DO NOT ATTEMPT to download this mod at this time for version [0.95.1a] - it is not updated.
New download link here: (by CaptainWinky)
Download Tore Up Plenty v0.8.2a (full mod) (https://www.mediafire.com/file/iwavquw77mjk96g/Tore%20Up%20Plenty%20v0.8.2a.zip)
If you already have 0.8.2 just grab this small patch and overwrite where necessary.
Download v0.8.2->0.8.2a patch (https://www.mediafire.com/file/fv6kdf7ulb8je99/Tore%20Up%20Plenty%20v0.8.2a%20patch.zip)
Changes:
Spoiler
Version 0.8.2a
--------------
+ (Nex) Scavengers properly offer bounties when using randomized sector
+ tweaks to Innogen: longer flames on engines, small hybrid mount is now small universal, more hull, lower supply cost
+ Zephyr's description now shows up properly
+ slight filesize reduction for mission icon PNGs
-Tore Up Plenty-
(http://i.imgur.com/UvTyD3I.png)
Vanilla Friendly Alternate Starting Ships
"She's tore up plenty, but she'll fly true" -First Officer Zoë Washburne
Spoiler
http://www.youtube.com/watch?v=ZU26EseuDoI
-Features 58 new ships; 5 capital ships, 10 cruisers, 13 destroyers, 24 frigates and 6 fighterwings
-Over 150 custom variants
-Includes a new 20 minute custom soundtrack (disabled by default)
-Adds a new station and faction to the campaign that sells the new ships
-Adds a mission-driven bonus campaign (currently 12 missions long)
-Includes 29 new portraits
-Includes 3 new custom hullmods
-Fully compatible with other mods, except for total conversions
Having a rough time getting started in Starsector? Tore Up Plenty is a compilation of custom ships that are available as alternate starting ships. These ships are both modified versions of existing Starsector ships and completely new ones; often designed in such a way that the ships become more and more useful as its captain progresses in skill. The compilation will be updated continuously with new ships. As a side project, Uomoz and I will be working on adding these ships as "upgrades" to Uomoz's Sector. The mod also adds two systems and the Scavenger faction to the game.
Pick the "Tore it up plenty" career choice to start the campaign with the ship of your choice. The download features all the ships and also includes a story-driven campaign through missions, plus actual campaign integration (a scrapyard that sells all the TuP ships in the Corvus system!).
NOTE TO LINUX USERS: Help me keep this Linux compatible! If you get an error because of inconsistantly named files (upper- and lowercase) please post them here so I can address these issues!
Instructions:
Spoiler
#1 Download the mod here: NOTE, this is for the [0.6.2a] Campaign + Exerelin version (outdated)
(http://i.imgur.com/zqe122l.png) (http://www.mediafire.com/download/ua4lcy5adapll9h/Tore_Up_Plenty_V7c.zip)
Current version: V7c
#2 Save the file in your "Starsector/mods" folder
#3 Install by unpacking / unzipping the file in the mods folder (right-click the file and select "unzip here")
#4 Start up Starsector and select the following mod: (select "Mods..." in the launch window)
-Tore Up Plenty V7c
#5 Play the game! Enjoy!
REMOVE ALL OLD MOD FOLDERS BEFORE INSTALLING NEW ONES. DO NOT OVERWRITE MOD FOLDERS.
Ships: (warning: big image) (incomplete)
Spoiler
(http://i.imgur.com/vIkGcwK.png)
DEVELOPMENT NOTE: I am currently working on adding a proper campaign, again featuring the Iota system. Currently the campaign features a minor faction that uses and sells TuP ships, called 'Corvus Scavengers'. The mod is also featured in Exerelin (http://fractalsoftworks.com/forum/index.php?topic=6053.0) and an integral part of Uomoz's Sector (http://fractalsoftworks.com/forum/index.php?topic=1799.0). Want to integrate TuP into your mod collection? Then contact me by PM.
Read all about the history of the Iota system here! (http://fractalsoftworks.com/forum/index.php?topic=6479.0)
----------
Here is sample code for foxhound, if my system used, this code will allow to replace hound in compatable with other mods way.
package data.scripts.plugins;
import com.fs.starfarer.api.characters.CharacterCreationPlugin.CharacterCreationData;
import com.fs.starfarer.api.characters.CharacterCreationPlugin.Response;
public class CharacterCreationPluginImpl_27 {
public static Response Responce_get(String Tag){
return CharacterCreationPluginImpl._ResponsePool.get(Tag);
}
public static void init(){}
public static void getPrompt() {}
public static void getResponses(){}
public static void submit() {
Response _Response = CharacterCreationPluginImpl._Response;
CharacterCreationData _Data = CharacterCreationPluginImpl._Data;
if (_Response == Responce_get("SOMETHING_ELSE_2"))
{
_Data.removeStartingShipChoice("hound_Assault");
_Data.addStartingShipChoice("foxhound_Basic");
}
}
public static void startingShipPicked() {}
}
If this sub API used, your mods will be compatable with each other and any other mod using this system.
"She's tore up plenty, but she'll fly true" -First Officer Zoë Washburne
Wait, wasn't the Officer at first a guy? What happend to him? ;)
I've been using the timberwolf in Uomoz's corvus.
I've maxed out tech aptitude and the TW is a little underwhelming still. Next is leadership, but most of the odd levels are going back into tech so it may improve.
I've been having trouble fitting it too. I've tried all sorts of things, but none seemed to mesh well. The only small missiles i can think of that warrant a fast missile loader is the annihilator (which i haven't found yet to test). My two most effective loadouts spoilered below.
Spoiler
From memory:
Fallow
Hyper velocity driver
Omni empty
2X harpoon
1 burst pd 2x empty energies
dual pressure turret
10 vents 1 cap
engine upgrade (the one that doubles repair time)
shield extender.
Basically a close support wolf with ballistic mounts. Kind of underwhelming too because a wolf would have the tac lasers to use offensively and many more vents (at my skill level)
All the mounts
Black Rock 9 op explosive cannon (forget its name, it does 500 damage a shot)
railgun
2X reaper
3X pd laser
dual pressure turret
10 vents 2 caps
engine upgrade (2x repair time)
I used the most flux efficient weapons i could find so i could spend a little more time hitting them with the short range cannon before backing off and venting.
I started as the Shadowyards Heavy Industries so my starter was an enlil (3 hard point omnies). At first i didn't have enough space to fit the timberwolf with engine upgrades, and kept getting caught by fleets a little too tough to handle. After several reloads (because i'm not above save scumming) i decided to shelve it until i had more levels. I bought a second enlil and did substantially better. Now that I have 32 FP I just use 3 morning stars (the SHI destroyer shaped like its namesake). At the moment i only dust off the TW to make speedy vendor trash runs to enemy factions.
I really like being able to retrofit ships to do what i need it to better, but the timber wolf doesn't feel like its better. Or even on par. I guess if i wanted a better combat hauler than the mule it fits the bill. I'm not here to whine and complain though. I like this mod and want to help it improve if i can. My art sucks and my coding skills are worse so all i have to offer is suggestions.
The ships should stand on their own right from the start.
Spoiler
For the timber wolf some possibilities are changing the ship system to flares, giving it higher inherent turn speed, venting, or capacitance. Or all of the above
More upgrades
Spoiler
Like an upgrade tree. Either monolithic or branching (or both)
wolf -> timberwolf -> direwolf -> winterwolf and so on
or
wolf to timberwolf then to fast wolf or flux wolf or cargo wolf or less FP cost wolf or chimera wolf (2nd omni hardpoint[because Cerberus fits hound better thematically]) and so on
Thats all i can think of now. I just typed wolf so many times it looks funny.
Glad you like the suggestions. I'm well aware that some of my suggestions turn out to be stinkers so salt as needed.
I like spinally mounted guns, and i like integrated weapons. What if the buffalo 2(3?) had a spinal integrated weapon? That might be amazing.
(prepost edit: yay mark 3)
Off topic story time!
Spoiler
I like the buffalo2. Its not a good ship, but once you have 3 ranks in the +%flux capacity skill you can slap on a shield. So right out of the gate if you choose something else both times. The buffalo2 is decent if you've invested in the missile skill. Its never what i use if i want to beat tough enemies, but its cheap and prolific so i don't feel bad about losing one(just be sure to use sealed doors to reduce crew loss). Its also got an ok base speed so i can avoid the tougher fights.
Sometimes for funsies i use whole fleets of buffalo2s to kill things. The most impressive one to date was the pirate carrier fleet with the venture in it. I suffered heavy loses, but those 2 levels were sure nice.
The mule is on the cusp of being a decent combat ship. With its medium omni and maneuvering jets it is good at staying at max weapons range. If it had another turret for pd up front and some flux and op upgrades i think it'd be on par with more combat focused ships.
The 12 FP (falcon?) cruiser is a little lacking in offensive power. I think giving it the tore up plenty treatment would remedy that.
How long are these tore up plenty ships supposed to be used?
Long narrative on my thoughts:
Spoiler
I gave the Talus a go on mostly vanilla (i have omnifactory installed). I'm bad at this game given the amount i've played it, it seems. Even lowly buffalo2s would give me a run for my money. I had to drastically alter the loadout to stand to win most of the time. Lots of MGs a swarmer and an annihilator in the turret. I dropped it pretty much immediately for a thrasher. The talus is a decent carrier though. 9 hangar space is usually plenty unless you want to use a fighter fleet.
I started a new save with the Sentinel, and enjoyed it more. I think the difficulty isn't much higher than the Talus. I immediately refitted it with 4 MGs and the annihilator though. I also lucked out early on and caught 2 buffalo2s that were under crewed nearly back to back. So i was able to quickly afford an enforcer.
I thought i'd try and capitalize on the 16 potential OP worth of missiles and go tech/combat. While it is rather impressive the frigate AI is too aggressive still and gets spattered often.
I haven't tried the rest yet. Based on what i've seen with these three ships i think i can make a good analogy about what using them feels like:
Imagine you are running a race. You know you're faster than the other guy so give him a head start (so its a sporting challenge). If you give him too much head start no matter how much faster you accelerate or how much higher your top speed he'll win still.
As it stands now it feels like the vanilla ships have too much head start. In this case the acceleration is the same because of the flat costs associated with adding weapons or vents/caps or mods. The other problem is the higher top speed is hard to achieve because even after i've gotten the +% vent and flux skills maxed it sill didn't really feel like it offset the lack of vents/caps.
Another aspect of the low flux ability is the fact that these ships have small shields (and Timberwolf's is fixed too). This means that these ships are running dashes instead of marathons. The other armor heavy ships have incredible amounts of armor(dominator venture) or dodge really good (hound shade afflictor). Or both (doom). The phase ships are a special kind of dodge, and require special fleets though.
The point is with lots of hardpoints and very little shield these ships are like strike craft, but lack the flux to really put the hurt on.
Alternatively when i under gunned or even left some slots empty i still had trouble doing enough damage to down things in a reasonable amount of time. Worse still i couldn't kite as well as with a hound so i'd frequently take heavy damage.
The TL;DR is i drop the starter ships very early on for vanilla ships. The talus was at level 8. While fun, using these ships is fun like using buffalo2s or shuttles; for the laughs or the challenge.
Spoiler
(http://www.blogcdn.com/www.joystiq.com/media/2009/05/k_raiden_snap.jpg)
?
Should probably stop derailing this thread nao >.>
I still have this thing spare since before, do you need parts or you might want the whole ship for torn up plenty?
Spoiler
(http://i.imgur.com/JetDeVZ.png)
Its complete with files and CSV lines and everything.
Use your imagination, thats probably the best advice i can give you as a fellow kitbasher, its a whole lot easier than drawing by hand, if a piece doesn't fit together properly, take another piece that looks good on both and smack it over the top and then do the same over and over.
Thats how you manage to take this.
Spoiler
(http://i.imgur.com/p3cTHd4.png)
and turn it into this.
Spoiler
(http://i.imgur.com/tBtFOQU.png)
Eric might have another approach, i'm sure he will be kind to share the secret behind his sprites with us ;)
From api/campaign/StarSystemAPI:
SectorEntityToken addPlanet(SectorEntityToken focus, String name, String type, float angle, float radius, float orbitRadius, float orbitDays);
void addAsteroidBelt(SectorEntityToken focus, int numAsteroids, float orbitRadius, float width, float minOrbitDays, float maxOrbitDays);
SectorEntityToken addOrbitalStation(SectorEntityToken focus, float angle, float orbitRadius, float orbitDays, String name, String factionId);
So, if the variable names are inot misleeding, the last two numbers in the addAsteroidBelt correspond to the minimum and maximum length of the asteroid orbital periods. I would guess that the asteroids have a period that is selected from a distribution between the two. (At least the belts look that way to me, with some going fast and others slow).
I want to like the lance, but I just can't. The sheer length of it, the trashy shields and that goddamn useless hypervelocity cannon just ruin it for me. Maybe you could consider making a carrier-convert out of a falcon? Or hell, just seeing any sort of core epoch midline carrier with two runways and a vanilla feel would be cool.
I made a carrier out of the Falcon, the Rook:
Spoiler
(http://www.tapapercraft.com/wp-content/galleries/stuff/n15_rook_carrier.png)
Well, since you want criticism and feedback, I'll give you my two-cents on the "Wrestler", since I love gunships.
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/wrestler_logo.png)
First and foremost, I love the look and the fact that it's just so forward-focused that you can tell it's a killer ship. The engines are also rather spread out which can minimize damage to them from missiles that get through. So, here are my pros, cons, and advice on possible improvement.
PROS:
+The rear turret is a godsend for taking out Salamanders. This, coupled with the wider engine spacing helps you avoid flameouts.
+Armor and maneuverability of the Brawler, two of it's best features are preserved.
+Kept the 2 Medium, 2 Small Ballistic hardpoint and Ammo Feeder setup, allowing for ridiculously good forward firepower.
CONS:
-Still really slow. At 90 speed, even though it's an improvement, it can still be outrun easily by even Cruisers/Destroyers. This makes it really necessary to put Augmented Engines/Unstable Accellerator in it, making it's rear-engine vulnerability more serious and potentially crippling.
-The front shield's arc is a bit small for as wide as the ship is. Lots of things will clip your flanks as you turn.
-OP is somewhat low for something expected to mount so much firepower. Especially when the Brawler tends to need a bunch of hull mods to make it viable as anything but an escort.
-Flux cap/vent rate is a bit low for something with so much firepower as well.
-This is the most important con, BY FAR. It reverses one of the key features of the Brawler: Instead of having it's two powerful weapon mounts close together and right up front, with the weaker ones off to the side, it has it's two weaker mounts up front and it's powerful mounts off to the side. While this looks incredibly cool, for practical purposes, it tends to space out the projectiles and make it very, very hard to hit smaller targets. Coupled with the inaccuracy of a lot of Medium Ballistics, this hits it very hard.
-That Universal Turret with the 360 Arc just feels...off. Aside from maybe an LR PD Laser, nothing you put there will have a long enough range to really do good PD work. And you don't really have the OP on the ship to mount something really powerful like an Antimatter Blaster there.
Suggestions:
-Do something about the wide arc of the two Medium Mounts. Perhaps swap them with the two Small Mounts and see how the ship looks/acts. Maybe change their arc too, so that they arc IN more and OUT less, allowing them to hit smaller targets close up.
-Slightly widen shield arcs so they cover a bit of the flanks while you spin around (Which you do a LOT in this ship)
-Possibly increase speed. Not too much, as it's still a variant of the slow-as-molasses Brawler, but at least a bit.
-Possible OP increase on the ship to allow for some better weapon mountings.
-Possible minor widening of the Rear Small Ballistic hardpoint's Arc so it can better hit missiles. ESPECIALLY since it has a very short range. This would be optional, however, as if you know what you're doing, you can get the Vulcan to take out Salamanders fairly well as it is.
-Possible tweaks to Flux Capacity/Flux Venting to help support it's weapons loadout.
-Maybe a name change to something more starship-ish?
Other than that, I'm loving it. If these things were in Excelerin, I'd have a perfect mod setup for Starsector.
I've run into an issue. And I'm sure it is due to something small that I am currently overlooking.
I've added the following lines to a Gen file:
CargoAPI cargo = iotaivStation.getCargo();
cargo.addWeapons("arbalest", 5);
cargo.addCrew(CrewXPLevel.ELITE, 10);
cargo.addCrew(CrewXPLevel.VETERAN, 20);
cargo.addCrew(CrewXPLevel.REGULAR, 40);
cargo.addCrew(CrewXPLevel.GREEN, 80);
cargo.addMarines(40);
cargo.addSupplies(160);
cargo.addFuel(160);
cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "boartusk_wing", null);
cargo.addMothballedShip(FleetMemberType.SHIP, "foxhound_Stock", null);
The above leads to an error.
The following should be added to iotaivStation. Unfortunately, the game gives me a null error. I have never before had trouble with adding cargo to a station. The only thing that I've found challenging in the past is adding a convoy to deliver goods.
Does anyone spot the issue?
I think you will probably want to add a hull rather than a variant:
cargo.addMothballedShip(FleetMemberType.SHIP, "foxhound_Hull", null);
But that won't throw a null error (it would throw a different error).
Has anything been assigned to the variable iotaivStation prior to the code block you pasted above?
Tore Up Plenty - Campaign V3 (http://www.mediafire.com/download/x7j7tmiwv594x91/Tore_Up_Plenty_Campaign3.zip)
Steady version. Lots of little tweaks. Including changes in orbital speeds.
Won't be updated for a quite a bit. Not until I have a bunch of new content to add. So enjoy! ;)
Here's also a nice little image with all the ships in the mod:
Spoiler
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/allships.png)
hmm, your error ?
Spoiler
28214 [Thread-6] ERROR com.fs.starfarer.combat.D - java.util.FormatFlagsConversionMismatchException: Conversion = h, Flags =
java.util.FormatFlagsConversionMismatchException: Conversion = h, Flags =
at java.util.Formatter$FormatSpecifier.failMismatch(Formatter.java:3995)
at java.util.Formatter$FormatSpecifier.checkBadFlags(Formatter.java:2905)
at java.util.Formatter$FormatSpecifier.checkGeneral(Formatter.java:2863)
at java.util.Formatter$FormatSpecifier.<init>(Formatter.java:2639)
at java.util.Formatter.parse(Formatter.java:2480)
at java.util.Formatter.format(Formatter.java:2414)
at java.util.Formatter.format(Formatter.java:2367)
at java.lang.String.format(String.java:2769)
at com.fs.starfarer.loading.specs.returnsuper.new(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialog$o.<init>(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialog.<init>(Unknown Source)
at com.fs.starfarer.coreui.refit.ooOO.super(Unknown Source)
at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.ui.OOoO.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Just downloaded the mod and now my game crashes.
eg : when refiting the hound in the first campaign mission
I really like those fighters. They got some Antediluvians vibes in their shapes. For the Zephyr, while he look pretty okay, i expected the colony ship to be a little more than "buffalo-ized" Atlas. I think it could be more different than the original hull.
BTW, here's a colony ship i found on the spiral arms thread. While it doesn't fit the Tore Up Plenty feel, i thought it could give you some ideas to improve the zephyr.
Spoiler
(http://i.imgur.com/KJ3tyRg.png)
Working hard on getting everything up to date. In the mean time:
Put this (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/TuP_logo.png) in your signature to support the mod and get a special starting ship send to you in the colour of your choice! 8)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Tore%20Up%20Plenty/thunderchild_choice.png)
I also post this error here:
28011 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException: Ship hull [zephyr] variant [zephyr_Basic]: slot id [WS0004] not found for weapon [lightmg]
java.lang.RuntimeException: Ship hull [zephyr] variant [zephyr_Basic]: slot id [WS0004] not found for weapon [lightmg]
at com.fs.starfarer.loading.specs.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.title.Object.for.Ò00000(Unknown Source)
at com.fs.starfarer.title.Object.for.super(Unknown Source)
at com.fs.starfarer.coreui.W.o00000(Unknown Source)
at com.fs.starfarer.ui.privatesuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.ui.oOo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.ui.oOo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.D.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.ui.oOo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.float.renderImpl(Unknown Source)
at com.fs.starfarer.ui.impl.I.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.ui.oOo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.title.OoOO.ôØ0000(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
The Zehpyr's name apparently conflict with the Zephyr from IFed mod.
Done so far for the coming update:
1.)-Re-balanced some hull stats
2.)-Added hull prefix "tup_" to prevent incompatibility (updated a whole load of files to include the prefix, like variants and strings)
3.)-Added the Void-class destroyer
4.)-Fixed supply consumption of fighter wings
5.)-Removed all individual ship missions and added a single mission containing all ships in the mod
6.)-Added a nice little icon for TuP missions, setting them apart from vanilla and other mods
7.)-Reworked all ship descriptions into a better format and expanded upon content
8.)-Added a station that sells all the TuP ships in Corvus
9.)-Added player portraits
Player portraits preview:
Spoiler
(http://i.imgur.com/L8dWSEa.png) (http://i.imgur.com/X7dWuNo.png) (http://i.imgur.com/OIVTw1b.png) (http://i.imgur.com/KQU1xUa.png)
(http://i.imgur.com/oYmIh9R.png) (http://i.imgur.com/vP5UOte.png) (http://i.imgur.com/70viZSD.png) (http://i.imgur.com/zMBTpcd.png)
(http://i.imgur.com/yOLjqy0.png) (http://i.imgur.com/H601eNW.png) (http://i.imgur.com/hMlWFMe.png) (http://i.imgur.com/xtrpUss.png)
(http://i.imgur.com/DMEXp3F.png) (http://i.imgur.com/mucJI6U.png) (http://i.imgur.com/mOh0LpN.png) (http://i.imgur.com/3M1DUvh.png)
(http://i.imgur.com/YHXBJSP.png) (http://i.imgur.com/86GztzG.png) (http://i.imgur.com/YTPX8Gp.png) (http://i.imgur.com/liqmQR9.png)
(http://i.imgur.com/rV96lNz.png) (http://i.imgur.com/MXL5d62.png) (http://i.imgur.com/aup5h1C.png) (http://i.imgur.com/dreFQ9s.png)
The scrapyards and debris fields that move in orbit of the Corvus Scavengers' station.
Spoiler
(http://i.imgur.com/EapSA7b.png)
This station is the early campaign integration of TuP. It is operated by the Corvus Scavengers faction, who spawn in the Corvus system and use TuP ships. The station sells all the TuP ships, but lacks supply convoys atm.
Hey Erick Doe,
don´t you think your new Battlecruiser ( Dreadnought Class) is a bit to strong?
At least I think it is.
Still I like it as it is. So there is no need to change it ;D ( could be my flagship for the future )
The Flux dissipation of 1000 is to high for only 1(2) Large and 2 Medium slots of ballistics ( Onslaught only 600 with way more ballistic slots )
-> I´ve set Vents to 50 and got more flux dissipation then all my weapons at the same time could do
The ship itself got a good armor and hull in comparison to its maneuverability and speed . So the weak shield isn't needed much. ( upkeep is high anyway )
The 2 build-in Harpoon look a bit odd due to the change in size. ( maybe turn them by 90° and change them to normal )
Spoiler
My Dreadhnought
Using Harpoon on the small missile and universal slots and Pilum on the 2 medium and large makes this a nice missile ship.
The 2 Medium ballistics are Maulers, the large one is a Mark IX Autocannon , they give a good firepower to your broadside and more worse if something is in front of you
The small ballistics are light machine guns and some dual .. don´t need that much PD ( arcs a small but still good )
Maybe i´ll use 1 medium for a dual flak and change smalls on sides to something offensive ( would increase my PD strength if needed but worked good without)
As long as I had ammunition , I didn't had to worry anything
Chronosfear
Edit : Oh you added music ;) ( Why does that music remind my so much of Mech Warrior ? :D )
Spoiler
(http://i.imgur.com/U7bwWml.png)
Eight new ships coming up. Also some tweaks and a new folder structure.
Next update will be released some time today (friday) or tomorrow (saturday).
Almost there!
Here's the Skylark service utility shuttle. Its arms can embrace all sorts of modules, such as cargo- and fuelcontainers, engines and additional weapons. In this case it is embracing two engines for extra speed.
(http://i.imgur.com/b7OiG5C.png)
I'll add a couple more variants of this ship.
Updated list of ships:
Spoiler
(http://i.imgur.com/O5zaHEo.png)
Crowding up the space around the Corvus Scrapyard:
Spoiler
(http://i.imgur.com/ZreLiLv.png)
Ships now move through the debris that clutters the station's orbit.
Also editing the Corvus' Scavengers faction to make them consistently low-tech. Using low-tech and low tier vanilla and TuP ships only (Moth, Talus, Tarsus, Boartusk, Talon, Dram, etc.). This is because I am adding a new and similar faction in Askonia that uses mostly higher tech TuP ships, like a broken off branch of Tri-tachyon engineers (Centaur, Medusa, Thunderchild, Owen, Longbow, etc.). Also, higher tier ships such as the Sentinel Mk2 and the Brawler Mk2 should be harder to come by, so these only get delivered to the stations through convoys and aren't to be found elsewhere (for now).
Reduced the size of the debris parts in the rings:
Spoiler
(http://i.imgur.com/WBTqynb.png)
Replaced previous portraits with old TuP portraits and some new ones. The previous portraits didn't really match vanilla graphics.
Spoiler
Wright Shipyards portraits:
(http://i.imgur.com/IJEQy0g.png) (http://i.imgur.com/n54sdl5.png) (http://i.imgur.com/HClLP2a.png) (http://i.imgur.com/EswjPu8.png) (http://i.imgur.com/90q9xkm.png)
Iota Defense Force portraits:
(http://i.imgur.com/ah2cMVF.png) (http://i.imgur.com/Eg37pYO.png) (http://i.imgur.com/86PM71U.png) (http://i.imgur.com/zKpxECU.png) (http://i.imgur.com/qzhOs4C.png)
Corvus Scavengers portraits: (yes, altered Project Batavia portraits ;))
(http://i.imgur.com/qwbXbrl.png) (http://i.imgur.com/LfrMCh8.png) (http://i.imgur.com/1US9DLm.png) (http://i.imgur.com/CdWWPWu.png) (http://i.imgur.com/NwObPkp.png) (http://i.imgur.com/QZiGwbl.png) (http://i.imgur.com/KFhMUVh.png) (http://i.imgur.com/1IGrTiu.png)
Miscellaneous portraits:
(http://i.imgur.com/gnw0ABP.png) (http://i.imgur.com/35BJNl1.png) (http://i.imgur.com/KjUWYjA.png) (http://i.imgur.com/aIDceKf.png) (http://i.imgur.com/k30Qnlt.png) (http://i.imgur.com/vfPTS58.png) (http://i.imgur.com/wYspoDv.png) (http://i.imgur.com/H732Wt3.png) (http://i.imgur.com/dWnWw6D.png)
Ships that are coming up:
Spoiler
(http://i.imgur.com/RQDtXNH.png) (http://i.imgur.com/BU5sAzD.png) (http://i.imgur.com/KRRyphf.png) (http://i.imgur.com/UCodAVv.png) (http://i.imgur.com/9Qn0GB9.png) (http://i.imgur.com/wpygBgp.png) (http://i.imgur.com/Octrl1F.png)
Left to right: Raider Mk2, Steer, Bloodhound, Timberwolf Mk2, Marshall, Perigee, Event Horizon
The Event Horizon-class Battleship doesn't really fit in with the rest of the mod so I'll probably keep that as a special mission ship.
Spoiler
(http://i.imgur.com/lv5tU5R.png) (http://i.imgur.com/JVDcved.png)
Old - New Overlord
The new one gets flightdecks, a built in Hellbore and an extra mount. Its also a bit bigger. It is supposed to be a capitalship afterall.
Whatever works for you, space cowboy! If you want to use the mod's sprites for your own singleplayer experience no-one's going to stop you. In fact, I applaud it and hope you'll have a blast. 8)
Also, there's a rumour going around that a certain someone is working on this mod right now, trying to bring it up to snuff. No promises here, but I endorsed their work.
Thanks, sorry if my original post seemed off-putting or aggressive or uncaring or whatever. At the time I was deep in getting to know how to mod the game myself and had made the Hermit flyable again plus I have my mental health to keep in check so one of the reasons my post was odd like that.
Anyhow glad to hear the mod is being worked on. I myself since the original post made Moth-class available for myself as an impervious ship (awesome 360 degree front shields) with a nasty/powerful mining laser (altered and separate weapon based on the thing from Tiandong mod) with those built-in missiles replaced with light auto-cannons (had to adjust symmetry for them for my own sanity).
Here's screenshots of it:
Spoiler
Voluntary picture deletion. Original image of a config modifed Moth-class (for personal in-game use only).
While we all anxiously wait for SS 0.8, I decided I'd try to implement something in 0.7.2. Here's the result.
Spoiler
Commander Alison DeMar, an up-and-coming officer of the Hegemony fleet in Corvus, recently conducted some successful raids against the pirates on Barad A. She deployed a sizeable force of marines to board a couple of pirate ships that survived the battles mostly intact. The ships in question were a Venture(D) and a Hound(D). Many commanders wouldn't bother to capture ships in such poor condition. However, DeMar had been looking for a way to establish trade relations with the nearby Corvus Scavengers and knew that they would be interested in the decrepit vessels. The ships were taken with few casualties, so DeMar sent her fleet to the Scrapyard station to make a special delivery.
(http://i.imgur.com/JAEgv3P.jpg)
She hailed the station. A shady-looking trader told her that Scavengers dropped off their unwanted hulls at the station's Shipbreaking Facility to be processed.
(http://i.imgur.com/FrLg1Sj.jpg)
Of course this was a donation, not a sale. She hoped it would pay off in the future when the Scavengers warmed up to her a bit and let her buy some of their higher-end ships. For now, all she could do was drop off the ships and hope it helped relations.
(http://i.imgur.com/FC7b6Dw.jpg)
Within a day of DeMar's delivery, shipbreaker crews started working on the wrecks. If she managed to seize any more unwanted ships, she knew where to bring them.
(http://i.imgur.com/qFObNZA.jpg)
Tore Up Plenty V7e (https://www.mediafire.com/?hwkhzgrg4i6gc2v)
As with other mods, be sure to delete your old TUP folder before unzipping this one. This will probably break existing TUP saves.
short changelog
Spoiler
Version 7e
----------
+ Added shipbreaking facility to Scrapyard. Prove your worth by donating scrap to the cause!
+ Scavengers no longer require commissions to purchase higher-end ships
+ Nerfed Talus's cargo and fuel capacity to 100 each
The Shipbreakers will not pay you but they will give you a rep boost with the Scavengers shortly after you drop off junk ships. You get a 3/6/9/12 point boost for frigates/destroyers/cruisers/capitals. Fighter wings are worth 2 points, but this will probably be pointless in SS 0.8 due to the upcoming changes in fighter mechanics. Thanks to Dark.Revenant, whose ship conversion submarket script gave me the basis for this script.
I may add some new Scavenger stations soon. Also since Alex mentioned the possibility of paying to remove (D) hullmods from ships in 0.8, I think I'll let the Scavengers provide that service at a lower price depending on your reputation.
Playing in Nexerelin currently on Corvus mode with version 7d and I saw something odd. Scrapyard has been captured by Shadowyards, but it seems that in a way that did not affect Corvus Scavengers.
In a way it looks like now Scrapyard is shared, with the screen when you check the market having Corvus Scavengers colors. When checking the maps it really just shows both of them own it. Trading with them seems to affect only Scavengers though.
Spoiler
(https://i.imgur.com/1BDzHNs.png)
(https://i.imgur.com/O52PLeR.png)
(https://i.imgur.com/rnJmwz5.png)
(https://i.imgur.com/IpYDJx1.png)
(https://i.imgur.com/pJKn9zs.png)
Just tried to take them over to see which side will be affected. Seems it was the Scavengers one.
Spoiler
(https://i.imgur.com/hYCIgei.png)
Feels as if I can access a different overlapping scrapyard, than the one other factions visit.
After taking some time to play the new version of vanilla Starsector, I decided it was high time for an update. First off I've added Version Checker support and changed version numbering a little. Instead of making this V8 I'm calling it 0.8 to correspond roughly with the current version of SS. Secondly, I've brought the Iota system into the campaign!
(http://i.imgur.com/q05pY4S.jpg)
(http://i.imgur.com/8k1Bx4R.jpg)
The Qat system near Iota is the new home of the Scavengers. They still maintain their existing station in Corvus but have expanded out to the frontier to avoid getting too much attention from the major factions. The planet Marawa is now their main shipyard. Both Marawa and the original Scrapyard have shipbreaking facilities. You will not get as much rep for ship donations as in the previous version now that hulls are easier to come by--currently you will get 1/2/4/6 rep points depending on ship size.
(http://i.imgur.com/cKTeXh4.jpg)
Full list of changes:
Spoiler
Version 0.8
-----------
+ changed version numbering, added Version Checker support
+ added two new systems, Iota and Qat. Qat's Marawa market has a shipbreaking facility like the Scrapyard
+ gave most ships at least 10% extra OP to compensate for skill tree changes
+ added Surveying Equipment hullmod to Void
+ edited variants to tweak hullmods and increase vents/caps where possible
+ flux dissipation on shieldless frigates (Foxhound, Wolfpack, etc.) has been buffed
+ tweaked carriers and fighters to work with new fighter bay system
+ changed Thunderchild's terminator drone system to PD drones
+ removed Raider Mk1, Mk2 is now renamed Raider
+ removed Mk2 ships from faction files (can still spawn in missions, sim, or via cheats)
+ removed Reinforced Corridors hullmod
+ nerfed rep boosts from shipbreaking facilities since hulks are much easier to come by
+ Corvus Scavengers are now hostile to pirates by default, inhospitable towards Hegemony, suspicious toward Tri-tach
+ small changes to existing descriptions, added flavor text for Scavenger comms and AI core exchange
+ removed some fighter wings in missions, replaced Afflictors in Broken Avenue with pirate Kites
Note that ships with Repair Gantry (specifically, the Overlord) now have a Salvage Gantry instead. This means the Overlord should be very nice for exploration missions as soon as you can afford its supply and fuel upkeep.
I reduced the number of ships available to the Scavengers in the campaign to hopefully iron out balance issues. Any suggestions regarding ship stats would be appreciated, as balancing is a never-ending process. The Mk2 ships could come back or maybe replace their Mk1 variants depending on how the current ship distribution works out. I'm sure I need to rework fighters some more...we'll see how SS 0.8.1 changes fighter mechanics.
Download Tore Up Plenty 0.8.0a (https://www.mediafire.com/?b5awjkog8isb33e)
Quick update to fix some issues.
0.8.0a full (https://www.mediafire.com/?b5awjkog8isb33e)
0.8 to 0.8.0a patch (https://www.mediafire.com/?1ki1zc21y50ee84)
Spoiler
Version 0.8.0a
--------------
+ changed cargo and fuel capacity for several frigates
+ reduced frequency of Scavenger ships in independent and pirate fleets
+ fixed Marawa market to avoid weird fuel prices
Starting ship selection is back! You can pick one larger ship for your flagship as well as a frigate, or just the frigate if you're a real psychogamer. This will conflict with any other mod that alters the starting options. For instance if you have Better Beginning enabled it will override this.
Download Tore Up Plenty 0.8.0b (https://www.mediafire.com/?rb74dawvwb8c242)
Spoiler
Version 0.8.0b
--------------
+ another OP bump for most ships
+ removed Reinforced Bulkheads from all variants that had it
+ slight buff to Marshall's speed and maneuverability
+ restored missing comm relay in Iota
+ new starting ship selection: one frigate and one destroyer/cruiser/capital
The Codex is a great reference but unfortunately you can't look at it while picking ships. Here's a quick and dirty summary of all the ships you can pick, in the order they appear.
Spoiler
Capitals
Cormorant: TUP's biggest carrier, sort of an improvised Astral. It has 4 fighter bays. Ship system: machinegun PD drones.
Damocles: Heavily modified Atlas. Actually is a large cruiser so I need to put it in the cruisers menu next version. Half the cargo capacity, but it has a fighter bay and enough guns to put up a fight. System: burn drive.
Dreadnought: Well, it's a dreadnought. Built from the wreckage of Onslaughts and includes one built-in Thermal Pulse Cannon. System: burn drive.
Overlord: A command ship that doubles as a salvage freighter with its built-in salvage gantry. It has enough weapon mounts to protect itself but should probably not be used offensively. System: burn drive.
Cruisers
Centaur: High-tech heavy cruiser, it can hit hard but is not super maneuverable. System: high energy focus.
Mace: Light cruiser. System: machinegun drones.
Perigee: Modified Apogee with an alternate weapon layout. System: sensor drones.
Phoenix: Civilian-grade cruiser. Has decent cargo and crew capacity, also has a fighter bay. I think of it as a faster less armored Venture, it can defend itself and contribute to a fight but should not get in the middle of it. System: laser PD drones.
Stampede: RAMMING SPEED! It has a powerful array of built-in mining weaponry. Keep in mind that even with the Stampede's high armor and hull, ramming will not always work in your favor. System: plasma jets.
Taskmaster: An extremely up-armored Dominator. It's a great tank but it's incredibly slow as a result. Good for defense and dumping missiles. System: burn drive.
Carriers include a mixture of cruisers and destroyers focused on carrier duty.
Hermit: Well-armored utility ship with a built-in Typhoon reaper launcher and a fighter bay. System: burn drive.
Lance: A Gemini with a much better weapons package and 2 fighter bays. System: reserve wing.
Rover: Not as well armed as the Lance but it's faster and has 3 fighter bays. System: targeting feed.
Talus: A carrier freighter, sort of like a Condor with more cargo space and small weapon mounts but only 1 fighter bay. System: laser PD drones.
Destroyers
Annihilator: Heavy destroyer with a built-in railgun, it packs a punch. System: flare launcher.
Barracuda: Solid midsize destroyer. System: maneuvering jets.
Buck: Hauls cargo crew and fuel equally well. Better armored than a Mule but all its weapon mounts are forward hardpoints. System: flare launcher.
Buzzard: Heavy destroyer/pocket cruiser with a lot of energy mounts. System: maneuvering jets.
Daedalus: High-tech destroyer with built-in mining blasters. System: phase skimmer.
Hedgehog: Has a deadly array of starboard-facing missiles but no shields. System: fast missile racks.
Jules: Missile barge. Lighter than the Hedgehog but it has shields. System: burn drive.
Marshall: A lighter alternative to the vanilla Enforcer. System: accelerated ammo feeder.
Void: Science vessel suitable for long-range exploration. It's fast for a destroyer and can defend itself. Built-in surveying equipment and high-res sensors. System: sensor drones.
Wildebeest: If the Buffalo Mk2 wasn't dangerous enough for you, try this. Has a built-in antimatter blaster and enough weapon mounts that you can do whatever you want with it. Like the Buffalo Mk2, it is unshielded. System: flare launcher.
Frigates
Bloodhound: A Hound with more of a bite. The hull expansions make it a bigger target though. Shielded cargo holds. System: accelerated ammo feeder.
Foxhound: A TUP classic, it's close to the original Hound but has better defenses. Shielded cargo holds. System: machinegun PD drones.
Icarus: High-tech, low-HP, meant to strike and flee. If you like the Hyperion you might like this. System: phase teleporter.
Moth: Heavy frigate based on a stripped-down Mule. System: burn drive.
Owen: High-tech defensive frigate. System: fortress shield.
Platypus: Small but dangerous missile frigate. System: fast missile racks.
Redstar: An optimized Wolfpack. Shielded cargo holds. System: flare launcher.
Ryker: Dram tanker with most of its fuel capacity removed in exchange for an integrated Hellbore cannon. System: flare launcher.
Sentinel: Modified Vigilance with a lot of mounts for high customizability. System: flare launcher.
Skylark SC: Hauler optimized for cargo. 120 cargo, 50 fuel. System: maneuvering jets.
Skylark SF: Hauler optimized for fuel. 50 cargo, 120 fuel. Also more fuel-efficient than the SC. System: maneuvering jets.
Striker: Modified Lasher with more mobility at the cost of the ammo feeder. System: burn drive.
Thunderchild: High-tech shuttle, extremely fast. System: laser PD drones.
Timberwolf: Lower-tech Wolf with a medium ballistic main mount and a lot of smaller mounts. System: maneuvering jets.
Underdog: Stripped-down Hound, extremely fast but also extremely fragile. System: maneuvering jets.
Wolfpack: Foxhound/Cerberus mashup, lots of weapon mounts but unshielded and a large target. Shielded cargo holds. System: flare launcher.
Wrestler: Modified Brawler with more weapon mounts. System: accelerated ammo feeder.
Thank you for the feedback! I adjusted the Buckler and Hawk behavior tags as well as the Buckler's engagement range. This seems to have fixed the Buckler's point blank bombing runs and the Hawk's tendency to dump its Sabot and flee. I have also increased OP cost and decreased armor and hull on all fighters. Finally I revised ship variants and made sure they saved this time. Here's the new update. It shouldn't break any saves.
Download Tore Up Plenty v0.8.0c (https://www.mediafire.com/?jw21ni36qyhd390)
Spoiler
Version 0.8.0c
--------------
+ lots of adjustments to fighters: lower armor and hull, higher speed, higher OP cost, revised behavior tags
+ another slight OP bump for all ships with fighter bays to compensate for the increased fighter cost
+ Rover burn speed reduced to 8
+ all variants revised to remove unnecessary hullmods and use the extra OPs
Aye, can confirm that also. Took a quick look at weapons and ships .csv files to compare with the new update's .csv files and didn't notice anything changed aside from the fact that why bloody heck is supplies/rec and supplies/mo still arse-backwards? ??? Let me demonstrate, default placement:
Spoiler
name,id,designation,system id,fleet pts,hitpoints,armor rating,max flux,8/6/5/4%,flux dissipation,ordnance points,fighter bays,max speed,acceleration,deceleration,max turn rate,turn acceleration,mass,shield type,defense id,shield arc,shield upkeep,shield efficiency,phase cost,phase upkeep,min crew,max crew,cargo,fuel,fuel/ly,range,max burn,base value,cr %/day,CR to deploy,peak CR sec,CR loss/sec,supplies/rec,supplies/mo,hints,breakProb,minPieces,maxPieces,number
Hammerhead,hammerhead,Destroyer,ammofeed,10,5000,500,4200,4167,250,95,,90,60,40,30,60,400,FRONT,,300,0.4,0.8,,,50,100,100,60,2,30,9,20000,5,12,360,0.25,8,8,,0.5,2,3,300
TUP's placement:
Spoiler
name,id,designation,system id,fleet pts,hitpoints,armor rating,max flux,8/6/5/4%,flux dissipation,ordnance points,fighter bays,max speed,acceleration,deceleration,max turn rate,turn acceleration,mass,shield type,defense id,shield arc,shield upkeep,shield efficiency,phase cost,phase upkeep,min crew,max crew,cargo,fuel,fuel/ly,range,max burn,base value,supplies/rec,supplies/mo,cr %/day,CR to deploy,peak CR sec,CR loss/sec,hints,breakProb,minPieces,maxPieces,number
Hermit,tup_hermit,Utility Ship,burndrive,11,3500,850,2750,0,225,95,1,80,50,25,25,30,400,FRONT,,90,0.3,0.5,,,25,75,100,150,3,60,8,30000,10,10,5,12,240,0.25,,0.5,2,2,40
It's just annoying to move that around or make sense at first, I originally when making a super hermit for my own use I spent hours trying to find the damn issue until I went "Argh, there's my problem!", you see I was confused and climbing up the walls because I didn't know initially why my combat readiness stuff and supplies to repair and their "decay" rate being at bonkers numbers as I was using default game's placement and TUP's Hermit data placement! :D
Woke up to a pleasant surprise: Nexerelin updated! So it looks like it's time to update TUP as well. Drokkath, I also cleaned up ship_data.csv a bit so it should be consistent with vanilla for your hacking pleasure. :)
Download Tore Up Plenty 0.8.1 (https://www.mediafire.com/?n23nle33le88rxp)
Changes:
Spoiler
Version 0.8.1
-------------
+ Nexerelin 0.8 support
+ ship_data.csv cleaned up somewhat
+ Talus cargo increased to 200, several ships' fuel efficiency improved, many ships' shield efficiency adjusted
+ fixed appearance of asteroid belts in Iota and Qat
This is just a quick release before I go to work today. Keep in mind that both Dynasector and Nexerelin override the starting ship selection. However, Nex includes some starting ship options for the Corvus Scavengers as with all other factions.
Indeed! :)
Been busy with very few other games lately, planning to do some weeks later or so another polymath Corvus Scavenger character run who's home is a modified and personalized Hermit-class, aka Hermit Mk2 due to being refitted with built-in hullmods from systems to health and hull in such a way that leaves the internal layout cramped and more like the corridors and rooms on the Nostromo from Alien movie.
Can think of my idea of the alternate Hermit I have, as the Torrens from Alien: Isolation game in a way. An upgraded wreck given life again and then some.
Star Trek Beyond's !SPOILER ALERT! Ye have been warned.
Spoiler
Like that scene where they make an old ship meant for only space travel fly again from its planetary bondage and prison, breaking it free and out and off the planet with it's now-beating heart of joy and freedom. *cue the epic Star Trek music*
Erick's new ships are in! Mk2 ships are back! I also tweaked the fleets in the missions a bit, mostly to get rid of fighter wings that don't have carriers as they can act weird in this version of Starsector. In some cases I added a ship or two to the player's fleet or removed ships from the enemy's fleet to try and balance things a bit. Mission 10 is the hardest in my opinion but it is doable.
The starting ship selection is updated. If you're playing with Nexerelin, use the ship selection randomizer to get some of the alternate choices. Also the Ryker and Hermit now have mining abilities to match their descriptions.
Download Tore Up Plenty v0.8.2 (https://www.mediafire.com/file/c577dpio6wfn635/Tore%20Up%20Plenty%20v0.8.2.zip)
Be sure to delete your old TUP directory completely before unzipping, I'm pretty sure overwriting the old version will break stuff.
Changes in version 0.8.2:
Spoiler
+ added new ships: Rurhland, Rurhland (P), Innogen, Sojourner, Buffalo XL
+ updated Overlord sprite, added built-in hellbore cannon and 2 fighter bays
+ all Mk2 ships are reenabled in faction fleets and markets
+ starting ship selection has been updated to account for new and returning ships
+ fleet distributions reworked to add more variety and allow vanilla scavenger fleets to use some TUP ships
+ standalone missions adjusted somewhat, background in missions 10 and 11 changed because incoming sabots blended in
+ lots of small stat tweaks, mostly nerfs to OPs on some ships, nerfed speed on Void
+ shipbreaking facilities give more rep
+ Scavenger banner color adjusted
+ (Nex) Ryker and Hermit now have built-in mining abilities
Brief description of the new ships:
The Rurhland frigate is a tanky low-tech freighter, not as much storage space as the Skylark SC but harder to destroy.
The Rurhland (P) has been given the pirate treatment, resulting in damaged armor and subsystems but also tricked-out engines and shielded cargo holds.
The Buffalo XL is an elongated version of everyone's favorite vanilla loot pinata. This one has 1.5x the cargo capacity and enough PD mounts to slightly increase survivability, plus machinegun drones.
The Innogen is a powerful but fragile destroyer with a large ballistic mount and medium missile mount.
The Sojourner is a high-tech reimagining of the Condor and Talus. Three fighter bays but only a few small weapon mounts. Slow default speed but also has plasma jets for bursts of maneuverability. Eats supplies like candy.
Lore, loadouts, and abilities for these ships are not set in stone. Any suggestions would be appreciated.
And with that, I'm going to stop staring at Starsector for the night. Have fun!
Browsing the forum earlier, I noticed Histidine mentioned a problem where mod factions would fail to post bounties in a randomly generated sector if the mod didn't force a certain function to be called. Easy enough to fix. I also have some tweaks for the Innogen so it seems like a good time for an update.
Download Tore Up Plenty v0.8.2a (full mod) (https://www.mediafire.com/file/iwavquw77mjk96g/Tore%20Up%20Plenty%20v0.8.2a.zip)
If you already have 0.8.2 just grab this small patch and overwrite where necessary.
Download v0.8.2->0.8.2a patch (https://www.mediafire.com/file/fv6kdf7ulb8je99/Tore%20Up%20Plenty%20v0.8.2a%20patch.zip)
Changes:
Spoiler
Version 0.8.2a
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+ (Nex) Scavengers properly offer bounties when using randomized sector
+ tweaks to Innogen: longer flames on engines, small hybrid mount is now small universal, more hull, lower supply cost
+ Zephyr's description now shows up properly
+ slight filesize reduction for mission icon PNGs