now.

Got no idea as to what's going on.
Title: Re: [0.6.1a] The Gedune - Faction mod (V1.4)
Post by: Sundog on January 18, 2014, 06:56:12 PM
It looks like the problem is that the hullmod uses stats.getBaseRepairRatePercentPerDay(), which Alex just removed from the API for the new version. I believe the new equivalent is stats.getBaseCRRecoveryRatePercentPerDay()
Title: Re: [0.6.1a] The Gedune - Faction mod (V1.4)
Post by: Hyph_K31 on January 18, 2014, 06:58:49 PM
Aha! Many thanks Sundog. However could I have missed that? ;)
perhaps I should start browsing the forums properly again, and maybe takes notes...

Will see about fixing this when I've the chance.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Hyph_K31 on January 19, 2014, 12:38:52 PM
Right then! That's that fixed. Yup yup.

Soon to come: The balance update that ought to quell the Gedune beast.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Sundog on January 19, 2014, 12:57:54 PM
np  :)
Stuff like that is a lot easier to spot using an IDE

Speaking of API changes for this update, you should be able to fix the Dagki drone AI now.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Hyph_K31 on January 19, 2014, 02:08:08 PM
Suddenly a wild Gedune appears!

Spoiler
(http://i.imgur.com/wflcjZF.png)

Gedune uses mean look!
[close]
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Hyph_K31 on January 19, 2014, 02:34:43 PM
Eh.

Suddenly a wild Fatal:Null appears. This'll take a while.


Silly me, carry on.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Chronosfear on January 19, 2014, 02:42:26 PM
Suddenly a wild Gedune appears!

Spoiler
(http://i.imgur.com/wflcjZF.png)

Gedune uses mean look!
[close]
Spoiler
mean look! is very effective.
[close]

Looks cool  :)
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: NanoMatter on January 20, 2014, 05:36:10 PM
Suddenly a wild Gedune appears!

Spoiler
(http://i.imgur.com/wflcjZF.png)

Gedune uses mean look!
[close]

All the factions in starsector used DESTROY!
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: FasterThanSleepyfish on January 20, 2014, 06:53:06 PM
Yes, good sir, quite nice. A most imposing piece if I might add, a mean blighter indeed. Cad!

I'll stop now :p

Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Kroma BaSyl on January 21, 2014, 10:44:12 AM
Suddenly a wild Gedune appears!

Spoiler
(http://i.imgur.com/wflcjZF.png)

Gedune uses mean look!
[close]

hmm, looks a lot like one of my Skolean love slave/cabin boys.

PS, love the mod btw.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Hyph_K31 on January 24, 2014, 11:18:44 AM
Incoming space ship!

Spoiler
(http://i.imgur.com/zgLPPWK.png)
[close]

Say hi to the Muramassa, a nippy little weapons platform.

@Kroma

well now... I can't say I ever thought of that! :D

Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Hyph_K31 on January 26, 2014, 01:36:36 PM
Coming soon to a fleet with you in its sights:

Spoiler
(http://i.imgur.com/1SNQvet.png)
[close]

V1.5 is coming... Soon.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Lolpingu on January 31, 2014, 05:03:46 AM
Can you post pictures of the weapon sprites, as well as the faction's weaknesses and strengths?
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Kroma BaSyl on January 31, 2014, 07:23:12 AM
I have been playing the latest version of Exerelin and Starsector as Gedune. I am later in the game at lvl 40 but the only Cruiser available for purchase to me or that I have ever seen in a AI fleet is the Lance,  should I be seeing  other cruisers (like the light assault cruisers I saw in your screen shot above or any others)? Do I just need to wait longer? BTW, I have captured or majority control about 5 systems out of 16 with 5 stations in each, I mention this in case there is some kind of econ thing driving it. I do tend to keep all stations on Attack if that matters too.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Megas on February 27, 2014, 12:42:36 PM
Played this in Exerelin, and the ship that really stood out, as a flagship, is the Dahaki.  This beast has about as much mobility as a Medusa (better top speed, worse agility), the firepower and possible 360 shields of a Sunder, and teleportation.  I thought a Medusa flagship was effective at killing fleets, but the Dahaki takes it up another notch.  Some wrote the Dahaki is fragile, but it is less flimsy than the Medusa or even the Sunder.  The only thing the Medusa is better at than the Dahaki is mounting more (than two) burst PD lasers for better point defense.  Once I acquired a Dahaki, it replaced the Medusa as my flagship.

Also, The one weapon I think is overpowered compared to standard small (and maybe medium) missiles is the Raven missile.  It is a small weapon with fast and long range missiles, has high ammo count (more than small Annihilators), and spread their damage at multiple points on impact such that anything with less than 360 shields takes damage.  I have even replaced medium Annihilators on the Onslaught with these, and used the OP saved elsewhere.  (Caveat:  My opinion of standard missiles is they are rarely worth the OP spent without Missile Specialization 10.)

Another weapon that is very good (for the OP is costs) is the Kinetic REB.  I throw it on every ship that does not need its light energy mounts for Burst PD or Antimatter Blaster.

MW Blaster is a joke.  Spend more OP for a worse blaster than the Heavy Blaster?  No thanks.  I suppose the faction needs to have some rubbish among the gems they have.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Amurka on February 27, 2014, 08:56:52 PM
Played a game with this mod. Picked up a Tenzen rather early on. It was clearly a good purchase, but has made the game EXTREMELY easy.

It didn't cost that much.
It is the size of a small freighter, yet carries the armament of a ship 3x it's size.
It is TOO FAST, even without the burn drive
It's "Burn Drive" is much faster than the regular burn drive
It's shield power equals that of a ship 3x it's size.

Basically the ship is a Supercapital, in the body of a Destroyer. I can SOLO the biggest fleets of nearly any race, with careful gameplay.

I think the ship should be made much bigger, and about 25% slower, and that should balance things out.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: FasterThanSleepyfish on February 27, 2014, 10:24:07 PM
Gedune ships are supposed to be small amd ferocious. Also, Hyph is working on an update which includes a rebalance.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Megas on February 28, 2014, 07:15:30 AM
If Gedune ships are supposed to be superior-by-design like the Hyperion, their costs (CR, Logistics, DP, etc.) should be higher to reflect that, if Gedune aims to be vanilla-balanced.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Hyph_K31 on February 28, 2014, 07:44:41 PM
Hello, sorry for the lack of replies ;)

Concerning balance; there is a rather large balance update underway, and most of the things mentioned have been, or are being looked at and prodded with a 90 metre pole.

The Tenzen is not going to get any bigger ;) The Green Tank of death is small, and intended to pack one hell of a frontal wallop. I will be looking at reigning it in, and I'll certainly make it known when I've done so, and how I decided to do it.

The Dahaki will certainly have a higher percentage of paper mâché in its hull ;D its teleporter is also being looked at.

With regards cost: Gedune ships will in general be VERY expensive in most ways, from CR to DP and, if possible captuability. I do not intend for Gedune ships to be bought from the Gedune themselves, after all, they hate your human guts! As I'm sure most are aware you can get just about anything from Askonia, and to make up for that, the ships will also cost quite the extortionate amount of credits.

In the future when the drone subfaction is complete, it will be possible to have to ever ambiguous MAI core supply ships and weapons to you - at a price.

Hopefully that covered everything for now! :)

P.S: please excuse any typos I probably made, it's only just turned morning over here!

Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Megas on March 01, 2014, 06:11:39 AM
I tried the Tenzen yesterday, and while it is a fearful lightning bruiser, it is harder to avoid taking damage than with the Dahaki.  The Tenzen is sluggish enough that if I make a mistake and see my doom coming, I am sunk.  With the Dahaki, I am more agile than the Tenzen and still carry plenty of firepower to wreck stuff (Tachyon Lance and two Heavy Blasters do bad things to almost everything), and if I unexpectedly see something bad headed my way, I can teleport and escape.  Not so with Tenzen; it cannot always turn quickly enough to Nuclear Burn itself away from danger.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Hyph_K31 on March 01, 2014, 06:21:19 AM
Thank you kindly for your input Megas ^_^

One of the things I was considering for the Gedune in general was higher armour and drastically lower hull - To make for ships that switch from domination to being dominated rather quickly.

I had also considered in the case of the Tenzen (and it's prototype, the Tenzin) completely removing the shield in favour of higher armour. In theory I'm not really much a fan of the idea, but it could be interesting in practice.

With regards the Dahaki, I have been messing around with the idea of a much shorter teleportation range; just enough to evade a crippling shot, but not enough to completely remove itself from the area of combat. I've not fully decided on what to do with uses/charges and cost yet. I'm quite attracted to the notion of lots of charges that can be used in quick succession, but that would also make it easier to simply use it to escape - even at high flux cost the Dahaki can vent fast enough for it not to matter.

Moar testing! ;D
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Luewen on March 08, 2014, 09:34:03 AM
Corvus compatible?
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: CrashToDesktop on March 08, 2014, 01:37:17 PM
I can't say this is getting somewhat annoying, Luewen. :/ OP says that it's 0.6.2a compatible - the current game release.  And the OP always says that there's a station for them (somewhere).
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Erick Doe on March 08, 2014, 03:14:33 PM
It never hurts to ask, The Soldier. The opening post doesn't state whether or not it is compatible with Uomoz's Sector.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: CrashToDesktop on March 08, 2014, 03:30:22 PM
He did say Corvus, so I assumed that he meant if it had a station in vanilla Corvus.

He has asked about three or four different mods (maybe more that I haven't commented on yet), all within maybe an hour.  And all of them saying the same thing (or close to it).  I am kind of ticked when you could just test it yourself or look through the pages of the shorter mods.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4-HotFix)
Post by: Luewen on March 09, 2014, 09:59:24 AM
He did say Corvus, so I assumed that he meant if it had a station in vanilla Corvus.

He has asked about three or four different mods (maybe more that I haven't commented on yet), all within maybe an hour.  And all of them saying the same thing (or close to it).  I am kind of ticked when you could just test it yourself or look through the pages of the shorter mods.

The thing is that sometimes testing quickly doesnt really show if it works or not. If the mods through you an error screen when launching its simple. But if the mods load together fine but there is some deeper things that conflict together. Might not see until you have played long time.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4)(HIATUS)
Post by: Hyph_K31 on March 25, 2014, 04:20:57 AM
PURPLE ALERT

So a few people may have noticed the lack of updates and replies from myself, and I have some slightly disappointing news.

I've temporarily fallen out of love with SS, and I'm currently occupied with others games and irl (UNIVERSITY) things...

I will be back, can't say when though!

And cut!

Spoiler
http://www.youtube.com/watch?v=dQw4w9WgXcQ

When I do get back to playing SS, you can count on that damned update coming out.
[close]
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4)(HIATUS)
Post by: Hyph_K31 on May 25, 2014, 10:57:08 AM
This image is huge, be warned ;)

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

WIP emblem of the Gedune. It'll be in a similar style to most other such symbols when complete.

And much, much smaller.

Direct link for those who need/want it: http://i.imgur.com/vtSWwtI.jpg
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4)(HIATUS)
Post by: Hyph_K31 on May 26, 2014, 11:35:29 AM
Upadte on the emblem/thing:

http://i.imgur.com/2avEUDt.png
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4)(HIATUS)
Post by: HELMUT on May 26, 2014, 11:44:01 AM
Eh, looks similar to the Draconis combine emblem. Given the relatively barbaric tendencies of the Gedune, i think it fit pretty well.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4)(HIATUS)
Post by: Hyph_K31 on June 08, 2014, 07:38:35 AM
Trying out new shield colours. I think this one is a keeper:

Spoiler
(http://i.imgur.com/ra8KtKF.png)
Perhaps a little brighter...
In other news, I've been going through the weapons (again), taming the ones that need taming (Raven missiles, I'm looking at you!), and saving the ones that need saving. Things are slowly starting to get going again!
[close]
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4)(HIATUS)
Post by: Nanao-kun on June 08, 2014, 10:25:04 AM
(Raven missiles, I'm looking at you!)
Nooooooooooooooooooooo.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4)(HIATUS)
Post by: Hyph_K31 on June 08, 2014, 01:58:25 PM
(Raven missiles, I'm looking at you!)
Nooooooooooooooooooooo.

D:

Well, I've managed to put a handle on them. I think. They're much the same as they were before, but they don't come back for a second pass if they miss anymore. They behave somewhat like fast, guided annihilators now. They could still bare some tweaking, as I'm not 100% happy with them just yet.
Title: Re: [0.6.2a] The Gedune - Faction mod (V1.4)(HIATUS)
Post by: Nanao-kun on June 08, 2014, 06:32:09 PM
but they don't come back for a second pass if they miss anymore. They behave somewhat like fast, guided annihilators now. They could still bare some tweaking, as I'm not 100% happy with them just yet.
Well that saves me from being hit by my own missiles at least.
Title: Re: [0.6.2a] The Gedune - v1.4.0
Post by: Hyph_K31 on June 27, 2014, 06:27:30 AM
Changelog for 1.5.0:

Spoiler
Version 1.5
   * Added two new fighter drone wings, Kakuran Polaron MIRV bombers, and Dreki EMP heavies.
   * Added single Polaron MIRV for use by Kakuran.
   * Added Kunai small missile weapon, BRING ON THE SPAM!
   * Tweaked lots of misc things, ship stats etc.
   * More balancing. Reigned in the Tychea, Nanda and a handful of weapons.
   * Added the Massmaura class light destroyer! very good at anti frigate roles.
   * ADDED AWESOME GEDUNE PORTRAIT! the face of the Gedune is unveiled.
   * Added a light Chidori variant, and a built in short range beam weapon for the Nanda and Kyirus; "cutter".
   * Noted hilarity, carried on; start doing things properly dammit 1.4 was a load of tosh.
   * 'fixed' Dahaki a little more, reduced OP to 95 and adjusted variants accordingly.
   * Replaced MAHEM weapons with Wraithii Bloom Cannon - small energy scatter weapons now used by Viper wings and will appear in numerous ship variants.
   * Replaced Dahkans Disruptor array with a spinal capicitor pulse laser, slightly modified from the base weapon. The Dahkan now has some of that oomph it was missing. Daka daka.
   * Whacked MW blasters with a monkey wrench; the delightful weapons now act accordingly; the can store up three charges, which regen slowly. The blaster can fire extremly rapidly making for immense spike damage. Each shot is less damaging than the vanilla blaster, and is far less accurate - have fun trying to atomise fighters. Each shot is remains incredibly quick. May adjust charge regen times, but for now I'm extremely happy with this weapon. Killer Dahaki's mmmm...
   * incresed Bakoros cargo capacity to 200+, so that Drone fleets can actually support themsevles! To make up for this added function, Bakoros now have lower hull and armour ratings.
   * Increased Kunai flight times, so that when fired perpendicular from a target they'll still have a chance of making a hit. Changed damage type to Energy
   * Fixed CR stats across the board, increased cargo and fuel capacity for cruisers.
   * Fixed faction fleet stats, so that all fleets have between 50 and 100 percent surplus crew.
   * Adjusted Tychrea CR stats so that it can fly solo, without a cargo ship.
   * lowered the Shots per minute of the Spinal SCP and burst time, whilst increasing burst damage. Boom, those hounds won't know what hit them.
   * tweaked various weapon sprites.
   * Added medium flare PD; Shotgun flares! Not sure if they'll stay, and they certainly need a better sprite.
   * Added Gedune home system, Gedui. Extremely basic as yet, improvements to come!
   * Miscellaneous changes to weapons and ships.
[close]

There are bound to be many other changes I've simply forgotten about, given how long it's been since the last update. I'll release this update just as soon as I've given it another once over.
Title: Re: [0.6.2a] The Gedune - v1.5.0
Post by: Hyph_K31 on June 27, 2014, 07:35:17 AM
And the update is out!

http://bit.ly/Gedune1-5-0

Download link in the OP is also updated.
Title: Re: [0.6.2a] The Gedune - v1.5.0
Post by: Erick Doe on June 27, 2014, 08:18:21 AM
Nice. I like the Gedune a lot. Especially as a solid faction for Exerelin. What I'd really like to see at this point is another cruiser. I'm rather fond of the fact that Gedune ships are small in scale but powerful in how their fleets are made up. Some more information about them would be nice as well. Bring on the lore, Hyph_K31!  ;)

Also, I'm looking to update Erick Doe's Modded Starsector (http://fractalsoftworks.com/forum/index.php?topic=7327.0) again to give the community a nice collection of up-to-date and pre-assembled mods for the vanilla game. The latest Gedune version will definitely be a part of that.
Title: Re: [0.6.2a] The Gedune - v1.5.0
Post by: ValkyriaL on June 27, 2014, 08:28:52 AM
Yeah, you need to update that, pretty much all of those mods require both Lazylib and Shaderlib, and the mods are outdated (probably)

And yeah, i've missed the Gedune, they provided me with a smile whenever i watched one of their ships burn to death. 8)
Title: Re: [0.6.2a] The Gedune - v1.5.0
Post by: Hyph_K31 on June 28, 2014, 11:41:41 AM
Thanks guys ^^

Also, I'm looking to update Erick Doe's Modded Starsector (http://fractalsoftworks.com/forum/index.php?topic=7327.0) again to give the community a nice collection of up-to-date and pre-assembled mods for the vanilla game. The latest Gedune version will definitely be a part of that.
Great! I look forwards to it. :)

Bring on the lore, Hyph_K31!  ;)
You can count on that ;D I've been meaning to add more to the OP and make a thread in the fan media sub-forum. Things are afoot. Maybe.

And yeah, i've missed the Gedune, they provided me with a smile whenever i watched one of their ships burn to death. 8)
Pssh, I might just re-download the Valks for the sole reason of blasting them into space dust! Grawharhar~weird alien/mutant lizard laugh.

@Erick; I do plan on adding some more ships in the future, although my lips are for now mostly sealed! Of the ships you should be seeing soon are;

A capital/cruiser sized drone cargo hauler for Gedune convoys, of which there will be two sorts - those stuffed to the brim with random non-Gedune loot heading away from raiding outposts towards Gedui, and those stuffed to the brim with Gedune tech and ships, heading from Gedui to all raiding outposts. ^_^

There should also, at some point in the unspecified future be a capital, which I believe I've posted a sketch of. A looong time ago by now. *roots around in Imgur* This one! (big picture, not to scale)

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

Hella blurry.

In other news, I've already started to make changes to .5, so expect 1.5.1 soon-ish. Any feedback/input and suggestions are more than welcome, as usual! It'd really help with 1.5.1 ^^

Boop.

Title: Re: [0.6.2a] The Gedune - v1.5.0
Post by: Hyph_K31 on June 29, 2014, 12:41:34 PM
Changed so far for the incoming patch, 1.5.1;

Version 1.5.1
   * Added single Scythe torpedo launchers, for use on seccond kitsune variant.
   * Deleted third Kitsune variant - support.
   * Changed Kunai damage type to HE, and renamed the weapon 'Kunai MRM Battery'.
   * Reduced number of rockets per salvo to 20 from 50, in the Kunai MRM Battery, upped damage per missile to 40 and slightly buffed missile stats for better accuracy. reduce ammo count to 200 from 500.
   * Fiddled with various other stats on the Kunai.
   * Changed Byakuri missile hardpoints to 90° turrets.
   * Changed MS blaster spread stats; first two shots are now fairly accurate (reletively), accuracy is also regained faster.
   * Changed MS Torp Launcher name to Maelstrom Scythe Launcher.

This ought to be released reasonably soon ^^
Title: Re: [0.6.2a] The Gedune - v1.5.0
Post by: angrytigerp on June 29, 2014, 01:05:30 PM
* Changed Kunai damage type to HE, and renamed the weapon 'Kunai MRM Battery'.
* Reduced number of rockets per salvo to 20 from 50, in the Kunai MRM Battery, upped damage per missile to 40 and slightly buffed missile stats for better accuracy. reduce ammo count to 200 from 500.

I'm knee-deep in a heavily-modded playthrough right now, but I'm glad to see this. The Kunai was more than a bit OP, for a direct-combat ship -- its damage output comparable to other MLRS weapons, with the addition of being able to guide itself somewhat, and energy damage allowing it to be used indiscriminately against shields and armor both. Every single "toe-to-toe with the enemy" ship I have has Kunais loaded into any available missile batteries, what with the tiny 7 OP (6 with the skill that reduces OP use by weapons) cost. I know I could just NOT use them, but that delicious missile spam is just too much fun.

In other news, I really like what you've put together here. The Gedune offer a great challenge, what with their ridiculous PD capabilities and high-performance ships. Despite the lack of ship variety (*cough* which I know that you've acknowledged the fact, and WHOLEHEARTEDLY UNDERSTAND, just silly to always fight the same 3 or 4 ship types no matter what level I'm at), a Gedune fleet always was a bit uncomfortable to fight all up until I started getting my fleet to stupidly-big sizes and skills through the roof (but then, I wasn't scared of any faction at that point).
Title: Re: [0.6.2a] The Gedune - v1.5.0
Post by: Hyph_K31 on June 29, 2014, 01:24:50 PM
Many thanks!

1.5.1 patch link:

http://bit.ly/Gedune1-5-1

OP not updated just yet, as I'm still expecting to make some changes.
Title: Re: [0.6.2a] The Gedune - v1.5.0
Post by: Hyph_K31 on June 30, 2014, 04:09:00 AM
1.5.1 is now released and the OP is updated!

Changelog:

Spoiler
Version 1.5.1
   - Added single Scythe torpedo launchers, for use on seccond kitsune variant.
   - Deleted third Kitsune variant - support.
   - Changed Kunai damage type to HE, and renamed the weapon 'Kunai MRM Battery'.
   - Reduced number of rockets per salvo to 20 from 50, in the Kunai MRM Battery, upped damage per missile to 40 and slightly buffed missile stats for better accuracy. reduce ammo count to 240 from 500.
   - Fiddled with various other stats on the Kunai.
   - Changed Byakuri missile hardpoints to 90° turrets.
   - Changed MS blaster spread stats; first two shots are now fairly accurate (reletively), accuracy is also regained faster.
   - Changed MS Torp Launcher name to Maelstrom Scythe Launcher.
   - decreased Bakoros shield strength to 0.85 from 0.8.
   - decreased Bakoros vent rate to 280 from 300.
   - Fixed weapon primary role descriptions - no made up descriptions anymore.
   - reorganised the weapon groups across all variants.
   - Removed [REDACTED].
[close]
Title: Re: [0.6.2a] The Gedune - v1.5.1
Post by: Hyph_K31 on July 01, 2014, 12:37:11 PM
*looks at the poll* Oh dear...

Okay, so the next update is going to be 1.6.0, and my targets for this update are as follows;

- Introduce custom AI for Kunai missiles - MesoTroniK was kind enough to mention that a cloud of 40+ homing missiles using vanilla missile AI isn't entirely optimum.
- Implement proper convoys to and from Gedui and raiding outposts; Convoys going to Gedui will be sent from outposts carrying loot relevant to their system e.g; Convoys from Corvus will carry Hegemony and Tri-tachyon tech, weapons etc. All convoys heading out from Gedui to gedune raiding outposts will carry supplies, Gedune ships and weapons.
- Complete the MAIS drone sub faction: They will have their own system, through which you are able to purchase gedune weapons and ships if you're on friendly terms.
Spoiler
Ideally, there will be a system through which you can gain the drones favour - supplying them with resources. When 0.65a comes along, I hope to use commodities stolen from Gedune convoys to enable this; stealing capacitors from Gedune fleets and giving them to the MAIS drone station will eventually make them your allies, and the station will start producing gedune weapons and ships.
[close]

More goals may appear later. There may also be more patches between then and now; 1.5.2 etc.

In other news, the Tenzin light cruiser had been demoted to destroyer class, and has seen some modification.
Title: Re: [0.6.2a] The Gedune - v1.5.1
Post by: Sabaton on July 01, 2014, 01:05:33 PM
Now that you mention the MAIS drones, what is their back story?
Title: Re: [0.6.2a] The Gedune - v1.5.1
Post by: Hyph_K31 on July 01, 2014, 01:39:39 PM
@Sabaton:

The origin of the MAIS drones is quite simple. At the very beginning of the Gedune race and empire, their administration and leaderships was entirely controlled by one individual, the progenitor of the Gedune; the result genetic enhancement project purposed to elevate mankind to the next evolution as a space faring species (The lead scientist was entirely insane, and was murdered by his creation, which went on to create the race known as the Gedune.).

Now, this system of orchestration was quite effective when confined to a single, relatively quiet and solitary star system, but as their empire grew and become more complex this system become wholly inadequate, one brain simply isn't enough to control the dealings of multi system nation. So solve this issue before it caused some manner of catastrophe, the 'progenitor' (AKA; Geduii) designed a network of administrative AGI (Artificial General Intelligence) command cores, to control and manage the Gedune empire and all it's territories down to the T. These AGI cores had various names, OBAC for one appears in the Attack on Gedui mission brief, giving direct orders to the commander of the Shinko.

One of these cores operated under entirely different directives than the others, instead of perform administrative duties and co-ordinating Gedune activity, this core was tasked with evaluating the Gedune through unspecified guidelines and reasoning. Under the this cores direction, a Bakoros drone named Gogatsu observed the conflict that takes place between the Tri-Tachyon and the Gedune during the Attack on Gedui mission, and came to a conclusion resulting in its defection; the Core had determined the Gedune empire to be a failure post collapse.

This Core which would come to be known as MAI, or May, systematically and selectively sabotaged the Gedune central archives deleting and adjusting numerous historical accounts, before taking a fleet of Bakoros drones out into Hyperspace. May acted under directives I shall not divulge for now, to set out to make new allies and set up an independent faction in opposition to the remnant of the Gedune empire.

To put it another way; the MAIS drones were created and are controlled by an AGI core once involved in the administrative systems of the Gedune.

Spoiler
May also has ties with a certain blue faction from beyond the blackhole... Hue, hue.
[close]

I have perhaps revealed more than I meant to at this point ^^' I hope it made some sense, and wasn't entirely nonsensical. Hah.
Title: Re: [0.6.2a] The Gedune - v1.5.1
Post by: Hyph_K31 on July 03, 2014, 06:05:45 PM
New missile AI, courtesy of MesoTroniK (http://fractalsoftworks.com/forum/index.php?topic=6509.0), will soon be tested, fiddled with and perhaps implemented.

It is currently two in the morning, and I have no right to be awake. Good night.
Title: Re: [0.6.2a] The Gedune - v1.5.1
Post by: Hyph_K31 on July 04, 2014, 11:09:49 AM
Spoiler
(http://i.imgur.com/TPdggAp.png)
[close]

ShaderLib support in progress!
Title: Re: [0.6.2a] The Gedune - v1.5.1
Post by: Hyph_K31 on July 05, 2014, 06:44:54 AM
A new teeny tiny scrap fighter:

(http://i.imgur.com/MGchNcA.png)
Title: Re: [0.6.2a] The Gedune - v1.5.1
Post by: Hyph_K31 on July 09, 2014, 01:38:15 PM
Progress update;

The past few days I've been working on a new ship system for the Dahkan, called Overdrive(Temporary name) - Many thanks to those lovely people of the modding community who've helped out!

This system is very simple. And somewhat brutal. The Overdrive system kicks just about every offensive system on the ship into Overdrive: Weapons range, damage, fire rate and ship speed and manoeuvrability. As you can imagine, the sheer amount of projectile fuelled hell the Dahkan now spews out is quite terrific.

The toll for this incredible boost to offensive capability is equally hefty. Whilst the system is running, the ship is liable to suffer engine and weapon malfunctions, and its CR degrades. If you use this system too much, your harbinger of death will be reduced to a quivering pile of scrap - barely able to fend off a Brawler. The system also builds up hard flux which cannot be dissipated whilst running, and also reduces shield efficiency.

I have tinkered with this system quite a lot, and so far I'm happy with the balance here - although it'll doubtlessly require fine tuning later on.

Spoiler
(http://i.imgur.com/7GpU8em.png)
[close]
Title: Re: [0.6.2a] The Gedune - v1.5.1
Post by: MesoTroniK on July 09, 2014, 03:58:21 PM
In my opinion making a forked version of the mod that does not require ShaderLib is a waste of energy. Let me explain why...

It requires a disproportionate amount of effort from the modder to do so compared to the end user simple going into the ShaderLib mod settings and disabling it there if they dislike the aesthetic or the performance hit on their machine. As time goes on likely every mod will utilize ShaderLib, so my recommendation to the players if you do not wish to use it. Simply disable it in the settings as I mentioned, it is no more work than disabling a mod in the launcher :)
Title: Re: [0.6.2a] The Gedune - v1.5.1
Post by: Hyph_K31 on July 10, 2014, 09:53:32 AM
Points taken. Personally, I don't think it's too much hassle to make separate versions; all I have to do after all is slightly adjust my modPlugin, and remove a file a two.

For now however, I will stick to simply releasing the version that is already dependant on ShaderLib. If anyone ever complains about this kind of... Issue later, they can follow those very simple instructions, but for the sake of the extremely lazy or inept, I will also release a version that can stand alone.
Title: Re: [0.6.2a] The Gedune - v1.5.1
Post by: Hyph_K31 on July 25, 2014, 12:02:33 PM
Spoiler
(http://i.imgur.com/pOMvGji.png)
Improved Bakoros sprite (thanks to HELMUT for kitbashing my kitbash so I could kitbash some bits of their kitbash onto my kitbash...) and Kyra sprite.
New:
(http://i.imgur.com/yQwepdI.png)
Old:
(http://i.imgur.com/syVYScM.png)
[close]
There are other things going on, but I'm not quite ready to share just yet.
Title: Re: [0.6.2a] The Gedune - v1.6.1
Post by: Hyph_K31 on August 30, 2014, 07:15:21 AM
Update time! It's been a long time coming, and there's not a whole lot to show for the time just yet.

Changes:
Spoiler
Version 1.6.1
   - Added system "OVERDRIVE" for the Dahkan cruiser; Special thanks to Tartiflette and Sundog
   - Adjusted a few of the Dahkans CR stats to compensate
   - Changed the way faction relationships are handled, to a much more efficient method. Faction relations are now set in the modPlugin, just to please myself. Nice and centralised.
   - The ModPlugin is now able to detect the presence of listed mods, and will generate staions, spawnpoints and convoys in modded systems. It's handled case by case, so convoys will carry relevant cargo, and the fleets will spawn appropriately to the system (not spawning too many fleets, or too few, etc).
   - Whilst all gedune stations that spawn in modded (and vanilla) systems send convoys to the Gedune home system, the station there will also send convoys packed with Gedune goodies to each outpost.
   - A bunch of misc changes to ship stats to improve balance.
   - Added Kitsune and Dahaki MKIIs for the future Exile subfaction
   - Changed Gedune built in hullmod icon to something a little more colourful and differnt.
   - Added Exile MkII ships, Kitusne, Dahaki and Bakoros in preparation for the next update.
[close]

The new Exile ships are not yet in the campaign, but you can play with them in the FOR GREATER TESTING mission. There are a few more things in the pipeline, so bear with me.

About the changes to system generation. As yet, the mod only runs extra generations for the SHI, EXI and Citadel (More upcoming yumminess for Citadel, think Exiles) mods.

This mod now also requires ShaderLib, although it's a short process to disable it if you feel the need. Why would you feel the need?!

I've also set things up so that the mod also works with LazyWizzards Version Checker, so check away.

That's about it for now, enjoy the update!
Title: Re: [0.6.2a] The Gedune - v1.6.1
Post by: sirboomalot on August 31, 2014, 11:17:09 AM
Well I for one am glad this is getting updated, though I might just be biased about the color...  :P
Title: Re: [0.6.2a] The Gedune - v1.6.1
Post by: HELMUT on August 31, 2014, 11:33:56 AM
It seems the extra generations for Exi doesn't work. Crashed at start of campaign, running SS+, shader and lazylibs.

Code
1728222 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.GeduneTasserusGen.advance(GeduneTasserusGen.java:32)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] The Gedune - v1.6.1
Post by: Hyph_K31 on August 31, 2014, 12:05:13 PM
Upon Skype consultation; This bug will only appear if you are also running SS+ and Exigency. As soon as Exi is updated, this bug will vanish.

I'll be releasing a patch/minor update soon with a few more bits and bobs. I'll also outline the biggest changes since the last version, so you guys and gals can have a better idea as what's new.
Title: Re: [0.6.2a] The Gedune - v1.7.1
Post by: Hyph_K31 on September 03, 2014, 12:17:53 PM
Another minor update, and time for a recap for those who didn't catch the last few versions changes.

In this update, this happened;

Spoiler
Quote
Version 1.7.1
   - Added and removed Tartiflettes Vibrating beam effect to Capacitor Pulse Beams, the java remains for possible later use.
   - Added new mission "Birth" expect more to come!
   - Various tinkerings
   - Completely changed variant IDs to a better system. I can now acutally remeber each variant accurately... Which is a plus.
[close]

And things to look out for in general; The Dahkan has for the past few versions had a new ship system that essentially allows it to eat CR in return for a general increase in combat ability. Great for short fights, not so great for long ones - it is entirely possible for a Dahkan to completely use up its CR and actually die by the hands (Hooves?) of a Buffalo. You'll get the generic CR warning as soon as a Dahkan in your fleet uses its system. The AI is dumb for this system, so keep an eye on them if you don't want to have a supply guzzling monster on your hands. On the other hand, watch out for enemy volleys of blaster bolts.

The Dahkan also switched out its Disruptor array for a Spinal Capcitor Pulse laser a few updates ago, this thing hurts. Especially if its system is active! Insta death for most unshielded frigates.

I've added a few Exile ships this last update, which you can currently only find and play in the Gedune testing mission - they're fun, but also slightly OP... Especially the Kitsune MKII. They'll be fixed asap.

A bunch of other things, I'm horribly lazy you know.

For a few mods, the Gedune will spawn raiding outposts and will send convoys to and from Gedui. The convoys to Gedui are case sensitive, a Convoy from Anar will be laden with lovely SHI stuff. As yet I've not added this functionality for most other mods. Only Exi, Citadel and SHI are included at the moment.

As a parting remark;

EAT PLASMA, HUMANS!
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Hotfix
Post by: Hyph_K31 on September 03, 2014, 12:28:50 PM
Hotfix, silly mistakes.

Edit;

Also, Reithe missiles have some new fancy, go look see.
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Hotfix
Post by: Hyph_K31 on September 11, 2014, 09:42:09 AM
Hey there!

I took the time to update the files Exerelin uses to incorporate this mod, download link is here (http://bit.ly/GedExerelin) with instructions enclosed in the README.txt

I've not tested to see if this works as I don't quite have enough time on hand, so if I've made any mistakes please report them here! :D

Hyph, OUT.
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up!
Post by: Hyph_K31 on January 15, 2015, 01:56:55 PM
Hyph blows away the dust

Apologies.

It's been a very long time since my last post on this forum, and just as long a time since I've paid any attention to this mod of mine.

So, that said: The Gedune will be returning to StarSector Soontm. It's going to take some time..! I apologise for my sudden absence, and also for the imminent loss of your cargo and ships.

The next update may lose certain features I was working on prior to my unannounced hiatus, as I'm aiming to get the mod functional in campaign and released before all else - fixing/adding all of the new stuff can wait a while.

Hyph out.
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up!
Post by: sirboomalot on January 15, 2015, 02:14:22 PM
Looking forward to the Gedune's return!  ;D
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up!
Post by: Tommy on January 15, 2015, 05:24:28 PM
Yep, keep up the good work. Glad to see you back. Perhaps with a new bigger than cruiser Gedune ship ? :p
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up!
Post by: Hyph_K31 on January 17, 2015, 01:26:29 PM
Progress update!

I've just about got a version of the mod ready that'll work with the "new" update. Once I'm happy with it I'll post/edit a link to it, just bear in mind that by no means will it be complete; I've not even begun to look at most of the new features.

It's safe to bet that there'll be a playable version ready very soon..! I could release something right now, but the edges would be so rough someone could menace themselves...

Thanks for the encouragement. :)
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up!
Post by: Hyph_K31 on January 18, 2015, 02:15:09 PM
DEV Download for 0.65.1a (http://bit.ly/15q9dZg)

Hello!

Above is a link to the current dev. It is NOT complete by any means: There's tonnes of stuff yet to be added and there are probably more place holders than I care to admit. I decided to release this early since it doesn't crash the game, so please have fun!

Be gentle.
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV
Post by: Nanao-kun on January 18, 2015, 02:19:40 PM
Anything new to expect besides compatibility?
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV
Post by: Hyph_K31 on January 18, 2015, 02:28:50 PM
NOPE!

Well, maybe. I'd have to compare the two versions to know for sure...

You might see the addition of the new star systems if they weren't there before: Zell, Hellion and Azreoth. I'd advise against going to Hellion for now; the number of asteroids there can and probably will cause severe lag.

You should probably avoid the Gedune systems altogether ;) I get the feeling I need to tone the asteroids down for all of them since the update.
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV
Post by: Hyph_K31 on January 18, 2015, 02:40:54 PM
I've uploaded a quick fix for the asteroid belt issues.

Sorry about that :)

Download Here (http://bit.ly/15q9dZg)
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV
Post by: Tommy on January 21, 2015, 12:16:59 AM
Hey, could you take a look at the initial relationship ?

Iirc, they are always hostile when I start up a new campaign.
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV
Post by: Tommy on January 21, 2015, 03:25:10 AM
Roger that.
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV
Post by: Tommy on January 24, 2015, 02:25:45 PM
So I wanted to ask, I see 3 factions of Gedune together with 3 systems. I can only find the vengeful Gedune in those 3 systems.

But on the faction list I see two more: MAGIS drone & Gedui Exiles. Where can I find them ? :)
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV
Post by: Hyph_K31 on January 24, 2015, 02:41:14 PM
The other two factions are still veeery WIP.

Currently, only the 'Gedune' and the MAGI exist as factions, the Exiles currently only have ships.

You will be able to find the MAGI' Drones in most systems (Perhaps not in the current Dev version, but in the coming update they will! For now, Askonia and Corvus will be your best bet), spawning around the perimeter. By default they are neutral towards the player, and are coloured a dark green. The MAGI faction is nowhere near complete, yet!
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV
Post by: Tommy on January 24, 2015, 03:00:45 PM
Thanks for the clarification!

I love the Gedune. You might even try to make one of the other factions an end-game faction, like the Templars are.
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV
Post by: FasterThanSleepyfish on January 26, 2015, 04:45:20 PM
Thanks for the clarification!

I love the Gedune. You might even try to make one of the other factions an end-game faction, like the Templars are.

That would be quite a massive undertaking, since boss factions should be cleverly done and balanced with trickery rather than tacking on zeros at the end of the stat numbers. That said, I BELIEVE IN YOU HYPH! 
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV
Post by: Voiddweller on February 15, 2015, 11:20:13 AM
Those ships is kinda OP. They spam missiles, spam blaster fire, spam drones... Too fast flux regen too. Once you get one of this ships, all comparable vanilla stuff become obsolete
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV
Post by: Hyph_K31 on February 27, 2015, 10:06:48 AM
Hello, quick post to say that I'm still are and still working ^_^ Having trouble getting much work done on the mod though  :-X

@Voiddweller: I'll take a look at things, re-balance is as always an on-going thing (That isn't news to anyone, really, is it?). In future, Gedune ships will be harder to obtain by default, and likely suffer some kind of malus when in the hands of the player/Other non-Gedune factions.

I definitely should look at improving variant/fleet compositions. I've yet to look into the new method for spawning fleets! It's on my to-do list.

As for boss factions... Heh Heh Heh

That'll happen at roughly the same time capitals happen, if you know what I mean. ;)
One of the original ideas for the Gedune was their flagship - A powerful relic from their past that is SOMEHOW still operational. Fighting that monster and its supporting fleet would be no small undertaking.

 The dev version should work perfectly well with the recent update, a download link is on the first post. That's all for now!
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV
Post by: DinoZavarski on March 07, 2015, 10:04:21 PM
There is a filename case typo that breaks game loading in data/config/settings.json :

graphics/gedune/shaders/material/ships/gedune_bakoros_map.png

has to become:

graphics/gedune/shaders/material/ships/gedune_Bakoros_map.png
Title: Re: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV
Post by: Hyph_K31 on March 08, 2015, 06:22:13 AM
Thanks for the report ^^

Fixed in the downloadable dev.