Fractal Softworks Forum

Starsector => Mods => Topic started by: arcibalde on October 24, 2012, 02:22:26 PM

Title: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: arcibalde on October 24, 2012, 02:22:26 PM
First of all most important thing: this mod wouldn't be possible if there wasn't master coder LAAAAAAAAZYYYYYY WIIIIZAAAAAAARD (LazyWizard). All i have was idea and this dude make my idea reality :) So he did all new code and i did all variants :)



VANILLA ADDON v2.1 (http://www.mediafire.com/?gtke2cri2dmbbol)


This mod adds 296+ (new variants in vanilla game. Only variants of vanilla ships. There is no new ships in this mod. None :)
This mod randomize all vanilla variants in all vanilla fleets. It do NOT CHANGE vanilla fleets composition. So , this is mod for all those people who love to play pure vanilla game it will not introduce any new weapon, nothing. All variants are in vanilla OP boundaries.
So, to sum it. You will face same vanilla fleets with same ships BUT all ships will have different variants every time new fleet is spawn. Well i hope you like it :)

Update 2.1:
Added new "elite", variants for Paragon (Alex's Paragon ;D, he choose it), Onslaught, Dominator, Odyssey, Medusa, Hammerhead and Enforcer. This variants have 50% more OP so they can simulate AI captains with Technology skill on max :)

Version 2.0
So, what did I do in this version?

Pirates - have own set of variants.
Independents - have own set of variants.
Hegemony - have own set of variants.
Tri - have own set of variants.

This means that all faction will have variants that will only appears in that fraction fleets.


Compatible with other mods that use vanilla fleets compositions.

UOMOZ CORVUS COMPATIBILITY EXPLANATION:

Ok people with LW guidance i manage to make UC compatible with vanilla addon mod. So this is what you must do:

1. Change Corvus.java located in Uomoz Corvus\data\scripts\world\corvus    with this one: http://www.mediafire.com/view/?hacihaq6cj929po

OR

2. In Locate Corvus.java in Uomoz Corvus\data\scripts\world\corvus  open Corvus.java and find this:
Code
                SectorEntityToken token = system.createToken(0, 15000);
HegemonySDFSpawnPoint sdfSpawn = new HegemonySDFSpawnPoint(sector, system, 30, 1, token, hegemonyStation);
spawnSDF(sector, system, hegemonyStation);
         
Now, change last line so it go like this:
Code
                SectorEntityToken token = system.createToken(0, 15000);
HegemonySDFSpawnPoint sdfSpawn = new HegemonySDFSpawnPoint(sector, system, 30, 1, token, hegemonyStation);
  sdfSpawn.spawnFleet();          

Both methods do same thing :)
That is it. Now UC is compatibile with Vanilla addon, but remember if you want to play UC without vanilla addon you must get back that line or entire Corvus.java.

Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: Gothars on October 24, 2012, 04:54:16 PM
Nice, it's much better not to know exactly what to expect from an enemy. Will stay installed :)


Another thing, do you know if there are any up-to-date  mission packs with vanilla ships?
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: PCCL on October 24, 2012, 09:23:02 PM
I got two here.... Mission packs nvr really caught on though I don't think

http://fractalsoftworks.com/forum/index.php?topic=3961.0
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: Hyph_K31 on October 24, 2012, 10:23:03 PM
Very cool :)

I'll be paying close attention, hey, I might even use it.
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: arcibalde on October 24, 2012, 10:31:12 PM
YAY someone like my mod :)
And except gunnyfreak mod  (and i didn't know about that until now :)) i do not know about any other up-to-date mission packs with vanilla ships.
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: Hyph_K31 on October 24, 2012, 10:43:37 PM
I wonder if it might be possible to make use of stations... Hint hint.

A tri tach seige on the heg station would be pretty damn cool.

The main problem would be the station, might it be possible to use a bouy?
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: arcibalde on October 24, 2012, 11:37:54 PM
I wonder if it might be possible to make use of stations... Hint hint.

A tri tach seige on the heg station would be pretty damn cool.

The main problem would be the station, might it be possible to use a bouy?
???
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: PCCL on October 24, 2012, 11:54:50 PM
a station assault is basically impossible at this moment.... unless you make a ship that's basically a station (which would mean it's no longer vanilla), even then you're gonna have to either let it move or it's gonna have trouble deploying...
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: arcibalde on October 24, 2012, 11:56:26 PM
Yup it would be nice to have ability to deploy station in center of map, but that is for some other mod, this one is simple one :)
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: Hyph_K31 on October 25, 2012, 01:46:17 AM
Ho hum :)
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: arcibalde on October 28, 2012, 08:37:35 AM
Oh, i forgot to write it down, this mod will work with any other mod that do not change vanilla fleet composition, like Uomoz's Corvus.Iin UC it will randomize all vanilla fleets  :)
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: intothewildblueyonder on October 28, 2012, 08:50:57 AM
a station assault is basically impossible at this moment.... unless you make a ship that's basically a station (which would mean it's no longer vanilla), even then you're gonna have to either let it move or it's gonna have trouble deploying...

Well you could have it deploy and then have it circle a planet for its behavior (I know trylobot for example had fleets of ships orbit another in his nomads mod). In combat you could probaly alter it stats to do what you want (ie really low acceleration)

But you would have to figure out how to let someone access the real station with the other one floating about
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: arcibalde on October 28, 2012, 12:46:20 PM
Well you could have it deploy and then have it circle a planet for its behavior (I know trylobot for example had fleets of ships orbit another in his nomads mod). In combat you could probaly alter it stats to do what you want (ie really low acceleration)
But you would have to figure out how to let someone access the real station with the other one floating about
In combat you start off screen and if station have very low speed and acc then it will remain off screen for a long time. Now, we could make special burn drive system and with it station could get close to middle of map. Just put one use or recharge time of 30 min so station can use it only once during combat. Now that could work BUT i rather put drone system on station...
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: Chancellor Meatsteak on October 29, 2012, 06:30:25 AM
If you don't mind, would you kindly upload the mod to some site other than RapidShare? I can access the home page and the download page fine, but I can't actually download it, and when I tried to make an account thinking it will fix the problem I couldn't authenticate it.
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: arcibalde on October 30, 2012, 12:28:13 AM
If you don't mind, would you kindly upload the mod to some site other than RapidShare? I can access the home page and the download page fine, but I can't actually download it, and when I tried to make an account thinking it will fix the problem I couldn't authenticate it.
Try this one
http://d01.megashares.com/dl/V9lKcX9/addon_v1.0.zip
nah this one sux (i didn't know that you have to register to download), this one should be good:
http://www.mediafire.com/?ej0qgysudmgbvee
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: Chancellor Meatsteak on October 30, 2012, 09:27:40 AM
Thank you, that one works. Excellent job on the mod.
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: arcibalde on October 30, 2012, 12:51:11 PM
Thank you, that one works. Excellent job on the mod.
Tnx. I'm glad you like it.
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: Chancellor Meatsteak on October 30, 2012, 06:13:30 PM
A small suggestion, cut the "Beggar", "PMC" and other purposefully under-armed variants of high-tech ships. It is somewhat incongruous to see Hyperions armed only with with some scrap found laying about since if you can get your hands on one of the highest-tech ships in the sector you probably could get a few good Pulse Lasers to go with it. That's not to say that high-tech ships shouldn't have underpowered variants, but they should come in the form of idiotically designed rather than poorly equipped (e.g. a Medusa with Heavy Blasters, Ion Cannons, 3 Antimatter Blasters in the rear turrets, Integrated Point Defense AI, Augmented Engines, and no capacitors or vents), the idea being that these are commissioned by captains with more money than sense.

Another suggestion, though one that is probably far more work than the previous one, is to make it so that the Hegemony and the Tri-Tachyons don't field the worse variants, as they likely have both the wealth and tacticians under their employ to sensibly equip their ships. Pirates and Independents should still field under-equipped or badly designed ships as usual.
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: arcibalde on October 31, 2012, 12:40:03 AM
A small suggestion, cut the "Beggar", "PMC" and other purposefully under-armed variants of high-tech ships. It is somewhat incongruous to see Hyperions armed only with with some scrap found laying about since if you can get your hands on one of the highest-tech ships in the sector you probably could get a few good Pulse Lasers to go with it. That's not to say that high-tech ships shouldn't have underpowered variants, but they should come in the form of idiotically designed rather than poorly equipped (e.g. a Medusa with Heavy Blasters, Ion Cannons, 3 Antimatter Blasters in the rear turrets, Integrated Point Defense AI, Augmented Engines, and no capacitors or vents), the idea being that these are commissioned by captains with more money than sense.
;D  Well, errrrr, you know, maybe it's shortage of other equipment so captain could only buy that and he maybe, dunno, suffered hit in the head so he can't think clearly. Could happen.
Nah you right. For now Tri should have only best variants. This mod, this version of mod, was/is something like pilot episode. I wanted to see how people would react, like/don't like. And if there is enough interest in it i could better it up.

Another suggestion, though one that is probably far more work than the previous one, is to make it so that the Hegemony and the Tri-Tachyons don't field the worse variants, as they likely have both the wealth and tacticians under their employ to sensibly equip their ships. Pirates and Independents should still field under-equipped or badly designed ships as usual.
That, i think, is possible. I was thinking about something like that but first i wanted to see if someone actually play this :)
But before i do any work i must finish The Witcher 2. I'm in chapter 3 and wanna know wtf is going on  ;D


For all those who want's to make variants that can be included in this mod and do not know or can't use Trylobot ship editor i can make mod with 1 mission and in that mission player would have every single ship that is it in game so he can refit it, in game, save that variant and send it to me so i can put it in this mod (and he/she will be credited ofc). Variants are small (less then 1kb) and if ziped or rared they can be attached to post (so no megaupload or rapidshare alike sites needed). Anyone want this?

Well that's that. Ill go finish TW2 now  ;D
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: intothewildblueyonder on October 31, 2012, 08:21:58 AM
I am really enjoying this mod, thank you for making it :)


small suggestion, perhaps for future changes, make fleets that are composed of variants and ships that complement one another or interesting ship combinations
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: Plasmatic on November 11, 2012, 08:24:46 AM
I might be doing something wrong but I keep getting an error thanks to this mod (works fine when i disable this mod)

When I try to start a new game I get an error saying:

Fatal: Fleet id [sDefense] not found for faction [hegemony]
Check starfarer.log for more info.

Spoiler
25795 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Fleet id [sDefense] not found for faction [hegemony]
java.lang.RuntimeException: Fleet id [sDefense] not found for faction [hegemony]
   at com.fs.starfarer.loading.OOoO.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.corvus.Corvus.spawnSDF$(Corvus.java:65)
   at data.scripts.world.corvus.Corvus.generate(Corvus.java:45)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.float.ÔO0000(Unknown Source)
   at com.fs.starfarer.ui.impl.B.ÔO0000(Unknown Source)
   at com.fs.starfarer.campaign.save.o0OO.o00000(Unknown Source)
   at com.fs.starfarer.ui.O00o.o00000(Unknown Source)
   at com.fs.starfarer.ui.E.o00000(Unknown Source)
   at com.fs.starfarer.ui.T.o00000(Unknown Source)
   at com.fs.starfarer.A.öOÓ000(Unknown Source)
   at com.fs.oOOO.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

is at the bottom of the log.

Any ideas?
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: arcibalde on November 11, 2012, 09:18:31 AM
I might be doing something wrong but I keep getting an error thanks to this mod (works fine when i disable this mod)
Any ideas?
Is this only mode activated or there is other mods activated at same time? Try to delete mod and then d/l it again and try it then, on vanilla Starfarer without any other mod activated.

Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: Plasmatic on November 11, 2012, 09:38:02 AM
I might be doing something wrong but I keep getting an error thanks to this mod (works fine when i disable this mod)
Any ideas?
Is this only mode activated or there is other mods activated at same time? Try to delete mod and then d/l it again and try it then, on vanilla Starfarer without any other mod activated.

Works with vanilla
works with a ton of other mods from my testing.

Seems to be clashing with Starfarer plus http://fractalsoftworks.com/forum/index.php?topic=2210.0
Your older version worked fine though.
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: arcibalde on November 11, 2012, 09:51:30 AM
Works with vanilla
works with a ton of other mods from my testing.
Seems to be clashing with Starfarer plus http://fractalsoftworks.com/forum/index.php?topic=2210.0
Your older version worked fine though.
Your older version worked fine though. - my older version, errr, what older version?

Any other mod that change vanilla fleets/add new fleets wont be compatible with this mod.
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: Plasmatic on November 11, 2012, 10:03:23 AM
Works with vanilla
works with a ton of other mods from my testing.
Seems to be clashing with Starfarer plus http://fractalsoftworks.com/forum/index.php?topic=2210.0
Your older version worked fine though.
Your older version worked fine though. - my older version, errr, what older version?

Any other mod that change vanilla fleets/add new fleets wont be compatible with this mod.

I've used your mod since a while back and redownloaded it this morning and now it crashes.. figured I got a newer version..

Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: sirboomalot on November 11, 2012, 11:06:41 AM
Now what we need is to be able to use this mod and starfarer plus at the same time, so I can use both with uomoz corvus instead of a choice between the two.
Is it completely impossible?
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: arcibalde on November 11, 2012, 11:45:41 AM
I've used your mod since a while back and redownloaded it this morning and now it crashes.. figured I got a newer version..
This mod is still 1.0 version. Maybe Starfarer + have new version?

Now what we need is to be able to use this mod and starfarer plus at the same time, so I can use both with uomoz corvus instead of a choice between the two.
Is it completely impossible?
I do not know. Maybe is possible on my end ill see to it.



*After some experimenting*

Nope, not possible. This mode change variants to hulls so it must be done within mod itself. My mod will replace vanilla fleets, other mods add their vanilla fleets to vanilla fleets. I manage to make them work but in the end result was funny, you can play but fleets would have ships without weapons  ;D
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: Plasmatic on November 12, 2012, 12:11:16 AM
perhaps we can talk to the author of starfarer + and get him/her to intergrate your mod? :)
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: intothewildblueyonder on November 12, 2012, 10:49:53 AM

you can play but fleets would have ships without weapons  ;D

that gave me an idea for a suggestion. Could you make delivery fleets that have ships with no weapons that only get weapons once they arrive on station? (like they have just been built and now need to be outfitted. This may be a good idea for the  game itself)
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: arcibalde on November 12, 2012, 11:21:33 AM
that gave me an idea for a suggestion. Could you make delivery fleets that have ships with no weapons that only get weapons once they arrive on station? (like they have just been built and now need to be outfitted. This may be a good idea for the  game itself)
I understand you but who would fly ships without weapons???? It's easier to transport weapons to shipyards and outfit ships when they are finished then to transport ships to station and then outfit them. You know, flying in bunch non armed ships is just asking for trouble  ;D
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: intothewildblueyonder on November 12, 2012, 12:28:09 PM
I understand you but who would fly ships without weapons???? It's easier to transport weapons to shipyards and outfit ships when they are finished then to transport ships to station and then outfit them. You know, flying in bunch non armed ships is just asking for trouble  ;D

That is not always the case (there are real-life examples). They may not have the ships to spare or are capable of for  shipping the weapons to the desired location. It be logistical problem, you may need to have transport ship go back and forth to bring it weapons. Then the ship will travel back to where the weapons were, to perform its mission. These are just examples (and there is a vanilla-mission built on this premises, that a ship might not be fully outfitted)

If not weaponless- just lightly armed.  And they're not asking for trouble, who looks at the combat screen to look at the loud outs anyway :)
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: arcibalde on November 12, 2012, 12:58:04 PM
And they're not asking for trouble, who looks at the combat screen to look at the loud outs anyway :)
Greedy pirate.
As for your original question, i do not know how but probably it can be done :)
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: intothewildblueyonder on November 12, 2012, 02:46:10 PM
Greedy pirate.
Entrepreneur  8), and thanks for information on possible new.... investment opportunities;).
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: arcibalde on November 12, 2012, 02:52:35 PM
Entrepreneur  8), and thanks for information on possible new.... investment opportunities;).
Aha! Good too meet another... Whats the word i'm looking for? Ah, yes, colleague   ;)
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: Reshy on November 19, 2012, 05:45:33 PM
I'm getting an error that says "traveler" not found by "tritachyon"
Title: Re: Vanilla addon - variants mod V1.0 (0.53.1a - total vanilla/campaign integrated)
Post by: arcibalde on November 20, 2012, 12:13:30 AM
I'm getting an error that says "traveler" not found by "tritachyon"
Do you use it with some other mod? If yes, try it on vanilla game.
Title: Re: Vanilla addon - variants mod V1.1 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on November 24, 2012, 02:16:59 AM
0.54a compatible version of mod

http://www.mediafire.com/?2ml1adl73ibvn3l
Title: Re: Vanilla addon - variants mod V1.1 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on November 24, 2012, 05:30:48 AM
Version 1.2 is up:

http://www.mediafire.com/?2g1x54qrr3fr55d

Thanks to wizardy of LazyWizard script we detected variants that do not work any more (game would just create ship without weapons) . Here is list and there is 2 vanilla variants.

enforcer_Support
enforcer_sl
brawler_he
tempest_Balanced
condor_st
condor_be
condor_rs
hyperion_qa
valkyrie_be

So this update is save compatible, because it's only remove variants. With this update you ain't gonna find weaponless ships. No easy money any more :P
Title: Re: Vanilla addon - variants mod V1.1 (0.54a - total vanilla/campaign integrated)
Post by: Uomoz on November 24, 2012, 06:46:51 AM
So arci, I haven't played this mod (haven't had time to play at all recently), do you want to integrate (and think it fits) this into U'sC?
Title: Re: Vanilla addon - variants mod V1.1 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on November 24, 2012, 07:42:44 AM
So arci, I haven't played this mod (haven't had time to play at all recently), do you want to integrate (and think it fits) this into U'sC?
You haven't played it O.o   I'm, I'm just speechless...   :P     Funny thing is UC and this mod work perfectly together because you didn't change vanilla fleets composition. I'm for integration but I plan to do something with this mod. Give me 1 week (or less) to see how it would go and then knock yourself out with integration thingy :P
And when it is integrated we could ask other moders to make additional variants for their ships and we can do same thing to all ships in mod. So all fleets would be composed out of randomly picked variants. What do you think?
Title: Re: Vanilla addon - variants mod V1.1 (0.54a - total vanilla/campaign integrated)
Post by: Uomoz on November 24, 2012, 07:49:54 AM
I love fleets variety without touching the basic structure of the campaign. Can't wait for the upcoming news!
Title: Re: Vanilla addon - variants mod V1.1 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on November 27, 2012, 01:12:27 AM
Ok, i'm changing this (taking into account all suggestion that you provided), it's bit slow process. What i'm doing is this:
Hegemony, Tri, Pirates and Independents will all get 3-7 variants per ship. All fraction ships will have hull mode "theme". For example, all Pirate Hounds will have unstable_injector hull mode because Pirates depend on speed. At other hand Hegemony Hound have reinforcedhull hull mode and much better weapons then Pirates. And Independent Hound have frontshield hull mod.

Basic philosophy that I'm following is this:

Hegemony is kinetic/HE brute force: slow but durable.
Pirates are fast, agile, a bit outdated.
Independents are little bit techy better armed than Pirates but not good as Hegemony.
Tri are energy brute force.
Title: Re: Vanilla addon - variants mod V1.1 (0.54a - total vanilla/campaign integrated)
Post by: Flunky on November 27, 2012, 03:11:09 PM
I think that's a neat idea, but at the same time one thing I really liked about this mod was the curveballs you'd get. Pirates with light/heavy needlers and hypervelocity guns I thought were great, for example. Especially for a faction like Pirates, you'd expect to see a good variety of loadouts. Hegemony, probably not as much, but it's still interesting to see the variety and get some nice surprises.
Title: Re: Vanilla addon - variants mod V1.1 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on November 27, 2012, 11:13:00 PM
Well, we will see how this play out. I can always put "new", variants in. And it's save compatible :)  (it's save compatible when you add new variants it, new version of this mod won't be save compatible with old one).
Title: Re: Vanilla addon - variants mod V1.1 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on November 28, 2012, 02:54:05 AM
Ok progress report  ;D

Pirates variants finished.
Hegemony variants finished.
Independent variants finished.
Tri variants well finished :)
Title: Re: Vanilla addon - variants mod V1.1 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on November 30, 2012, 05:28:02 PM
VANILLA ADDON v2.0 (http://www.mediafire.com/download.php?gzzvhrt8534rjkk)
So, what did I do in this version?

Pirates - have own set of variants.
Independents - have own set of variants.
Hegemony - have own set of variants.
Tri - have own set of variants.

This means that all faction will have variants that will only appears in that fraction fleets.

And yes, I did again all variants. I hope i did them better this time, i test them a lot so... Will see... :)
Title: Re: Vanilla addon - variants mod V2.0 (0.54a - total vanilla/campaign integrated)
Post by: intothewildblueyonder on December 03, 2012, 07:43:47 AM
I think this mod now needs the same treatment as the station-mod: vanilla integration.

(i haven't had a chance to open it yet - does the mod have the over- and under- op'ed ships?)

(spell check mistook fraction for faction)
Title: Re: Vanilla addon - variants mod V2.0 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on December 03, 2012, 07:55:30 AM
I think this mod now needs the same treatment as the station-mod: vanilla integration.

(i haven't had a chance to open it yet - does the mod have the over- and under- op'ed ships?)

(spell check mistook fraction for faction)

I do not get you here. You think this mod isn't vanilla integrated? But it is (its compatible with Uomoz Corvus too:) ).

As for ships OP: all OP points on ALL ships are spent. All OP are in vanilla bounds. I didn't add OP to ships.
I just make lots of new variants.
Title: Re: Vanilla addon - variants mod V2.0 (0.54a - total vanilla/campaign integrated)
Post by: intothewildblueyonder on December 03, 2012, 08:40:21 AM
whoops I was a little unclear I meant that it should be in the unmodded game itself (has been said but I like it even more now :))

I meant to have things like the elite variants that use more than the base op available to each ship.
Title: Re: Vanilla addon - variants mod V2.0 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on December 03, 2012, 08:58:22 AM
I meant to have things like the elite variants that use more than the base op available to each ship.
No, no, no, no, no, no, no, no... Did I say no?  ;D   All variants are in normal/vanilla bounds. You can make every single of them.
Title: Re: Vanilla addon - variants mod V2.0 (0.54a - total vanilla/campaign integrated)
Post by: intothewildblueyonder on December 03, 2012, 09:06:34 AM
No? :)

I understood what you meant and I thought I had somehow mistated something. Confusion at its best...

anyway as a suggestion then - for fleets that are supposed to be  a little better eg HDF. This would both imitate and level with a players a ability to make better ships - could you have some elite fleets flying around. Could be a large fleet or a small one, like Baron von Ricktennstarferer's hound and onslaught ;).
Title: Re: Vanilla addon - variants mod V2.0 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on December 03, 2012, 10:03:27 AM
No? :)

I understood what you meant and I thought I had somehow mistated something. Confusion at its best...

anyway as a suggestion then - for fleets that are supposed to be  a little better eg HDF. This would both imitate and level with a players a ability to make better ships - could you have some elite fleets flying around. Could be a large fleet or a small one, like Baron von Ricktennstarferer's hound and onslaught ;).
I could do that. I could put couple of "elite" ships in Heg/tri/inde/pirate that would have +% OP. And that % would be same as maxed out character in Technology aptitude and all skills that add bonus in OP and that is 50% (10% from aptitude and 2x20% from skills) to base OP right? Well we'll see :)

Title: Re: Vanilla addon - variants mod V2.0 (0.54a - total vanilla/campaign integrated)
Post by: Reshy on December 03, 2012, 11:44:48 AM
Is it possible for you to make a few variants (like 1-3) that act as if the enemy ship has the player's enhanced OP limits?  That might make things slightly more interesting.
Title: Re: Vanilla addon - variants mod V2.0 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on December 03, 2012, 12:02:36 PM
Is it possible for you to make a few variants (like 1-3) that act as if the enemy ship has the player's enhanced OP limits?  That might make things slightly more interesting.
HELL YEAH!!!!! I can insert couple of pumped up variants in all "major" fleets :)

I could make them in format:
[1,1] - 1 will be ALWAYS there
or
[0,1] - 1 will maybe be there

Oh, yeah does anyone have any request on what ship should have "elite" variants?
Title: Re: Vanilla addon - variants mod V2.0 (0.54a - total vanilla/campaign integrated)
Post by: sirboomalot on December 03, 2012, 01:58:12 PM
You could always make an elite variant hound  :P
Title: Re: Vanilla addon - variants mod V2.0 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on December 03, 2012, 02:53:08 PM
Hegemony - DOMINATOR, ENFORCER and ONSLAUGHT.
Pirates - DOMINATOR, ENFORCER.
Tri - MEDUSA, ODYSSEY, PARAGON.

They will be only in strongest fleets. For Heg its SDF, for Tri is Security Detachment and for Pirates is Armada. Now, i can give them NAMES :)

Is someone wanna suggest any particular name? (hehehe oh, yes, I'm putting Alex there 8))? 
Title: Re: Vanilla addon - variants mod V2.0 (0.54a - total vanilla/campaign integrated)
Post by: intothewildblueyonder on December 03, 2012, 05:38:42 PM
There might be a few Independents of note who have mastered the art of ship modification
Title: Re: Vanilla addon - variants mod V2.0 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on December 04, 2012, 12:16:54 AM
There might be a few Independents of note who have mastered the art of ship modification
Hmmm. Ok, but they do not have any cap ship that's why i skip them.


And Alex chooses his ship. IIIIIIIIITTTTT'S... You'll find out in game :P



edit: ok
Independents: Doom, Wolf, Hammerhead
Title: Re: Vanilla addon - variants mod V2.0 (0.54a - total vanilla/campaign integrated)
Post by: Jazwana on December 04, 2012, 08:33:13 AM
I had a lot of fun with 1.2, looking forward to 2.0 :)

+1 for this mod, well done!
Title: Re: Vanilla addon - variants mod V2.0 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on December 04, 2012, 08:48:38 AM
I had a lot of fun with 1.2, looking forward to 2.0 :)

+1 for this mod, well done!
Thank you  ;D
Title: Re: Vanilla addon - variants mod V2.1 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on December 11, 2012, 02:02:41 AM
VANILLA ADDON v2.1 (http://www.mediafire.com/?gtke2cri2dmbbol)
It's out  ;D
You still think you can beat SDF with ease? Try it, if you dare  :P

Oh yes, added new "elite" variants that have 50% more OP. Details in OP. Game becomes little harder :)
Title: Re: Vanilla addon - variants mod V2.1 (0.54a - total vanilla/campaign integrated)
Post by: Axiege on December 11, 2012, 05:56:29 PM
I would very much like to include your mod in my next LP :D
Title: Re: Vanilla addon - variants mod V2.1 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on December 11, 2012, 10:58:41 PM
I would very much like to include your mod in my next LP :D
I would like that very much.  :D


YAY !!!  :D   I'll become famous   ;D
Title: Re: Vanilla addon - variants mod V2.1 (0.54a - total vanilla/campaign integrated)
Post by: mendonca on December 12, 2012, 12:59:50 AM
YAY !!!  :D   I'll become famous   ;D

I thought you already were!

(I have an arcibalde poster up on my bedroom wall, if that counts?)

 ;D
Title: Re: Vanilla addon - variants mod V2.1 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on December 12, 2012, 01:12:19 AM
I thought you already were!
(I have an arcibalde poster up on my bedroom wall, if that counts?)
 ;D
8)
Title: Re: Vanilla addon - variants mod V2.1 (0.54a - total vanilla/campaign integrated)
Post by: Thaago on January 18, 2013, 02:56:47 PM
I absolutely love this mod! I just got my *** handed to me by a Mule with a heavy blaster and 2 railguns! The different Hounds really change things up. Pirates are def harder when they all have unstable injector as well.
Title: Re: Vanilla addon - variants mod V2.1 (0.54a - total vanilla/campaign integrated)
Post by: theSONY on January 18, 2013, 03:29:09 PM
it's a "MUST HAVE" mod
thanks for that ^^
Title: Re: Vanilla addon - variants mod V2.1 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on January 18, 2013, 03:41:10 PM
Thanks  Thaago and  theSONY  ;D 
Title: Re: Vanilla addon - variants mod V2.1 (0.54a - total vanilla/campaign integrated)
Post by: Thaago on April 02, 2013, 02:38:39 PM
Quick bug report for this excellent mod: I captured a Medusa that was an "Elite" variant and its OP stayed at 135 (148 with 2 ranks in the tech skills).

I don't really mind having a super Medusa, but I didn't think it was intended!
Title: Re: Vanilla addon - variants mod V2.1 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on April 02, 2013, 03:11:12 PM
Quick bug report for this excellent mod: I captured a Medusa that was an "Elite" variant and its OP stayed at 135 (148 with 2 ranks in the tech skills).
I don't really mind having a super Medusa, but I didn't think it was intended!
Thanks for kind words  ;D
Well now, i don't know how to prevent player from obtaining elite variants of some ships (Onslaught, Paragon, Odyssey, Enforcer, Dominator or Medusa). But at other hand you were extremely lucky (to get chance to board one of those) so it's your reward  ;D  Sooooooo technically it's not bug... It's like... Feature  ;D
Title: Re: Vanilla addon - variants mod V2.1 (0.54a - total vanilla/campaign integrated)
Post by: ciago92 on April 02, 2013, 03:32:20 PM
what ever happened to this being added to UC? I love the idea :-)
Title: Re: Vanilla addon - variants mod V2.1 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on April 03, 2013, 01:46:48 AM
what ever happened to this being added to UC? I love the idea :-)
I just tested it and it works... Kinda :)   Pirates and Tri are ok and have random ships but Hegemony def fleet have only hulls in it, no weapons on ships... Dunno... Ill go ask Lazy Wizard about that :)
Title: Re: Vanilla addon - variants mod V2.1 (0.54a - total vanilla/campaign integrated)
Post by: ciago92 on April 03, 2013, 11:07:08 AM
thanks for the heads up, I'm gonna have to go raid a ton of TT then ;-) hopefully it'll get fixed, I do think this would make a great addition to UC
Title: Re: Vanilla addon - variants mod V2.1 (0.54a - total vanilla/campaign integrated)
Post by: arcibalde on April 04, 2013, 02:05:23 AM
Ok people with LW guidance i manage to make UC compatible with vanilla addon mod. So this is what you must do:

1. Change Corvus.java located in Uomoz Corvus\data\scripts\world\corvus    with this one: http://www.mediafire.com/view/?hacihaq6cj929po

OR

2. In Locate Corvus.java in Uomoz Corvus\data\scripts\world\corvus  open Corvus.java and find this:
Code
                SectorEntityToken token = system.createToken(0, 15000);
HegemonySDFSpawnPoint sdfSpawn = new HegemonySDFSpawnPoint(sector, system, 30, 1, token, hegemonyStation);
spawnSDF(sector, system, hegemonyStation);
         
Now, change last line so it go like this:
Code
                SectorEntityToken token = system.createToken(0, 15000);
HegemonySDFSpawnPoint sdfSpawn = new HegemonySDFSpawnPoint(sector, system, 30, 1, token, hegemonyStation);
  sdfSpawn.spawnFleet();          

Both methods do same thing :)
That is it. Now UC is compatibile with Vanilla addon, but remember if you want to play UC without vanilla addon you must get back that line or entire Corvus.java.
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a - (compatible with Uomoz Corvus)
Post by: Thaago on April 04, 2013, 09:19:04 AM
Sweeeet! This should make the pirates much more fearsome. Thanks!
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a - (compatible with Uomoz Corvus)
Post by: arcibalde on April 04, 2013, 12:12:26 PM
He he he np man  :D
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a - (compatible with Uomoz Corvus)
Post by: ciago92 on April 04, 2013, 03:05:45 PM
I'm not sure if it was because of this, but when I ran this alongside UC, the tore up plenty mod's effects vanished. I could not create a foxhound from a hound, and I crashed games where had the tore up plenty ships then loaded it when this was on. any idea why this mod is okay with UC faction's ships but not the other ships?
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a - (compatible with Uomoz Corvus)
Post by: arcibalde on April 04, 2013, 03:14:56 PM
I'm not sure if it was because of this, but when I ran this alongside UC, the tore up plenty mod's effects vanished. I could not create a foxhound from a hound, and I crashed games where had the tore up plenty ships then loaded it when this was on. any idea why this mod is okay with UC faction's ships but not the other ships?
Huh, no. Didn't try it with that mode. Ill try to see what is wrong tomorrow.
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a - (compatible with Uomoz Corvus)
Post by: ciago92 on April 04, 2013, 04:31:30 PM
idk if it has any bearing on it, but I was playing in hardcore mode. should I post this in UC's thread too?
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a - (compatible with Uomoz Corvus)
Post by: arcibalde on April 05, 2013, 01:42:16 AM
Ok i downloaded Foxhound start it alongside UC, Lazilib 1.2 and game crashed. So i couldn't test it.

As general rule, if you start your game with some mods do not add new ones. Finish it or start new game with mods you want. Adding new mod(s) in game that started without it will (most probably) crash that game.
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a - (compatible with Uomoz Corvus)
Post by: ciago92 on April 05, 2013, 08:58:26 AM
Ok i downloaded Foxhound start it alongside UC, Lazilib 1.2 and game crashed. So i couldn't test it.

As general rule, if you start your game with some mods do not add new ones. Finish it or start new game with mods you want. Adding new mod(s) in game that started without it will (most probably) crash that game.

you don't actually need to download the tore up plenty mod, the first four ships are already implemented in UC
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a - (compatible with Uomoz Corvus)
Post by: arcibalde on April 05, 2013, 09:10:10 AM
you don't actually need to download the tore up plenty mod, the first four ships are already implemented in UC
??? Oh I didn't know that... Well that is reason why it crashed  ;D


Ah yes, there are blueprints in Omnifactory, i totally forgot about it...


Edit: Ok, i just tested it with NEW game, take Hound and blueprint, put it in Storage Facility and after few seconds i got FoxHound :)  So it works, but i start NEW game  ;D
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a - (compatible with Uomoz Corvus)
Post by: Uomoz on June 06, 2013, 12:27:14 PM
I'd like to integrate this mod but I noticed it fills the hull folder with vanilla ships with augmented OP. If you want to simulate elite captains with +OP ships shouldn't you simply go over the hull boundaries with the variant file instead? I don't see the point in having multiple "different" copies of the same hull in the game.
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a - (compatible with Uomoz Corvus)
Post by: arcibalde on June 07, 2013, 05:13:34 AM
I'd like to integrate this mod but I noticed it fills the hull folder with vanilla ships with augmented OP. If you want to simulate elite captains with +OP ships shouldn't you simply go over the hull boundaries with the variant file instead? I don't see the point in having multiple "different" copies of the same hull in the game.
I didn't think of it. LOL.
edit: But wait a sec. There is only few (paragon, odyssey, medusa) hulls with more OP then vanilla ones. Rest of the hulls are same as vanilla (i think).
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: Uomoz on June 07, 2013, 09:37:11 AM
In the Hull folder is full of files with ships exactly like vanilla (also the ship_data have multiple copies of each ship).
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: arcibalde on June 07, 2013, 10:45:14 AM
In the Hull folder is full of files with ships exactly like vanilla (also the ship_data have multiple copies of each ship).
Yes because i need to make them diverse for Pirates, Hegemony, Tri and Independents. So for Pirates variant of, lets say, Enforcer you need to have Pirate hull and all variants for it, and then for Hegemony Enforcer you need to have Hegemony hull and all variants for it, so when he randomly choose variant for Pirate fraction he choose it only from Pirate variant pool (and not from Hegemony). But if you put all variants on same hull it will choose all of them randomly. That i didn't want, because Pirates, for example, have focus on speed (hullmods) and have a bit weaker weapons and at other hand Hegemony have focus on armor and stronger weapons. I didn't want for variants to mix up so Hegemony can have Pirate ships and vice verse.
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: Uomoz on June 07, 2013, 06:49:33 PM
It doesn't make sense, what you change in the hull file?
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: arcibalde on June 08, 2013, 02:09:47 AM
I didn't change anything. Look.

Pirates: A, B, C
Hegemony: X, Y, Z

A,B,C,X,Y,Z ->are variants

I want to pirates have only A B and C variants to randomly choose and Hegemony to have only X Y and Z variants to randomly choose. For this to be possible you need to have HULL1 for Pirates and HULL2 for Hegemony. If you have only HULL and all variants under it Pirates could have X Y or Z and Hegemony could have A B or C. That hulls have only different names nothing more. That way only Pirates can have variants that is meant for Pirates fleets and hegemony can have variants that is meant for Hegemony.

So, one hull and you mix ALL variants under it and that is what i do not want. Because there is difference between (for example) Enforcer variants for Pirates and Enforcer variants for Hegemony and I don't want those to variant sets to mix up -> don't want Pirate variant in Hegemony fleet and vice verse.
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: Thaago on June 09, 2013, 08:05:04 AM
Hmm... that makes a certain amount of sense... but couldn't you just use getFaction (from CampaignFleetAPI) to tell what the faction is, then select an appropriate variant from lists in code? Taking a look at the files you already use CampaignFleetAPI, so all you need to do is pass the faction as an extra argument in randomizeShip and deal with it there. Then you wouldn't have to have any hull files.

If you want to get fancy you can have nested hashmaps with the first level keyed by faction name, second by variant type. Membership testing for inclusion in the first would handle this mod playing nice with other mods. If you make it mutable then you could other mods add their own compatibility into this one as well (though loading order is still an annoying problem).
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: Uomoz on June 09, 2013, 08:52:20 AM
Hmm... that makes a certain amount of sense... but couldn't you just use getFaction (from CampaignFleetAPI) to tell what the faction is, then select an appropriate variant from lists in code? Taking a look at the files you already use CampaignFleetAPI, so all you need to do is pass the faction as an extra argument in randomizeShip and deal with it there. Then you wouldn't have to have any hull files.

If you want to get fancy you can have nested hashmaps with the first level keyed by faction name, second by variant type. Membership testing for inclusion in the first would handle this mod playing nice with other mods. If you make it mutable then you could other mods add their own compatibility into this one as well (though loading order is still an annoying problem).

This is what i meant.
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: arcibalde on June 09, 2013, 11:12:24 AM
Uomoz and Thaago, dudes, i DO NOT KNOW how to code :)  I have idea, i told that idea to LW and LW make code and that code did exactly what I want :) 

So, that is it :)  I can't make it better, not because I don't want, it's just i do not know how.
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: NikolaiLev on September 16, 2013, 12:17:32 PM
I hope to see this mod made compatible for .6!

It really should be a feature in the game itself, to have randomized or semi-randomized variants, especially based on what is currently available, and the economy in general (which isn't really implemented yet).
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: Uomoz on September 19, 2013, 07:44:04 AM
Building a version of this integrated inside UsS. Had to revert a lot of """"bad"""" design decisions (arci why on earth would you create copies of vanilla hulls just to spawn them to different factions? You could do a lot less work and create lists INSIDE the variant selector for each faction!). UsS version will have no copies of vanilla ships, and a generally more flexible system.
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: arcibalde on September 19, 2013, 08:03:06 AM
Building a version of this integrated inside UsS. Had to revert a lot of """"bad"""" design decisions (arci why on earth would you create copies of vanilla hulls just to spawn them to different factions? You could do a lot less work and create lists INSIDE the variant selector for each faction!). UsS version will have no copies of vanilla ships, and a generally more flexible system.
Because i do not know to code, so code vise it's LazyWiz and variant vise is me :D

Mod did what i want him to do so it was good for me :D
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: Uomoz on September 19, 2013, 08:16:28 AM
Building a version of this integrated inside UsS. Had to revert a lot of """"bad"""" design decisions (arci why on earth would you create copies of vanilla hulls just to spawn them to different factions? You could do a lot less work and create lists INSIDE the variant selector for each faction!). UsS version will have no copies of vanilla ships, and a generally more flexible system.
Because i do not know to code, so code vise it's LazyWiz and variant vise is me :D

Mod did what i want him to do so it was good for me :D

It is an amazing job nonetheless :D
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: Thaago on September 19, 2013, 01:22:34 PM
Hey Uomoz - if you're already doing the work, would you make a version for this for vanilla also? Or if its actually a bunch of work I'll grab it out of UoC and adapt it.
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: Uomoz on September 19, 2013, 02:19:34 PM
I'll see what I can do about it, it's inside my scripts (partially).
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: frag971 on September 22, 2013, 12:43:28 PM
can't wait to see this updatinated to 0.6!
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: arcibalde on September 22, 2013, 01:30:12 PM
can't wait to see this updatinated to 0.6!
Me too just don't know how  ;D
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: NikolaiLev on September 22, 2013, 02:13:51 PM
I'll see what I can do about it, it's inside my scripts (partially).

Awesome!  And I can agree with you that the mod's a bit of a jumble.  I'm not a modder (or coder), no, but I picked through it as best I could and simply could not figure out how the mod worked!  Something told me the mod could've been a lot simpler.

It'd be really exciting if Starsector ran, at a base level, on some sort of procedural generation code that automatically fitted ships according to maximum OP, flux/second concerns, kinetic/HE/PD balance, and so on, at varying degrees of competence to create a realistic variety of ships; some functioning in perfect harmony (combos like heavy maulers+light needlers) to sub-optimal or outright desperate/whacky loadouts (which would hopefully be rare, but you'd still see it occasionally).

I just love the variants mod because it creates a ton of new gameplay, especially early game, which I otherwise feel like skipping by cheating in credits to gather a fleet.  There are tons of different loadouts and some of them are actually dangerous to your ship, unlike the few vanilla variants.  The Lasher's a perfect example; a lot of the new variants are actually quite deadly, as opposed to the vanilla ones which are very tame.  In particular I can think of the one that has two dual light ACs and three assault guns.  That thing can hug you with its nipples, turn on accelerated ammo feeder and obliterate everything.

Sorry, I'm gushing.   :D
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: Deathven on November 03, 2013, 10:33:13 AM
I really hope to see this updated. It would be nice to have a mod that just focuses on minimal changes to the vanilla game and I quite enjoy what this has to offer. Hope to be able to play it soon!
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: Jazzrish on November 03, 2013, 05:40:44 PM
will be better if support some mods-collection mod.
but give me an update!!!
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: arcibalde on November 04, 2013, 03:24:14 AM
will be better if support some mods-collection mod.
Well "imposible" unless moders themself make all variants cos they know their ships best.

but give me an update!!!
I can't cos i don't know how  ;D
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: Deathven on November 11, 2013, 03:27:18 PM
A wonderful predicament no?  :P
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: Cycerin on November 11, 2013, 03:33:09 PM
Just chiming in to say that the Mule variant with a Heavy Blaster is one nasty thing to get surprised by ;D this mod adds a lot to USS.
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: Uomoz on November 11, 2013, 03:50:22 PM
If I may chime in, if anyone is interested to adding more variants to this, just pm me!
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: NikolaiLev on November 11, 2013, 09:00:58 PM
If I may chime in, if anyone is interested to adding more variants to this, just pm me!

Are you going to release your UsS version as an independent version of this?  Because that would just be swell.
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: SatchelCharge on January 19, 2014, 09:58:00 AM
I'm politely requesting an update to this mod - it's my favorite mod and I the only one I've consistently used in the past. I am very much pro-Vanilla/Iron Mode and this mod adds a lot to the game.  Please   ;)
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: HELMUT on January 19, 2014, 10:04:40 AM
It's currently in the hands of Uomoz (right?) for his own mod. Dunno if he plan to release it as a stand-alone, but yeah, it would be great for us.
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: Uomoz on January 20, 2014, 04:37:45 AM
It's currently in the hands of Uomoz (right?) for his own mod. Dunno if he plan to release it as a stand-alone, but yeah, it would be great for us.

Let's make a deal, if you guys provide new content (new variants) I will make a standalone version with better support for all the factions (more polished code).

The current lists are these:

Spoiler
static {
        Map allVariantsTemp = new HashMap();
        allVariantsTemp.put("atlas",createVariantList(new String[]{"atlas_Standard"}));
        allVariantsTemp.put("dominator",createVariantList(new String[]{"dominator_ass", "dominator_pun", "dominator_sho", "dominator_sni", "dominator_sto","dominatorhe_sup", "dominatorhe_ult"}));
        allVariantsTemp.put("dram",createVariantList(new String[]{"dram_ass", "dram_lig", "dram_sni", "dram_sto", "dram_sup"}));
        allVariantsTemp.put("enforcer",createVariantList(new String[]{"enforcer_ass", "enforcer_out", "enforcer_sho", "enforcer_sni", "enforcer_str","enforcerhe_cru", "enforcerhe_tor"}));
        allVariantsTemp.put("hound",createVariantList(new String[]{"hound_ass", "hound_hvs", "hound_rai", "hound_sni", "hound_sto"}));
        allVariantsTemp.put("lasher",createVariantList(new String[]{"lasher_bul", "lasher_hun", "lasher_nee", "lasher_pd", "lasher_pun", "lasher_sup", "lasher_trr"}));
        allVariantsTemp.put("mule",createVariantList(new String[]{"mulep_ass", "mulep_eli", "mulep_out", "mulep_sta", "mulep_sup"}));
        allVariantsTemp.put("onslaught",createVariantList(new String[]{"onslaught_bul", "onslaught_eli", "onslaught_out", "onslaught_pun", "onslaught_sni", "onslaught_sta", "onslaught_sto","onslaughthe_hur", "onslaughthe_tsu"}));   
        allVariantsTemp.put("phaeton",createVariantList(new String[]{"phaetoni_har", "phaetoni_sni", "phaetoni_sta", "phaetoni_sto", "phaetoni_str"}));
        allVariantsTemp.put("condor",createVariantList(new String[]{"condor_ass", "condor_out", "condor_sni", "condor_sto", "condor_str"}));
        allVariantsTemp.put("tarsus",createVariantList(new String[]{"tarsusi_ass", "tarsusi_com", "tarsusi_sni", "tarsusi_sto", "tarsusi_sup"}));
        allVariantsTemp.put("valkyrie",createVariantList(new String[]{"valkyriei_sto", "valkyriei_def", "valkyriei_eli", "valkyriei_run", "valkyriei_sni"}));
        Variants_HE = Collections.unmodifiableMap(allVariantsTemp);
    }
        
    static {
        Map allVariantsTemp = new HashMap();
        allVariantsTemp.put("phaeton",createVariantList(new String[]{"phaetoni_har", "phaetoni_sni", "phaetoni_sta", "phaetoni_sto", "phaetoni_str"}));
        allVariantsTemp.put("atlas",createVariantList(new String[]{"atlas_Standard"}));
        allVariantsTemp.put("doom",createVariantList(new String[]{"doomi_ass", "doomi_bul", "doomi_pun", "doomi_str"}));
        allVariantsTemp.put("dram",createVariantList(new String[]{"drami_ass", "drami_out", "drami_pd", "drami_pun", "drami_sup"}));
        allVariantsTemp.put("eagle",createVariantList(new String[]{"eaglei_ass", "eaglei_bal", "eaglei_pul", "eaglei_pun", "eaglei_sni", "eaglei_sto", "eaglei_str"}));
        allVariantsTemp.put("falcon",createVariantList(new String[]{"falconi_att", "falconi_bal", "falconi_cs", "falconi_out", "falconi_pun", "falconi_sni", "falconi_sta", "falconi_sto"}));
        allVariantsTemp.put("gemini",createVariantList(new String[]{"geminii_cla", "geminii_cs", "geminii_out", "geminii_sni", "geminii_sta", "geminii_sto", "geminii_str", "geminii_sup"}));
        allVariantsTemp.put("hammerhead",createVariantList(new String[]{"hammerheadi_bal", "hammerheadi_bul", "hammerheadi_eli", "hammerheadi_out", "hammerheadi_pun", "hammerheadi_sni", "hammerheadi_str","hammerheadie_sup", "hammerheadie_twi"}));
        allVariantsTemp.put("hound",createVariantList(new String[]{"houndi_ass", "houndi_hes", "houndi_mac", "houndi_str"}));
        allVariantsTemp.put("lasher",createVariantList(new String[]{"lasheri_def", "lasheri_pus", "lasheri_str"}));
        allVariantsTemp.put("medusa",createVariantList(new String[]{"medusai_att", "medusai_cs", "medusai_pd", "medusai_sho", "medusai_str"}));   
        allVariantsTemp.put("odyssey",createVariantList(new String[]{"odysseyi_bea", "odysseyi_sho", "odysseyi_str", "odyssey_Raycaster"}));   
        allVariantsTemp.put("mule",createVariantList(new String[]{"mulei_ass", "mulei_bur", "mulei_sho", "mulei_sni", "mulei_sto"}));
        allVariantsTemp.put("shade",createVariantList(new String[]{"shadei_ass", "shadei_hun", "shadei_sho", "shadei_sni", "shadei_sto"}));
        allVariantsTemp.put("shuttle",createVariantList(new String[]{"shuttlei_ass", "shuttlei_att", "shuttlei_bur", "shuttlei_pd", "shuttlei_sni", "shuttlei_sta", "shuttlei_sto", "shuttlei_sup"}));
        allVariantsTemp.put("sunder",createVariantList(new String[]{"sunderi_ass", "vbul", "sunderi_cs", "sunderi_hun", "sunderi_pla", "sunderi_pul", "sunderi_str"}));
        allVariantsTemp.put("tarsus",createVariantList(new String[]{"tarsusi_ass", "tarsusi_com", "tarsusi_sni", "tarsusi_sto", "tarsusi_sup"}));
        allVariantsTemp.put("afflictor",createVariantList(new String[]{"afflictori_ass", "afflictori_hun", "afflictori_str"}));
        allVariantsTemp.put("apogee",createVariantList(new String[]{"apogeei_ass", "apogeei_bal", "apogeei_cru", "apogeei_pun", "apogeei_str"}));
        allVariantsTemp.put("aurora",createVariantList(new String[]{"aurorai_ass", "aurorai_att", "aurorai_str"}));
        allVariantsTemp.put("brawler",createVariantList(new String[]{"brawleri_ass", "brawleri_bul", "brawleri_old", "brawleri_out", "brawleri_pun", "brawleri_sni", "brawleri_sto"}));
        allVariantsTemp.put("buffalo",createVariantList(new String[]{"buffaloi_ass", "buffaloi_pd", "buffaloi_sta", "buffaloi_str", "buffaloi_sup"}));//TT
        allVariantsTemp.put("conquest",createVariantList(new String[]{"conquesti_ass", "conquesti_bul", "conquesti_eli", "conquesti_out", "conquesti_sho", "conquesti_sni", "conquesti_sto", "conquest_Flyswatter"}));
        allVariantsTemp.put("dominator",createVariantList(new String[]{"dominatori_ass", "dominatori_sho", "dominatori_sni", "dominatori_str"}));
        allVariantsTemp.put("wolf",createVariantList(new String[]{"wolfi_ass", "wolfi_cs", "wolfi_pd", "wolfi_pom", "wolfi_str"}));
        allVariantsTemp.put("vigilance",createVariantList(new String[]{"vigilancei_ass", "vigilancei_fis", "vigilancei_hun", "vigilancei_inh", "vigilancei_pat", "vigilancei_str", "vigilancei_sup"}));
        allVariantsTemp.put("venture",createVariantList(new String[]{"venturei_pd", "venturei_pun", "venturei_sni", "venturei_sto", "venturei_sup"}));
        allVariantsTemp.put("valkyrie",createVariantList(new String[]{"valkyriei_sto", "valkyriei_def", "valkyriei_eli", "valkyriei_run", "valkyriei_sni"}));
        Variants_IND = Collections.unmodifiableMap(allVariantsTemp);
    }
        
    static {
        Map allVariantsTemp = new HashMap();
         allVariantsTemp.put("condor",createVariantList(new String[]{"condorp_ass", "condorp_fis", "condorp_pd", "condorp_str", "condorp_sup"}));
        allVariantsTemp.put("buffalo2",createVariantList(new String[]{"buffalo2p_ass", "buffalo2p_har", "buffalo2p_spa", "buffalo2p_str", "buffalo2p_sup"}));
        allVariantsTemp.put("enforcer",createVariantList(new String[]{"enforcerp_ass", "enforcerp_bal", "enforcerp_cs", "enforcerp_eli", "enforcerp_hun", "enforcerp_out", "enforcerp_str","enforcerpe_blb", "enforcerpe_heh"}));
        allVariantsTemp.put("hound",createVariantList(new String[]{"houndp_ass", "houndp_out", "houndp_rac", "houndp_str"}));
        allVariantsTemp.put("lasher",createVariantList(new String[]{"lasherp_ass", "lasherp_ast", "lasherp_cls", "lasherp_sal", "lasherp_sho", "lasherp_sto", "lasherp_str"}));
        allVariantsTemp.put("mule",createVariantList(new String[]{"mulep_ass", "mulep_eli", "mulep_out", "mulep_sta", "mulep_sup"}));
        allVariantsTemp.put("tarsus",createVariantList(new String[]{"tarsusp_ass", "tarsusp_out", "tarsusp_pd", "tarsusp_sta", "tarsusp_str"}));
        allVariantsTemp.put("dominator",createVariantList(new String[]{"dominatorp_ass", "dominatorp_che", "dominatorp_hun", "dominatorp_out", "dominatorp_sho", "dominatorp_str", "dominatorp_sup","dominatorpe_dev", "dominatorpe_rin"}));
        allVariantsTemp.put("venture",createVariantList(new String[]{"venturep_ass", "venturep_bal", "venturep_out", "venturep_pun", "venturep_sup"}));
        Variants_PP = Collections.unmodifiableMap(allVariantsTemp);
    }
        
    static {
        Map allVariantsTemp = new HashMap();
        allVariantsTemp.put("odyssey",createVariantList(new String[]{"odyssey_ass", "odyssey_bul", "odyssey_sni", "odyssey_str","odysseyte_eli", "odysseyte_ult", "odyssey_Raycaster"}));
        allVariantsTemp.put("omen",createVariantList(new String[]{"omen_att", "omen_hun", "omen_pd", "omen_sho", "omen_str"}));
        allVariantsTemp.put("tempest",createVariantList(new String[]{"tempest_att", "tempest_bea", "tempest_hun", "tempest_pd", "tempest_pun", "tempest_sho", "tempest_str"}));
        allVariantsTemp.put("afflictor",createVariantList(new String[]{"afflictor_bea", "afflictor_hun", "afflictor_out", "afflictor_sni", "afflictor_sto", "afflictor_str", "afflictor_sup"}));
        allVariantsTemp.put("astral",createVariantList(new String[]{"astral_att", "astral_eli", "astral_pd"}));
        allVariantsTemp.put("wolf",createVariantList(new String[]{"wolf_ass", "wolf_bea", "wolf_bul", "wolf_pun", "wolf_str"}));
        allVariantsTemp.put("shade",createVariantList(new String[]{"shade_pd", "shade_pun", "shade_str", "shade_sup", "shade_swa"}));
        allVariantsTemp.put("paragon",createVariantList(new String[]{"paragon_ass", "paragon_bul", "paragon_eli", "paragon_hun", "paragon_str","paragonte_sup", "paragonte_ult"}));
        allVariantsTemp.put("medusa",createVariantList(new String[]{"medusa_ass", "medusa_att", "medusa_bul", "medusa_sho", "medusa_str", "medusate_eli", "medusate_sup"}));
        allVariantsTemp.put("hyperion",createVariantList(new String[]{"hyperion_att", "hyperion_hun", "hyperion_out", "hyperion_pun", "hyperion_str"}));
        allVariantsTemp.put("doom",createVariantList(new String[]{"doom_ass", "doom_hun", "doom_sho", "doom_str"}));
        allVariantsTemp.put("aurora",createVariantList(new String[]{"aurora_ass", "aurora_att", "aurora_bal", "aurora_sta", "aurora_str"}));
        allVariantsTemp.put("buffalo",createVariantList(new String[]{"buffaloi_ass", "buffaloi_pd", "buffaloi_sta", "buffaloi_str", "buffaloi_sup"}));
        allVariantsTemp.put("sunder",createVariantList(new String[]{"sunderi_ass", "vbul", "sunderi_cs", "sunderi_hun", "sunderi_pla", "sunderi_pul", "sunderi_str"}));
        Variants_TT = Collections.unmodifiableMap(allVariantsTemp);
    }
[close]

If you guys could review, add or polish some of the variants, it would be great and a big incentive to make this happen. We also need more variants for the new 0.6.2a ships. if some of you agree wit this I can write down the naming conventions and general "rules".
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: xenoargh on January 20, 2014, 10:15:27 AM
Uomoz:

There is a much more automated way to do that.  See that post in the Code Dump where I showed how to pull certain values out (while it's used there for Random Battle, the ideas still apply); you could grab the variants based on their prefixes, halting if it wasn't found.
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: Uomoz on January 20, 2014, 10:36:45 AM
Uomoz:

There is a much more automated way to do that.  See that post in the Code Dump where I showed how to pull certain values out (while it's used there for Random Battle, the ideas still apply); you could grab the variants based on their prefixes, halting if it wasn't found.

Yeah, I know, but I don't really want to rename all this variants myself xD. This nomenclature is actually something left behind from the original implementation (not mine).
Title: Re: Vanilla addon - variants mod V2.1 (0.54.1a)
Post by: xenoargh on January 20, 2014, 11:15:15 AM
I'm not saying that; you're right, that would be a huge workload.  I'm saying you could leave it up to the individual modders.  They could build a list of their own variants, something Exerelin doesn't read from, that could be used :)