Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: sadlywish on May 10, 2013, 10:58:02 AM

Title: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: sadlywish on May 10, 2013, 10:58:02 AM
(http://i.imgur.com/Nn8mQMt.jpg)

Author: sadlywish(Code) ,Fairy Queen(Model)

This mod is a total conversion
FairyQueen holds copyrights of all ship sprites within this mod.
Please do not integrate this mod into any mod compliations, thank you.


Translate by Andy H.K, special thanks.
Hope everyone like this mod.

If you have downloaded previous versions, please download the patch
If you did not download, please download the FIX version
To correct the problem that variants lead to
It seems that I need before going to bed good wash my brain ...
SORRY to all player.......

DOWNLOAD ver.FIX again (https://www.dropbox.com/s/fa4pm3csehzsqem/Fairy%20Empire%20EN%20Ver0.32FIX.rar)

DOWNLOAD FIX patch2 (https://www.dropbox.com/s/3pj6qu2zhq8s13o/FairyEN%200.32%20patch2.rar)

New factions
New Ships
Modular Tech 3 Ships
New Weapons
Enemies with Progressive Difficulty
Balanced, Enduring Combat
Trading System
Missions and Token System


New Faction:

Fairy Empire
A faction from a distant galaxy. Their ships are known for having tough defense and complex weapon systems.
(http://i.imgur.com/mFnwXlw.jpg)

New Stations:

Fairy Empire Temporary Outpost:
Headquarters of Fairy Empire within the Corvus System. You can purchase most Fairy Empire ships and weapons here.

Fairy Heavy Industries Temporary Dock (FHI Temporary Dock) :
Provides missions. This is also the place where you can exchange your tokens for powerful ships and weapons.


New Weapons:
Full range of weapons for your outfitting pleasure.


New Ships:
Complete structure of Fairy Navy ship classes.
Dreadnought and Titan ship classes.
Modular ship customizable via "'subsystem" hull mods.
Advanced ships for Hegemony and Tri-tachyon.


Complete re-balance of game mechanics:

Differentiated defense style (Shield VS Armor).
Hull mods to aid with armor defense style.
Larger difference in price between different ship class levels.
To facilitate huge and endured engagements, all weapons either do not use ammo or have regenerating ammo, although performances are still limited by cooldown and rate of ammo regeneration.


Powerful Pirates:
Pirate fleets that become progressively stronger and bigger as the player grows in strength.


A new way for character growth:
Increase your fleet points further by buying permits (up to a maximum of 420).


Trading System:
Make profits by identifying commodity price difference between stations.
Most of the items are not described in tradables
They have different prices in different space station

Fuel System:
Intra-system travel now use fuel! Refuel regularly or else....


How long can you survive? Join into the fray and find out.
The Empress await your service...

Weapons FX:
Spoiler
(http://i.imgur.com/QT3tVQ7.gif)
(http://i.imgur.com/Km5vw2v.gif)
(http://i.imgur.com/ZK5KKof.gif)
(http://i.imgur.com/BsdOfE8.gif)
(http://i.imgur.com/f2UqS2g.png)
(http://i.imgur.com/glsoxNJ.png)
[close]
Title: Re: Fairy Empire EN Ver0.32 [0.54.1a]
Post by: Sproginator on May 10, 2013, 11:03:37 AM
Very nice looking mod, Will try later if I have time
Title: Re: [MOD] Fairy Empire EN Ver0.32 [0.54.1a]
Post by: theSONY on May 10, 2013, 02:28:18 PM
the only one chinese ships design that i like




Title: Re: [MOD] Fairy Empire EN Ver0.32 [0.54.1a]
Post by: Spardok on May 10, 2013, 03:23:49 PM
Nice, been waiting for this.
Title: Re: [MOD] Fairy Empire EN Ver0.32 [0.54.1a]
Post by: Silver Silence on May 10, 2013, 03:28:46 PM
Hells yes. *downloaddownloaddownloaddownload*
Title: Re: [MOD] Fairy Empire EN Ver0.32 [0.54.1a]
Post by: Spardok on May 10, 2013, 04:19:16 PM
CTD

3161797 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [Restricted] not found!
java.lang.RuntimeException: Ship hull variant [Restricted] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.supershipPoint.spawnFleet(supershipPoint.java:26)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.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)
Title: Re: [MOD] Fairy Empire EN Ver0.32 [0.54.1a]
Post by: HELMUT on May 10, 2013, 04:25:17 PM
Ok i tried it a bit... And it's pretty cool mod with very nice looking ships. But is it supposed to be a total conversion (EDIT: It is, sorry i am an idiot who don't read...)? Because they are not really balanced with the vanilla ships (and when i say not balanced, it's the polite way to say overpowered beyond belief).

I have to admit i don't really tried the campaign yet. But for what i have seen until now, it seems it will provide a bunch of new mechanics to play with. Also is it possible that you explain a bit how work the new items and ship systems? Haven't really understand what they do.

Still. So far, so good.

Title: Re: [MOD] Fairy Empire EN Ver0.32 [0.54.1a]
Post by: Vinya on May 10, 2013, 07:04:30 PM
Really awesome. Awesomely OP, but still fun to play.


Also this.
Code
1718807 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [Restricted] not found!
java.lang.RuntimeException: Ship hull variant [Restricted] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
at data.scripts.world.supershipPoint.spawnFleet(supershipPoint.java:26)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.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)
Title: Re: [MOD] Fairy Empire EN Ver0.32 [0.54.1a]
Post by: sadlywish on May 10, 2013, 09:55:55 PM
CTD

3161797 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [Restricted] not found!
java.lang.RuntimeException: Ship hull variant [Restricted] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.supershipPoint.spawnFleet(supershipPoint.java:26)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.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)


I'm sorry
I change a little code befor I upload........
and it crash.....

OK,I fixed it~
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX [0.54.1a]
Post by: Spardok on May 11, 2013, 12:38:53 AM
Error again.

I didn't start a new game though, not sure if I have to.

876766 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [Restricted_Hull] not found!
java.lang.RuntimeException: Ship hull variant [Restricted_Hull] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.supershipPoint.spawnFleet(supershipPoint.java:26)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.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)

Title: Re: [MOD] Fairy Empire EN Ver0.32FIX [0.54.1a]
Post by: sadlywish on May 11, 2013, 12:43:23 AM
Error again.

I didn't start a new game though, not sure if I have to.

876766 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [Restricted_Hull] not found!
java.lang.RuntimeException: Ship hull variant [Restricted_Hull] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.supershipPoint.spawnFleet(supershipPoint.java:26)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.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)


Well ...... I know I had gone wrong ......
It seems that I need before going to bed good wash my brain ...
SORRY......
Title: Re: [MOD] Fairy Empire EN Ver0.32 [0.54.1a]
Post by: Andy H.K. on May 11, 2013, 08:25:20 AM
Ok i tried it a bit... And it's pretty cool mod with very nice looking ships. But is it supposed to be a total conversion (EDIT: It is, sorry i am an idiot who don't read...)? Because they are not really balanced with the vanilla ships (and when i say not balanced, it's the polite way to say overpowered beyond belief).

I have to admit i don't really tried the campaign yet. But for what i have seen until now, it seems it will provide a bunch of new mechanics to play with. Also is it possible that you explain a bit how work the new items and ship systems? Haven't really understand what they do.

Still. So far, so good.
You'll be glad Fairy ships are overpowered once you start to fight against Undying fleets and up.  :)

No, this mod is absolutely not vanilla balanced. That said, it does have a balance of it own since enemy spawns get more terrifying as you progress. Pro tips: think hard before you decide to increase your fleet points.

I will try to explain some of the systems:

Missions and Token System

Missioning is simple, you "buy" the briefing, you follow the instructions, you get paid credits, and rats, which is used as token.

The rats that you get from mission reward (and drops) can be use to spawn powerful weapons and ships in the dock. Take note tho that you still need to have the credits to actually buy it from the dock. (Yeah, first time I play, I "exchanged" for a Dragonhawk, and then have to grind the cash for it.)

Trading System

There are like 5 or 6 "trade goods" items available in various stations. They are priced differently in different stations. With some research, you can seek out "trade routes" and make a profit by buying low and selling high. This give players another non-violent way to make money.

Fuel system

Simply put, every ships in your fleet burn up fuel daily as you travel. There are consequences in case you run out of fuel, so avoid it at all costs.

T3 ships

You'll have heard of them if you ever played EVE online. In this mod these ships can have their attributes adjusted with dedicated "subsystem" hull mods. As you can imagine, they are very powerful and at the same time very hard to obtain. The only reliable way is via exchanging tokens.

It seems the T3 ships system is undergoing tweaks as we speak, I will try to obtain more information from SW before I speak more.


As for the unrest, it's up to you to find out in-game.  ;)
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: theSONY on May 11, 2013, 08:32:58 AM
according to the weapon info Light Plasma pulse beam should be Point defence  weapon but its just a regular one
& i belive there are few Tri tachion ships in the hegemony station ( the New ones) like Restricted class Titan Hull
+ few bugs with the mission (especially Hegemony deserters ) they eather won't spawn  or spawn near sun & dissapear in there
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: zeno0010 on May 11, 2013, 10:59:37 AM
Why haven't I tried this yet? ima do so now
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Sonlirain on May 11, 2013, 06:45:45 PM
Ok so my first impression (after playing several hours).

There is one thing i had to learn...

1 - All vanilla ships are either remade (the onslaught has over 8k armor here) or entirely USELESS (none of the fighter wings was changed) and the best way to start is to grab a hound and do some trading till you can buy a destroyer class cargo hauler from the faeries (the one with larva drones).
This ship can own almost every small pirate force (2 frigates + 2 wings) using the drones ONLY.

2 - Faerie fighters are INSANE. Even the lowly drones have 500 armor often come with a missile launcher AND you get them in swarms of 8-10 per wing... and that's just the drones (most basic fighters in the game).

3 - Money despite of the huge income from trade/wasting pirates en masse seems to constantly be a problem because everything is expensive and the players fleet tends to grow quicker than in vanilla.

4 - The sizes of battles can be insane even at the lowest difficulty (note that the fleet points were modded so usually entire fleets can enter battles without problem) only the ridiculous OPness of the faerie ships can save you when the ENTIRE armada attacks you at once (and note that some vanilla ships got some major buffs)

5 - The remade skill tree is nice and makes sense... but you might have a problem with it if you used to go full tech.

All in all it's a very good mod and IMO the one that's closest to making Starsector look like a complete game.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Arumac on May 11, 2013, 08:43:22 PM
Yea, I've got to say, from a balance perspective, the Fairy faction is painfully unbalanced. If you wanted to attack them to get their ships, rather than farm missions and money, it's virtually suicide. Heck, even with the super pirate fleets the Faries are super overpowered.

From a design standpoint I like the adjustments to combat, the regenerating ammo is nice, and makes combat faster, which is a nice change of pace. It seems like you sped up projectiles as well, which I absolutely approve of, it's nice to have an assault chaingun fire bullets that move at the speed of bullets. I didn't get to try the subsystems, seems like a lot of work to me :(

The Fairy weapons were all pretty cool, I liked most of the effects, and I also liked the graphics on the weapons myself. They were for the most part monochromatic, and dark, which I actually have no problem with at all. Again I find that to be another nice change of pace.

The ships on the other hand seemed bland and too similar until you got up into the Capitols.

I liked the progressively more difficult pirates, but it seems like the Tri-Tachyons got no love at all :(

Overall I found the mod to be pretty fun, personally I found the new pirate fleets and the weapons made the mod (Especially the giant dual cannon with the massive explosion radius).
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: NITROtbomb on May 12, 2013, 12:13:28 AM
absolutely love the mod, but i find fuel to run out far to quickly maybe make it last a bit longer.
otherwise the mod is epic.

best thing to do is run to the fairy base and upgrade your ships to have their weapons then you can own the pirates.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Spardok on May 12, 2013, 01:49:44 AM
Whats the reasoning for the dawn II class only having 270 fuel space?
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Wyvern on May 12, 2013, 09:34:55 AM
Well, I was going to try this mod... but it seems to be packaged as a .rar instead of a .zip file.  :-(
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Arumac on May 12, 2013, 09:46:01 AM
Well, I was going to try this mod... but it seems to be packaged as a .rar instead of a .zip file.  :-(

Just use 7zip
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: theSONY on May 12, 2013, 09:52:17 AM
Later in the  game the Pirate spawn rate is TOO DAMN HIGH !  :P
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Wyvern on May 12, 2013, 05:58:33 PM
Well, I was going to try this mod... but it seems to be packaged as a .rar instead of a .zip file.  :-(

Just use 7zip

I use a mac.  .zip is convenient and works for everyone; .rar does not.  Why would you prefer to use .rar?
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Arumac on May 12, 2013, 06:50:35 PM
Well, I was going to try this mod... but it seems to be packaged as a .rar instead of a .zip file.  :-(

Just use 7zip

I use a mac.  .zip is convenient and works for everyone; .rar does not.  Why would you prefer to use .rar?

I've heard .RAR archives have better compression. Also, there's lots of .RAR extractors for Mac. I use an unofficial version of 7zip for Linux and it works great, I saw they had one for Mac.

Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Vinya on May 12, 2013, 10:15:10 PM
Yeah, .rar files compress data muuuuch better.


Das whatchu get for using Skynet computers.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: HELMUT on May 18, 2013, 07:34:27 AM
I played the campaign in depth. And it's good. Nothing much criticism to say, everyone before me already say it all. Just a question, what does the Battle module system does? It say it improve the offensive capacity of the ship, but what does it do exactly?
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Sonlirain on May 19, 2013, 04:20:22 AM
It improves the rate of fire and range (probably damage as well but i'm not sure).
Especially the range... dear got the range... it's like multiplied tenfold making it possible to use linear cannons to snipe across the map (it seems overpowered till you meet moblie fortresses).

Turning on the module disables shields (for a pretty long time) and most of the thrusters (you can still strafe with limited speed).


As a pet pewee i'd like to say... while i love the large caliber mortars/cannons (especially with the module) they are more dangerous to your own fighters then to the enemy.
That splash is just ENORMOUS.
Not only they splash damaging (and usually killing)  entire fighter wings but they destroy missiles as well further reducing your DPS).
Imo reducing the splash area by half or limiting it to the fireball created by the shell would let the player use both fighters/drones AND those guns without constant losses.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: maximilianyuen on May 20, 2013, 10:29:47 PM
is there any detail page about the development team? Its ok to be a chinese web page :)
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: maximilianyuen on May 21, 2013, 10:26:30 PM
a great mod and certainly will keep it

bugs

1) the first mission from Fairy cannot be done, i went to the Hegemony station within 8 days and nothing happened.

2) the Fairy carrier can't dock the fighter/drone properly, right during the docking the fighter become debris floating over the carrier and crash

3) fuel is too expensive and use too fast, and one of the Fairy ship(battle crusier?) has 270 fuel capacity where it should be 2700
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Sonlirain on May 22, 2013, 10:40:55 AM
a great mod and certainly will keep it

bugs

1) the first mission from Fairy cannot be done, i went to the Hegemony station within 8 days and nothing happened.

2) the Fairy carrier can't dock the fighter/drone properly, right during the docking the fighter become debris floating over the carrier and crash

3) fuel is too expensive and use too fast, and one of the Fairy ship(battle crusier?) has 270 fuel capacity where it should be 2700

1 - You have to drop/sell the cargo to the station. The cargo should appear after takin off from the fairy station.
2 - Fairy drones have a system that unleashes another drone basically doubling their number. Those drones however are destroyed when the lead drone dies or the flight docks in a carrier.
3 - It's cheap enough if you trade a lot (and you should). Agree on the BC low fuel.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Silver Silence on May 23, 2013, 09:33:43 PM
So I just noticed missiles have near unlimited ammo. And the Pilum shoots 9 missiles at once. And on the Vigilance, it SPAMS those missiles at incredible speed.

Oh my (http://www.youtube.com/watch?v=v3cRWJcZjW4).
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Sonlirain on May 24, 2013, 11:16:32 AM
So I just noticed missiles have near unlimited ammo. And the Pilum shoots 9 missiles at once. And on the Vigilance, it SPAMS those missiles at incredible speed.

Oh my (http://www.youtube.com/watch?v=v3cRWJcZjW4).

You should see the pirate battleship with it's harpoon launchers.
I don't remember the actual # but its like 16 missile launchers launching over 10 missiles each.

It looks like a missile tidalwave.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Silver Silence on May 24, 2013, 11:02:12 PM
I haven't checked out the Fairy ships yet. Stranded from being out of fuel. Should probably look to trade, but egh...


EDIT:
Also found the black market earlier. "What the act- Is that a station?! Tha hell is that thing? Oh, it's the Black Market. Hurr.."  < My reaction.


DOUBLE EDIT:
"Those anti-ship missiles seem so OP. Burst universal missile sprays already seem so OP. *fights a harasser fleet* Nope. Definitely not OP. Buffalos OP." Can you say Macross Missile Massacre?
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: maximilianyuen on May 25, 2013, 11:59:31 AM
So I just noticed missiles have near unlimited ammo. And the Pilum shoots 9 missiles at once. And on the Vigilance, it SPAMS those missiles at incredible speed.

Oh my (http://www.youtube.com/watch?v=v3cRWJcZjW4).

You should see the pirate battleship with it's harpoon launchers.
I don't remember the actual # but its like 16 missile launchers launching over 10 missiles each.

It looks like a missile tidalwave.

i am surprise that my notebook didn't crash out of it.

missile is reloading way too quick and it's not acting like real missile (limited by the game engine i guess)

i will love this mod much more without the missile madness and the fuel system.

I am unable to earn money if not losing it when every refuel took over 20k credit and it last like a week only. and the fairy station only get 1000 fuel stock which is only 1/3 to my small fleet....

what keep me in the mod is the cannon, this mod got the best canon among ALL mods here, the look, the effect, the gun trail its just amazing to look at.

just the high explosive motor is again way OP that I killed myself from my own bullet shot on enemy ship half screen away which has the AOE that large...
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Silver Silence on May 25, 2013, 02:12:51 PM
Trade.

For me, I found a route collecting food at the Hegemony, dumping it at the TriTach for profit, then collecting machinery from TriTach and dumping it at the Hegemony. A couple runs of that got me a fairy spamtastic missile cruiser.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: theSONY on May 25, 2013, 03:07:13 PM
DA PRICES
Spoiler
                 lcompresed foodl Prec Mech Partsl  CoffelPower Corel Video l  Synth
Tri-Tach      l  126               l   56                l  387  l  1172      l 561    l   ---
Pirate         l 136               l   176                l  422  l  1290      l 561    l   66
Empire        l ---                l   49                l  136   l  1406      l 612    l  189 
independent l126                l   176               l  352   l  402       l  192  l   189
Hegemony   l 36                 l    192              l  422   l 1290       l  612  l  206
[close]
i got it written on peace of paper & got bored so i posted here if anyone wanted prices can be a little bit different  from here but not that much (the prices changes )
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Silver Silence on May 25, 2013, 04:42:55 PM
Ah, the independent black market is where to get the cheap cores? Time to go fill those freighters with power cores.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Sonlirain on May 26, 2013, 06:49:16 AM
Ah, the independent black market is where to get the cheap cores? Time to go fill those freighters with power cores.

I wouldn't use the cores to earn money.

Imo buying tea from the fairies and selling it... wherever is theb est thing.
Just buy a large freighter (or more) and go crazy.

Personally i think power cores and holofilm weight is bugged.
I had a fleet of 3 capital class freighters and could only take 150 of those before getting a high accident chance.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: joey4track on May 29, 2013, 02:12:43 PM
I think the most money comes from selling coffee and pills.

Would it be hard to add more factions to this mod? I know how to change it in order to be allowed to use other mods with it but does anyone know of any other faction mods that would be compatible with this? Hard to play now without the trading options, it really adds alot to the game but I would love to see this merged with something like Exerelin.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Sproginator on May 29, 2013, 02:42:33 PM
Hey Xangle, I'd love your help to incorporate your trading mechanics into my new community driven mod, would you mind helping?
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Silver Silence on May 29, 2013, 03:13:22 PM
I think the most money comes from selling coffee and pills.

(http://fc01.deviantart.net/fs40/f/2009/014/0/6/PILLS_HERE_by_TylerTheBox.jpg)



Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: sadlywish on May 30, 2013, 10:28:20 PM
Hey Xangle, I'd love your help to incorporate your trading mechanics into my new community driven mod, would you mind helping?
You got the wrong person = _ =
Xangle is the author of WWII ......
Trading system, I suggest, and fuel systems used together ...... but may also need to meet some systematic changes (such as access to modify the ship's route), because in the trading system, the amount of money in the hands of the players will be prohibitively high.
If you need to set the pattern of trade related information, I can arrange for you to provide (in fact, only one major XLS documents, used to complete the setting of price change price)
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Sproginator on May 31, 2013, 12:37:54 AM
Sorry man! I didn't mean to call you xangle. Really confused these days lol.

I'd still like your help though lol.

Mainly for scripting and stuff, but anything you can offer would be awesome!
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Silver Silence on May 31, 2013, 02:23:15 PM
If this mod isn't a one-hit-wonder and you plan to keep updating, could you REALLY tone down the convoys for everyone? The TriTach station seems okay as does the Pirate station, but the Hegemony station is overflowing with a good 40-50 capital ships. The Fairy station is filled with Dawns, type A and B as well as Lords and Dawn IIs. Also, the Dawn II's fuel capacity is gimped to all hell. Something like 270 fuel capacity when a Dawn type A or B has around about 1700. I think the Type A actually carries more than that.

Weapon balance? Oh, I haven't tried most weapons. I dislike "burst" guns. Ones that fire shots in succession. Autopulse is not an example of that, I can still control whether I want to fire one shot, or twenty. The Quad 3500mm, for example, fires 4 shots without the ability to interrupt. It is possible to vent to interrupt fire, venting interrupts everything, good for cutting short a ship system that's doing more harm than good like a rather stupid Burn Drive. But because of my dislike for such weaponry, I haven't used many Fairy weapons. Various small guns fire in two-shot bursts, the mediums have three-shot autocannons, large weapons have things like the Quad 3500mm. I have used the twin and triple 1400. They're quite nice to play with. Haven't used many Fairy energy weapons. Many are burst weapons and feel same-y. Some are just upgrades of each other. The Antimatter Torpedo and the Plasma Torpedo. One is just a straight-up upgrade over the other. Then there are some that are just the best. The Modulated Boost Lance, for example, blows all other small beam weapons out of the water. The Photon Machine Gun with it's 600 energy DPS reminds me of the Chainblaster from Project Ironclads, and even serves a similar purpose. A PD weapon that is easily capable of putting the hurt on ships. UNLIKE the Chainblaster, the Photon Machine Gun has a practically insignificant flux/s for it's DPS. And, as a small weapon instead of a medium like the Chainblaster, it is MUCH easier to fit on ships.

Aesthetics (the looks). For the most part, I adore the design of the Fairy ships. I love the clean, bold white and red paintjobs. I also like, but at the same time dislike the design of the weaponry. Many fairy weapons use the same image, making it hard to differentiate them at a glance in a station inventory. All large, medium and small missile launchers use the same general image. While a cool effect for making it look like similar hardware, it makes it almost impossible to know if I'm looking at an Anti-Ship VLS, a Firefly VLS or a UniMissile (Universal Missile) VLS. Perhaps a modification to the sprites, Anti-Ship launchers sporting lesser but larger ports, Firefly launchers sporting many small ports and keeping UniMissiles as they are. While most fairy ballistic weapons all seem to have their own image, many energy weapons do not, which again makes it hard to tell them apart at a glance. It's not like "Oh, that's a Hypervelocity Driver, oh, that's a Heavy Mauler". It's "Oh, that's a beam weapon. And that. That one too. And that too." Something else on the topic of the weapons, they're shadowed. That's not necessarily a bad thing, shadows help give a sense of size and shape in an otherwise 2d image. But the shadows are offset, typically as if light was shining from the top left. Which means one side of a gun is various shades of gray, the other is black. Lighting should as if it's being shone from above the ship, not in front or to the side. It's most noticeably jarring on ships that suffer that one-sided lighting as they turn, yet the lighting does not, as if the entire universe was spinning with them. The gray colour palette also makes it hard to differentiate ship from gun and gun from other part of gun. While I'm fine with the former, not being able to see which is the "business end" of a gun is somewhat strange.


You know, my original post was just that first paragraph, then I went off on a tangent.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Helios on June 02, 2013, 12:07:34 AM
Overall, I like this mod, though it still have room for improvement.

First, the pirates have WAY TOO MAY fleets, to the point late game performance is greatly reduced by the large amount of fleets on the map. The fact most of them are top-tier mega fleets didn't help either. The pirate mobile fortress should be a rare sight, like the Queen class, not some mundane ship flooding the universe.
(http://imgup.com/data/images/403.jpg)

Speaking of which, there's something that's always bothering me: how did BROADSIDE batteries managed to shoot STRAIGHT FORWARD!? They are supposed to have very limited firing arc, which only capable of shooting towards the side they are facing even if they are sponson-mounted, yet the fairies ship can fire both sides simultaneously at the same front target, even ACROSS IT'S OWN HULL. It seems their beam weaponry can fire without turning the gun, and barrels are just "emitters".
(http://imgup.com/data/images/404.jpg)
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Silver Silence on June 02, 2013, 03:09:24 PM
Perhaps some changes to their designs so you can see an arced slit in the hull where the guns should be? So it at least looks possible?  :P Probably also wanna move the hidden mounts , so they're actually inside the ship instead of floating in space on the edge of the hull.

And haha. Those pirate swarms. They will have their revenge! I've tried to make sure I keep my FP low to stop swarms of Undying fleets spawning in. As such, I'm only flying with one Dawn-B at the moment. (the energy variant, because 2000 DPS Guardian PDs are the bane of those pirate Harasser buffalo swarms)
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: SainnQ on July 06, 2013, 01:23:54 PM
Has anyone actually been able to defeat an Undying Fleet?

I just had one or two spawn in my system due to having a Dawn B Variant, and my Griffin Cruiser.

Update.

I singlehandedly killed nearly an entire Undying Pirate Fleet with at lvl 11, with a Dawn MK 2 Capital Ship.

The Eternal Class Dreadnaught is simply obscene. Jesus christ.


I had to run eventually, the thing just wouldn't show signs of slowing up and the sheer power reserves it had left it able to keep hitting me with a full volley despite being constantly at or between 80-100% hard flux

Edit: Trying to avoid double post. Is there a more lucrative means of farming Rodents? getting 4-5 per task when the equipment is costing, tens and thousands of rodents is kind of silly

Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Silver Silence on July 06, 2013, 02:59:43 PM
Just take your Dawn by yourself. You won't be stompy enough to spawn Undying fleets and thus you can just faceroll almost anything you come across with some autopulses fitted. IIRC, I actually refitted with Guardian PD and photon machine guns (if the Dawn B is the energy variant..). ALL PD weapons, yet so brutally effective because the Guardians have something insane like a 2000 DPS burst. 3 of them with HEF if I remember the Dawn B's ship system correctly. It's terrifying.

Fleets should just drop random amounts of rats, so farm away.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: SainnQ on July 06, 2013, 03:24:59 PM
Yeah I was going to do that, but I accidentally bought the Dawn Mk 2, which is a Tier 3 vessel.

Mounted Explosive Firefly launchers on it, (Large mount) Looks like something coming off a boss from frigin Gradius lol

I don't know what it is but it seems the turret mounts are lacking across alot of the ships.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: SainnQ on July 06, 2013, 04:58:22 PM
Would anyone know why some of the rodents show up as ship equipables?
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: xenoargh on July 06, 2013, 11:42:15 PM
Gave this a try.

Pluses:


Minuses:

Overall I really think this mod has a lot of promise, but needs a lot more work put into making it more about player skill and less about building incredibly OP ships using the only faction gear that's good to kill everything else, up until the point that getting enough Fuel becomes a serious issue.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Grug on July 06, 2013, 11:45:28 PM
-2/10 For name, didn't try.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: NITROtbomb on July 07, 2013, 12:25:48 AM
dont judge a book by its cover, you have to at least read the first chapter.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Grug on July 07, 2013, 12:36:23 AM
I can do one better. I read a review by a guy who read the whole book, and found it very lacking all around.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Flare on July 07, 2013, 01:41:04 AM
Isn't that the very definition of jumping on a bandwagon? You might like it if you play it :P.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Grug on July 07, 2013, 01:44:50 AM
I'm the best bandwagon-jumper there ever was, son.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: SainnQ on July 07, 2013, 05:08:32 AM
Anyone been able to grind out the cash for their own titan/dreadnaught Fairy vessel yet?
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: HELMUT on July 07, 2013, 06:49:04 AM
-2/10 For name, didn't try.

The name make me raise an eyebrow as well. But honestly you should still give it a try. Sure the mod need some serious balancing but it is still quite enjoyable. This mod is perhaps the most fun if you try the "one-man army" experience, playing one ship with maxed experience against a truckload of pirates.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: SainnQ on July 07, 2013, 07:37:34 AM
-2/10 For name, didn't try.

The name make me raise an eyebrow as well. But honestly you should still give it a try. Sure the mod need some serious balancing but it is still quite enjoyable. This mod is perhaps the most fun if you try the "one-man army" experience, playing one ship with maxed experience against a truckload of pirates.

I tried tweaking my game save to see how much easier the game would become with a Dreadnaught or Enchantress.

Bu it just showed up in a bunch of garble rather then code.


Suffice to say, I'm doing the one man army thing from the get go. And I'm pretty sure other people will too. Because if you get a fleet population rating anywhere near 50, you get Undying & Decimater Fleets.

The fact of the matter is the pirate faction is grossly out of line with the player progression and it'll outright destabilize the game if the player were to obtain any sizable fleet of any sort.

I.E a two carrier-cruiser and one battle-cruiser sized fleet, with a 4-5 fighter wing compliment. You're looking at decimator and Undying fleets if not something worse. Because the fleet value would be something like, 70 points total.


All I'm using is a Capital class freighter and a Dawn B-Energy variant, and I've got Decimators spawning.

Edit: After looking at my game again, I'm not sure it's the fleet size so much as it is the player level that determines outright the pirate fleet spawn assortment.

I'm lvl 22, and I've only got a fleet size of 37, so maybe it's my character level that's causing Decimater & Undying to spawn.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Silver Silence on July 07, 2013, 10:20:40 AM
Your maximum FP seems to make a mark, and then actually reaching thresholds will also cause the mega fleets to spawn.


-2/10 For name, didn't try.
As a mod that comes from the chinese or japanese (one of those far east countries) modding community, the name seems perfectly fine to me.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: SainnQ on July 07, 2013, 04:33:56 PM
So Silver, how is your game going? Have you been overrun by the pirates yet?


Edit: I don't know if this is a bug or not, but purchasing a Dawn Mk 2 automatically gives you access to all the unique subsystems, whereas apparently a Dreadnaught does not.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Silver Silence on July 08, 2013, 10:02:57 AM
Does it give access to the subsystems permanently, or just for the Dawn? From what I've seen, only certain ships have access to the systems, such as the rat-bought strategic ships.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: SainnQ on July 08, 2013, 07:35:33 PM
It only unlocks the subsystems for the Dawn Mk 2.

Honestly I've stopped playing full stop due to the Pirates.
I can't agree with their massive death fleets. They're pirates, not some centralized military force.

The Fairy forces don't field an armada anywhere near enough to keep them in check.

And at this point with my Dreadnaught & Dawn Mk 2 floating around.

There are Nightmare fleets being spawned. Which have an Eternal Class, and a Cromass-Class "Ordinance Ship"s leading them.

You can't get the capital up for a fleet that could easily counter these in order to get the pirate population under control.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: Silver Silence on July 08, 2013, 11:04:03 PM
As I only ever fly with one lone ship, I've never had much problem with the Undying fleets. My only experience with them is from getting a Restricted-class and smothering it in every level of laser. Autopulses, Pulse Lasers and IR Pulse Lasers with PD AI hullmod. Pewpew all the things. Except the Onslaughts and the kitbashed super Conquest which simply doesn't give a s**t for a good 2-3 minutes before it's armour starts to fail.
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: nb8 on January 07, 2019, 06:12:48 AM
Sory for necro, but topic starter was active today
can you please update what perfect mod for 0.9?
i still love world destroyer-class mobile fortress in my heart
Title: Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
Post by: L:atte Mint on January 07, 2019, 06:26:31 AM
Sory for necro, but topic starter was active today
can you please update what perfect mod for 0.9?
i still love world destroyer-class mobile fortress in my heart
Hmmmmm... The author of this mod is no longer updating it, sorry about that.
This MOD origin from a Homeworld RM MOD, if you like it, you may have a look (and prepare your google translate).