Fractal Softworks Forum

Starsector => Mods => Topic started by: Gotcha! on June 26, 2013, 09:00:47 AM

Title: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Gotcha! on June 26, 2013, 09:00:47 AM
This mod has been abandoned by its main author for now. If you want to update/remake it, feel free.
Otherwise, I might return when the full game is out and do it myself, depending on free time.

Added note: bombasticmori and NoFoodAfterMidnight have been very kind to their own 0.9.1a version, both downloadable below.

(http://avatar.home.xs4all.nl/signatures/hiigaran.png)

Hiigaran Descendants


Excerpts from a millennia-old Captain's Log, The Exile,
Spoiler
6510 GSY (Galactic Standard Year)
Look at what this war got us. The Bentusi are routing us all.
Why are we not giving up? Is this 'core' really worth the lives of millions?
I just got another report. Four of our fleets have just been destroyed around Angel Moon. Four! We can't put up a resistance to the Bentusi! Why aren't our superiors seeing this!

6510 GSY
Our fleet is demolished. Hiigara's military is basically non-existing. Still the damned core hasn't been given to the Bentusi. However, they stopped eradicating us. I guess that's something. But now what. We're helpless. If the treacherous Taiidani would want to make a move at us now, it would be our doom.

6510 GSY
I knew it. Reports are coming in, the Taiidani have started a war against us. That lunatic admiral Riesstiu will not rest until every last of our planets is in his hands.
Where are the Bentusi now? Rumours are they vowed to never wage war again, seeing the massacre they created. But this leaves us unarmed to the mercy of a bloodthirsty wolf!

6510 GSY
Apparently the Bentusi and the Galactic Council forced an agreement with the Taiidani. They stopped hunting our people. Their demand in return, however, is terrible. We are to leave Hiigara and the few planets still in our hands. An exile!
This is maddening. The Bentusi could stop this nonsense if they wanted. Damn their new-found pacifism!

6511 GSY
I've been commanded to captain one of the vessels that will take us away from here.
Most liveable planets are inhabited. Where do they expect us to go?
Seeing the ship I am extremely doubtful if we could even reach the edge of what was once our own space, let alone find an inhabitable planet. These transports were obviously constructed in a hurry.

6519 GSY
It's been years now. Most people are lucky to be sleeping in this rust bucket’s cryochambers. Three ships have already malfunctioned and either exploded or are lifelessly drifting around in space. Poor souls.

6521 GSY
Wormholes. They sometimes appear, only to disappear again years later.
We're near one, a six-month flight.

6521 GSY
I don't think we'll find a new home. Not in this ship and not in this area of space.
We have also been harrassed by the Turani. Eventually we'll have to pass through their space. I have no doubt that we'll be hunted down by them, for sport or for resources.
I've informed my crew that we'll be going through the wormhole, for better or worse. Some of the crew rebelled. I had no choice but to put them in cryostasis. The other captains have now labelled me as insane. Perhaps I am.

6522 GSY
It's been months since we passed through the wormhole. Ship sensors indicate the hole has closed again. We're alone. I am beginning to regret my decision, because, really, where the hell are we? Are we even in the same galaxy?
Hopefully I can hide my feelings from my already tense crew. There might be one bright point in all of this: I sincerely doubt any Taiidan or even Turanic raiders are hiding in this part of space.

6525 GSY
Land ho! Our sensors picked up an M-class planet in a small solar system. Arid, but liveable. Space isn't exactly a giant open planet-buffet, so this planet is what we should aim for.
We have agreed to name it New Hiigara.
We will make landfall within three months and will start opening up cryo chambers shortly after...

6531 GSY
It's been 5 years since the last person was pulled out of stasis. Terraforming and colonizing this planet is going smoothly, thanks to the technology onboard our prison ship. Our first city has already been founded, build out of the ship's hull, and our scientists and engineers are working around the clock to provide our people with advanced technologies.

Arid this planet may be, it's rich in metals.
We've already begun to create our first spaceships to explore the other planets in this star system.

6535 GSY , 2840 Anno Domini,
Incredible! How can this be? I just got reports that one of our recently launched scouts had contact with other humans. Non-Hiigaran or Taiidan humans. How can this be? What are the odds?
Their fleet was massive. Thankfully for us they were somewhat neutral. However, we cannot have any risks. Our council will be commencing a meeting soon to discuss  the start of building our own fleet. In my opinion, the sooner, the better.
[close]

The landfall on New Hiigara:
Spoiler
After sensors picked up the planet that would soon be called New Hiigara, the prison ship Khar-Sala spend three months travelling there due to its low-tech drive engines.
The landing was not without problems. The ship was build like a brick and landed like one. It would never fly again. A great number of people were severely wounded or even died after the harsh landing.

The captain did live to tell the tale. It can be noted that this might have been a bad thing for him, because many of the awoken Hiigarans were not happy after finding out their home planet was out of their reach forever.

Using building-sized air filtration devices, the first thing Hiigaran onboard scientists did was creating a safe breathing perimeter around the ship. Although the air on New Hiigara had oxygen, it was not enough to breathe well, and airborne bacteria needed to be removed as well.

In the following five years this perimeter was increased as more and more people were awoken from cryo-sleep. Around four hundred thousand people were eventually walking around on the planet, either in safe-breathing zones or out in the vast deserts and rocky plates with the help of oxygen masks.

The hull of the Khar-Sala was used to build the first New Hiigaran city, Sala. To date still the largest city on New Hiigara. Now a giant plasti-glass dome, safe from the harsh dry air outside.

It did not take long before Hiigaran scientists and engineers created the first mining drills and metals and a dark-bluish sludge were dug out of New Hiigara's crust. The sludge seemed to be a remnant solution of mass bacteria death, once alive millions of years ago. Until they had the means to manufacture their own synthetic oil this substance would do fine, smearing the giant gears of New Hiigara's rapid growing industry.

In over a hundred years Sala grew to be a gigantic dome, expanding hundreds of miles and two heavy industrial cities were completed. Five gigantic biodomes were created as well, near the planet's few lakes.
Population had boomed and now millions would live in New Hiigara's cities, biodomes and spaceships.

New Hiigara was flourishing.
[close]

The Council of Kiithid:
Spoiler
The Hiigaran people are separated into many houses, or families if you will, called Kiith.
Members of Kiith Ferriil, Gaalsien, Hraal, Jaraci, Kaalel, Magann, Manaan, Nabaal, Paktu, S'jet, Sagald, Siidim, Soban, Somtaaw and Tambuur were all represented onboard the Khar-Sala.

After landfall, the only right thing to do, at least according to the elder people of each Kiith, was to appoint a spokesman, a president, which would represent the Kiith's wishes in dayly council meetings. Fifteen people would represent the Council.
Although most Kiithid had their own political system as well, the Council held the final word.

It is interesting to note that the first agreement the Council made was to banish the Khar-Sala's captain  and every crew member that had agreed to go through the wormhole. The idea that Hiigara could quite possibly not even be in this star system weighted heavily on the New Hiigarans' minds.
[close]

New Hiigara and The Domain:
Written by echosierraalpha
Spoiler
When the New Hiigarans first made contact with the Hegemony shortly after clawing their way back up into the stars, all efforts were made to conceal the location of New Hiigara from the Hegemony in order to safeguard its safety. At the time, the New Hiigarans were not the military and industrial juggernauts they are today and as such, its best defense lies not in its military, but rather in its secrecy. Still, surprised and immensely worried by the huge discrepancy in military might between the two powers, and mindful of possibly becoming a vassal state should the Hegemony chooses to exert its will on the fledgling world, the Council of the Kiithid unanimously voted to use every resource and tap every pool of talent at its disposal in order to establish a potent military capable of fending off any and all threats. The greatest minds of an entire generation – combined with the manufacturing might of Kiith Hraal and Liir, amongst others, were dedicated to the sole, brutal task of creating fleets of ships equal to any navy in the sector.

Even as the New Hiigarans forged its new instruments of war, however, a significant amount of effort was put into contacting and establishing relations with the Hegemony. Through years of successful diplomacy, in no small part due to the efforts of Kiith Manaan, the New Hiigarans slowly came to learn the inner workings of their new home. Tech transfers, star charts, resources and info dumps were traded between the two, as were more esoteric things, like history and art. However, with survival on the forefront of the nation’s agenda, such trivialities were abandoned in favor more pressing and practical concerns.

Years pass, and what was once a civilization that was all but defenseless grew to become a local power that would give even the mighty hegemony pause. However, this rapid level of development was not without its costs. Its people, many of whom were physically, mentally and spiritually spent were getting frustrated. After years of preparing for an attack that never came, and a betrayal from the Hegemony that never materialized, many New Hiigarans grew disillusioned with the Council. Some Kiithid wanted to continue expanding their military, with the hopes of one day becoming the sole power in the sector, while others were more than content with what they had. Eventually, the latter group prevailed, and the New Hiigarans settled on a more leisurely rate of expansion. Factories and shipyards, once dedicated to the construction of military vessels, were now repurposed in order to produce civilian goods, and the brilliant minds that were once tasked to create a new generation of weapons now had the time to pursue their own interests. As such, it wasn’t long before a new discovery was made, one that shook New Hiigara to its very core.

New Hiigaran scholars, for once with time on their hands, poured through the history of the hegemony. Of particular interest to its scholars, in part due to its potential applications for New Hiigara as a newly-established power, is its founding. It is here that they learned of the fall, of the Domain and, most importantly, of the gates. Having lost the ability to create hyperdrives, and with no access to a core, the New Hiigarans had to resort to using the same wormholes that the locals use for extra-solar travel. These wormholes, while extremely useful as a mode of local travel, were simply not sufficient to travel across galaxies, let alone between them. Thus, when the Hiigarans learned of the Domain of man and of its wondrous gates capable of hurling a ship across the galaxy in an eye blink, it didn’t take much for the New Hiigarans to realize its potential applications. In particular, should the new Hiigarans discover the secrets of the gates, they may well find a means to return home.

 Up until that revelation, any and all attempts at returning to Hiigara was seen as an impossible endeavor. The massive wormhole that brought them here from another galaxy has since collapsed, and what few wormholes that did remain only led to local areas. As a result, when the news of the discovery broke, the entire population was once again galvanized. However small a chance of success, the mere possibility of returning to Hiigara someday was enough to send morale soaring. The men and women of New Hiigara who, mere months ago, were adrift without purpose or guidance threw themselves at their work once again, this time not out of fear, but out of hope. For the second time within a generation, the entire populace pooled its resources for a singular goal – to gather the resources and the knowledge necessary to return to their home world.

Unfortunately, this new wave of expansion did not go unnoticed by the locals. Ever since the Hegemony discovered the location of New Hiigara, The Navy had kept a close eye on the growing power. Though the Hegemony does not have the resources to take over the growing power without taking severe casualties in the process, it was always comforted by the knowledge that, when push comes to shove, they would come out on top. However, this new, rapid pace of expansion threatens to upset this status quo, and it wasn’t long before Hegemony High Command dispatched a massive fleet to the area as a way to send a strong message to the Hiigarans, as well as act as a delaying force should the Hiigarans initiate hostilities.

The deployment of such a large fleet, however, was not without its own unintended consequences. Rumors were abound on the final destination of the fleet, even before it left its moorings. Many of these rumors were nothing more than exaggerations and flights of fantasy, while others came dangerously close to its mark. In either case, curious adventurers, bold explorers and greedy pirates were already waiting by the time fleet left the port, and despite the best abilities of the Hegemony fleet, they were unable to shake the fleets of ships tailing them. Despite the compromised nature of their mission, however, the fleet was given the go-ahead to transit to the outskirts of Hiigarans space and establish a forward operating base in a nearby star system. Alarmed both by the presence of the Hegemony fleet and the unknown fleets tailing it, and fearing an imminent invasion, the New Hiigarans placed their forces on high alert and cut all ties with the Hegemony, and while the two powers have not yet shown any signs of overt hostility towards each other, both treat the other with suspicion: one driven by seeing the other as a growing threat to its rule, the other as would be conquerors who brought with them the dregs and criminal elements of their society in order to spread lawlessness and terror in what was once a quiet corner of the sector.
[close]

Credits:
Spoiler
Huge thanks:
Original ship art and turrets (used with permission, this guy's awesome):
Kalthaniell (http://www.matrixgames.com/forums/tm.asp?m=2845072)

Original image used for portraits:
Guesscui (http://cghub.com/images/view/141304) (Link has died.)

Planet art:
Duael Designs LLC & Robert Stein (http://freebitmaps.blogspot.nl) - New Hiigara
Planet Creator, Christian Hart - Jakuul, Koya, Daiamid, Maal

Special thanks:
- bombasticmori, for churning out 0.9.1 updates of this mod.
- Trylobot, Trylobot's STARSECTOR Ship Editor. Seriously, you, sir, are awesome and I salute you. I can't imagine having to create ships without it.
- Thule, for allowing me to adapt his 'contract' script.
- LazyWizard (http://fractalsoftworks.com/forum/index.php?topic=3173.0) <3
- Wyvern and Lazywizard, for their Saved Variant Extractor.
- Fractal Softworks, for allowing people to create modifications and, ofcourse, creating this game.
- Relic, r.i.p. Thank you for blessing the world with two great games. /melodramatic
- megal00t and Relic, Homeworld 2 cruiser, carrier and corvette render.
- echosierraalpha, New Hiigara vs The Dominion story.

Thanks:
- silentstormpt, for directing me to LazyWizard's guide.
- IceXuick, for his sheet of doodads. Could lazily decorade my huge laser cannon with it. <3 Laziness
- Ember, testing, with video feedback even.
- Silver Silence, testing, feedback.
- echosierraalpha, Lore Keeper
[close]

Tools used:
Spoiler
- Trylobot's STARSECTOR Ship Editor, (http://fractalsoftworks.com/forum/index.php?topic=375.0)
- Saved Variant Extractor, (http://fractalsoftworks.com/forum/index.php?topic=5463.0)
- NetBeans IDE 7.3.1,
- Adobe Photoshop CS5,
- OpenOffice Calc 3.4.1, the poor man's MS Excell. Well, at least it worked, sort of.
- Notepad++
[close]

Screenshots:
Spoiler
The Qwaar, in all its glory:
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen1.png)
Empty the batteries!
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen2.png)
The Jnaar in action. Incidentally, it got ripped to shreds.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen3.png)
My face! It's melting!
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen4.png)
My gun is bigger than yours.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen5.png)
Home sweet home.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen6.png)
Letting out the dogs.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen7.png)
[close]

Huge picture with all ships in it:
Spoiler
(http://avatar.home.xs4all.nl/downloads/Starsector/HDShips.png)
[close]

Download:
Mega.nz, bombasticmori, 0.9.1a (https://mega.nz/#!xR9xAKaI!gAeV1U1OzaAWr_0cRF1p1W2PVllY5x56WRHnr2PoVcg)
Direct link from Gotcha! (https://avatar.home.xs4all.nl/downloads/Starsector/HiigaranDescendants2.0.4_bomb.rar)

MediaFire, NoFoodAfterMidnight, version 5, 0.9.1a (http://www.mediafire.com/file/acwoo3xi9064eah/Hiigaran_Descendants_v5.zip/file), REQUIRES MagicLib! (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
Direct link from Gotcha! (https://avatar.home.xs4all.nl/downloads/Starsector/HiigaranDescendantsv5_NFAM.zip)

[LazyLib is required!] (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

We hope you'll enjoy it!

- Gotcha!, bombasticmori, NoFoodAfterMidnight
Title: Re: Hiigaran Descendants v1.00
Post by: Gotcha! on June 26, 2013, 09:01:09 AM
(reserved)
Title: Re: Hiigaran Descendants v1.00
Post by: Sproginator on June 26, 2013, 09:20:27 AM
Very snazzy!
Title: Re: Hiigaran Descendants v1.00
Post by: mindlord on June 26, 2013, 11:46:56 AM
Homeworld is one of my favorite series. I will stay tuned to this mod.
Title: Re: Hiigaran Descendants v1.00
Post by: phyrex on June 26, 2013, 12:00:50 PM
WOW  :o

i just LOVE those sprites, theyre insanely cool !!!
Title: Re: Hiigaran Descendants v1.00
Post by: IceXuick on June 26, 2013, 12:25:44 PM
Wow indeed! I hope i get half that far one day!
Amazing stuff, also with all the links.

Was the NetBean thing really important? I'm still coding in a text editor (Sublime Text 2).
But i guess the netbean stuff makes things better or easier to manage?
I'll check the tutorial/tips.
Title: Re: Hiigaran Descendants v1.00
Post by: Gotcha! on June 26, 2013, 01:04:34 PM
Thanks, all. :) Hope you're enjoying it.
I'll be making some more weapons now.

@IceXuick: That netbeans is really great. If you follow LazyWizard's guide then it'll show all the errors you're making, on the fly.
It's like a teacher constantly peeking over your shoulder to see if you're doing it right, and if not, to correct you.
Couldn't have done it without it. :)
Title: Re: Hiigaran Descendants v1.00
Post by: Zantiszar on June 26, 2013, 07:43:47 PM
Has anyone tested this with uozmod ?

Because this looks freaking awesome also
 OP are you in the future going to put in Vaygr ships
 so we can missle spam the hell out of things
Title: Re: Hiigaran Descendants v1.00
Post by: Spardok on June 27, 2013, 12:08:06 AM
Why are those Ions not blue sir :<
Title: Re: Hiigaran Descendants v1.00
Post by: Vensalir on June 27, 2013, 01:22:32 AM
Love the look of your ships, they're very Homeworld-ish.

@Spardok: Dunno if it was the intention of the mod's author, but Higaraan ions were red in HW1  ;)
Title: Re: Hiigaran Descendants v1.00
Post by: Gotcha! on June 27, 2013, 05:58:34 AM
@Zantiszar: I'm not going to put in the Vaygr, since they don't exist in this universe.
But yeah, I love missile spamming too. I was thinking about adding two more missile launchers to the Vanaar and maybe creating a missile battlecruiser.

@Spardok: What Vensalir said. The ships in Homeworld 1 used orange beams. My New Hiigarans are leftovers from The Exile, which took place far before Homeworld 1, not to mention Homeworld 2. I hope that somewhat makes sense.
Anyway, if you played Homeworld 1, you have seen the bit where the Bentusi show you how your forefathers were exiled. I found it easy to make up that Kharak and the Garden of Kadesh (the nebula) were not the only places these people went to. (Read the backstory I created if you didn't already.)

@Vensalir: Thanks. I hope Kalthaniell reads this. ;)
Title: Re: Hiigaran Descendants v1.00
Post by: Plasmatic on June 27, 2013, 10:04:46 AM
Love those sprites.. Seriously great work!

Thought of maybe asking Zaphide if this faction could be incorperated into Exerelin? (http://fractalsoftworks.com/forum/index.php?topic=6053.0)

that mod is basically all I play now..
Title: Re: Hiigaran Descendants v1.00
Post by: maximilianyuen on June 27, 2013, 10:15:36 AM
Salute for bringing back memory....but the sprite is not exactly reminding me the homeworld somehow lol none the less must express my thanks, will try this weekend
Title: Re: Hiigaran Descendants v1.00
Post by: HELMUT on June 27, 2013, 12:43:36 PM
For Zantiszar's information, yes it is compatible with Uomoz's Corvus mod, even though they won't interact with the factions.

So yeah, i tried your mod, and it's pretty damn good! With a little more content (i think it lack some weapons diversity), i wouldn't be surprised if it would be integrated to Uomoz's compilation.

Yet i have still some remarks to make the balance. While the ships themselves aren't overpowered (well, some of them are), the weapons used on them are veeeery strong. The PD pulsar beam can catch everything in a single shot and the ion beam, while very energy hungry, can even wreck higher class ships with ease. I didn't look that much into the ballistic weapons, but from what i'v seen so far they seems good.

For the ships i was able to count two monsters. The Vraan, who can teleport at will like crazy. A lone Vraan won't win a battle, but throw three or four and they can instantly capture the strategics points and nothing can catch them in a fight. So i think you should add a longer cooldown on his teleport ability to prevent them from being omnipresent on the map.

The second one is the Black Swan. Or more particularly his hull cannon. While that's pretty much the only weapon for this capital ship, it's still able to one-hit kill everything that fly. And cherry on the top, it doesn't produce that much flux and has a quite low cooldown. While i'm ok with "death star laser of doom" style, i really think you should at least increase the cooldown and the flux raised (a bit like the Neutrino phased array cannon).

That's all i saw for now. I must play it some more to spot every details though. But honestly i don't think there will be much needed change aside from what i said earlier.

And as said Plasmatic, i hope your faction will be available for Exerelin.

Good job.
Title: Re: Hiigaran Descendants v1.00
Post by: Gotcha! on June 27, 2013, 01:12:01 PM
Thanks for the great feedback! That's stuff I can work with.
Consider all points taken care of in the next version. Well, although I might not add much weapons. There are already so many (vanilla ones) and my creativity lacks in the unique weapon making department.

I wouldn't mind my faction being in Exelerin, so if he wants to, go ahead. I'd wait until I finish some last polishing up though.
Title: Re: Hiigaran Descendants v1.1
Post by: Gotcha! on June 27, 2013, 03:46:55 PM
A quick update.
Unfortunately people might need to start a new game. I dunno if your savegame would load.

I will do my best to avoid rigid changes.
Title: Re: Hiigaran Descendants v1.1
Post by: theSONY on June 28, 2013, 12:23:08 PM
well... waiting for the REST ;D
good job with the converting all of that
just started but it is slightly unbalanced
hope someone will help you with balancing
Title: Re: Hiigaran Descendants v1.1
Post by: Gotcha! on June 28, 2013, 12:36:08 PM
Yeah, unfortunately both balancing tools don't work for me.
Can you point out which bits are horribly unbalanced? :)
Title: Re: Hiigaran Descendants v1.1
Post by: theSONY on June 28, 2013, 01:58:29 PM
Can you point out which bits are horribly unbalanced? :)
yeah well i was terrify  by the maneuverability of hii rathan (destroyer?) so far m don't know how i feel about weapons , i got lasers so far & maybe (MAYBE!) point def (beam) are bit too strong
Title: Re: Hiigaran Descendants v1.1
Post by: Ember on June 28, 2013, 08:10:10 PM
The Jet is scary if used correctly, though i dont think i was doing an entirely goo job of using it but, I fought a small group of pirates that only had 3 destroyers with a single Jet and won, i have yet to try against the other races though

http://www.youtube.com/watch?v=N6JIrQJrzqc&feature=youtu.be

I suggest watching at max quality

Edit:
maybe pirate ships just suck

I've had mixed results against the tri ships

I will say this ship maneuverability is insane, with the unstable injector and auxiliary thrusters it can outrun pretty much any missile and hunt down most fighters, Id say this ship is a perfect fighter/frigate killer an the Ion beam makes it a threatening ship towards destroyers

I haven't ha much luck finding cruisers to go against and the only one I have been able to fight, I got careless and lost

Title: Re: Hiigaran Descendants v1.1
Post by: Gotcha! on June 29, 2013, 03:45:54 AM
The pirate ships do suck compared to some mod factions. The Nomads and even worse, the Gedune, hand me my rear end on a platter.
(The Gedune make swiss cheese out of everything in my current game.)
I wanted to make this faction at least above average. Anyway, yeah, this is too much. x) Especially the moments where the Jet caught a whole bunch of projectiles. Its shields were holding like those pirates were throwing pebbles.
I think I will review the effectiveness of every ship's shield.

An awfully big thanks for the video! It gave me a great view of what the problem is, as well as a few laughs.
Also, it made me see what a poor player I am.
Title: Re: Hiigaran Descendants v1.1
Post by: Ember on June 29, 2013, 11:44:48 AM
heh, yea though i find that the shield on the jet is the exceptional compared to the rest, other ships I've tried the shields didn't last as long in battles with ships of comparable size

heres a battle with the Saarkin vs some pirates:

http://www.youtube.com/watch?v=8M8dZSts2MI&feature=youtu.be

heres the Quaar having a go in the simulation against a few ships

http://www.youtube.com/watch?v=b38jW4trOAA

I'm finding the capital ships armor lacking compared to the cruisers, and Im wondering why it has about the same armor rating as the cruisers

good job with the Skaal, on its own it can take on frigates an destroyers but it definitely needs escorts to be able to take on anything larger

Ill give trying against those factions you talked about later, see how well i last against them
Title: Re: Hiigaran Descendants v1.1
Post by: Gotcha! on June 29, 2013, 12:44:08 PM
Vanilla ships seem to have around the same armour when cruiser or capital. I think of them as cruisers with more guns. :)

Thanks for all your testing. Can't wait how well you do versus the Nomads and Gedune. :) I feel my faction is a bit in the middle of those two, for what I've played.

Thanks for your testing and videos. Can't give you anything, but a place in the credits should hopefully do. ;D
Title: Re: Hiigaran Descendants v1.1
Post by: Ember on June 29, 2013, 03:15:27 PM
Well i just realized that I've been playing on half damage, including all in the videos i posted before. so that would definitely affect the battles

while these next videos were done with half damage i guess it could still help

Against the Nomad, I would definitely say your ships are effective against them, at least cruiser and below, need a cap ship in your fleet to take on their cap ships, or at least a few cruisers

http://www.youtube.com/watch?v=FK2XmOHf0Lw&feature=youtu.be

against the Gedune the battles can be a bit hectic and anything can happen

http://www.youtube.com/watch?v=y1-cOjvtaZw&feature=youtu.be

the gedune sub faction however slaughters your ships if you dont have a fleet, i find drone swarms to be a rather painful adversary, especially when they seem to be never ending

next up, building a fleet to try and take these things on


by the way, could you make a frigate or destroyer sized carrier similar to the support frigate? I would also like to see some smaller fighter craft
Title: Re: Hiigaran Descendants v1.1
Post by: Gotcha! on June 29, 2013, 03:36:50 PM
I'll see what I can do. Since the ship art is not created by me I am severely limited to what I can make. Kitbashing and touching up ships is one thing, creating them from scratch is another. :)

I've glued together a corvette-like fighter though. Going to make it a slow but heavy armoured one.

Edit: Oh, you mean little fighters like wasps? Yeah, I guess I can do that.
Title: Re: Hiigaran Descendants v1.1
Post by: Vinya on June 29, 2013, 06:06:05 PM
Amazing first mod! I can't wait to try this.
Title: Re: Hiigaran Descendants v1.00
Post by: Zaphide on June 30, 2013, 06:23:59 AM
Looks very promising (massive HW1/2 fan) :)

I wouldn't mind my faction being in Exelerin, so if he wants to, go ahead. I'd wait until I finish some last polishing up though.


If you like, there is some details in the first post of the Exerelin thread on getting additional faction mods working alongside Exerelin. It's not super complex but it's obviously quite a bit slicker if they are just integrated. I probably won't add more factions to Exerelin until the texture memory leak is fixed in StarSector 0.6 (soon soon soon!) but by then you'll probably have progressed Hiigaran Descendants to a point your happy with :)

Title: Re: [0.54.1a] Hiigaran Descendants v1.2
Post by: Gotcha! on June 30, 2013, 05:23:11 PM
@Zaphide: Sounds good!

Major update! Unfortunately people using this mod will have to start a new game. But I think it's worth it.

I won't be adding any new ships anymore. The amount in here should be more than enough.
I also think I'll be removing the pirate ships. They don't really fit in.
Ofcourse I'll be trying to balance this mod further. This version should be a lot better than last one.

Changelog:
v1.2
- Renamed New Hiigaran's Orbital Station to 'Angel Moon' Station. (For the Homeworld illiterate, Angel Moon is Hiigara's moon.)
- Added new ship: Kuun-Lan, Heavy Missile Cruiser.
- Added new ship: Toba, Very Heavy Fighter.
- Added new ship: Faal-Corum, Drone Carrier.
- Added Torpedo Launcher and Large Cor Missile Launcher, for the Kuun-Lan.
- Created lists of ship and character names.
- Reduced shield effectiveness of all ships.
- Added Hiigaran drone systems.
- Removed Fast Missile Racks from Vanaar to reduce spamming.
- Changed most universal hardpoints to normal ones.
- Redid Variants.
- Resized fighters to be a teeny bit smaller and completely rebalanced them.
- Rebalanced Qwaar, removed two weapons and changed energy slots to ballistic.
- Chopped off and resized weapon slots on several too powerful ships.
- Many, many minor changes throughout the mod. Mostly for balance.

Badges:
- The Faal-Corum, Saarkin, Jneer, Vanaar and Skaal ships are only available in limited quantities to friends of the Hiigarans.
- The Kuun-Lan, Koshiir, Qwaar, Taiid and Sajuuk ships are only available in limited quantities to allies of the Hiigarans.
  How to become a friend/ally? Visit Angel Moon and buy a badge.
- Reduced amount of weapons sold at 'Angel Moon' Station. They'll sell you more once you befriend them.
  (Note: Hiigara patrols still deliver weapons. The ships mentioned above however are never delivered.
  So if you blow up your Skaal, you'll have to conquer yourself a new one.)
Title: Re: [0.54.1a] Hiigaran Descendants v1.2
Post by: phyrex on June 30, 2013, 05:26:48 PM
you should post all the sprites in spoiler in your main thread. your screenshots are really apetizing but it pains me to not be able to look at your other ship.
and no, i cant download the mod, not right now
Title: Re: [0.54.1a] Hiigaran Descendants v1.2
Post by: Gotcha! on June 30, 2013, 06:30:01 PM
Here you go then, one big image: ;D
Spoiler
(http://avatar.home.xs4all.nl/downloads/Starsector/ships.png)
[close]
Title: Re: [0.54.1a] Hiigaran Descendants v1.2
Post by: Uziel on June 30, 2013, 07:39:55 PM
Hmm...did you credit the Distant Worlds modder for his ship art?
Title: Re: [0.54.1a] Hiigaran Descendants v1.2
Post by: Thule on June 30, 2013, 11:00:56 PM
In the first post there is a huge credit section and in the mod itself there is a credit.txt.
Title: Re: [0.54.1a] Hiigaran Descendants v1.2
Post by: Ember on July 01, 2013, 04:07:42 PM
Meep, lots of changes to energy weapons? this will be interesting, I bet you changed the one on the Jet as well

anyway heres some videos

second go with the jet vs pirates, more or less the same ships as the last one

http://www.youtube.com/watch?v=LJ73mFAXoQg&feature=youtu.be

and against a cruiser i encountered

http://www.youtube.com/watch?v=amjFaeOPYoo&feature=youtu.be

forgot to en the recording after the fight so meh

I will say that compared to the last version, I'm definitely needing to vent, I'm even using the accelerated ammo feed to push up the damage though the AI doesnt seem to know what to do with the ship considering what they id in the next few videos

http://www.youtube.com/watch?v=xTHwEscFpNs&feature=youtu.be

ships missile defense is adequate but shields suck

http://www.youtube.com/watch?v=9_0F1i211Q4&feature=youtu.be

it can fight a cruiser but its rather difficult

http://www.youtube.com/watch?v=1nR1vuK5Yos&feature=youtu.be

the drone destroyer is a fun ship but its drones die very fast especially if left at free roam at the start of the fight

the vaahrok while having a rather strong offensive capability, but im finding that it is more of a glass cannon that probably should only escort cap ships, the one I flew got shredded by a small group of destroyers

Ill post more videos as soon as i try out the other cruisers
Title: Re: [0.54.1a] Hiigaran Descendants v1.2
Post by: Gotcha! on July 01, 2013, 05:43:00 PM
So far balance looks good I guess. :)

Anyway, yes, the Vaahrok is a glass cannon, or at least that's what I meant it to be. A slowish old model fire support ship.
The drones die fast, and it's needed I think. Or it'd be a devastatingly overpowered weapon. Every drone that's shot down gets replaced once. After that it's game over for the drone carrier. :) Also a support ship.
The Jneer and Saarkin in that class are the ones that can hold their own. (Although the Saarkin would ofcourse run out of ammo eventually.) Drone ships, missile ships and glass cannons should be hiding behind them. :)

I think it's not a bad thing that a destroyer class vessel and two frigates can take out an old cruiser by, how do you english people say that, artrition? Afterall, they're a lot faster.

Anyway, thanks. Your videos are educational for me. I hope you'll keep on going. :D
Title: Re: [0.54.1a] Hiigaran Descendants v1.2
Post by: Ember on July 01, 2013, 09:53:11 PM
sure ill keep on going

its taking me longer to get the larger ships since im going fleet and i need to start building fleet points but i got a few videos of the Saarkin, i will say one thing, with the right hull mods it can be one hell of a tank

I found myself with something like 6 videos containing fights with the exact same gedune fleets so heres one where the missile frigate gets ripped to shreds
http://www.youtube.com/watch?v=2MOelq_QnH0&feature=youtu.be

and heres a larger fleet against a slightly reduced fleet of mine

http://www.youtube.com/watch?v=GsHUBUQhKcs&feature=youtu.be

next up is a nomad fleet that took me a while to find
the i think the cap ship in this one was more for taking down smaller ships rather than cruisers and other cap ships

http://www.youtube.com/watch?v=oFoDRWUzz_Y&feature=youtu.be

oh yea in the above video, one of the yellow jackets, the ship with a distinct energy weapon manages to hit its allies not once nor twice but 3 times. see if you can find which ships got hit, there may be a few i missed
Title: Re: [0.54.1a] Hiigaran Descendants v1.2
Post by: Gotcha! on July 02, 2013, 03:56:00 AM
Which hull mods were you using? That thing is virtually unstoppable.
I guess the Saarkin and Jneer will get a nerf in the next version. There's no way they should be able to withstand such a pounding. :P

Those Yellowjackets are fun ships. I wish their laser would be stronger though. Right now you can ignore the little damage they do and swat them like flies.
Title: Re: [0.54.1a] Hiigaran Descendants v1.2
Post by: Ember on July 02, 2013, 06:49:29 AM
here we go, btw i also have +24% ordinance points

Spoiler
(http://i1213.photobucket.com/albums/cc462/Rugaard/screenshot000_zps6955900a.png)

(http://i1213.photobucket.com/albums/cc462/Rugaard/screenshot001_zps1c229a25.png)
[close]

heh I decided to try see just how durable this ship is an damn!

heres a simulation

http://www.youtube.com/watch?v=0t76lRZTbJU&feature=youtu.be

I had recorded another one before this but the entire video was laggy for some reason but in the battle before the one in the video above I won against the last fight with 450 hull remaining
Title: Re: [0.54.1a] Hiigaran Descendants v1.2
Post by: Silver Silence on July 02, 2013, 08:32:42 AM
Those Yellowjackets are fun ships. I wish their laser would be stronger though. Right now you can ignore the little damage they do and swat them like flies.
In my own version of Exerelin, I tripled their damage... Can't ignore them all that much anymore.  :P
Title: Re: [0.54.1a] Hiigaran Descendants v1.2
Post by: miro on July 03, 2013, 09:05:21 PM
The ships and weapons look glorious.  :)
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Gotcha! on July 04, 2013, 09:50:02 AM
@miro: Thanks!

Alright, I really, really, REALLY promise to not add another ship again. Promised. >_>

Changelog:
v1.3
  Needs new game start!
Ships:
- Added Sajuuk-Khar ship. I have plans for it in the future. It's more powerful than the Paragon (but far from invulnerable), so I won't let players have it easily.
  It is the Hiigaran flagship and the only one in existence. Once new game versions and possibilities come out I will make it even harder to get it.
- Added Fiirkan Corvette. Since the Corvette type does not exist in this game I consider it a very small frigate.
- Added Wodaan Carrier. It is underarmed but carries 20 bombers (of which 10 are active at one time). When they run out of missiles, recall them to refuel.
- Created a large space station 'ship' and mining station 'ship', which hopefully have some use later on. (Not purchaseable at the moment. You sometimes see them passing by in the menu.)

Weapons:
- Added Abas LRM. Nothing special. Slightly better than Pilum, but most importantly colour matches Hiigaran ships.

Other:
- New Badge. Sajuuk and Sajuuk-Khar not available until you get this badge. Good luck! (Unless you cheat ofcourse, then no good luck for you. >: ( )
- Removed pirate ships. (No, not the vanilla ones, you silly person.)
- Homeworld weapon sounds! (At least for the energy beams and missiles/torpedoes. Firing the Skaal laser now shivers my spine.)
- Added all factions listed here (http://fractalsoftworks.com/forum/index.php?topic=5528.0) to this mod.
- Renamed all Elite variants to Standard. Dunno why I called them Elite in the first place.

Balancing:
- Sajuuk lost its 360 degrees shield. Actually, most large ships lost a great part of their shield in order to give the enemy a greater chance to kick Hiigaran rear.
- Rebalance: No ship in my mod is tougher (has higher stats) than the vanilla ship 'Paragon', with the sole exception of the Sajuuk-Khar (not to confuse it with the Sajuuk).
- Lowered shield effectiveness and flux amount on Vanaar. This ship was way too tough. Should need protection from now on (like the Skaal).
- Slightly increased firing speed of the Singularity Cannon and reduced energy usage a teeny bit.
- Many, many minor changes throughout the mod. Mostly for balance.

To all:
Challenge! Defeat the Sajuuk-Khar in the Campaign's simulation with whatever ship you want. It IS possible, I'm sure. Just wondering if people can manage it. (I'd use something fast and long range, but I am a poor player.)
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Vinch on July 04, 2013, 10:54:51 AM
Man these sprites are the best i've seen since the ironclad mod!

This really need to be added in Exelerin btw!

Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Silver Silence on July 04, 2013, 11:00:29 AM
To all:
Challenge! Defeat the Sajuuk-Khar in the Campaign's simulation with whatever ship you want. It IS possible, I'm sure. Just wondering if people can manage it. (I'd use something fast and long range, but I am a poor player.)

(http://narwhaler.com/original/mt/z/my-little-pony-trial-acknowledged-MtZep4.jpg)
I'll be a while, though. Gonna start over and play through Uomoz with this installed.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Vinya on July 04, 2013, 12:48:57 PM
Missions Pl0x?

I'll make some for the mod if you don't want to.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Gotcha! on July 04, 2013, 12:54:28 PM
I would love missions, but I peered into the vanilla missions and that stuff goes over my head. :\
(Most things do, really. x) )

I had one in mind where you have to destroy the Black Swan (which is currently removed from my mod) in order to acquire that huge laser beam. Would be a little backstory mission where people learn how the New Hiigarans got that technology.

I also had a mission in mind where the Pride of New Hiigara is shot up pretty good and you'll have to save it before the enemy manages to destroy it.

Anyway, if you'd want to add some I'd be grateful. You have carte blanche. :)



Edit: Could people let me know if they think the Corvette should be a fighter, not a frigate? Maybe I made the wrong choice.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: HELMUT on July 04, 2013, 02:55:50 PM
God damn Gotcha, you work really fast! I have to test this version soon.

I really like the mining station and the Wodaan carrier.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Vinya on July 04, 2013, 03:24:27 PM
I'd say keep the corvette as a frigate, as some of us love piloting smaller ships.

Though I think that might mostly be me.

If you still want to have a wing of them, maybe make a light variant and have it in wings of two? They make great escorts and having an escort wing would balance out the Hiigran's weaknesses well if you made the wings cost 1.5x FP as the frigate variant.

If you have special sprites for those mission ideas and you implemented them, I could see what I can do about making some missions for you. Personally I love making scenarios, and I could probably make up a few by myself.

EDIT: I can probably do some sounding for you if you'd like. I love these ship designs to bits and if you can't tell I want to help with this mod as much as I can.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Gotcha! on July 04, 2013, 03:43:35 PM
@Helmut: Thanks! Yeah, it's this perfectionist inside of me that just can't rest until stuff's balanced out.
Like right now I decided to snap off one of the Jet's guns. Thing's so deadly.

@Vinya: All help is greatly appreciated. :D
I'l reinstate some of the pirate ships I removed, so you can use them in a mission. Especially the Black Swan and the Goliath carrier.
I'll wait for more feedback about the corvette. Personally, I think they lack effectiveness since they constantly have to watch themselves bumping into others. Not to mention exploding ships. But then again, they're really cheap, so who cares. :P Makes nice ships to send off to conquer those control points.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Silver Silence on July 04, 2013, 04:01:57 PM
Yeah, where did they those pirate ships go?
Just eased into a Hiigaran cruiser (god knows if I can remember all their exotic names yet) with the autopulses pulsars. Mm, those weapons sound so awesome now. Then the game crashed because I have 3-4 more mods on top of Uz's Corvus and my craptop can't handle the awesomesauce of it all. Didn't save. Blegh.
Can't wait to get the badge of allegiance and get me some bigger ships.

As for the corvette that I don't know of... I'd say make it a fighter wing, helps to avoid the issue of bumping others thanks to fighter-noclip. If you have multiple variants, you could implement them as fighter wings with slightly different decals to differentiate their roles, whatever they might be.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Vinya on July 04, 2013, 04:11:57 PM
Another idea is to give it a phase system rather than a shield, that would fix the noclip problem and add a phaseship to the arsenal.


EDIT: I'm also really tempted to make some more weapons. I've been looking for an excuse to make an animated chain-fed autocannon for a while now.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Ember on July 04, 2013, 04:59:26 PM
whoo new update

and moar ships! X3

anyway, that corvette is very fragile, got shredded by 3 wings of fighters, unfortunately i forgot to record the fight and another has yet to show itself

I took your challenge and fought the Pride... im thinking the NH beam weapons (not including the pulsar) are rather under powered, mostly in range I'm thinking

http://www.youtube.com/watch?v=XadQsOw9noY&feature=youtu.be

load-out used
Spoiler
(http://i1213.photobucket.com/albums/cc462/Rugaard/screenshot003_zps7ce557ba.png)
[close]

Im wondering what the large versions of certain weapons are for they have the exact same stats as the smaller variant, all large slots are able to equip same sized and smaller weapons

also, weapons ideas, you can take a few of the ones you already have and alter them slightly, for example, a cheaper kinetic driver that shoots half as fast another would be a small burst cannon to fit those small spots

some actual weapon suggestions

how bout a flak cannon? the drivers do a good job but they are rather short ranged and make it difficult providing point defense to a ship under missile fire or a bunch of fighters especially at range

another would be an anti fighter missile I've seen a few ships launch scatter shot missiles, maybe you could do something like that and have the missile do the same but launch off a bunch of very agile low damage missiles at fighters once it gets within a certain range
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Gotcha! on July 04, 2013, 05:01:02 PM
@Vinya:
In all honesty, I am trying to avoid teleportation/phasing and hiding-in-other-dimensions tricks. In my opinion it doesn't really fit them.
Cloaking would be nice though, as it was present in Homeworld. (Having others ignore the ship, but still being able to catch stray bullets and missiles.)
Unfortunately that ability doesn't exist yet. :)

Here, linky. (v1.3.1) (http://avatar.home.xs4all.nl/downloads/Starsector/Hiigaran_Descendants_v1.3.1.rar)

Changelog:
- Blaze, Black Swan and Goliath are reinstated. The others won't be, since they're almost exact copies of existing ships anyway.
- Jet lost its nose gun, some speed and some ordnance points.
- Kaan lost some speed.
- I put little ships on the decks of the Goliath and Taiid. <3
- Fixed variant naming.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Gotcha! on July 04, 2013, 05:15:47 PM
@Ember: The corvette is nothing on its own. I have yet to test it in large groups though.
I'll give it a double pulsar beam to spice it up a little.

I am impressed how easy you took down the Pride. I guess it's not overpowered at all. Mind, it only had 50/25 flux mods.
I have tested one with beam extenders and the lot and that might have been a better challenge.
Problem is: I can extend the beam, but when people add beam extenders then the beam will cross half the battlefield.
(Also, the AI is a lousy aimer. Pfsh.)

The large versions of those two missile launchers just have double ammo, so capital ships don't run out anytime soon.

I might add flak-based weapons at some point. I have to admit that I never use them. ^_^' Fighters and missiles are already easy enough to take out with small guns.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Ember on July 04, 2013, 05:32:12 PM
true but they dont seem to spawn often in the station

anyway about fighters, but I had an annoying time this one battle where i fought had 3 carriers and around 10 individual fighter wings, the damned fighters managed to take down most of my fleet while I went chasing after the carriers

with the Pride, its primary weakness is the massive flux gain when it uses that cannon, once it fires that off once or twice the rest of its weapons will not be able to shoot very often
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Gotcha! on July 04, 2013, 05:45:40 PM
There's a chance factor whenever a fleet delivers cargo. I'll see if I can increase its appearance somehow. But I don't really understand these scripts. :)

The massive flux is a good thing, really. It can destroy smaller ships in one hit and a ship like an unmodded Saarkin (or another destroyer) probably in 3 hits (if the AI would aim right and save its energy for the big beam).
So I don't think I should make it more powerful. Try that ship out with optics and automatic targetter or whatever it's called. :)
Also, if flux reserves are at 100 (with the perk that does just that) it can keep beaming for quite a bit.

What about those fighters taking down your fleet? What kind of fighters were you fighting?
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Ember on July 04, 2013, 06:30:36 PM
most of them were those 5 craft wings, there were a few bombers, I forgot which faction but they were doing a good job in overloading my frigates, my drone ship had all its drones wiped out too at the opening of the battle, from what i remember i managed to kill off half the fighters by the time the carriers either fled or were destroyed
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Gotcha! on July 04, 2013, 07:03:04 PM
Well, at least it shows that fighter wings are not useless. ;D
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Gotcha! on July 05, 2013, 04:58:01 AM
Sorry for posting right after my previous post, but I wanted to bump this in order to warn people that the badge of admiralty isn't working.
It means that every person who collected 500000-600000 credits to buy this badge will get nothing and might want to kill me.

I'll be posting a new version today. Some other small things need fixing. Unfortunately it WILL require a new game again. :(
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: jupjupy on July 05, 2013, 09:07:08 AM
Was a little curious, but why'd you decide to make the Skaal's laser beam a turret? I found it a little strange since especially from the ship sprite it looks like it would be a massive spinal laser.

Maybe buff it a little but remove it's ability to turn? Kinda like the Sustained Ions on the Rathan.

Also it'd be more Homeworld Ion Frigate style :D
Title: Re: [0.54.1a] Hiigaran Descendants v1.3
Post by: Ember on July 05, 2013, 11:01:08 AM
dang it and i just got the missile capital ship too, fun ship by the way

i shall impatiently patiently await the update
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Gotcha! on July 05, 2013, 11:32:49 AM
v1.3.1/1.3.2
  Needs new game start!
- Badge of Admiralty now works. *shame*
- Removed drones from Skaal. It was doing too good of a job defending itself against fighters. (Has flare now.)
- Blaze, Black Swan and Goliath are reinstated. The others won't be, since they're almost exact copies of existing ships anyway.
  They're not for sale and will hopefully be used for a mission.
- Jet lost its nose gun, some speed and some ordnance points.
- Kaan lost some speed.
- I put little ships on the decks of the Goliath and Taiid. <3
- Fixed variant naming.
- Other minor fixes/balancing.

Alright, I should be done for a while, so no more big changes.
I am also keeping the Fiirkan as it is. Try to own six of them. They're pretty effective in shredding small ships and fighter wings. :) They can even occupy large ships with a diversion without dying right away.

@Ember: Thankfully you didn't have to wait long. :D
@jupjupy: I like movable parts.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Ember on July 06, 2013, 01:22:35 PM
realy liking the corvettes

http://www.youtube.com/watch?v=EdCoA10t2Lo&feature=youtu.be

they sort of work like oversize point defense drones
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Gotcha! on July 06, 2013, 03:17:57 PM
And tougher than I thought too. Next update I will have nerfed them a bit. :)
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: HELMUT on July 06, 2013, 03:49:37 PM
Yep, they need a nerf. I think reducing their flux capacity will make them more vulnerable against point defenses. Actually i'm playing with a flock of them and i have been able to steamroll everything in the sector (with Uomoz's mod).

Also, does the Hiigaran LRM reload faster than the Pilum? For now i have a Kuun-lan and a Vanaar fitted with those. And basically every battle from the enemy point of view look like this:

Spoiler
(http://0.tqn.com/d/comicbooks/1/0/l/C/300FC-00009.jpg)
[close]



So it may need a nerf as well.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Silver Silence on July 06, 2013, 04:12:24 PM
The Vanaar has, what, 8 missile racks? So 24 pilums at a time? Yes, your missiles certainly shall blot out the sun. I haven't played enough to see a Kuun-Lan and know of it's loadout. But the Vanaar certainly has potential for silliness. These corvettes, I know not of their names and haven't seen any frigates aside from the Jet and Kaan.

Also, out of curiousity, I don't know how to pronounce most of these names and wondered how others pronounce them. Kuun-Lan = Koon-Larn...
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Ember on July 06, 2013, 05:06:50 PM
i would say it depends on who you fight and what hull mods you use

heres a rather brutal and short fight

http://www.youtube.com/watch?v=92-Mzu0-IpM&feature=youtu.be

your nerfs are actually making some of these battles difficult

same battle but with more ships

http://www.youtube.com/watch?v=ytCf7mL8Y4Q&feature=youtu.be

still a rather painful battle also sorry about the lag, Fraps doesn't cooperate well sometimes

oh yea can you change the vraans system? the AI overuses it and it barely fires a shot in battle
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Gotcha! on July 06, 2013, 05:07:17 PM
Yeah, I think I seriously went overboard with missile reloading speed. :-[
I've been playing my rear end off for the past days, balancing stuff out. Next version will have missile reloading back to vanilla values.

Changes so far:
v1.3.3
- I put the collision radius of my ships tightly around the hulls, but I noticed that vanilla ships have a much bigger radius.
  Then I figured that that is why some ships bump into eachother a lot. I increased all ships' collision radius to match shields.
- That random delivery of ships is annoying. In my games I always get an overflux of freighters, tankers and troop transports.
  I modded Thaago's Restock mod into my mod and it only restocks fighters, frigates, destroyers and freighter types.
  Freighter types are no longer delivered by supply fleets. Fighters, frigates and destroyers are.
  Anything larger than a destroyer will appear only in severe limited quantities after you buy the necessary badges.
  Exception: The Vaahrok cruiser is always available. The Faal-Corum destroyer is limited to 1.
  (Ofcourse you can always hunt down Hiigaran fleets and do some alternative finger shopping.)
- Wodaan now has 6 bombers instead of 10. Even though the Wodaan has no other means of defense (except 4 pea blasters), 10 was too much.
  Just have it stay back and use it to re-arm and repair fighters. Like a, uhh, carrier.
- Made Wodaan ship a darker blue.
- Wodaan's bombers now fly next to it instead of around it.
- Space station's fighters now fly next to it instead of around it and station gained 1 fighter.
- Changed missile refire time back to vanilla values. (= nerf)
- Nerfed Corvette (smaller shield, less hp/flux).
- Nerfed Sustained Ion beam even more (lower damage, higher flux gain).
- Nerfed Pulsar beam (slower ammo gain).
- Reduced speed of all 3 frigates.

Thanks for all the feedback. The more, the merrier!

@Ember;
oh yea can you change the vraans system? the AI overuses it and it barely fires a shot in battle
Thanks, I'll look into it!
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Silver Silence on July 06, 2013, 06:48:36 PM
Not sure if I like the slower charging on the Pulsar Beam, I kinda like having an improved burst PD. And the Sustained Ion Beam already seemed pretty gimped to me anyway. Ok-ish damage, middling range, crazy flux usage. One of the first destroyers you can buy from the Hiigarans has two of them built in and they're probably the worst weapons on it. I just smothered it in Pulsar Beams and used those instead and just left the SIBs with autofire disabled.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Ember on July 06, 2013, 09:40:34 PM
i take it those are soon to come updates, not realy looking forward to having ships limited anyway I finally got to capital ships again an had some fun

http://www.youtube.com/watch?v=lRVOFgHdgrs&feature=youtu.be

and even more fun

http://www.youtube.com/watch?v=lLgYlAgvrAU&feature=youtu.be
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Gotcha! on July 07, 2013, 04:06:35 AM
@Silver Silence: Alright, I'll leave the recharge time of the pulsars the same. After seeing Ember's movies I guess that's okay.
I'll half my intended nerf of the ion beams, but they do need one I think. Once shields go down those beams tear up everything in no time.
I am going to add a radius to the Rathan's beams, so it can aim them.

@Ember: I wouldn't mind making the capital ships not run out after they're made available, but I'd need scripting help.
If anyone reading this doesn't mind helping, please poke me. :)
Also, nice battles. Nice to see my stuff not being overpowered.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Silver Silence on July 07, 2013, 08:02:29 AM
Vraan's front guns are considered turrets instead of hardpoints. The Vraan also seems to suffer from an issue (http://i.imgur.com/Jbz71IS.png) that causes it to turn ~45 degrees to the left or right and stay that way. I'd bought two of them and tested one out in sim against a medusa.

Tried with "Elite" standard variant and max flux/vents + hullmods variants, same occurrence.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Gotcha! on July 07, 2013, 08:49:23 AM
Nice find! Thank you. It should behave properly in the next update. (As far as I've tested it it does.)
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Silver Silence on July 07, 2013, 10:16:18 AM
Do you have plans to introduce more weapons? (If there are any more in homeworld (I never played it))
I'm playing version...1.2 I think? That's what it says anyway. There's the kinetic cannon and the HE variant, which I still don't know why you called it the burst cannon when it doesn't have a burst.  :P And then there's the Pulsar Beams, SIBs, the autopulsar and singularity cannon. It's a fair few weapons, but at the same time, it isn't much.

I prefer the Pulsars over SIBs because they seem so inefficient. The damage and flux usage is on par with a -heavy- large mount laser. Except it's a medium mount and thus, the ships that CAN mount it have woefully inadequate reactors. The Rathan mounts two of them as standard, so, 900f/s on a stock reactor that vents 200f/s. And that's before we mount other weapons such as Pulsars and potentially a 3rd SIB. That 3rd SIB bumps us up to 1350f/s against 200f/s. With double max vents, that's 600f/s. And again, that's before the Pulsars are added which are very flux intensive as well. The Rathan generally can't handle it's loadout. Granted, that's been my only experience of SIBs, but if I were to mount 7 SIBs to my Koshiir, that's something in the region of 3000f/s against a double max vent speed of around 2000. Again, before other weapons are mounted which will drive that f/s up even higher, probably into the region of 5-6000f/s with Singularities. If it needs nerfs, I think it needs nerfs in other ways than being given a more monstrous f/s for less DPS.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Gotcha! on July 07, 2013, 10:46:53 AM
I am not planning on it, although I created a small fragmentation cannon as a request.
The problem is, with such a large amount of vanilla weapons I'd just be creating duplicates (since I am not that creative. >_> )
But I am open for suggestions ofcourse.
Also, dunno why I called it burst cannon. Kinda took the name from a Homeworld weapon which is a slow-firing cannon if I recall correctly.

About the SIB, what would you do? Leave it as it is then? Or improve it? Or maybe turn it into a single shot weapon as well?
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Silver Silence on July 07, 2013, 11:41:36 AM
The problem is, with such a large amount of vanilla weapons I'd just be creating duplicates (since I am not that creative. >_> )

I'm perfectly fine with dupes if it means all the weapons match the style of the ship as well.  :D
Dunno if anyone feels the same way, but that's how I feel.

If I ever got around to finishing my 3d models and turning them into sprites, my plan was for 4 basic types of weapon, inspiration ripped taken from TA. So for energy weapons, that'd be an underpowered reddish-orange laser (a unit in TA used it to disable other units, so, high EMP damage in starfarer), a standard red laser which would the general purpose frigate-fighter sized laser, then the green laser for higher power and damage for destroyers and cruisers, then the blue laser or BLoD (blue laser of death) for heavy cruisers and battleships. Then some variants on those lasers, such as upscaled red/green lasers with better range, same damage and more spammy RoF with the same flux/s (so using these weapons would be ruinous on your flux). Then downscaled green/blue lasers with better alpha and lower RoF, overall resulting in lower DPS than the original. Then the steroid weapons which would be mounted on a super heavy ship of a certain class, such as a ~40FP flagship battleship. These weapons would be things like green lasers with even higher rates of fire than their upscaled predecessors with many mounted into a revolving gatling-style turret.

On the ballistic side of things, it would be a series of HE damage dealing cannons. In TA, if I remember the abbreviations, there was the MPC and the LRPC (medium/long range plasma cannon). There were also riot plasma cannons for better damage in a overall more fragile unit, rapid fire plasma cannons (the Peewee (http://images3.wikia.nocookie.net/__cb20121102221724/totalannihilation/images/3/34/Peewee3D.png) was a unit to use a rapid fire version). And then I had a mod that introduced the strategic plasma cannon, which was just another word for massive overkill. Enough range to encompass most of the map at any given time and enough damage to instagib almost any building. I planned for the 40 FP flagship to use that only.

On the missile side of things, well TA didn't have ammo, so I was going to make missiles relatively easy to shoot down in trade off for that unlimited spam. There was the standard AA (Anti All) rocket which in vanilla TD could be aimed at anything and had the longest range and thus "forests" of AA towers would be built to counter pretty much everything. There was a heavy rocket as well and a vertically launched missile of the same caliber. While the rocket was simply point and shoot, the vertical version had to fly straight up into the air first, at which point it aimed at the target in question. I was hoping to replicate that with momentary tracking upon launch, at which point the missile just flew fast in whatever direction it pointed. The rocket was just dumbfire. Then there was the tactical nuke and the strategic nuke, the strategic version being the screen-wiping base-clearing annihilator that left perfect circles of devastation where not even wrecks remained. I planned to have those delivered by corvette/light frigate-sized single bomber wings.

My source of ripped borrowed inspiration comes from an image I've linked many times (http://taesc.tauniverse.com/images/TAESC_BIGSHOT_004.png) in this forum. And hey, look, I did it again.

P.S.
I also did that thing again where I made a MUCH longer post than I intended to.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Gotcha! on July 07, 2013, 12:27:26 PM
*reads long wall of text*
So, should I leave the SIB as it is then? ;D

Anyway, alright, I'll go see about creating some more guns.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Silver Silence on July 07, 2013, 01:05:34 PM
Yeah, I noticed after posting that I'd completely missed out any ideas for the SIB  :D

But yeah, maybe that'd give some food for thought on new guns.

Perhaps moving the SIB up to a large mount, thus making it's f/s and DPS on par with similar heavy weapons and thus also typically mounted on ships that can handle it's needs? Then implement one of the suggestions above to fill the void?
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Flare on July 07, 2013, 02:39:22 PM
I too agree that the SIB isn't all that great of a weapon in the first place. The range is mediocre, the damage isn't all that unique, and the flux cost is through the roof.
If they are strike weapons that are best coming into play after the shields are down, there are far better options for the slot. The flux cost being much higher than the damage itself means only a ship with a massive advantage in flux capacity and dissipation relative to the ship it's shooting at can make use of them.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Gotcha! on July 07, 2013, 02:41:43 PM
Sounds good to me. I moved the sustained ion beam to a large slot and upped its damage/flux use, created an ion beam for the medium slot which fires for one second, then briefly cools.
The Rathan has a light accelerated pulsar now instead of beams.

@Flare: Thanks for your feedback.


Edit: The medium beam isn't working out for me and is back as a continuous beam.
I wonder though, how do people feel about the vanilla continuous beams?
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Silver Silence on July 07, 2013, 03:46:27 PM
Good en masse, provided the ships you're shooting at don't have good shield efficiencies. Otherwise, they generally just tickle ships.

Perhaps repurpose this ion beam into something of a baby Tachyon Lance? I.E. Notable range, fair flux usage, low damage, no listed EMP damage, the trick being that it causes untold EMP arcs upon striking the hull? If you're using them on the shields, it's meh and borderline pathetic. BUT, use it on exposed hull?.. Well then I just don't know what went wrong. Everything went dead at the same time, boss.
That's assuming you know enough coding wizardry to repurpose the TachLance's special effect and give the ion beam a matching effect instead of purple and make it spawn numerous weaker arcs or maybe occasional destructive ones. Hell, even without the EMP effect, a weapon that becomes much more powerful if used properly sounds appealing. Oh, and burst, if that wasn't obvious by mentioning the TachLance. A continuous beam that arcs lightning sounds rather terrifying if grouped up like on larger Hiigaran ships.

Does the Rathan have twin light autopulsars or just a singular one? Autopulsars seems like a nice fit, looking at the orangey/yellow pylons that poke from it.

EDIT: Minor fiddles with post.
DOUBLE EDIT: More fiddling.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Ember on July 07, 2013, 04:58:33 PM
i prefer continuous beams for fighters and and frigates, havnt seen any that would be usefull against something larger

also im about half way from buying the flag ship

also, massive battle:

http://www.youtube.com/watch?v=Syaw5JAQlOA&feature=youtu.be


somehow your making me want to make my own faction, only i have no idea what to do outside of making the ships themselves
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Gotcha! on July 07, 2013, 06:11:24 PM
Well, if you need help with the basics, feel free to ask.  ;)
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: HELMUT on July 07, 2013, 06:20:22 PM
I tried the dreadnought and found it surprisingly underwhelming for its cost. Once the shield go down it get wrecked pretty easily as it has quite low armor and hull (for its size). And given the amount of flux generated by his weapons, he overload very quickly.

Honestly, i prefer to take a Skaal cruiser. For less than a half of the FP of the dreadnought, you can get the same giant laser.

Still, my favorite is the Kuun lan. 6 heavy missile hardpoints with fast missile rack, add in augmented ammo and you can go macross missile massacre and butcher everything on the screen (well, until you ran out of ammo).
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Silver Silence on July 08, 2013, 04:12:06 AM
i prefer continuous beams for fighters and and frigates, havnt seen any that would be usefull against something larger

also im about half way from buying the flag ship

also, massive battle:

http://www.youtube.com/watch?v=Syaw5JAQlOA&feature=youtu.be


somehow your making me want to make my own faction, only i have no idea what to do outside of making the ships themselves


poniiiiiiiiii...........


On-topic:
Helmut, do you mean the Sajuuk-Khar? That laser it has doesn't seem like something you need to be firing off at every other opportunity. Same with the Skaal, the flux it builds up is insane so it shouldn't be shot all the time.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Gotcha! on July 08, 2013, 05:06:25 AM
poniiiiiiiiii........... ???

Sajuuk-Khar underwhelming? True, I didn't go overboard and made it invulnerable or anything, but it can hold its own for a long time, against even the biggest of ships. It chews up anything smaller than a cruiser in seconds.
The giant laser should only be used against capital ships, and it's important to make sure you don't run out of flux. Gotta have that shield up! :)
Why the high cost? Well, the Hiigarans only have one. They would not just give it away to just anyone. (Why would they sell it in the first place? I hope to have some sort of campaign missions in later versions, to explain that.)
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Silver Silence on July 08, 2013, 05:27:35 AM
poniiiiiiiiii........... ???
poniiiiiiiiiiiiiii~  :D



Sajuuk-Khar underwhelming? True, I didn't go overboard and made it invulnerable or anything, but it can hold its own for a long time, against even the biggest of ships. It chews up anything smaller than a cruiser in seconds.
The giant laser should only be used against capital ships, and it's important to make sure you don't run out of flux. Gotta have that shield up! :)
Why the high cost? Well, the Hiigarans only have one. They would not just give it away to just anyone. (Why would they sell it in the first place? I hope to have some sort of campaign missions in later versions, to explain that.)

As the "Pride of New Hiigara", I think there's definitely leeway to give the Sajuuk-Khar some more bang for it's buck.  :P
Don't listen to me, we've got enough cries of OP-ness in many mod factions
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Gotcha! on July 08, 2013, 05:41:44 AM
I wasn't about to. ;D
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Silver Silence on July 08, 2013, 05:50:21 AM
Well fine! Be that way! Hrmph! *storms off*  :P
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Ember on July 08, 2013, 12:38:02 PM
poniiiiiiiiii........... ???
poniiiiiiiiiiiiiii~  :D
yes poni

I tried the dreadnought and found it surprisingly underwhelming for its cost. Once the shield go down it get wrecked pretty easily as it has quite low armor and hull (for its size). And given the amount of flux generated by his weapons, he overload very quickly.

Honestly, i prefer to take a Skaal cruiser. For less than a half of the FP of the dreadnought, you can get the same giant laser.

Still, my favorite is the Kuun lan. 6 heavy missile hardpoints with fast missile rack, add in augmented ammo and you can go macross missile massacre and butcher everything on the screen (well, until you ran out of ammo).

just what were you doing with your ship? fighting an entire fleet with just that ship?

short of torpedoes I found it could take a beating at least with the right hull mods

anyway since i havnt been able to get a nice fleet battle heres a simulation, an yea im using different weapons

http://www.youtube.com/watch?v=mO-8pyGbi2k&feature=youtu.be

Personaly i find the missile capital ship to be more satisfying to fly

http://www.youtube.com/watch?v=i-jc_hTIXoY&feature=youtu.be

yea i panicked a bit when i saw that wall of metal flung my way
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Gotcha! on July 08, 2013, 01:25:17 PM
And people find the Pride too weak? Standing up to 3 onslaughts... Pff. ;D
Were you playing with half damage? If not, damn, that thing might need a nerf too!

Nice battle vs the council.
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Ember on July 08, 2013, 01:32:17 PM
yea half damage, not really willing yet to go full
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: HELMUT on July 08, 2013, 01:53:17 PM
In Ember's video, his dreadnought got 36.000 HP instead of the base of 20.000. So yes, the Sajuuk-Khar, as well as any ship, can be a monster when you reach higher levels. But without the player buffs, it would have been destroyed before the first minute mark in this video (he literally shrugged a reaper hit as if nothing happened!). And for 32 FP, i think it should be able to do better than this.

I think the problem come from the many ion beams that drain the dreadnought energy just too fast. With ballistics mounts, i think it could have survived longer against other ships.

So maybe... Changing some of his weapons mounts from energy to ballistic or universal?
Title: Re: [0.54.1a] Hiigaran Descendants v1.3.2
Post by: Silver Silence on July 08, 2013, 02:10:45 PM
The SIBs are very flux intensive. I don't use SIBs in my Hiigaran medium mounts, instead opting to just add more Pulsars instead which work wonderfully.


yea half damage, not really willing yet to go full
Silly poni, get your man pants on and turn on that full damage.  ;D


Ah, I just bought the admiralty badge in my save to find it did nothing, just 500k of white and gold sitting in my cargo hold. So, I guess it's time to get the latest version of the mod.  :D

I have not yet managed to use a Sajuuk or the Khar. Qwaars and Koshiirs have been my biggest ships thus far.

EDIT:
Gawd demmit. I can't transplant my save into a new one for 1.3.2. Fine. I shall just give myself millions instead. >.>
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 08, 2013, 02:42:50 PM
Savegames from the previous version can be loaded, but new content will be missing.

v1.4
- I put the collision radius of my ships tightly around the hulls, but I noticed that vanilla ships have a much bigger radius.
  Then I figured that that is why some ships bump into eachother a lot. I increased all ships' collision radius to match shields.
- That random delivery of ships is annoying. In my games I always get an overflux of freighters, tankers and troop transports.
  I modded Thaago's Restock mod into my mod and now incoming convoys only restock fighters, frigates and destroyers.
  Freighter types are no longer delivered by supply fleets, instead there'll always be one available. (Exception: Neerin.)
  Anything larger than a destroyer will appear only in severe limited quantities after you buy the necessary badges.
  Exception: The Vaahrok cruiser is always available. The Faal-Corum destroyer is limited to 1.
  (Ofcourse you can always hunt down Hiigaran fleets and do some alternative finger shopping.)

! I would like to change it in such a way that when a badge is bought all ships that are added to the station do not run out as well.
  But I do not know how to accomplish this. If anyone can help, please poke me!

- Created small Flak Cannon, due to request.
- Created Large Sustained Ion Beam.
- Created Sequenced Pulsar, medium energy weapon.
- Created Medium and Large Dual Chainguns (kinetic and HE).

- Wodaan now has 6 bombers instead of 10. Even though the Wodaan has no other means of defense, 10 was too much.
  Just have it stay back and use it to re-arm and repair fighters. Like a, uhh, carrier.
- Made Wodaan ship a darker blue.
- Wodaan's bombers now fly next to it instead of around it.
- Space station's fighters now fly next to it instead of around it and station gained 1 fighter.
- Changed missile refire time back to vanilla values. (= nerf)
- Nerfed Corvette (smaller shield, less hp/flux).
- Reduced speed of all 3 frigates.
- Rathan now has two light acc. pulsars and can aim them in a small angle.
- Vraan had two turrets instead of hardpoints. Fixed. Thanks to an observant Silver Silence.
- Lowered Sustained Ion Beam flux use.
- Lowered Kinetic Driver damage.

- Wowie! Some guns had really bad hardpoint offsets. Never really tested them, since Hiigaran ships lack hardpoints.
  Consider them all fixed now. (Those beam weapons really look ugly on non-Hiigaran ships!)

- Other minor fixes and balancing.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 08, 2013, 02:47:59 PM
You did that on purpose. I restarted my save literally half an hour ago and then you upload 1.4.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 08, 2013, 03:01:37 PM
Sowwy. Had to walk the dog first. :D
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 08, 2013, 03:24:45 PM
heh upate when i finished recording,

anyway heres a full damage battle

http://www.youtube.com/watch?v=Z54nfXDz2-w&feature=youtu.be

i just wish we didnt have to capture targets to get more ships in, i love some of the massive brawls i do manage to get into


Spoiler
Spoilered because of way off topic

so yea as i mentioned earlier I was sorta wanting to make my own faction, and ended up recently making something, outside of making the ships, i have no idea what to do, not even getting them in game

(http://i1213.photobucket.com/albums/cc462/Rugaard/MediumFighter_zps0f2fe97e.png)
[close]
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 08, 2013, 03:53:52 PM
Well, if you create a bunch of ships first, I'll help you start your own faction. :)

There're undoubtly tutorials around here too. Trylobot's ship editor is a must-have though.

Edit: That was some nice carnage.

Edit 2: Sequenced Pulsar's damage is waaay too low. Sorry about that. Will be fixed.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 08, 2013, 05:22:55 PM
i think ill wait a day or two before trying the updates, currently burned out from the grind to get the dreadnought

btw where can i get the turret and static weapon point graphics?
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 08, 2013, 05:43:11 PM
turret and static weapon point graphics? Eh?
Do you mean sprites? Or the coding behind the weapons?
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 08, 2013, 05:49:46 PM
the sprites as in to point out where the weapon are placed
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 08, 2013, 06:04:06 PM
Oh you mean the mount sprites?
Eh, be stylish and build your own.  :P
It makes the Ironclad and Ascendancy ships look very pretty with non-standard mount sprites.


But here, this has the normal mounts in it.
Spoiler
(http://www.ixstudiosdata.nl/starsector/sf-shipdesign_template.png)
[close]
*spoilered due to large image*


EDIT:
Is this (http://scr.hu/0zoz/uou4w) intended? I've literally just started, I mean you can still see the startup messages for Uz's Corvus.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 08, 2013, 06:28:35 PM
@Ember: I took them from vanilla ships. By the way, I hope you're not using paint. ;)

@Silver Silence: I don't use that mod, so I don't know where that message comes from. :S
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 08, 2013, 06:37:12 PM
The Omnifactory appeared to have started with several Hiigaran ships in it's "shop" which meant they were automatically processed for reproduction. I think this is a side effect of Thaago's Restock mod, as I've also found Hiigaran ships in the graveyard and at the Council Loyalist station as well, even though the Council and the Hiigarans are enemies. Perhaps war prizes? (that they're selling to make a quick buck. Buy bonds! >.>)
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 08, 2013, 07:10:28 PM
oh yea there's one thing I've noticed, the NH cargo section gets filled up with a tonne of fuel and supplies, there should be some way to limit how much the station can have

Spoiler
Just finished my first frigate

4 turrets 2 static
the vanillia hard points didnt fit so i made my own, i bet ill need to make my own weapons as well but i have no idea how to make them or can i use that ship editor?
(http://i1213.photobucket.com/albums/cc462/Rugaard/Frigate1_zpsc7e73775.png)

I realy should make my own thread but i cant think of a name
[close]
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 08, 2013, 09:23:55 PM
Something to do with poni.  :P
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 09, 2013, 12:21:30 AM
eh... maybe, was thinking something like Firestorm Federation
so far i got 1 fighter 1 bomber 2 frigates and 1 destroyer, and im already having problems coming up with designs that dont look like duplicates or re-sized hulls
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 09, 2013, 04:12:02 AM
You can always change the name of your thread.
And I'd suggest picking a vanilla weapon to be the base of your new weapon.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 09, 2013, 09:42:56 AM
I think the flak cannon could do with a nerf to it's damage. It's got almost as much DPS as the vanilla Dual Flak and hitting nearly 300 dmg on exposed hull is absolutely terrifyingly effective. Flying a Vraan at the moment and as the chainguns and the flak cannons have similar range, they almost always track the same thing. So a HE chaingun in the 360 mount with flak guns all around just rips things apart. Also, the chainguns are much cheaper on the flux and much better choices on smaller ships that perhaps can't keep up with standard cannons
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 09, 2013, 11:39:07 AM
Flak cannon nerf: Check. How much of a nerf are we talking about here?
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 09, 2013, 11:53:46 AM
generally flak shoulf only be able to take down missiles and fighters easily, if it shoots down a frigate or destroyer in a short time frame then its too strong
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 09, 2013, 01:06:56 PM
Perhaps half damage? Or a quarter? It sounds pretty drastic, but even with a quarter dmage, it's still over 100 frag DPS per flak turret. Instead of the current ~400 and something DPS. Also any random chance you could tinge the trim of the flak cannon to be pale red to match the colour of damage? energy being blue, kinetic being silver/grey, flak being pale red, HE being orange. Sucker for aesthetic and you've already done a good job so far.

On a little note, I slightly fiddled with the chainguns. Aside from giving them unlimited ammo like I do with all ballistic weapons, I also changed their fire to be alternating instead of linked with a burst size of two and no delay. Instead of perfectly parallel shots going off in random directions, it's random shots off in random directions. I don't know if there's a way to create the shotgun dispersion effect without using alternating burst, but that's how I do it. The side effect is a slight drop in DPS as shots are at least 1 frame of time apart.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 09, 2013, 02:15:23 PM
...tinge the trim of the flak cannon to be pale red...

You mean the orange colour on the gun itself or the explosion from the bullet? (I think I used a vanilla flak bullet though.)

That chaingun thing seems like a good idea. I'll look into it, thanks. :)

Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 09, 2013, 02:32:44 PM
The orange colour coding on the gun. Though the shells could probably do with a downgrade as I'm sure it's firing Thumper/Flak rounds from tiny little machine gun sized barrels.  :D

It looks pretty cool, but I'm sure a lot of the higher-ups in the Hegemony or TriTachyon would love to know how to make their guns shoot much larger shots than the caliber they're chambered for. Would really up the killing potential if a Mjolnir or a HAG was shooting shells 1.5x to 2x the size of the barrel that spits them. :P


For an idea of the effect I was trying to get on the chainguns, one could look to the BlackRock Splinter Volleyguns. They're basically PD small ballistic shotguns except instead of firing a perfect dispersion of shots, it's a random scattershot, much like an actual shotgun blast. I don't know how to accomplish that sort of scattering. My implementation is just a very fast burst.
That said, I also have not gone and done the logical thing of simply looking at the .weapon file of the Volleyguns.
 ::)


Though I am a fan of colour coded shells as well. I think most if not all weapons in the vanilla game do it and it's especially helpful in a mod like Ironclads where all the weapons are an unknown quantity in terms of firepower until you've actually gone against them a few times.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 09, 2013, 04:56:40 PM
Seems all stations are selling Hiigaran ships. Is fixed in next version.

@Silver Silence: I didn't even notice the bullet is too large. :P Anyway, all is noted. Thanks. :)
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 09, 2013, 08:33:35 PM
I got the Codex 16 thing to work, its stating your mod balance is 1.35 where balanced is at 1, funny how stock is a bit above balanced, anyway, want me to show you anything specific?
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 10, 2013, 04:52:50 AM
Wow, I dunno. Any chance of a screenshot of the results? Or maybe list the ships that are too much below or above average?
That program just crashes outright when I start it, so I have no idea what kind of info it shows. :S
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 10, 2013, 06:43:16 AM
eh, i can try an see, also i cant realy tell whether the weapons are balanced or not

anyway here are how your ships are balanced, the stats window on the right seems to just show the ships stats, an a scoring at the bottom that makes little sense to me
Spoiler
(http://i1213.photobucket.com/albums/cc462/Rugaard/Codex2013-07-1006-45-53-88_zps69b11aba.png)
[close]

Carriers are expected to have low combat balance as ive seen it low in stock carriers
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 10, 2013, 07:56:53 AM
Overall, in combat, they seem pretty balanced. Out of combat, they are certainly, er, varied in their balance.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 10, 2013, 08:07:32 AM
eh it looks like most of them are below the balance line an i only see 3 that are significantly past it, notice how the Sajuuk Khar is combat balanced at 0.5

oh yea, i got a bunch of ships now, just need to finish off one cruiser and a few transport ships, Im going to leave out the capital ship for now as detailing it may just kill my hand lol

not sure if youve seen them but i posted some on the spriters judgment thread
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 10, 2013, 08:56:32 AM
Thanks, Ember! This is helpful.

Overall it's not too bad I guess. I figure that program can't take everything into consideration.
The Faal-Corum, for example, rates really, really low, but it's carrying 30 little buggers with it which were probably not calculated.
The Skaal and Sajuuk-Khar carry a huge beam which the program also didn't take into consideration.
The Rathan also didn't get his system weapons included, which leads to the big gap between it and the Vraan. Makes sense.

The Jet rates low too, strange. It really makes short work of everything smaller than a destroyer in my experience. I won't buff it though.
Qwaar is below average, well unexpected. I find it to be more effective than the Koshiir.

The Jneer seems to need a huuuge nerf and the Saarkin needs one as well.

Damn, I wish that program would work on my pc.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 10, 2013, 10:19:24 AM
The Jneer's twin frontal large mounts certainly make it powerful but it's not indestructible. In fact, I often woefully overestimate mine and end up getting wiped because the shields don't last as long as I thought they would. The Saarkin, I'm surprised it rates so highly. One heavy gun, two mediums is all it's got for it's main arsenal. Unless you wanna get into knife fight ranges to make use of kinetic drivers.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 10, 2013, 10:21:12 AM
Not to worry, I haven't downgraded them much. :) And I increased the purchase price. That should fluxuate the rating a bit too I think?
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: legion on July 10, 2013, 05:14:46 PM
A good Cruiser to start with is the Troop transporter. At 12k, it is the only energy capable big ship, the other one just has ballistic and is even slower...

You might want to add a cheap 3 or 4 FP fighter, after buying the badge, you can get a (combat) cruiser with a landing strip, but with only 10 hangar space, you could only field 1 wing, no matter the type of fighter (if you do employ HD forces only). Or make a dedicated hangar ship, similar to the cruiser transports.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 10, 2013, 05:32:37 PM
I haven't flown the Troop Transport, but the number of mounts it have given me the impression it's more like a fighting freighter than an "OMG, bad guys, LEG IT!" freighter.

Also I fiddled with the chainguns a bit more  :P
Alternating fire, "doubled" RoF, "half" flux per shot. This (http://scr.hu/0zoz/vlyod) is the result. Also, check that out. All 6 flak guns pumping almost 300 hull damage a hit into that poor Domi. I think the glow radius of the shots could be toned down, because I can't see what's happening under there. I just know stuff is dying.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 10, 2013, 05:44:01 PM
http://www.youtube.com/watch?v=NuGUHlihH6Y&feature=youtu.be&noredirect=1

The pack has arrived!


heh, i had a bit of fun with these ships
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 10, 2013, 05:50:13 PM
And people say the Council is OP (http://scr.hu/0zoz/j581k).
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 10, 2013, 05:59:35 PM
@Legion: Thanks for your feedback.
I've made many ships more expensive, including the transports.
I don't think more ships will be added though. It's quite full as it is. But the Faal-Corum and Wodaan will have their hangar space increased.

@Silver Silence: Dropped glow radius by a third for next update.
And, yeah, I kinda pictured the ship to be some kind of rock-for-brains space marine-infested boarding vessel, not that tough in a fight, but can at least hold its own for a while.

@Ember: I like them a lot too. I am glad I kept them as frigates, not fighters. They're like tiny frigate midgets, poking at giants with hot iron sticks.

@Silver Silence #2: Upgraded ship I take it? Half damage on? Well, good thing it'll get nerfed in the next update. Muhaha.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 10, 2013, 06:04:14 PM
And people say the Council is OP (http://scr.hu/0zoz/j581k).

heh, yea that ship is definitely OP btw the council ships, almost all of them are below the balance line
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 10, 2013, 06:12:58 PM
@Silver Silence #2: Upgraded ship I take it? Half damage on? Well, good thing it'll get nerfed in the next update. Muhaha.
Full damage, notable upgrades being +50% RoF perk, +25% range perk and about +30% OP due to skills. Allowed me to chuck 50/30 caps/vents, the layman's ITU, Resistant Flux, Accel Shields, Extended Shields and Adv. Gyros. Since that post, I've managed to skill up for another 20% OP giving me +50% OP in total. I've also moved up to the Qwaar and have created this (http://scr.hu/0zoz/sm0a0) not-so-little beauty (http://scr.hu/0zoz/2btjy). And this isn't even my final form (http://scr.hu/0zoz/yp6ag)!

Now I shall be right back and see how well I can smack some Council ship 'round the head with this thing.

EDIT:
First fight in the Qwaar against a Council supply fleet (http://scr.hu/0zoz/m03xb). Strike 1 battleship, 1 battlecarrier, 1 cruiser, 3 transports, 1 destroyer, 3 frigates and 2 fighter wings. Damage suffered from the Venator battlecarrier due to it's carrier nature making it want to stay out of the way so I charged in with burn drive and took some mauler rounds all over the right side along with some blaster shots from it's built-in laser cannons.

DOUBLE EDIT:
btw the council ships, almost all of them are below the balance line
And people say the Council is OP.
:P
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 10, 2013, 07:11:19 PM
just providing the data, try going against the nomads, thier rating is 1.32 i think


my ships keep on evolving the more i post to that spriters thread
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 10, 2013, 07:32:19 PM
I've fought the Nomads many times. The destroyer, Gila and Sandstorm are the only ships to really worry about. Unless you can't handle a few missiles, in which case you probably want to keep an eye on the missile ships. The Yellowjacket tickles most bigger ships, as do their fighter wings and the other frigate. The Sandstorm can and will wreck face if you give it half a chance, and the Gila Monster, just don't get in it's way and you'll be fine.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 10, 2013, 07:42:57 PM
meh, i shoved that one cruiser into the face of both cap ships on the nomads, the gila monster i tore apart easily, the crab shaped one though i had a bit more difficulty

oh yea, if you look at the video i posted back an look at the name of my ship you would fin something amusing
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 10, 2013, 08:14:45 PM
Back to the topic of colour coded guns, I'm actually entirely wrong. HE is the red-coloured damage when looked at in stats, while frag is the yellow damage. Kinetic is still white/gray and energy is still blue, but I got HE and frag back to front.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Vinya on July 10, 2013, 08:22:44 PM
Running 1.4 and the badge of Admiralty hasn't registered for about an ingame week. Is there some kind of timer on it? There wasn't on the others...
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 11, 2013, 04:08:28 AM
@Vinya: Did you load an old savegame saved with an older mod version? For everything to spawn properly you'll need to start a new game. :( There's no timer.

@Others: I wonder: Is it just as easy to use a fully outfitted council/gedune/insertmodhere ship and molest a Hiigaran fleet?
I am going to try this myself when I have the time. This one-man/ship-army thing is ridiculous. x)
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: SainnQ on July 11, 2013, 04:41:17 AM
@Vinya: Did you load an old savegame saved with an older mod version? For everything to spawn properly you'll need to start a new game. :( There's no timer.

@Others: I wonder: Is it just as easy to use a fully outfitted council/gedune/insertmodhere ship and molest a Hiigaran fleet?
I am going to try this myself when I have the time. This one-man/ship-army thing is ridiculous. x)

AI in the game just isn't really robust enough to act on the the commands the player is allowed to give them in a satisfactory manner.

So most people just get a decent Capital Ship/Cruiser, and kit it out and solo armies.
Being able to determine threats and dispose of them in appropriate order kinda beats the pants off what the AI can put up with.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 11, 2013, 05:12:43 AM
Ah, so I don't have to nerf all my ships to oblivion then. That's good to know. I was getting kinda worried. ^_^'
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 11, 2013, 05:54:31 AM
Having a battleship that deals all typical ballistic damage types at similar ranges also helps. 700/600/500 range on the big chainguns, little chainguns and flak guns respectively. So generally, if there are no missiles, and I choose a ship to target, EVERYTHING turns to shoot at that target. Also those flak guns, which I often have 8 of which shooting at any one target, still thump ships for nearly 300 damage a hit. I think I'll go see how they play myself with half or even a quarter damage.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 11, 2013, 06:01:20 AM
I've polished stuff up enough to release a final version for 0.54.1a, but there's still a huge question mark.

Someone mentioned it before, the amount of personnel, fuel and supplies being brought in from supply convoys is ridiculously high. (Although my mod is not alone in this.)
I've compared the .java files in my mod with vanilla ones and I just can't seem to see where the delivery of supplies/fuel/personnel is defined.
I'd like to lower the amount to 25% of what it is now.

Might someone be able to help?
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 11, 2013, 06:34:07 AM
not sure how to help but on some mod like the council i sometimes see the notification that excess supplies have been offloaded onto the supply fleet, i think the council is one
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 11, 2013, 11:55:08 AM
Yeah, a message like "The Council offloads some of it's excess supplies and fuel onto the supply convoy" appears. I believe someone made a mod or at least a piece of code that slowly drains a station's supples. Exerelin uses similar item-removing code to make it appear like the stations are actually using their supplies. Weapons that may be available one moment will not be available in a couple in-game weeks time, instead replaced by other weaponry. Though I think only the code to drain supplies and fuel is needed because the Hiigarans don't yet have so many weapons that one would need some way to recycle them to make room to showcase others. Perhaps when even more weapons are introduced. Go poke Zaphide in his Exerelin thread and see about the code.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 11, 2013, 12:40:49 PM
Will do! Changes so far:
v1.5
- Took a good look again at vanilla shields; balanced mine accordingly. The Jneer and Saarkin in particular had very strong shields. /nerfed
  Every other ship got at least a small nerf too. It is a lot easier now to get through Hiigaran shields, according to my own testing anyway.
- Slightly nerfed Saarkin's armour and some other stats, greatly nerfed Jneer's armour and some other stats.
- Reviewed ship pricing.
- Changed chainguns to alternating fire, increased fire rate. (Damage stays roughly the same.)
- Nerfed Flak Cannon, both in damage and glow.
- Faal-Corum has had its hangar doubled (supports 2 wings) and Wodaan had it slightly increased (supporting 3 and its own bombers ofcourse).
- Changed Vraan's Omni shield to Front.
- Drastically decreased Skaal's shield coverage.
- Hiigaran ships were for sale on other stations. Fixed. (Needs new game to see change.)
- Other minor changes I forgot about or are not worthy of mentioning..
- Abas torpedo wasn't firing both torpedoes at once. Fixed. Tested some more, was too powerful. Reduced damage, torpedo hitpoints and drastically reduced refiring speed (= same as pilum, 15s).

I think I have nothing more to add, except the supplies flooding thing.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 11, 2013, 12:47:21 PM

- Changed chainguns to alternating fire, increased fire rate. (Damage stays roughly the same.)

Roughly the same? The DPS is different? At the moment, the tweaks I've did make the chainguns put out the same volume of fire, only individually instead of both barrels at the same time for a more gatling-gun style effect.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 11, 2013, 12:56:25 PM
I fiddled around with the chainguns values and never got the exact damage again.
Sorry, I really suck at math and numbers. (I've been tested for it, it's true!)

If you want you can show me what values you got and I'll take over yours. >_>
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 11, 2013, 01:15:13 PM
Im finding the jet to be a little fragile at the moment and im playing at full damage

http://www.youtube.com/watch?v=e0pazl6xfV8&feature=youtu.be

first video shows the armor get shredded by a flare launcher, slow it down at the death to see if it was the first shot or second shot of thier big guns that ended me, the second scene i was at full armor and hull and ive never seen a vanillia frigate die like that to a destroyer at full health
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 11, 2013, 01:30:52 PM
Fun fact, flares are energy weapons and in the case of the Gedune, their flares actually deal HE damage and hit for about 60 damage each time. Yep, those tiny flares are surprisingly painful.

By the looks of that second video, you got caught in the Buffalo's deathsplosion. Yeah, those reactor failures are surprisingly painful too.  :P
I've had cruiser explosions rip half HP out of my various battleships before despite only affecting the very front of the bow.

@Gotcha
Here (http://scr.hu/0zoz/97l74)'s the juicy tidbits of the Hiigaran weapons as I have them.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 11, 2013, 01:37:56 PM
Hmm, I think it's fair. The frigate was without shields and got 2 nuclear bursts in its face at 0:31.
Those nuclear burst weapons do 500 damage a pop (with an impact of 500 as well, but I don't know if and how that would matter).
Since the Jet had a lot of other incoming fire it might just have been enough to be blown apart.
The Jet has 2000 hp, vanilla highest value for a frigate. It has 200 armour, vanilla frigate ranges are from 75 to 300. So it's not doing that shavvy.
Also, I think those ships you fought are destroyers. Not something a frigate would win on its own.

So I could increase its hp or armour, but then it will decimate other ships again. :-\

About the second half:
Honestly, I don't know how damage is calculated when a ship blows up. After a few accidents of my own I always make sure to get my shields up, even if it would overload me. (Overloading is better than exploding! ^_^) Or I'd smash the backwards-button as hard as I can.

Other people's opinions?


@Silver Silence: Whoah, those are waaay too overpowered. ::) Little energy usage too.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 11, 2013, 01:50:19 PM
wait what? 2k? i think i found the problem >.>

Spoiler
(http://cloud-2.steampowered.com/ugc/1118300602698844875/23A76BAA76AE9078AB463BC70F8CD2D97E8260EB/)
[close]
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 11, 2013, 01:51:58 PM
You lacked that upgrade which makes your armour thicker? Or that unstable engine (I never use it) blew up?

Edit: Oh, scrap that. I understand what you mean now. And, yeah, it DOES have 1000 hp. I was looking at the Vraan earlier, by accident.
I'll need some reviewing.

Edit2: Time for glasses. Sheesh.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 11, 2013, 01:54:08 PM
Not getting so close works quite well for me and goes nicely with all those shiny long ranged weapons I have.  :P

And yeah, those are teleporting destroyers with modified plasma cannons. The amount of butt piracy those things inflict on my Qwaar is insane.
Their teleportation also makes them pretty hard to pin down and kill because they can just blink out of the fight and vent flux, then go back in for seconds.

I've no idea how the deathsplosion damage is calculated, but I just assume that the closer you are to ground zero, the more damage you'll take. Bigger ships also have bigger deathsplosions so are capable of inflicting incredible death damage. That Nihil dreadnaught, that thing has vaporized my Council Hawk III before because I was just unloading cheap shots into it's side till it died.

EDIT:
Ninja'd.
Ah, 1200HP. Yep, after the mild damage inflicted by Gedune flare hits, that would leave you well within 2 hit levels. Besides, even if the flares didn't hit you, one of the destroyers took a 2nd follow-up shot so that 3rd impact would have finished you anyway.

DOUBLE EDIT:
Ninja'd AGAIN.
Nothing to add though.
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 11, 2013, 01:57:25 PM
You lacked that upgrade which makes your armour thicker? Or that unstable engine (I never use it) blew up?

Edit: Oh, scrap that. I understand what you mean now. And, yeah, it DOES have 1000 hp. I was looking at the Vraan earlier, by accident.
I'll need some reviewing.

no you stated that the ship is supposed to have a base of 2k hull, at this moment its half that

oh yea the corvette has the same armor value as the jet as well
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Gotcha! on July 11, 2013, 01:58:59 PM
Nono, I was wrong. It currently has 1000 hp, which, I agree, is too low when compared with vanilla ships. Thanks for the headsup!

Edit: I see I did some stuff wrong here in the hp department.
Jet will have 1750 hp instead of 1000, Kaan 1500 instead of 800 and Fiirkan 1000 instead of 750. Armour will remain the same.
Hound has 2000 hp, but it lacks a shield. Brawler also has 2000, but lacks speed. So I think it's fair.

I'll increase my destroyers' health too, since I apparently mistook them for frigates in some time in the past. Don't ask, my mind works in mysterious ways. (It's broken.)




Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 11, 2013, 02:17:15 PM
On a totally off-topic note, Ember, is that one of your ponies?



On-topic: At the start of the game, if I'm flying a frigate and it's the start of the game, then I'll take Unstable Injectors. If I have a choice between Injectors and Aug'd Engines, I'll take Injectors because Aug'd Engines will leave you adrift for absolute feckin millenia. I'll happily take easy to break engines compared to a flameout measured in ice ages.


EDIT:
I just don't (http://scr.hu/0zoz/31rud) know (http://scr.hu/0zoz/zzc0r) what (http://scr.hu/0zoz/d1tq1) went (http://scr.hu/0zoz/vz9ha) wrong (http://scr.hu/0zoz/kdm1h).
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Ember on July 11, 2013, 03:59:00 PM
true that longer repair penalty can hurt but you can i think negate it with this one other hull mod that i cant remember the name of... or its from one of the skills

anyway yes its my pony, a better pic in the spoiler below if your interested

Spoiler
(http://t.facdn.net/[email protected])
[close]

anyway, just about ready to post my own thread
Title: Re: [0.54.1a] Hiigaran Descendants v1.4
Post by: Silver Silence on July 11, 2013, 04:13:32 PM
Yeah, you can get the combat repairs perk and stack it with a hullmod that boosts repair speeds further. But I tend to never get the repairs hull mod. The combat repairs perk, I almost always end up getting as it's the same skill that gives you shorter overloads and faster vent speed. Combined with resistant flux, I can purge most ships from near full flux to stone cold in 2-3 seconds and an overload is only 4-5 seconds long instead of 10-15
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 11, 2013, 04:45:43 PM
Last version for 0.54.1a;

v1.5
- Took a good look again at vanilla shields; balanced mine accordingly. The Jneer and Saarkin in particular had very strong shields. /nerfed
  Every other ship got at least a small shield nerf too. It is a lot easier now to get through Hiigaran shields, according to my own testing anyway.
- Slightly nerfed Saarkin's armour and some other stats, greatly nerfed Jneer's armour and some other stats.
- Reviewed ship pricing.
- Changed chainguns to alternating fire, increased fire rate. (Damage stays roughly the same.)
- Nerfed Flak Cannon, both in damage and glow.
- Faal-Corum has had its hangar doubled (supports 2 wings) and Wodaan had it slightly increased (supporting 3 and its own bombers ofcourse).
- Changed Vraan's Omni shield to Front.
- Drastically decreased Skaal's shield coverage.
- Hiigaran ships were for sale on other stations. Fixed. (Needs new game to see change.)
- Abas torpedo wasn't firing both torpedoes at once. Fixed. Tested some more, was too powerful. Reduced damage, torpedo hitpoints and drastically reduced refiring speed (= same as pilum, 15s).
- Drastically increased hp for frigates and destroyers. They're on par with vanilla now.
- Small graphical updates on Saarkin, Rathan and Skaal.
- Other minor changes I forgot about or are not worthy of mentioning.

I also put some lore bits in the main post.
The participation of New Hiigara in the Domain war will be added later, since I haven't dug deep enough in this game's lore.

Edit: Oh yeah, no new game start needed.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Silver Silence on July 11, 2013, 05:36:17 PM
Aw, all done till 0.6?
okay.jpg.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Ember on July 11, 2013, 06:43:28 PM
whoo 0.6 i gonna have new systems available, i take it your going to give the new higarans thier own system?
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: echosierraalpha on July 11, 2013, 11:53:26 PM
This mod is awesome!  ;D

I, myself am a huge Homeworld fan (one of my fondest memories as a child was playing this series) and this mod does those games justice :P
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 12, 2013, 04:05:03 AM
@Ember: Ofcourse! ;D

@echosierraalpha: Thanks! :D

@Silver Silence: Aww. :(
Spoiler
(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSJ7VBa7aRtiRXw-sgBURmvkdQEwy4J2fOrlHT8z5UaGgylkByo)
[close]
Well, I am hoping 0.6 is right around the corner.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 13, 2013, 06:32:18 AM
Bring out 0.6 already! My star and planets are ready. :D

New Hiigara's white sun: Laamat
Spoiler
(http://avatar.home.xs4all.nl/crap/new_hiigara_sun.png)
[close]
Notes: Type: A. Estimated temperature: 11000 oC

The closest (but still far away) planet to the sun: Daiamid
Spoiler
(http://avatar.home.xs4all.nl/crap/new_hiigara_ocean.png)
[close]
Notes: The low amount of water on New Hiigara eventually stopped its population growth. Scientists are looking into using the water source on Daiamid in order to advance New Hiigara's growing possibilities.
Unfortunately Daiamid's absense in land and abundance in voilent storms make the planet itself uninhabitable. The few rocky islands that were found now host storm- and waterproof research bunkers.

The next planet is New Hiigara itself:
Spoiler
(http://avatar.home.xs4all.nl/crap/new_hiigara.png)
[close]
Notes: Clearly visible, even from space, is New Hiigara's massive biosphere-city, Sala. Several other biospheres dot the surface and it's continuously being patrolled by capital ships. (I put down-sized ship sprites in the cloud layer. :D )

[Asteroid Belt]

Next, a gas giant: Jakuul
Spoiler
(http://avatar.home.xs4all.nl/crap/new_hiigara_gas_giant.png)
[close]
The hydrogen, helium and methane presence give it its blue colour. Hiigaran mining stations have been harvesting this planet for over a decade.

Jakuul's moon: Koya
Spoiler
(http://avatar.home.xs4all.nl/crap/new_hiigara_gas_moon.png)
[close]
An insignificant rock. No useful resources have been found on this moon.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Ember on July 13, 2013, 06:42:42 AM
nice, is there an asteroid belt with planetoids?
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 13, 2013, 06:47:43 AM
Well, it's very easy to throw a mini planet inside a belt, but it's not something I'll be doing. :)
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: silentstormpt on July 13, 2013, 06:50:23 AM
Well, it's very easy to throw a mini planet inside a belt, but it's not something I'll be doing. :)


Sir, u have no idea:  ;)

Spoiler
(http://fc06.deviantart.net/fs30/f/2008/052/4/c/Map_of_the_Homeworld_Universe_by_Norsehound.png)
[close]
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Silver Silence on July 13, 2013, 06:59:11 AM
As a guy who's never played Homeworld, all those other empires seem like a great source for more ships. *hint hint*  :P
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 13, 2013, 07:06:18 AM
@silentstormpt: Me is confused. ???

@Silver Silence: Lore would not allow it. 'My' Hiigarans predate the first game, Homeworld.
Explanation in short: Hiigarans needed to move to another planet after losing a war. This happens thousands of years before Homeworld 1 starts. (This story is told when playing through Homeworld.)
Some ships were lost during this long journey (The Exile). I just made some extra ships abandon the convoy by going through a wormhole. (Cheap, I know. x) )

So the New Hiigarans have never witnessed the events in all three Homeworld games.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Silver Silence on July 13, 2013, 08:32:17 AM
Doesn't mean the other empires are have disappeared into thin air.  :D
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: echosierraalpha on July 13, 2013, 09:12:57 AM
Hey Gotcha,

Regarding the planet Daiamid, specifically how the Hiigarans are planning to move the water from there to New Hiigara, wouldn't it be easier to just use comets instead? Comets are pretty much commonly found in any system, and there are loads and loads of comets that are just pure ice, ready to be thawed (In fact there are theories floating around that this might be where earths' water comes from) additionally, from a practical stand point, moving an entire ocean from one planet to another is well... ambitious, to say the least :) worse come to worse, the new Hiigarans can use their hydrogen extracted from Jaakul and mix it with oxygen -much easier logistically.

also, reaaally small nitpick, but Kiith Soban was founded after splintering from another, larger kiith back in Kharak long after the Hiigarans landed there, and as such probably wouldn't exist in this mod :)
http://homeworld.wikia.com/wiki/Kiith_Soban

Even smaller nitpick: the Skaal Ion beam cruiser is named after a predator native to kharak, which probably doesn't exist on New Hiigara, though you could always hand-wave it away by saying that these Hiigarans coincidentally named a creature the exact same name that the Kushan did back on Kharak. (in fact, this explanation is even entirely plausible - same language, same culture of origin, ect)

sorry if I come off as a bit OCD, but my inner space geek compelled me ;)
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Ember on July 13, 2013, 09:52:11 AM
wait 3 homeworld games? i only know of two
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 13, 2013, 10:35:44 AM
@Silver Silence: They didn't. Their future is out there... in their own galaxy. :P

@echosierraalpha: I believe as well that Earth got his water this way, but throwing comets on an inhabited planet might not be the solution the New Hiigaran people are looking for. :P Comets bombarded the crap out of poor Earth first. Even though they contained water, Earth would be volcanic for a long time before cooling down. If I remember discovery channel correctly.
I didn't think about mixing hydrogen with ogygen, but that sounds a lot more practical. I'd make a poor planet settler. I'll change the descriptions and lore to that. Thanks!

About Soban, I am glad someone is fan enough to catch me red-handed. You're absolutely right and I thought about not adding them. But as I was creating the naming list I found that there weren't many last names/kiith I could add, so I tossed it in there. Just like that. :-[ *shame*

Aaand, the Skaal, yep, a predator native to Kharak. I think I can get away with this one! I imagine Kharak was a known planet to the Hiigarans (or at least the ones that took the time to study) and that they knew exactly where they were shipped off to. So maybe the animal was already known, due to its appearance in holographic libraries.

>_>'

Yes? No?

<_<'

@Ember, Homeworld, Homeworld: Cataclysm, Homeworld 2. :)
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: silentstormpt on July 13, 2013, 10:54:54 AM
@silentstormpt: Me is confused. ???

@Silver Silence: Lore would not allow it. 'My' Hiigarans predate the first game, Homeworld.
Explanation in short: Hiigarans needed to move to another planet after losing a war. This happens thousands of years before Homeworld 1 starts. (This story is told when playing through Homeworld.)
Some ships were lost during this long journey (The Exile). I just made some extra ships abandon the convoy by going through a wormhole. (Cheap, I know. x) )

So the New Hiigarans have never witnessed the events in all three Homeworld games.

Even so, this is a map of the entire galaxy, and also gives you a general view of the whole perspective on the empires locations
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Silver Silence on July 13, 2013, 11:26:42 AM
As Gotcha mentioned, the Descendants are a splinter of the Hiigarans, not the Hiigarans themselves. They're ignorant of the happenings of the Homeworld games and feature just in this mod.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 13, 2013, 11:30:12 AM
@silentstormpt: Thanks, but as a notorious Homeworld fanboy I already had 3 copies of that map on my harddrive. :D
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: echosierraalpha on July 13, 2013, 11:47:50 AM
Hey Gotcha!

first of all, regarding comets: they are mostly composed of water with a few small bits of rocks/ dust inside. as long as the hiigarans chose comets with minimal rocks/dust, the vast majority of the comet should evaporate in re-entry long before it hits the ground. Of course, this method, if used too much (and yes, chuking an entire ocean's worth of comets do indeed fall within the "too much category") would heat atmosphere a small amount. However, with a little luck, that much water vapor in the upper atmosphere should also serve to block a significant amount of the sun's rays, reflecting them back into deep space and canceling the heating effect on the planet somewhat. ultimately, I'm much more sure about the viability of this method than even the Hydrogen + Oxygen method, primarily because the latter requires so much shipping that it would be incredibly difficult or take incredibly long period of time to accomplish. (transporting enough hydrogen to make an ocean? lol.)

Secondly, regarding the Skaal: While I admit that it is possible, it is also (according to the wiki anyways) highly unlikely.

"With the beginning of the Exile, the entire surviving Hiigaran population was forced to board a convoy of transports that would ferry the Hiigarans through space until a suitable homeworld could be found for them to resettle themselves on. For generations, the convoy ventured into deep space, and eventually, the Hiigarans as a race were virtually forgotten. During the journey, the Hiigarans suffered miserably and soon lost their sense of identity. Many of them did not survive the journey due to the primitive technology employed by the convoy, leading to the loss of many vessels and their passengers. Despite the hardship, the Hiigarans eventually found refuge on the desert world of Kharak, where the Hiigarans found a place to call home and reestablished themselves as the Kushan."

http://homeworld.wikia.com/wiki/The_Exile

judging from the lines bolded above, its more than likely that the the hiigarans didn't even know that kharak existed before stumbling into it. :(
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 13, 2013, 12:26:55 PM
I'll take your word on the comets. Take note though that it is not New Hiigara's goal to create oceans. Just to have water in abundance to grow their population.

Ouch. I think I need to rewrite some of the captain's log. Thanks for the heads-up. I was sure I read somewhere that they knew where they were send off to. It's also been too long since I played Homeworld.
I am going to credit you as loremaster. :D

Edit: Captain's log changed. Thanks again.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: echosierraalpha on July 13, 2013, 12:43:16 PM
ah, that makes far more sense  :D

also, 9 posts and already loremaster. sweet! ;D
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Vinya on July 13, 2013, 04:38:01 PM
*10

I know the mod is supposed to be vanilla balanced, but I find a lot of the Hiigran ships are a little underpowered considering their tech level according to lore, and the general look of them.

Then again my favorite mod is still Neutrino which is 'vanilla balanced'- its balance just happens to be the antithesis of most vanilla ships.

Most factions have their one common theme or strength, and I have trouble deriving what the Hiigran's is.

Just my thoughts so far >.>
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Silver Silence on July 13, 2013, 04:46:19 PM
The Hiigarans (according to the Codex anyway) were OP a few versions ago.


As for what their theme is, I haven't discerned much of a theme. They use both ballistic and energy based ships whereas most mod factions focus solely on one thing, Neutrino being energy, IFed being ballistic, Council being energy with a couple oddball ships. Just some nice ships that look a little different to all the rest and have their own weapons. That's enough of a unique style for me.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Vinya on July 13, 2013, 05:08:44 PM
Since they have a lot of really nice carriers I'd really like to see moar fighters.

Then again I say that for every mod.

Fighters are really frakkin' awesome.

Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 13, 2013, 05:15:28 PM
The strength is that the Hiigaran fleet has an answer for almost everything. :)
There are ships in every class using ballistics or energy. There are missile-oriented ships, glass cannons, muscle ships, etc.
Even though there are a lot of ships in this mod, I think almost all are unique in what they can do.
But that's my humble opinion.

Also, if you find some ships underpowered, do tell, because I can't do anything about it without details.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Vinya on July 13, 2013, 05:23:31 PM
Their flux dissipation could be raised or the flux buildup of the weapons could be reduced. I find the damage output/flux ratio a bit underwhelming.

Also

MOAR FIGHTERS! BWAAHAHAHAHAHA!
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Silver Silence on July 13, 2013, 05:28:33 PM
Apparently the Jneer is OP according to the Codex, though it doesn't provide a tip on where it's OP and I don't know where either.

I prefer the chainguns over the standard cannons as the cannons push me to something like 4k flux/s while the chainguns keep me down at about 2.5k flux/s. Autopulsars and Pulsar Beams in every other slot work well for keeping flux under control on energy ships.


EDIT:
Wouldn't mind seeing a ballistic ship of similar scope to the Sajuuk, as the Qwaar is just a battlecruiser and the biggest it gets for ballistic capitals. Unless you wanna use Kuun-Lan or Wodaan instead.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Vinya on July 13, 2013, 05:46:36 PM
Gotcha, would you like animated versions of those energy weapons?

Like, you fire, and the lights turn off, then light back up by the time it's ready to fire again?

It would be like

Really easy. If you don't know how to animate yet though, I'd say you should try it.

EDIT:
I'd also like to see the Kuun-lan (I think?) get large energy mounts rather than large ballistic. It has more than enough ballistic mounts already >.>
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Ember on July 13, 2013, 05:50:44 PM
fleet points affect the balance of ships greatly within the codex apparantly so if you made it 13 of 14 for the jneer it would most likely move towards more balanced
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 13, 2013, 06:00:29 PM
@Ember: Hasn't the Jneer dropped after my nerf? Or is it still in the red? I am a bit against raising the FP, since the lower rated Saarkin decimates other ships just as well as the Jneer.

@Vinya: Animated weapons sound like fun. Do you have examples?

The Kuun-Lan is an older model vessel, lore wise, and is not designed to accept energy weapons. Sowwy. :(

Edit: I checked the flux dissipation values and compared them to vanilla values and they really seem okay, well above average for most.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Ember on July 13, 2013, 06:21:21 PM
yea Jneer is still red and at 1.8, saarkin is at 1.5
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Silver Silence on July 13, 2013, 06:23:10 PM
For repeating weapons, looking to your own chainguns or the vanilla thumper would be a start. For a more unusual animated weapon, then perhaps the large Solenoid cannon of the BlackRock DriveYards.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: echosierraalpha on July 14, 2013, 09:13:22 AM
Hey Gotcha,

after re-reading the lore again, I think I spotted a small mistake: the captain and crew that agreed to travel through the worm hole were banished because Hiigara might not be in the same "star system" as new Hiigara. Don't you mean galactic arm or, even better, galaxy instead? Given that the Hiigarans understood that they were headed to the uncharted Outer Rim, which is far, far away from their empire and Hiigara itself, I doubt that they would get particularly upset if the captain did his job. If, however the Hiigarans found that they are not even in the same galaxy, then things would be different. One of the key points in HW1 was that the Kushan found the Guide Stone within the ruins of an ancient city. After some analysis, they discovered that the guide stone was a star map/ image of constellations as seen from Hiigara.

Now, the thing about constellations is that due to its nature, prespective is everything. the big Dipper, for example, would look slightly different here on earth compared to say, another solar system deeper into the galactic core. As such, even if the Hiigarans were exiled, they knew that, in the future, they could always find and return to their homeworld, should the circumstanes permit it. However, if the Captain were to accidentally dump them into a completely different Galaxy, then this hope would be completely dashed, as they would not only need to find the specific point in space in the Galaxy, they would also need to find which galaxy it is, and then get there :O. Indeed, this explanation would actually be very canon friendly: it is generally accepted that the homeworld galaxy is not the milky way, while the star sector galaxy most certainly is. By saying that the Hiigarans were dumped into our galaxy, you can have your cake (New Hiigara is cut off from Old Hiigara and everyone else) and eat it too (everything is logical and lore friendly, yay!)

Also, regarding the captain's entry on 6535 GSY , 2840 Anno Domini.

I suspect that the captain would not be all too surprised to be honest. the Taiidan, Hiigarans and the Vaygr all look very Human like, despite all coming from completely different worlds. One of the theories that is floating around is that the reason for this is because the precursor race, known as the Progenitors, "seeded the galaxy with Life", and in the process decided to add human look-alikes to some of them. As such, in all likelyhood, the discovery of yet another human look-alike that had never been encountered, while somewhat novel, probably would not elicit a huge surprise from Hiigarans.

<.<
>.>

*puts on tinfoil hat* In the context of this mod, however, as well as how you set it up, you can have ALOT of fun with the above.
First of all, its important to note that it is stated in HW2 that the Progenitors were not native to the Homeworld Galaxy, which is pretty much confirmed to NOT be the milky way.

now, you can go the mundane route and simply say that the Milky way galaxy is simply another that the Precursors seeded life with...

OR:

significantly more terrifyingly interestingly, what if the reason why the Progenitors seeded the Homeworld Galaxy with human look-alikes was because they were the original human race? (or descendants thereof) What if, the wormhole not only sent the Hiigarans through space and into the milky way, but also through time as well, thousands of years back, as it were. when they finally re-discovered their home galaxy centuries later (Thus explaining their advanced tech), they constructed a huge ship (as Hiigarans tend to do), that eventually made its way into the homeworld Galaxy and, seeing it devoid of life, decided to seed life in Hiigara and elsewhere ect...

plot bonus: it would also explain why the progenitor chose that particular galaxy to seed with life as well as explains why the progenitor tech was stated to be compatible with Hiigaran tech in HW2 despite how unlikely two different computer systems seperated by thousands of years and differing species would have enough code similarity to be backward compatible. I mean, for crying out loud, we can't even manage that level of similarities between Apple Macs and Microsoft Windows! and that's between two companies, not two species with different biology, thoughts, cultures, taboos ect...
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 14, 2013, 10:00:46 AM
*reads*

*head explodes*

Oh dear. My brain was given too much to process. I'll be cleaning this mess up now.

Yeah, I should have said galaxy, not star system.
You have given it faaar more thought than I did. If you'd like, maybe you can write the lore? :D
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: echosierraalpha on July 14, 2013, 10:37:53 AM
Oh... Oh my...  :o

Hmm~ I-I'll have to admit, I am very tempted (and would be honored) to say yes...

but I can't help but feel that this is your brain child, and that having another person such as myself write the lore for you might clash with what you have in mind regarding the image of the New Hiigarans.
I would feel more comfortable if I continue to point out small errors, maybe add a few suggestions here and there, but ultimately leave you with the freedom to dictate what you wish to be in the mod or not.

In other words, I will (maybe) agree to act as a lore-keeper as long as you have the last word on the matter of lore... which I guess would mean I would be more of a lore-advisor than a keeper per se, but I digress...  :P
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 14, 2013, 11:11:55 AM
The image of the New Hiigarans? Now my interest is really piqued.

Say yes then! Carte blanche. ;D
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: echosierraalpha on July 14, 2013, 11:19:51 AM
you drive a hard bargain sir  ;D

very well, I accept.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: DanJSC on July 15, 2013, 08:40:31 AM
Oh god, this mod makes me feel nostalgic.

All of my yes' good sir, you've earned them.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Silver Silence on July 15, 2013, 10:06:42 AM
Cor, here's me prepping myself for some big fight to the death in the Sim against a Sajuuk-Khar. Starting firing away with the singularities and 20-30s it was dead. Just flying a Koshiir, that's all. Killed me a Sajuuk-Khar. For a ship with an FP weight more than 1 1/2 times that of an Onslaught, it seemed a little flimsy.  :P
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 15, 2013, 11:27:47 AM
I've accepted the fact that a human player can always take down an AI ship, no matter how large. (Within non-cheating limits ofcourse.)
Anyway, it's fine the way it is. Its real power gets unlocked once you do some upgrading. :)
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Ember on July 15, 2013, 11:49:38 AM
in my opinion the fleet point cost is too high while the ship is great on its own it can still have difficulty with large fleets, and its not always easy to get a large fleet into a battle with that ship
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Silver Silence on July 15, 2013, 12:48:54 PM
I still haven't built up enough cash to even buy the Admiralty Badge yet, so I need to get that, then I want to hop into a Sajuuk to replace the Koshiir, then I have to work up, what, 1.8mil to get a Khar? I think?

Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 15, 2013, 01:06:23 PM
1.2.  ;D
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Silver Silence on July 15, 2013, 01:16:58 PM
Still hafta work up 1.8m then. First for the Admiralty Badge, then for the Khar. That's assuming I miss out on the Sajuuk, which I likely won't. I just hope the Sajuuk has better dissipation than the Koshiir or having 5 Singularities is gonna ramp that flux up so high.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 15, 2013, 01:47:04 PM
Or you reduce the price in the game files. But I never said that. ;D
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Silver Silence on July 15, 2013, 02:14:05 PM
Or I can just buy a Jet and magically turn it into a Khar, but I didn't tell you that either.  :P
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 15, 2013, 02:28:08 PM
Never heard of that trick. A master wizard you must be.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Upgradecap on July 15, 2013, 03:55:29 PM
(Or he's just pulling some cheap save editing tricks :P)
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Blade Skydancer on July 15, 2013, 06:41:30 PM
Hello.

I'd like to say that this faction is one of the best I've tried so far, and possibly one of the best around for Starsector. The sprites are great, the ships are balanced and fair and fun as hell to fly.

I have a bit of an issue, though, and that's with the sustained ion beams. In the games(Homeworld 1 and 2) the ion cannons would fire for a few seconds and then cycle off to cool down and recharge, and with these ions not doing that(also most of them missing the classic sound), it breaks the feel of them somewhat.

If you feel up to it, could you include short-duration versions of the same guns? And possibly large double-mounts, like seen on the original Battlecruiser(which is the Sajuuk-khar class in this mod. Which I love, by the way. Haven't yet gotten to fly it, though.)
PS, if you download my mod, I actually used the actual sound files from Homeworld 2 and synced the Ion Burst Cannon and Ion Stream Cannon's charge-up, burst length, and charge-down to those sounds. </shamelessplug>
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 15, 2013, 07:01:42 PM
Hi, and thanks! I am glad you like it.

I know how you feel. I really love the ion cannons in the Homeworld games. Especially that godly sound effect.
Unfortunately I don't think I should turn all beams into a single-fire beam. Mainly because I tried it.
Beams are already kind of weak and having one that has to reload continuously, I think it'd frustrate people. (It frustrated me, I tried it.) Ofcourse I can increase the damage to high amounts, but it doesn't feel right.
And if someone has a bunch of ships loaded up with these beams then the sounds, when in battle, would probably make one nuts.

I dunno. Maybe I'll meet you half-way and only convert the large laser into one. I'll have to do some tests.

Where can I find your mod? :)
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: echosierraalpha on July 15, 2013, 07:31:15 PM
Hey Gotcha!

that sounds like a great idea, ihmo. HW lore states that effective ion-cannon tech needs alot of power - one that is normally limited to a frigate or bigger - and even that needs the smaller, frigate sized-ship to essentially be built around the cannon, sacrificing all other weapons due to energy constraints. by making it a large, relativelty flux heavy weapon that fires a short(ish) burst that deals relatively high damage, you should be able to replicate the effect. Then again, some races do have highly sophisticated energy generation/weapons tech that allow them to circumnavigte this limitation, with the Kadeshi with their multi-beam frigates (Laser Ion Spam!) and the Bentusi with their Super Acolytes (Fighters with capital class weapons! yay!) being the most obvious examples.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Blade Skydancer on July 15, 2013, 10:36:38 PM
http://fractalsoftworks.com/forum/index.php?topic=3310.0

Right here, Gotcha!.

And I didn't mean convert the beams into the short-duration versions, I meant make alternate versions of them, include them as an option for arming your ships. Anyway, feel free to pick apart that mod and use it as you see fit.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Silver Silence on July 16, 2013, 01:40:20 AM
If you want to try much better damage beams, you can try using the ammo system, similar to the Pulsed Beam Cannon from the Neutrino Corp. High damage, quick burst which is then limited by the ammo recharging. The advantage is that unlike a beam with no ammo, you can create very fast bursts to put out a lot of damage quickly, like a supersized Pulsar Beam but the DPS overall is modulated by the ammo. Otherwise, you end up with a beam that fires rapidly, puts out a lot of damage and (as far as I know) has no cooldown independant of it's chargedown. Long chargedown times can be dangerous too because the beam continues to inflict damage and if it's a high DPS beam, then that chargedown damage can really rack up.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 16, 2013, 04:26:51 AM
@Blade SkydancerL Thanks, I'll go check it out. :)
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: DanJSC on July 16, 2013, 03:05:21 PM
Say, do you hope/plan to do the Vaygr's ships at some point?  ;D
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 16, 2013, 03:26:55 PM
Nope. Like I said earlier, this particular bunch of Hiigarans originate from the exiled Hiigarans, ~4000 years before the events in Homeworld 1 take place.
They're in an entirely different galaxy now, so the events in Homeworld 1, Cataclysm and 2 will forever be unknown to these people.
Good thing too. I hate those progenitor Keeper ships with a passion.

Also I don't have Vaygr ship art. ;D
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Ember on July 16, 2013, 05:26:53 PM
I decided to record some fights with ships from your mod vs my capital ship (also fought a paragon)
hope you dont mind me posting the fights against your mod here :P

I would say this was one of the closest cap ship fights ive ever had
http://www.youtube.com/watch?v=T-c-33WYFUc&feature=youtu.be

depending how I aproach the dreadnaught depends on whether I survive or not, that laser is brutal to shieldless ships, though outside of that im till fining that ship to be a bit, weak with offensive capabilities
http://www.youtube.com/watch?v=AjIPq9IOUBQ

two videos in this one aswell one for each loadout of the ship im fighting
http://www.youtube.com/watch?v=1RryxhEl2EI&feature=youtu.be
exploding ship are painfull
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Gotcha! on July 16, 2013, 06:13:07 PM
I don't mind and I love to watch them. :)

Nice close call and nice wins overall. Too bad about the Sajuuk's loss and tie. (Damn Fortress Shield!)

I do see a huge issue with ships blowing up due to ships blowing up. I wonder if Thule dealt with it somehow in his mod. :S
Also, I am pretty sure someone has created such a thing, but I forgot who. A system to regenerate the hull. I think it'd be great if you had it too, to offset the lack of shields. Nanobots continuously scurrying across your ships' hull to plug them holes.

Your sprites are very good. Dunno how you do that texturing, but it's awesome. :)

Edit: Really the last update until 0.6 comes around:
v1.6
Not compatible with older saves!
- Reduced Hiigaran Defense fleet size by 25%.
- Some ships had an increase in fleet points.
- Removed Restock mod. Added more ships to station. If people are afraid they'll run out (only ships up to destroyer+vaahrok are delivered) they should check out the Omnifactory mod.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Silver Silence on July 16, 2013, 07:49:55 PM

Also, I am pretty sure someone has created such a thing, but I forgot who. A system to regenerate the hull.

Valkyrians have it. ValkyriaL's latest doomsday ship to take over from the Vatican IV (an upgraded Yoshura) can regenerate it's hull at something like 3%/s, along with providing several other benefits for the Yoshura's final stand. It only activates when the Yoshura is almost destroyed, it doesn't activate on a whim.
Title: Re: [0.54.1a] Hiigaran Descendants v1.5
Post by: Ember on July 16, 2013, 08:39:56 PM

Your sprites are very good. Dunno how you do that texturing, but it's awesome. :)


thanks though most of what i do is just adding the hardpoints lights and maybe enhancing the color, most of the texturing is just pasting a texture on the model which I didnt make, I use a program to assemble a bunch of parts to make a ship, near limitless designs possible but it can sometimes be difficult to come up with something that looks good


Also, I am pretty sure someone has created such a thing, but I forgot who. A system to regenerate the hull.

Valkyrians have it. ValkyriaL's latest doomsday ship to take over from the Vatican IV (an upgraded Yoshura) can regenerate it's hull at something like 3%/s, along with providing several other benefits for the Yoshura's final stand. It only activates when the Yoshura is almost destroyed, it doesn't activate on a whim.

Ill see if i can find that and give it a try though maybe change it a bit or something, would like to be able to merge that effect with the faster engine and weapon repairs hull mod I got from Thules mod, just dont have a clue how
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: Gotcha! on July 18, 2013, 03:41:33 PM
v1.6.1
Compatible with 1.6 saves.
- Added Raachok Interceptor wing, wasp-like stats. (Needs new game to appear OR add them through console - 'hii_raachok_wing', OR steal them from Hiigaran fleets)
- Slightly modified fleetspawns. Also added Raachok to fleets.
- Hardpoints sprites updated on many ships. Fit better now.

I have created two immobile turrets, ballistic and energy. Would love to have some ideas what to do with them. Can ships fart out other ships?
Edit: Apart from the drone system thing. I'd love to have a ship have a system where it can launch 3-4 of these turrets and then run out of them.
(http://avatar.home.xs4all.nl/crap/hii_turret.png)
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: phyrex on July 18, 2013, 04:51:03 PM
v1.6.1
Compatible with 1.6 saves.
- Added Raachok Interceptor wing, wasp-like stats. (Needs new game to appear OR add them through console - 'hii_raachok_wing', OR steal them from Hiigaran fleets)
- Slightly modified fleetspawns. Also added Raachok to fleets.
- Hardpoints sprites updated on many ships. Fit better now.

I have created two immobile turrets, ballistic and energy. Would love to have some ideas what to do with them. Can ships fart out other ships?
Edit: Apart from the drone system thing. I'd love to have a ship have a system where it can launch 3-4 of these turrets and then run out of them.
(http://avatar.home.xs4all.nl/crap/hii_turret.png)


this might be really far-fetched and not exactly what you'd like but what if you give 360 degrees to that mount, and give the turret a teleporter ship system with a few charges but that recharges veeeery slowly and the ship itself has absolutely no propulsion.
the goal would be to allow the "turret" to teleport enough to position itself after which she cant move at all anymore.

dunno if that sounds either genius or completly stupid :P
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: Gotcha! on July 18, 2013, 05:52:07 PM
Well, the biggest problem would be the AI wasting the teleport charges and places the turrets in some map corner no one is going to visit.
Also, I want to avoid teleportation and other magic for this faction.

The most awesome thing would be if people could give these turrets a move command ONCE, after which the turret drives off to its given location and stays there until the fight's over. (Just like in Homeworld 2 basically.)
I guess that isn't possible. :P
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: FlashFrozen on July 18, 2013, 06:08:07 PM
You could make a burn drive system that has only one charge use but you'll still have to deal with the +50 zero flux boost making the platform move.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: Flare on July 18, 2013, 07:54:45 PM
Can ships fart out other ships?

Absolutely. You can modify the drone scripts to spit out any type of ship you want, even for that very same ship so it can spit more or it out of itself. The Schwarm in Neutrino do it if you need an example to copy from. Though they did the wise thing and did not spawn out more schwarn directly instead spawning out cruder copies of itself that can't duplicate after 2 generations.

More than gameplay, this reason is because it can potentially kill your computer if you let it go on for too long. A swarm of schwarms causes massive lag outs on most systems, so that's something to keep in mind.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: echosierraalpha on July 18, 2013, 08:19:04 PM
That platform is bloody brilliant! these would be incredibly useful for capturing and holding territory.

I too would love to it to be a one-shot affair, but I suspect it would be tougher than expected.
Unfortunately, I'm not much of a modder, but unless I'm mistaken, FlashFrozen's plan might work, but it has some problems, the biggest of which is the lack of control. besides the problem of having to orient the ship exactly (not sure how the ai will react to a ship that has 0 speed if given orders via tac-map) it also has the major problem of not being able to adjust duration of burn. this means that chances are, the ship will overshoot the target location if its too close, or not reach it if its not too far.

I suspect its best if you go with the drone spawn thing that you posted (and flare confirms) perhaps make a platform control destroyer/ frigate that will disable the turrets if destroyed?

I really, really wish I could help you with this, but like I said, I'm not much of a coder :(
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: echosierraalpha on July 18, 2013, 08:35:49 PM
Also, I just reallized the full imlications of Flare's post... holy crap man...  :o

Gotcha, if you really want to, you could make a "mothership" of sorts...

After all, one of the strongest faction advantage the hiigarans have is that they have ridiculous build times not only in-game but canonically as well - and this could be an oppurtunity to show that strenght in all of its hilarious, broken glory... a single capship with little or no defenses, but can spit out a practically infinite (but with slow respawn time for balance) frigate-sized ships... I also believe that you can make multiple types appear - see the alien mothership in Okim's ironclad mod for an example of this.

in fact, I suspect that your shipyard model is available and perfect for this role.

 ;D
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: Ember on July 18, 2013, 08:57:38 PM
just make it ridiculously expensive and a lot of fleet points if you do make such a ship
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: Silver Silence on July 19, 2013, 02:13:08 AM
Also, I just reallized the full imlications of Flare's post... holy crap man...  :o

The Schwarm consists of 6 main Schwarm drones which then deploy 5 of their own copies, EACH. 30 Schwarm drones, each armed with a single IR pulse laser. Now if you have 3-4 wings of that, that's 90-120 tiny ships swarming over the screen. Now my laptop ain't great, but in Uz's Corvus, the Conorano event (which is just a Hildolfr with something like 6-7 Schwarms) just makes everything go to pot. Not even hiding the HUD helps the framerate. I just zoom all the way in, don't look at anything and hope nothing big comes my way. Schwarms have a critical weakness, though. Destroying one of the original Schwarm drones instantly disables it's 5 clones. That removes 5-600 potential DPS from the wing. And the Schwarm wing can be targeted from the map overview so that your weapons prioritize the originals instead of aimlessly shooting everything, which is exactly what the Schwarm is comfortable in. FOR THE SCHWARM.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: Gotcha! on July 19, 2013, 05:58:38 AM
@Flare: That's pretty sweet, but they AI would never understand their 'drone' is immobile, so they'd just eject their turrets at the starting point of the map.
Oh well. Something for a later date.

@echosierraalpha: Noooo nonono noooo. That's too crazy. xD
Wouldn't make sense too. It'd create these 'drone' ships and after the battle they're suddenly gone like they weren't there. ;)

Schwarm's scary. I am glad I haven't picked fights with them yet.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: echosierraalpha on July 19, 2013, 06:45:54 AM
aw... bu- but... how else will these poor hiigarans fulfill their destiny of creating huge banana-shaped motherships that will eventually roam the galaxy for one reason or another while popping out ships like rabbits? think of the children hiigarans man! they have their needs too y'know :D

besides, you can always say that these Hiigarans were never able to fully re-create PDA technology, and that the knock-off model had they have on the shipyard can only create materially unstable ships that will degrade after a short while, hence why the shipyard has to scrap and dismantle the ships after the battle.  8)

In all seriousnes though, if you say no, I will respect your decision, and stop bemoaning missed Opportunities not bring up the matter again. Its your mod, after all.

@ drone problems: well that just sucks :(
now, I know I've said this before, but I'm not a modder, so I'm unsure if this possible solution is even... possible, but can you make the turret platform a "projectile" instead? so have a built in-weapon called a "platform creator", and have it launch platforms as its "ammunition". if the platform projectile has a speed of 0, it should stop as soon as its "launched." now, the way the AI uses weapons is that it (should) only fire when the target is within range. If you limit the range, the ship should only launch platforms when the ship gets near its target which, chances are, would be near the middle. Of course, this is all coming from a lay person so I could just be blowing smoke from my rear.  :-[
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: Gotcha! on July 19, 2013, 06:57:36 AM
You're my lore keeper! These hiigarans have never heard of silly banana-shaped motherships. :P
Also, what sane person would have his crew build ship after ship, knowing they'll degrade after 15 minutes?
Heck, I wouldn't want to be a crew member onboard such a ship. While you're cruising you can see holes appearing in the ceiling! ;D

@Turrets: I don't think it's possible.
The biggest problem is the AI. I know nothing about this java stuff so I can't really tell what the possibilities are. But in short, what I would need is a ship that deploys his turrets (in the same manner as drones) only when the player tells it to. That's the only solution I can think of.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: echosierraalpha on July 19, 2013, 07:43:45 AM
 :-[ Well crud... looks like you caught me red handed there. I guess I have to apola-
wait, why are some of your ships (fighters, bombers, corvette, carrier and Saajuk-Khar) shaped after HW2 ships?/ totally not a distraction

*flees*
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: Gotcha! on July 19, 2013, 08:46:30 AM
*trows a Wodaan-class carrier on your head*

Hmpf. >:(
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: echosierraalpha on July 19, 2013, 09:12:01 AM
 :D

tell you what. This is strickly non-canon, but we can handwave that particular problem away by saying that the new hiigarans managed to bring with them some blueprints from the hiigaran homeworld database, the same database that the Kushan found and accessed when they finally returned to Hiigara. While these blueprints were old, the basic hull designs as laid out in those plans are good enough that both the Kushan and your hiigarans eventually used them. (this would, incidentally, explain the significant differences in design between hw1 and hw2)

this way, you don't have to re-do half the entire fleet.

Also, it would allow me to plausibly claim that there is a banana-shaped ship somewhere in there, and as such reclaim some of my dignity/credibility.  :P
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: Gotcha! on July 19, 2013, 09:41:10 AM
Baaah, you just want your banana shaped mothership. Tell you what, if you find good enough art to use as a base then you'll get one. ;D
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: echosierraalpha on July 19, 2013, 10:39:37 AM
to be honest, not really. the pride as seen from the top would just be a rectangle, while if you were to lay on the side, it just wouldn't be the same...
though, I do have one ship that I really, really want ^_^ above all else:

this: (careful, its big)
Spoiler
(http://media.desura.com/images/mods/1/16/15726/Pirates_-_CapitalShip_X.jpg)
http://media.desura.com/images/mods/1/16/15726/Pirates_-_CapitalShip_X.jpg

I've always loved the Hiigaran destroyer. its like a ww2 ship! in space! with cannons and torpedoes!
[close]
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: Gotcha! on July 19, 2013, 01:55:05 PM
Can't really find a proper top down render to create that ship, but I am also doubtful if I should.
See, I really love it too, when watching it from the side. Like some water-bound ship destroyer... in space!
The top is less interesting though, and if I did make it it'd just be a copy of the Saarkin, weapon-wise. :-\

There are already too many ships in this mod. Don't mind adding another, if I have a good enough render I can use and if the ship would fulfill a special role. :)



Now that I mention it, I've been wanting to ask if there are ships in this mod people never use. Not because they're ugly but because they're ineffective.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: Silver Silence on July 19, 2013, 02:23:26 PM
You can never have too many ships. No such thing.  :P

VARIETY, MAN!  :D
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: Ember on July 19, 2013, 03:33:57 PM
been to focused on my own faction, but the ships i don't really use... hrm, i would say that glass cannon cruiser is one since it can only dish out a small salvo before it hits max flux as well as the missile cruiser as ive only been able to get missiles past point defenses if ships are overloaded or venting, or when thier weapons are down, other than that are rare hits they slip past the point defense
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: echosierraalpha on July 19, 2013, 05:04:24 PM
Ah, but the thing is, I have a perfect role for this ship or, rather, alot of them. both destroyers currently have either ballistic or energy mounts... this could be an oppurtunity to give a destroyer with 3 medium universal mounts! it could do close in ballistic weapon support! it could be a missile ship! or even act as an AA (both energy and ballistic/flak) platform! versatility is key, and with 3 medium universal mounts and maybe 2-4 small one, it could very well fill any role! for balancing, you could have higher fleet points and ordanance points (as well as cost).

it would also act as an oppurtunity to re-balance the flak gun. as it stands, it's still a little OP due to its small size, which gives it a Huge edge over its vanilla counterparts. (high ROF didn't help much either) make it a medium, while retaining its high ROF and damage, and this could make the gun less OP. As it stands, I don't know why anyone would not choose the flak over the PD guns :/

also, I did provide a top-down render in my previous post, its right there in my picture hidden by my spoiler. just scroll to the right a little bit. (or follow the link provided. same picture, in a less troublesome format) http://media.desura.com/images/mods/1/16/15726/Pirates_-_CapitalShip_X.jpg
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: Ember on July 19, 2013, 05:06:56 PM
the flak guns are horrible against shields an armor depite their rate of fire and damage, i usualy use a mix of pd and flak, flak to deal with missiles and the rest to deal with ships and shield
ive tried an all flak jet, it didnt survive long
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: Gotcha! on July 19, 2013, 05:44:07 PM
I saw the top down view of that ship in your picture, echosierraalpha. But it'd need too much work for a non-artist like me.
It would also stand out too much compared to the other ships.
Even this (http://www.freewebs.com/hfleet/Destroyer.jpg) picture is not good enough. :P

Edit: I also think that adding too many universal slots on a ship makes it hugely unbalanced, since you can basically do anything with it.
This mod started out as such, having universal slots everywhere, but I took them all off again really fast.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: Silver Silence on July 19, 2013, 09:26:40 PM
ALL the cheesy all-missile spam builds.  :P
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.1
Post by: echosierraalpha on July 20, 2013, 03:28:40 AM
 :'(

ah well, that's just unfortunate :(
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.2
Post by: Gotcha! on July 20, 2013, 06:37:08 AM
v1.6.2
- Added transports to CIVILIAN group.
- Option for Homeworld music, see main post.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.2
Post by: echosierraalpha on July 20, 2013, 08:41:10 AM
Gotcha, I have to say, this mod keeps getting better and better.  ;D

>.>
<.<

a little off topic, but I'm just gonna drop this little bomb shell here.
Spoiler
http://www.escapistmagazine.com/news/view/126166-Gearbox-Announces-HD-Remakes-of-Homeworld-1-And-2#IWGJklIr75T5SjUq.99

Squee!
[close]
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.2
Post by: Gotcha! on July 20, 2013, 10:30:57 AM
Now that IS good news! Let's hope they'll keep off the gameplay though. >_>
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.2
Post by: Lictuel on July 21, 2013, 03:48:39 AM
They will have to touche the gameplay of HW1 i guess, not the basic mechanics but some usability issues. Mainly concerning the way to could order stuff around on the zoomed map, or better the lack of such options. Just add what they did with HW2 in that regard.

And I hope they can do something with the storyline of HW2 because it wasn't all that great esp. when you take a look at developer material concerning the originally planned story line.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: Gotcha! on July 22, 2013, 02:40:36 PM
@Lictuel: As long as it plays like before. Otherwise I am going to toss bricks through every window in their office. >:(

v1.6.3
- Changed turret mounts appearance.
- Shortened/changed engine flames.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: Silver Silence on July 22, 2013, 03:36:27 PM
If you've fiddled with turret sprites in a major way, you probably wanna change the big splash preview of the ships on the OP to reflect that, cos you have the turret sprites down there at the bottom.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: Gotcha! on July 22, 2013, 03:38:15 PM
Will do, later. :) The weapons are the same though. Only the mounts, those circles on the ships, have been changed.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: Eternity57 on July 25, 2013, 07:32:11 AM
Yes you did it !!!

I always expected an homeworld mod and then you not only did it but you design some awesome ships with a real specific design and colors.

For all you already done and for all that still on track many thanks.

Looking forward on your next mod release and by the way your bushi mod ship design is also awesome !!!

Keep up your awesome work

Eternity
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: Gotcha! on July 25, 2013, 07:58:35 AM
Thanks! The ship art is not made by me though. ;)
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: Vinya on July 27, 2013, 04:30:12 PM
If y'all want to make the Skaal-Jhawhatever laser thingy seem moar awesome, I'd say reduce the size of the beam and add the TextureType 'WEAVE' to the weapon. It looks pretty awesome with beam weapons.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: Krelian on July 27, 2013, 10:35:10 PM
so much love in this mod.....
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: Hari Seldon on July 28, 2013, 12:48:01 PM
I am trying to add the Sajuuk-Khar to my fleet using the Console command AddShip <variant_ID>

I am looking in C:\Program Files\Fractal Softworks\Starsector\mods\Hiigaran Descendants\data\variants

There is no Khar in those folders

Every Sajuuk I try is Sajuuk Singular or Sajuuk Standard not Sajuuk-Khar

I know I could wait for those 32 or something years to buy one, and if you know how to Console command jump years ahead to buy that ship, you telling me how to do that could be the other option to accomplish getting that ship.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: Gotcha! on July 28, 2013, 01:34:41 PM
Heya. Its ID is "hii_pride_of_new_hiigara". "hii_pride_of_new_hiigara_standard" for the variant.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: Hari Seldon on July 28, 2013, 02:05:27 PM
Thanks!
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: Silver Silence on July 28, 2013, 05:48:25 PM
Yeah, I believe the Sajuuk Khar is it's name. I think it's instead the "The Pride of New Hiigara" class.

Something I'm gonna idly throw out there, why not instead make it simply the "Sajuuk Khar" class? Perhaps the Pride of New Hiigara could live up to it's reputation as flagship of the Hiigaran fleet with a tweaked (read: practically broken) loadout, more generous OP, a more regal/grandiose/intimidating/badass paintjob and it's own personal fleet. I would go as far as to say make this flagship fleet independant of the Hiigaran faction. This way, the fleet always looks to the player with some suspicion, regardless of how far they've bribed their way up the chain of command.


I always like having endgame boss fleets to poke at. They (http://fractalsoftworks.com/forum/index.php?topic=5066.0) started it.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: Gotcha! on August 01, 2013, 12:56:56 PM
Some of you might notice the Homeworld music has been removed from the main post.

I think it's okay to have shared it since Relic and Sierra are apparently okay with the unofficial soundtrack that's freely downloadable from the internet and Relic's forum. Alex expressed some worries about the legality however. And after a lot of googling I have not been able to find an official statement from Relic or Sierra. Since Sierra is dead and Relic unfortunately going the same direction answers might be hard to get.

So I cannot do anything else than agree with Alex and take the cautious path here. My apologies.

If you're reading this and you're thinking, "Hey, I want this mod's music too!" I'm sorry, but I won't be sharing it.

Thanks! Carry on. ;)
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: ChildServices on August 06, 2013, 03:18:12 PM
I would love to see Vaygr and even Taiidan ships in future versions. That would make this mod all the more epic, especially if I could use my beloved Taiidan assault frigates <3
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: Chronosfear on August 13, 2013, 08:10:49 AM
Hi there,

I think the Susatained Ion Beam might be a bit over the top  ;)
Spoiler
My YT-Vid you can see how they melt through everything.
Link : http://www.youtube.com/watch?v=04zl4s6wwq0 (http://www.youtube.com/watch?v=04zl4s6wwq0)
[close]
The Pride of Hiigara´s "Main Gun" well, does that ,too but looks weak in comparison due to the extremly high flux cost
Spoiler
YT-Vid #2 Pride of new Hiigara
Link : http://www.youtube.com/watch?v=Smbq9bkrAtQ (http://www.youtube.com/watch?v=Smbq9bkrAtQ)
[close]
But Pride of Hiigara looks soooo much better ;D
So IMHO both weapons/ships could need some adjustments.

Chronosfear
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: Gotcha! on August 13, 2013, 10:12:26 AM
Most people seem to find them too weak. But maybe the Sajuuk has too many weapon mounts, allowing too great a number of these beams.
Also, it appeared to me that your Sajuuk had a multitude of enhancements installed. Which were these?
And what level was your character? If you maximize your character's level then it almost doesn't matter what ship you fly in; it practically makes you immortal. :)

The Pride and Skaal's main gun might appear a lot less effective compared, but their range advantage has them pick off any ship from any size from a safe distance.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: Chronosfear on August 13, 2013, 11:08:15 AM
On both vids I used the same Character.
Focused on raw power. Level 46 or something.
so yep you get close to immortal .. still some ships are weaker then others  ( eg. conquest ^^ but i love it anyway )
but you can compare them even at that point of the game  ;D how easy or not so easy you dig chew yourself through the enemies

both Ships used nearly the same upgrades
-Used both range extending upgrades ( should work for the ion beams )
-expanded magazines for my PD´s
-maxing flux cap and vent
that´s all you need

Ok, the Pride is dedicated carrier which i have not seen at first. ( will be awesome in 0.6 i think ^^ )

still think the Prides main gun is somewhat bad ( yeah range and dmg is great ) but due to the high flux as i said, it only good in player hands.
Pride (and skaal?) also flys like a brick  ::)  .. you got 1 shot and then they go in and overload an AI controlled variant if it´s not the "immortal variant of maximized doom"


Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: valefore on August 13, 2013, 01:56:14 PM
If the Pride's guns are similar to the Skaal's, I don't know if it would be that weak (I never drove the Sajuuk before). I used to snipe destroy nearly any ship with the Skaal laser system, because it has huge burst damage and range. Sure, it has huge flux costs too but it's a burst weapon and the problem can be solved by venting after each fire. I actually thought it was quite overpowered because it's almost an alpha strike and cuts through hull like cheese.

Yes, the ai is not that good with the weapon... but the ai is generally stupid in weapon usage. You could get the same result by installing a bunch of heavy blasters. maybe in 0.6 with custom ais, that won't be a problem.

Currently, I think it's a good weapon with clear strengths and weaknesses. Long range, it's a freaking planet destroyer but it's usage becomes somewhat limited at short range. Also, if every weapon and system needed to be designed with good ai usage in mind, that could also severely limit the freedom of play on the player. I think some special weapons or ships would be fun. So I personally disagree that the Skaal laser system mechanic needs change.
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: Gotcha! on August 16, 2013, 05:10:42 AM
@Chronosfear: The Skaal and Pride's beam will remain untouched I'm afraid. If played well you can take on almost any enemy ship with them, so buffing them even more would certainly upset the balance in the Force.
I can live with the AI not using them well. It might be for the better. x)
They fly like bricks, indeed. Until you start throwing hull upgrades on them. And having a bunch of points in Helmsman will further improve their mobility. Giving them higher speed and mobility right from the start leads to ridiculous high speeds later in the game.

I'd like to have more opinions about the sustained beams before I change them. Some find them too weak, some find them too strong. Poor me is very confused.

@valefore: They're basically the same. The Pride one has a slight range advantage and a really minor damage increase if I remember correctly. :)
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: silentstormpt on August 16, 2013, 05:37:06 AM
Have you ever though of adding ships from the complex homeworld 2 mod?

http://www.moddb.com/mods/homeworld-2-complex-enhanced/images
Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: Gotcha! on August 16, 2013, 06:00:02 AM
I can only add a ship if I have a decent 2d image of a ship, since I draw like an 8-year old.
But there won't be any ships added. I think there are plenty, all with at least some form of unique function, and I ran out of Kalthaniel's artwork. :P
And I'm not really into making 3 variations per ship like MrDavidoff does. ^_^' (No offense. Your ships look great but there are sooo maaaannyyyyy.)

Title: Re: [0.54.1a] Hiigaran Descendants v1.6.3
Post by: silentstormpt on August 16, 2013, 06:09:17 AM
As someone whos got no drawing skills myself i understand :D
Title: Re: [0.54.1a] Hiigaran Descendants v1.7.0
Post by: Gotcha! on September 13, 2013, 08:46:33 AM
v1.7.0
- Vaahrok is now a torpedo ship.
- Added High Velocity Cannon. I'd love to have someone make something special out of this. *puppy eyes*
Right now it's a bit meh. Speed of projectile is very high, so that it sometimes passes through smaller objects, like fighters, and sometimes passes through shields, hitting the hull behind it. I'd love an ability to have it always penetrate shields, but I dunno if that's possible.
- Added two portraits for the player.
- Mod is (hopefully) 0.6a compatible.
Title: Re: [0.54.1a] Hiigaran Descendants v1.7.0
Post by: Isimiel on September 13, 2013, 11:35:15 AM
sweet but you should change the ions to blue (unless your going for a phased cannon array look) ps my drawing is worse then yours  :P
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 19, 2013, 12:19:32 PM
[0.6a] v1.0.0
- System "New Hiigara" created. A pirate planet is present in order to keep the Hiigarans busy. Neutral traders are also spawned.
- Updated and balanced all Hiigaran ships with the new 0.6a ship values/parameters.
- Tviir damage lowered by 33%.
- High Velocity Cannon sprite updated and stats changed. Now uses xenoargh's Heat projectile script. A hit will do damage on multiple sections of the ship, regardless of shields.
- The Pride of Hiigara is now 80% cheaper. (240.000 credits and 15 cents)
- Added new Station near jumphole, which lore-wise stores confiscated pirate goods/ships.

- Special thanks go to LazyWizard, Zaphide and Alex for helping me drag this mod into the new world that is 0.6a; they saved me a lot of clumsying around.
- Special thanks also goes to xenoargh for his special weapon effects and allowing everyone to use them.

- I am using mediafire now, because I'd like to take note of how much my mods are downloaded.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: doodlydee on September 19, 2013, 12:37:51 PM
Thanks for your update of your mod. I will try it out now, are you going to update your other mods to? I have been trying myself for my own personal use but am having no luck in figuring out how to do it
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 19, 2013, 12:44:21 PM
Bushi is also updated. My bunch of minimods will be updated next, although it might take a while. :)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 19, 2013, 01:16:08 PM
Woohooo! Thanks Gotcha! *runs off with copy of Hiigaran Descendants*
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 19, 2013, 01:22:09 PM
Now this makes it all worth it. *sniff* :D
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Lifeforce on September 19, 2013, 02:15:20 PM
Ohh i love your story, please continue it!
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 19, 2013, 02:47:07 PM
*stares at echosierraalpha*
Hey, loremaster! *points at Lifeforce* People be wanting stories! ;D (Let me know if you lost interest, if so, I'll try to write some background for the Hiigaran vs Dominion.)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 19, 2013, 03:46:52 PM
*wakes up*

wha- oh! erm, lets see. yeah, I think I can come up with a story. do you have an idea in mind though?
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 19, 2013, 03:55:06 PM
You still have that carte blanche I gave you. ;D
As long as the Hiigarans don't slaughter any other faction I'm fine with it. x)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 19, 2013, 04:33:52 PM
Alrighty then. still got some work to do, I'll try to finish up by tomorrow morning. I'll also PM you the draft before posting here :)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 19, 2013, 04:59:07 PM
Thanks! There's no rush ofcourse. And if you don't want to then that's fine too. Don't feel forced. ;)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: kbcblade on September 19, 2013, 06:04:32 PM
Wow awesome sprites, can't believe i didn't notice this before now (especially since i love homeworld).
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Taverius on September 20, 2013, 01:11:04 AM
Its extraordinarily painful to run a fleet that's not very slow and heavy what with all ships with a decent cargo bay being cruisers.

Other than that, I'm loving it so far :)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Midnight Kitsune on September 20, 2013, 01:13:18 AM
Welp, I think I broke it... Every time I try to start a new game to try this out I get this error:
Spoiler
(http://i.imgur.com/wh5oxYc.png)
[close]
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 20, 2013, 04:23:03 AM
Hey Midnight Kitsune.

did you install Lazylib? here's the link.
http://fractalsoftworks.com/forum/index.php?topic=5444.0

install this, then run both mods at the same time. should fix the problem.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 20, 2013, 05:42:45 AM
@Taverius, like with Bushi, I'll go see if I can round up some spare parts to make a small cargo ship. :)
Edit: Are you looking for a cargo frigate or cargo destroyer?

@Midnight Kitsune: What echosierraalpha said. ;)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Taverius on September 20, 2013, 05:52:46 AM
Both are useful, but if you're only looking to do one do the frigate, a destroyer would have to be close to the cruisers in max burn, defeating the point here :)

Maybe you can do a small civilian frigate hull with cargo/fuel variants or something, the way the civ cruisers are set up.

Ultimately any faction that wants equal footing also needs a tug and construction rig, but being able to keep fast fleets supplied would already open up a lot of playstyles for the factions.

This is all in the 'faction-only' play view, of course nothing is stopping you from buying civilian ships from other races, really.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 20, 2013, 05:59:48 AM
This is all in the 'faction-only' play view, of course nothing is stopping you from buying civilian ships from other races, really.

Naturally. :) But I do feel the Hiigarans would be self-sufficient (is that the correct word?) in their own needs and the Bushi, well, I don't see them go shopping anytime soon. So it's a great idea, thanks. :)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 20, 2013, 09:56:51 AM
*pokes Gotcha!*
I sent you a draft of the story. hope you like it :D
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: dgibso29 on September 20, 2013, 10:19:14 AM
Wow awesome sprites, can't believe i didn't notice this before now (especially since i love homeworld).

This so many times. Definitely checking it out, excellent work!
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 20, 2013, 11:15:49 AM
@echosierraalpha: Story posted!
@Everyone else: Please look for it in the main post. :)

@Admiral666: Thanks!
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 20, 2013, 11:45:21 AM
Excellent  8)

Hey gotcha, I've been playing Hiigaran descendants for a while and I seem to have noticed that while all other ship classes (frigates, cruisers and capital ships) have a dedicated missile ship, the destroyer class seems to be lacking one. do you plan to add one eventually, or leave it as is?
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 20, 2013, 12:02:21 PM
I think I'll leave it as it is, unless people really really REALLY want one. :)

I've got no additional ships planned. Apart from a modified Jet/Kaan frigate to function as a freighter/tug that is.
(http://avatar.home.xs4all.nl/crap/hii_luun.png)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 20, 2013, 12:14:39 PM
Fair enough :P
also, Daaaww. that thing is just adorable :D
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Taverius on September 20, 2013, 12:18:14 PM
Oohh that's a nice small civilian/industrial :D

I'm fine with all combat roles not being covered in every class, there's a good spectrum of choice here.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 20, 2013, 02:47:37 PM
well, to be fair, what I had in mind was less guided-missile destroyers, and more like an anti-fighter destroyer.
so basically, its has 4-6 small missile mounts equipped with the Tviir SRM pod for anti-fighter work. with maybe a couple of Point defenses on top.
It'll get wrecked by anything larger than a frigate, but it will absolutely chew through fighters and frigates like nobody's business.
(why yes, I have been playing HW-1 again, hello there perdition-class missile destroyer) :D

I also wanted it if only because the Tviir doesn't get enough love, with only a handful of ships to using it :( 

Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 20, 2013, 02:49:23 PM
So you'd like a medium-sized Tviir? Edit: Hmm, maybe I'll add a small missile mount on the Vraan. Will think about it.

Edit2: How about I aim the Vraan's rear turret forwards and make it a missile mount?

Homeworld 1's missile destroyer is probably my favourite spaceship ever. <3 What a magnificent sight to see it unload its stuff and pop fighter wings like champagne bottles brewing inside a burning firework shop.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Lifeforce on September 20, 2013, 03:43:36 PM
@echosierraalpha: Story posted!
@Everyone else: Please look for it in the main post. :)

Thank you! (:
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 20, 2013, 04:44:56 PM
Well, actually, I would much prefer to leave the vraan unadjusted and simply create a new variant of the vraan that is more missile oriented.

maybe convert the four small kinetic mounts on the sides and the two medium ones up front with small missile ones instead.
so that leaves the rear small kinetic turret, the center medium kinetic turret and then everything else becomes small missile mounts!
this setup works because the small kinetic turret at the rear can cover its only weak-spot on the shield (the rear), and since everything else is just missile pods, (which doesn't generate flux) it should allow for a tough anti-fighter destroyer that can chew through entire fighter squadrons in seconds while retaining its shields. sure it will die to missile spams and destroyers, but it can do this one job Really, Really well.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 20, 2013, 04:54:02 PM
Hmm, I think having too many Tviirs on one ship leads to an overpowered ship.
Since these missiles do explosive damage they can be a real threat to large ships when in numbers. And although they live a lot shorter than larger missiles, they are also a lot faster and have a high turning rate.

I might replace 2 of the Vraan's small mounts with universal mounts. How'd that be?
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 20, 2013, 05:13:04 PM
well, the thing about those missiles is that they are only useful against either weak ships such as shielded fighters and frigates,  and are practically useless against anything bigger, really. with the sole exception, of course, of the buffalo II (and freighters) but, well, the buffalo II is the buffalo II. there's not much it isn't weak against. :P
Additionally, you need to close the range significantly before engaging, so really, the only ships that are at risk that are larger than a frigate are those that are un-shielded and close to you, and if that's the case, it doesn't really matter what weapon I have on my destroyer, you are not gonna walk away from the fight. ;D

besides, with so little PD and only 1 medium mount, it's effectiveness is very limited to the missiles it can carry, and even a buffalo can take out this missile variant Vraan down once its out of missiles, something that is very possible due to the fact that each missile launcher only has 8 salvos before it runs out (more with the extended missile racks).

edit: welp, did the numbers, six Tviirs will murder everything smaller than a cruiser, assuming that there is no PDs to intercept, and with the flux generated by the shield so low, you can practically ram your target and then unload everything you have on it point blank, effectively crippling or even overloading their shields without having most of your missiles be shot down on the way. :o granted, this requires player intervention, and the AI isn't smart enough to do this trick and even then you will still likely spend most, if not all your missiles in the process, but your point may have merit.  :-[
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 20, 2013, 05:38:59 PM
Well, I guess I'll need to run a few tests. You'll definitely get two universal mounts on the Vraan. At the moment I can't promise more. :)
Because of the aforementioned reason (which needs testing), but also because the ship doesn't look like the type of ship that would carry only missiles. In my opinion. :)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 20, 2013, 06:05:02 PM
regarding looks: ;D fair enough.

Alternatively, you could always replace the current Tviir so that it does flak damage instead (proximity detonated, of course) so as to remove the need for balancing entirely. this is actually better, as a matter of fact, because the Tviir isn't very useful against wasps At the moment, and is more suited for bomber and frigate interception :)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 20, 2013, 06:46:03 PM
I'm not too fond of fragmentation. I find it rather easy to destroy fighters with explosives, and the benefit of explosives is that they're also effective vs large ships.

But if you really want them I guess I can create a copy of the tvir, give it a different colour and stats and solve it like that. This way I still get to keep my precious little explosive warheads.
But first I need sleep. x_x
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 21, 2013, 05:54:29 AM
modified Tviirs sounds perfect ^_^

sleep tight  ;)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Taverius on September 21, 2013, 07:36:52 AM
I found the Fiirkan's Pulsar Beam (Heavy) for sale at the Hegemony station in Corvus, so you probably want to look into that :D

P.S. The Fiirkan maybe could gain 10 speed so if you slap unstable injector it actually goes faster than a Hound.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Ember on September 21, 2013, 08:09:32 AM
I found the Fiirkan's Pulsar Beam (Heavy) for sale at the Hegemony station in Corvus, so you probably want to look into that :D

P.S. The Fiirkan maybe could gain 10 speed so if you slap unstable injector it actually goes faster than a Hound.

how many were for sale? because its entirely possible that the pirates capture a hiigarian ship with weapons, then a hedgomony fleet killed that pirate fleet, looted the weapon and dumped it at their station when they returned
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Taverius on September 21, 2013, 08:24:03 AM
5. But built-in weapons should not show up in shops period, afaik.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 21, 2013, 09:51:11 AM
Thaaaanks! Forgot to label the Fiirkan's weapon as a system weapon. Fixed.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Midnight Kitsune on September 21, 2013, 05:05:54 PM
Thaaaanks! Forgot to label the Fiirkan's weapon as a system weapon. Fixed.
NOOOOO!!!! I LOVED using that beam!
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: kbcblade on September 21, 2013, 05:30:06 PM
I seem to have run into an unfortunate situation, the badge of admiralty disappeared from angle moon station before i could get the credits to buy it. Anyone know if it would restock itself or do i have to start a new game and be quicker getting the creds?
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Sotales on September 21, 2013, 06:45:21 PM
If you download and use the Console Commands mod, you can use the command "additem hiigaran_badge_of_friendship" to add it to your inventory. You can then use the command "addcredits -30000" to take the money out of your wallet if you want. It happened to me today and that is what I did.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 21, 2013, 07:39:31 PM
It disappeared? Gawd, that must be because 0.6 removes inventory or something, to keep stations from drowning in goods.
Houston, I have a problem.

Anyone else had this problem? :(
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Silver Silence on September 21, 2013, 07:45:41 PM
Script running daily to check the player's current status among the Hiigarans then check for stock of the appropriate badge, if not stocked, then stock.

Sounds simple. I'm sure from a coding standpoint, it's anything but simple.  :D
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Darloth on September 22, 2013, 08:57:39 AM
Actually thanks to Starsector's really nice API, it is actually that simple!

In an EveryFrameScript, with some code to check the campaign clock so it only executes once a day:

Code
            FactionAPI player = sector.getFaction("player");
            if(player.getRelationship("whatever newhiigara faction id is") < 1)
            {
                StarSystemAPI system = sector.getStarSystem("New Hiigara");
                SectorEntityToken station = system.getEntityByName("Whatever The Station Is Called");
                CargoAPI cargo = station.getCargo();
                if(cargo.getQuantity(CargoAPI.CargoItemType.RESOURCES, "hiigaran_badge_of_friendship") < 1)
                {
                    cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "hiigaran_badge_of_friendship", 1);
                }
            }

I mean I haven't tested it, but that ought to do it.  Unsure whether Janino will let you use the enum (it might as it's already compiled elsewhere), so you might have to find out what number RESOURCES is behind the scenes, but that's not too difficult?  Even then most of that is just setup, finding the station etc.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 22, 2013, 09:47:42 AM
Problem is that I don't want them to keep appearing.
Each badge should be bought only once. Wouldn't make sense if new badges would be appearing after buying one.

I'm hoping this disappearance was just a one time instance. :-X
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Taverius on September 22, 2013, 10:03:53 AM
Problem is that I don't want them to keep appearing.
Each badge should be bought only once. Wouldn't make sense if new badges would be appearing after buying one.

I'm hoping this disappearance was just a one time instance. :-X
Likely not, the chance of it is pretty much 100% as the amount of stock in the station increases with save age.

Just the player selling loot there could send the number of stacks over the limit at which point it'll replace a stack when a supply comes in.

You could do as suggested but add a check to add if ((its missing) and (the player does not have it)).
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 22, 2013, 10:22:23 AM
Problem is, after a badge is bought it's supposed to disappear from the player's inventory (and it does that perfectly), so adding a check to see if a player has a badge or not, that's not an option either.

I think I'm going to bug Alex with this. I find it very important that items can be flagged to never disappear, unless bought. Otherwise creating 'quests' like this is made impossible.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Taverius on September 22, 2013, 10:33:49 AM
Well, you can always set a flag in the script that runs when you undock with the badge/chip. Check if its set before adding the badge if its missing.

I totally agree that there should be a 'quest item' or 'persistent item' flag, but this will work now.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: molotof on September 22, 2013, 01:13:08 PM
Hi there,

First off, very nice work on this mod, i LOVE the sprite and the design i tested as far. I'm a fan of homeworld series and particulary Homeworld 2 modded with complex, so much hours spent on multi against great oppenements. Keep up the good work it's definilty one of my favorite mod with ironclad  ;D

The thing is i keep an eye on the topic and when i saw that kbcblade had some issue i had to see if i had the same, well it occur that yes the badge had disappear from angel moon station and quite all higaraan weapon as well. One thing really odd too, i had stack of 0 crew all over the place.

Hope that will help you, i can give you a screenshot or/and a save backup if needed.
Excuse my english that's not my main langage, fell free to correct me, i'll learn better that way  ;)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Midnight Kitsune on September 22, 2013, 02:16:56 PM
Hi there,

First off, very nice work on this mod, i LOVE the sprite and the design i tested as far. I'm a fan of homeworld series and particulary Homeworld 2 modded with complex, so much hours spent on multi against great oppenements. Keep up the good work it's definilty one of my favorite mod with ironclad  ;D

The thing is i keep an eye on the topic and when i saw that kbcblade had some issue i had to see if i had the same, well it occur that yes the badge had disappear from angel moon station and quite all higaraan weapon as well. One thing really odd too, i had stack of 0 crew all over the place.

Hope that will help you, i can give you a screenshot or/and a save backup if needed.
Excuse my english that's not my main langage, fell free to correct me, i'll learn better that way  ;)
The 0 crew stack is a bug and will be fixed with the next release.
Oh and I ENVY you so much as I wanted to get that complex mod going but never could as my computer sucks....
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 22, 2013, 02:25:56 PM
Wait, ALL hiigaran weapons disappeared? And were they replaced with vanilla weapons or was the station empty? ???
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: molotof on September 23, 2013, 12:23:28 AM
That was really weird, it seems that they was not replace by other wpn, i think the only wpn present was those i sold earlier, i'll upload you my save when i'll be back home.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 23, 2013, 04:52:33 AM
No need, I can't do anything with your savegame.
I'd love to hear from others if they experience the same though. And if they witness it in other mods.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Taverius on September 23, 2013, 05:13:49 AM
It can happen in any station.

There's a 'bug' in 0.6.0 where the amount of fuel/supplies aren't capped, so its not unusual for some stations to be filled with nothing but supplies and fuel.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 23, 2013, 05:14:57 AM
@Taverius: That's good to hear. Thanks. :)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: molotof on September 23, 2013, 11:20:12 AM
I've got a suggestion, why not make a Tug that looks like an Hiigaran ressource collector ?
I'm not sure how it will render from above but i like this tiny yellow thing and hiigaran could use a tug to buy at theyre station :D

Spoiler
(http://t3.gstatic.com/images?q=tbn:ANd9GcT4d7YwmcHkmHs4kN9qdSuwfz4JcStzmQVkhQPzh_vLtpvgCzoFhLdkHiHS)
[close]
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 23, 2013, 12:25:38 PM
*stares angrily at molotof*

hey! No cutting! get back in line mister!

*hugs plans of missile destroyer*

 :P

Spoiler
I'm joking of course, this is a great plan, but, like Gotcha said before, he'll need a really good model for any new ships.
[close]
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: eizen0 on September 23, 2013, 12:33:46 PM
I'm getting a fatal compiling error when trying to run this mod. Has anyone else had this problem? Any solutions?
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 23, 2013, 12:40:25 PM
@eizen0: I think you missed the red words below the download link.
@molotof: What echosierraalpha said. :)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 23, 2013, 01:26:49 PM
@eizen0: I think you missed the red words below the download link.

hmm... I'm starting to think it might be wise to make it bigger and include a link to lazyLib. This is what? the second time in as many weeks?
(here, for your convenience)
http://fractalsoftworks.com/forum/index.php?topic=5444.0
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: molotof on September 23, 2013, 01:30:25 PM
*stares angrily at molotof*

hey! No cutting! get back in line mister!


Ho sorry mister, i always miss the line  :o


Then i've got to find a good model for future work.

*go search his old box of old game*

Quote from: echosierraalpha
hmm... I'm starting to think it might be wise to make it bigger and include a link to lazyLib.

A link in the first post would be great, people are lazy  :)

Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 23, 2013, 02:38:04 PM
Aaagh, them lazy peoples. >:(
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 23, 2013, 04:21:42 PM
Ya, but look at it this way, if you add a link and make the words bigger, less people will bug you with this recurring problem, and then you can spend more time being lazy being constructive!

It's a win win!
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 23, 2013, 04:33:13 PM
I fully agree, that's why I made a link right after I posted "Aaagh, them lazy peoples. >:(".

My time is precious!

(Not really.)


I'm going to create a bunch of missions for both Bushi and HD. Are there people willing to do some testing on these when they're done?
I'll probably make them way too easy, which would not be my intent.


I also think some capital ships are about to lose some weapon mounts. Mainly the Sajuuk, Taiid and Koshiir. Possibly others. Not sure yet. What do others think? Are these ships too powerful compared to vanilla capital ships?
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 23, 2013, 05:18:16 PM
Ooh! Ooh! Pick me!
I will gladly play-test some missions!

regarding the weapon mounts: I kinda have to agree, but I'm not sure how much of it is because of the player perks, and how much its due to the ships itself. my AI controlled ships generally have no problem kicking other capital ships' butts though.

Speaking of the Taiid though, I kinda just noticed that the Hiigarans have 2 capital class carriers that are only differentiated by their weaponry. As it is, the woodan is (kinda) redundant with the new 6.0 update and the removal of hangars. on the flip side, the Hiigarans don't really have any light, highly mobile carriers, especially in the destroyer/ cruiser class. in light of this, can we  adjust the woodan to become a cruiser-class carrier instead? maybe reduce it to 2 flight decks and downsize the weaponry?

maybe make give it a few small, rotatable missile mounts for some Tviir love?
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: MesoTroniK on September 23, 2013, 07:02:46 PM
Gotcha!

You know I got you back for this stuff BrosefStalin ;)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 24, 2013, 05:38:21 AM
@echosierraalpha: Ya sure like them Tviir's, that's fer sure.

The main difference between both carriers is that the Wodaan actually carries its own bomber wings while the Taiid has to rely on its own weapons. I was flying with it the other day though (I admit that I hardly ever use the Taiid) and found its ability to shred small fleets apart, while also supporting fighter wings, disturbing.

I'll see about creating more universal mounts, but I will thread carefully here, because too many of these will bring unbalance into the Force.

I don't think the Wodaan will be touched, sizewise, since it's my favourite ship. :P

I'll let you know when I've finished the missions that I want to make. :)

@MesoTronik: Thanks! Once there's testables to be done I'll bug you on Skype.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: ssthehunter on September 24, 2013, 05:53:43 AM
I fully agree, that's why I made a link right after I posted "Aaagh, them lazy peoples. >:(".

My time is precious!

(Not really.)


I'm going to create a bunch of missions for both Bushi and HD. Are there people willing to do some testing on these when they're done?
I'll probably make them way too easy, which would not be my intent.


I also think some capital ships are about to lose some weapon mounts. Mainly the Sajuuk, Taiid and Koshiir. Possibly others. Not sure yet. What do others think? Are these ships too powerful compared to vanilla capital ships?
not really, with no player skills (except in logistics) you get your ass handed to you. I went against a hed fleet with equal amounts of the same types of ship and I got my ass handed to me (alright not really, it was a narrow victory for them).
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 24, 2013, 09:56:10 AM
@ssthehunter:
To make it clearer for me, do you think the capital ships are fine as they are now?
Did you use a particular capital ship?
Or do you share that opinion for all capital ships?

Thanks for the feedback!
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: ssthehunter on September 24, 2013, 10:07:07 AM
@ssthehunter:
To make it clearer for me, do you think the capital ships are fine as they are now?
Did you use a particular capital ship?
Or do you share that opinion for all capital ships?

Thanks for the feedback!
I feel that the Koshiir, Qwarr, Tiiad are fine.
The Sajuuk could use some nerfing in the cap though.
The dreadnought sucks.  Really. Just going to put it bluntly.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Silver Silence on September 24, 2013, 10:08:29 AM
I don't know if you tweaked it since I last played around with the Hiigarans in 0.54, but I remember the Sajuuk-Khar's laser being somewhat underwhelming. After looking at it in the weapon data, it's the same damage as the Skaal but with a longer burst. Combined with having no large guns, it's a bit of a paper tiger.

The Koshiir, I can't comment on that as I never fitted it "properly". I had the main guns in the large slots and every medium and small slot just had the Hiigaran burst PD.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: molotof on September 24, 2013, 11:05:37 AM
The Koshiir, I can't comment on that as I never fitted it "properly". I had the main guns in the large slots and every medium and small slot just had the Hiigaran burst PD.

I Love the Koshiir, fitted with an heavy ion beam and two singlarity canon and the proper pilot trait (better weapon aiming, better range ...) it can burst an entire Pirate plunder fleet alone easily and quite always at safe range. The sensor drone just make a great difference. That's my main ship at the moment, but i'm testing other capital.

The Sajuuk is a great piece of firepower, it's slow but it's meant to be like that i think, i think it will be more effective with one heavy turret less (a rear one ?) and a bit more of speed (like 3 or 5). It's a flagship that always need a good escort, so i'm not able to use it very well at now, i will bring him to combat when i will have a better logistic.

I was going to test the Kuun-Lan and next the Sajuuk-Khar but i saw that the station was filled like in my other game, capital ship disappear too, replaced by fighter and bomber wing, crap, where is the Sajuuk-Khar !

Then i decided to test the console command mod, after some test i figured out.
It's pretty simple all you need is in the data folder of the mod, you'll see .csv for the ship weapon etc ... it contains id of the object that will be needed to spawn them with addship and addweapon command, it look like that :

Spoiler
addweapon hii_pulsar_beam x
x is  an optional quantitie argument
[close]

Spoiler
addship hii_pride_of_new_hiigara_Standard
you must put the variant (Standard) in the command
[close]
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 24, 2013, 11:54:01 AM
@molotof: As a modder I know the console command mod, and it is a nice tool indeed. I couldn't do without it, being able to test my new stuff on the fly.

Anyway, I really hope 0.6.1 will take that item problem away. If Alex accidentally reads this, I'd love to see an option to have the game make sure at least one stack of items sticks around, only being removed when the player buys it.
This disappearing stuff is making me depressed.

The disappearing ships problem though, did you buy all badges? Bigger ships won't appear until you buy these badges.

The Sajuuk is indeed slow, but I wouldn't see it any other way. I believe that in the end capital ships should not be able to take on entire fleets without backup. :)

@Silver Silence: It's still the same, yeah. It's a perfect weapon for destroying large, slow ships, especially when you level up and unlock hull mods for this ship. So I'm not changing this ship I'm afraid. :)  (Ps: It does have a longer range than the Skaal one.)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: molotof on September 24, 2013, 12:00:37 PM
The disappearing ships problem though, did you buy all badges? Bigger ships won't appear until you buy these badges.

Yep i bought them right of the beginnning of the game, i just had to edit my savegame to have the amount of cash, so i was able to saw him in the station earlier.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Magician on September 24, 2013, 12:33:38 PM
Earlier, when someone mentioned that Sustained Beams were a little overpowered, I did some tests. Overall I don't find HD capitals overwhelming. And I also find that those big-big lasers aren't that dangerous despite of their power. When I fight against HD ships their big lasers dont scare me at all.
But I found that sustained beams are a bit overpowered for mid size weapons. In short they have one of the best traits of weapons (like beam type instead of projectiles, sustained dmg, turn speed), and at the same time they have stats of assault type weapons, but comparing to vanilla and even other mods sustained beams stats are about 30-40% higher. And because of that when ship with enough sustained beams gets in range - it oblitirates anything regardless of shields/armor/hull stats. I did tests even without skills and still sustained beams stats are too good.
So the only reason I am very cautious of HD big ships is that in close range (default range 700 iirc) they will melt most of ships with sustained beams given opportunity.

My thoughts about sustained beams are that they should have similiar to other assault weapons flux/dps ratio. Also, because the main feature and distinction of sustained beams is that they work as a classic laser, it would be incorrect to just raise their flux generation, because in that case they will not fire as a classic laser because of high flux usage. Maybe it is possible to find a balance so that they still have enough dps to be considered assault weapon, mediocre flux usage, and at the same time their flux/dps ratio wouldn't be so much better than on other weapons.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 24, 2013, 12:43:35 PM
@molotof: That sucks. Thanks for the info. I'll ask for a solution to this problem in a new thread. :)

@Magician: Thanks for your feedback. I find it very hard to balance these beams. I've changed their damage up and down several times.
I've lowered their damage back to 300 (was 350), not touching the flux use, am wondering if I should go as low as 250.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 25, 2013, 10:16:00 AM
Well, the thing to remember about the sustained beam is that while they are very, very powerful, they also leave your ship extremely vulnerable after each shot, with flux often very close to, or reaching max level. This means that ships like the Skaal are exceedingly vulnerable to swarm tactics, where while the ship can take out 1 (or 2, if you're lucky or a good shot), the rest will quickly tear you to shreds as you lack the flux to effectively use your shield. if you vent, your enemy might kill or cripple your now defenseless ship. if you don't, you have defend yourself with 2 PDs and no shields while your flux slowly decreases.

Mind you, this also applies to ships with shields that could tank your shots, such as the Tri-taychon Aurora or, to a much more lesser extent, the eagle. What do I mean? well, try going in game and attacking an aurora or eagle with a "standard" loadout. As it is in the current game, an AI controlled Skaal with the default loadout will find it very difficult (if not impossible) to kill a standard eagle. and, in turn, even a good player will find it very difficult to put down an aurora with just the standard loadout, as the current flux dissipation rate (both by venting and simply by waiting it out) are simply insufficient for the job. As such, I have to disagree with your assessment of the beam's OP-ness  :-\. While its true that it is a very, very effective ship when used in the right hands (there is nothing more satisfying than watching a destroyer simply melt when I shoot at it  ;D) the nature of the ship is very much a high-risk, high reward kind of vessel, and I kinda feel that nerfing the damage without touching the flux will make it lose that very delicate balance of power vs vulnerability, especially if nerfed to 250.

...
...

then again, I may be kinda biased, primarily because watching destroyers melt like butter is very amusing to me  :P
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 25, 2013, 10:26:16 AM
Don't worry, I am not touching the Skaal, nor the Sajuuk-Khar.
We were talking about the normal beam weapons, mainly the medium mount ones. ;)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 25, 2013, 10:59:31 AM
ah. woops.
I feel kinda silly now  :-[

Speaking of balancing though, are you by any chance going to touch on the Fiirkan's supply consumption rate?
at the moment, I believe that the corvette consumes an average of two supplies per day, which is more in line with mid-tier frigates, and double that of the hound's. granted, the hound is the definition of a scrappy little ship, held together by little more than wishful thinking and duck-tape (as opposed to actual spare parts, like other, "normal" ships), but it's also a frigate that holds more cargo and isn't piloted by a measly two people. can we at least make the Fiirkans consume only 1 per day, much like the hound?
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 25, 2013, 11:03:58 AM
Yup. Consider it done.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 25, 2013, 01:55:32 PM
Tossing these in here for now, for people who want to test the missions. :)
http://avatar.home.xs4all.nl/downloads/Starsector/Bushi_06a_v101b.rar
http://avatar.home.xs4all.nl/downloads/Starsector/Hiigaran_Descendants_06a_v101b.rar

HD will break your savegame. Not sure about Bushi.
If you're not interested in testing the missions, better not download them. Not done yet with some things.
Also: Damn, 20 mb per mod.

Changelog so far:
HD: v1.0.1b
- New star system: Halcyon
- New star system: Solitude
- Renamed "New Hiigara" system to "Polaris". Reason: The system would have been known by the vanilla factions, who would have named the system themselves.
  The Hiigarans should not have the right to rename a solar system after barging in someone else's galaxy like that.
- Added tug/freighter frigate.
- Planet Maal's speed reduced as a precaution, player's fleet should not have issues trying to go through Maal's jump hole.
- Hiigaran Badge of Admiralty's price reduced by half.
- Two of Vraan's turret mounts (rear left and rear right) are now universal. Also Vraan missile variant added.
- Added Sindrian Diktat and Regime to New Hiigara's neutral list.
- Added Fragmentation version of Tviir.
- Added 3 missions!
- Lowered supply cost of Fiirkan to 1.
- Reduced damage of medium sustained beam.
- Changed background for 2/3rd of systems.

Bushi: v1.0.1b
- New star system: Hades
- New star system: Cygnus
- Added tug/freighter frigate.
- Planet Zetsubo's speed halved, player's fleet should not have issues anymore trying to go through Zetsubo's jump hole.
- Added Sindrian Diktat and Regime to Bushi's hate list.
- After getting the chip implant, EVERY FACTION out there will be hostile with you, even mod ones, apart from Bushi itself ofcourse. Thanks, Darloth!
- Added 3 missions!
- Changed background for 2/3rd of systems.

Still to do: Removing weapon mounts/reducing size of weapon mounts/adding universal weapon mounts for several ships.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 25, 2013, 02:05:34 PM

Changelog so far:
- Two of Vraan's turret mounts (rear left and rear right) are now universal. Also Vraan missile variant added.
- Added Fragmentation version of Tviir.


There is a god. His name is Gotcha.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 25, 2013, 03:12:28 PM
If there was, then there would be a lot of lightnings crashing down from the sky, striking anyone down who violates human rights. ::)

I made an error by the way. There's a HD dependency in the Bushi mod. That's no problem, as long as HD is present when you enable Bushi.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 25, 2013, 03:56:32 PM
hmm... for some strange reason, the game crashes every time I try to run a simulation, it just shows a null error (practically) every time. this makes it rather difficult to test out new ships and weapons :(
also, heavy pulsars are available for refit in the missions menu. as hilarious as having powerful PDs with no ordnance cost is, I don't think that's entirely intentional.  ;)

last point: Tviir Frag is somewhat... underwhelming :(
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Demonocolips on September 25, 2013, 04:39:20 PM
k just a bug report

the pulsar beam light guns come in two flavors normal and heavy and the heavy ones dont cost any ordinence points

im assuming the heavy pulsar beams are meant to be a nonremovable gun on a specific ship but ive been buying it at alot of the different stations around the systems.

mods activated

Bushi 1.0.0
Hiigaran Descendants 1.0.0
Kadur Theocracy 1.0.3
lazylib1.5
Zorg v12a
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Plasmatic on September 26, 2013, 01:09:40 AM
The Koshiir class Battlecruisers sensor drones are stationary on the left side of the ship like the bombers and interceptors, only there are only 2 sensor drones at any one time..
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Magician on September 26, 2013, 02:58:40 AM
The Koshiir class Battlecruisers sensor drones are stationary on the left side of the ship like the bombers and interceptors, only there are only 2 sensor drones at any one time..
I believe that all sensor drone shipsystems have 2 drones. Because their mane role is to extend weapons range, they lack in numbers and roaming capability. You can check with the vanilla cruiser Apogee, it has sensor drones too.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 26, 2013, 05:21:02 AM
@echosierraalpha:
- I don't have those crashes. What does the crash log say?
- Damn heavy pulsars again. I fixed it but had to rollback to an older weapons.csv because OpenOffice ruined it. Forgot to change it again. Consider it fixed.
- What would you want to change about the Tviir frag?

@Demonocolips:
About the heavy pulsars, see above.

@Plasmatic: That's... not a bug.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Taverius on September 26, 2013, 05:36:54 AM
Yeah all sensor comes are weird because they have holding pattern and free range but there's no difference between the two. It's like that in stock, whine to Alex if you want it changed.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 26, 2013, 07:08:31 AM
@ gotcha:

-Forget I said anything about crashes. re installed lazylib and the HD mod and it works fine now :)

-regarding the Tviir frag: The idea behind the frag was that they would (in theory) work best against fast moving wasps. the problem with HE warheads is that they require a direct hit to kill (or even damage) the darn things, since it lacks AOE. Unfortunately, as it is, the wasps are nimble enough to just barely dodge the missiles, and since the Tviir doesn't have much fuel, you can go through multiple salvoes just trying to get a hit. Now, the way I hoped frag would work is that it effectively has a larger AoE, or splash area, and if possible, to have it proximity detonated (not sure if this is possible in-game). if not, simply giving it added AoE (as large as possible without it damaging the other missiles trailing behind it when detonated) will suffice. The idea behind this is that even if the Tviir doesn't destroy the fighter, it might weaken it or, better yet, knock out its engines, making follow-up missile shots much more easier. It doesn't even really matter if the missile damages the fighters as badly. simply snuffing out their engines is enough to make the fighters (temporarily) combat ineffective, as they can't dodge or shoot down the missiles coming at them easily.

In short, echo wants bigger boom. not necessarily more powerful, just bigger.  :D
>.>
<.<
Of course, if you also want to make it more powerful, I'm not one to stop you.  ;D
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 26, 2013, 08:10:43 AM
You know what's strange? Apparently vanilla frag missiles don't have an explosion radius. I dunno what to do.
I could add one, but if my missiles turn out to instakill entire fighter wings, then that'd be kinda overpowered.
It's on my test and todo list.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 26, 2013, 08:57:35 AM
huh. well, it kinda makes sense. the current frag missiles were basically a less powerful HE Tviir with all the disadvantages and none of the advantages  :(

on the note of testing: that's all I can ask for really. Ideally, the Frag Tviir should be able to take down wasp (and maybe piranha) squadrons with ease, while having more difficulty dealing with heavily armored or shielded fighters.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Excalibur Bane on September 26, 2013, 09:40:23 AM
How do you procure the bigger ships? All I've seen so far are torpedo gunboats at the stations in the system. I also have the restock mod installed, not sure if that's affecting it. :(
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on September 26, 2013, 09:45:22 AM
Check the inventory, you should see a Hiigaran badge for sale. buying that should unlock higher tier and bigger ships. also, restock mod is not needed for this mod, as the station will be automatically re-stocked from time to time.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Excalibur Bane on September 26, 2013, 10:04:14 AM
Ah, okay. Didn't see a badge last time. Kinda wondered what those things did.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 26, 2013, 10:07:13 AM
Unfortunately it can happen that items disappear, including these badges.
I'm hoping Alex can implement something that'll make certain items stick around, but I think he's way too busy to give feedback about my question. :D'

Anyway, because of this 'bug' I've been thinking about removing this badge system altogether, although I do really like it. First earning trust before being able to buy the tools that could be used against them.

I also saw a thread somewhere, where was explained how you can add text options to stations. I haven't really dug into that, but perhaps it'd be possible to give the player a badge (or in Bushi's case, an implant) through dialog?
To be continued...
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: molotof on September 26, 2013, 10:16:22 AM
I also saw a thread somewhere, where was explained how you can add text options to stations. I haven't really dug into that, but perhaps it'd be possible to give the player a badge (or in Bushi's case, an implant) through dialog?

That would be great way better than a workaround, i think it's more immersive, so better than actual badge system.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 26, 2013, 10:23:45 AM
I agree. I'll go see and ask around what's possible soon. Am not much of a coder myself.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Taverius on September 26, 2013, 10:28:39 AM
I agree. I'll go see and ask around what's possible soon. Am not much of a coder myself.
http://fractalsoftworks.com/forum/index.php?topic=6926.0 (http://fractalsoftworks.com/forum/index.php?topic=6926.0)

Might find that of use :)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 26, 2013, 11:11:57 AM
Well, that's about asteroid interaction. I dunno what I can do with that really.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Excalibur Bane on September 26, 2013, 11:15:18 AM
Well, for what's it worth. I know I'm the new guy here, but I could definately help out modding. I pretty much have 24/7 to myself, due to my disability. If any of you guys need more manpower on any of your mods, just let me know. I don't know anything about modding yet but I'm very willing to learn. :)
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 26, 2013, 11:24:37 AM
Everyone is 'a new guy' when they first enter a forum. I dunno why that should matter. :)

Anyway, I think I only need help at 'bug' crushing right now, and implementing special dialogues at stations.
'Bug' is put within quotes, because I don't think they're technically bugs.

One is the badges disappearing, which could be solved through dialogue.
The other is the MASSIVE size savegames have when using either one of my mods. :( (20+ mb each, my savegame is 45 mb.)
I don't get where that size would be coming from.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Excalibur Bane on September 26, 2013, 11:34:20 AM
Well, I'm not sure I can help there, but if you need help with testing, I could probably do that. I don't know why it would be generating a massive saved game. Not sure what the issue would be there.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 27, 2013, 05:16:51 AM
Apparently adding new systems greatly increases savegame size, so I stopped believing it's a bug.
It's annoying though. With enough mods installed, saving and loading starts to take considerable time.

If you're still wanting to help, coding wise: I looked at this (http://fractalsoftworks.com/forum/index.php?topic=6926.0) again (thanks, Taverius) and fooled around with it, so that planets provide this interaction, not asteroids. But I got lost soon after.
- I fail to see how one could single out 1 single planet to provide this behaviour.
- I fail to see how one could replace Supplies with other items.

If you think you'd be able to adapt this so that players that dock at 1 certain planet could buy 1 single item, then I'd really appreciate it. But I can imagine that'd be tough. :-\
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Zaphide on September 27, 2013, 05:31:48 AM
Apparently adding new systems greatly increases savegame size, so I stopped believing it's a bug.
It's annoying though. With enough mods installed, saving and loading starts to take considerable time.

If you're still wanting to help, coding wise: I looked at this (http://fractalsoftworks.com/forum/index.php?topic=6926.0) again (thanks, Taverius) and fooled around with it, so that planets provide this interaction, not asteroids. But I got lost soon after.
- I fail to see how one could single out 1 single planet to provide this behaviour.
- I fail to see how one could replace Supplies with other items.

If you think you'd be able to adapt this so that players that dock at 1 certain planet could buy 1 single item, then I'd really appreciate it. But I can imagine that'd be tough. :-\

Gotcha/Excalibur Bane, have a look at the InteractionDialog from Exerelin I have attached.

I have added a couple of options that when clicked, remove an item from the players fleet and puts it in the station (there is then other code somewhere else that does something with that item but that's not neccesary).

To do this I did the following:
 - Added a couple of new items to the OptionId enum at the top
 - Updated the createInitialOptions method to add the new options under certain conditions
 - Updated the optionSelected method to <do stuff> when those options are selected

To implement your badge idea, you could just do the opposite? If the player selects the option, put the badge in their fleets cargo. Your condition to show the option could be:
station.getName().equalsIgnoreCase("<your badge station name here>")
&&
<some check to make sure they don't already have the badge>

Anyway, hopefully that helps :)

[attachment deleted by admin]
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: molotof on September 27, 2013, 05:32:27 AM
Apparently adding new systems greatly increases savegame size, so I stopped believing it's a bug.
It's annoying though. With enough mods installed, saving and loading starts to take considerable time.

Sure thing, my Exerelin savedgame take more than 300 Mo, and take some time to load, about twice the time needed to load other save.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 27, 2013, 05:53:33 AM
@Zaphide: Thanks! It looks complicated but I'll do my best to study it.

@molotof: *head exploded*
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Excalibur Bane on September 27, 2013, 05:55:02 AM
Hmm, well. I can't really make much out of all this Java stuff. I'll have to read some of the tutorials. Believe it or not, I actually programmed a very basic java applet as part of an intranet for the government. That was many, many years ago though. A good time was had by all. Perhaps dusting off the old memory might prove useful in this case. ;)

I'll report back if I find a solution or at least find my bloody way around this code. It's 8:52 am and I've been going all night long on various projects of interest.

A word to the wise, avoid that Starpoint Gemini 2, the damn thing is in one hell of an ugly state. Sure is pretty, but everything else? Not really there. I feel like I burned $30. :(
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: JJ842 on September 27, 2013, 10:52:25 AM
Great mod, huge props to the author.

I finally managed to scrape enough cash for the Pride of Hiigaara and wanted to ask about the reasoning behind it's special system. EMP emitter, really? It seems utterly useless not to mention 'out of character' for such a massive ship. Am I missing something here?
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 27, 2013, 11:35:57 AM
Good question actually. I never really thought about it as I added it. And it's too large and slow to effectively use it.
Whenever I fly that thing I focus on hitting stuff with the big laser, never thinking about using its special system.

I'll go think about an other system to add instead, or perhaps just remove it.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Midnight Kitsune on September 27, 2013, 12:38:53 PM
Good question actually. I never really thought about it as I added it. And it's too large and slow to effectively use it.
Whenever I fly that thing I focus on hitting stuff with the big laser, never thinking about using its special system.

I'll go think about an other system to add instead, or perhaps just remove it.
Yeah, that system seemed worthless on the Pride so I modded it out and put in a high energy focus!  ;D
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 27, 2013, 01:17:10 PM
High energy focus would be a bit overpowered in my opinion. x)
I've replaced it with fast missile racks. Any other system would be either useless or too powerful on this ship.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Midnight Kitsune on September 27, 2013, 01:28:09 PM
High energy focus would be a bit overpowered in my opinion. x)
I've replaced it with fast missile racks. Any other system would be either useless or too powerful on this ship.
Isn't being overpowered is what being a dreadnaught is all about?  ;D
Why not sensor drones? Would that be too OP?
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 27, 2013, 01:45:45 PM
Yeap. Tested it. They GREATLY increase the main weapon's already long range, turning it into the system's largest sniper rifle.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: InquisitorTaco on September 27, 2013, 02:09:41 PM
I'm not overly sure if you had to deal with this before but I keep having CTDs and a msg saying how it ca't find Patrolfleet2 or how it can't can't find carrierGroup.
I didn't see an FaQ or anything so I'm not really sure if I am just beating a dead dog with a stick
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 27, 2013, 02:28:42 PM
I haven't had to deal with it before, but do you happen to have the error message from your starfarer.log file?
It should clear things up for me.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: InquisitorTaco on September 27, 2013, 02:50:24 PM
I haven't had to deal with it before, but do you happen to have the error message from your starfarer.log file?
It should clear things up for me.
Code
140542 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [carrierGroup] not found for faction [hiigaran_descendants]
java.lang.RuntimeException: Fleet id [carrierGroup] not found for faction [hiigaran_descendants]
at com.fs.starfarer.loading.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.HiigaraSpawnPoint.spawnFleet(HiigaraSpawnPoint.java:39)
at data.scripts.world.HiigaraGen.generate(HiigaraGen.java:120)
at data.scripts.world.HiigaraModPlugin.initHiigaranDescendants(HiigaraModPlugin.java:11)
at data.scripts.world.HiigaraModPlugin.onNewGame(HiigaraModPlugin.java:17)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.OooO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00o.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.o00000(Unknown Source)
at com.fs.starfarer.new.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
I believe that is what you asked for.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on September 27, 2013, 03:20:04 PM
Yup! Well, I can't find any problems there. If there was something with this 'carrierGroup' then I would have noticed, since that fleet spawns often.

Can you try redownloading the mod? Or wait for a bit as I'm wrapping up a new version.
Title: Re: [0.6a] Hiigaran Descendants v1.0.0
Post by: InquisitorTaco on September 27, 2013, 03:56:27 PM
Then I will just wait for your new update
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on September 27, 2013, 04:32:50 PM
v1.1.0
- New star system: Halcyon
- New star system: Solitude
- Renamed "New Hiigara" system to "Polaris". Reason: The system would have been known by the vanilla factions, who would have named the system themselves.
  The Hiigarans should not have the right to rename a solar system after barging in someone else's galaxy like that.
- Added tug/freighter frigate.
- Planet Maal's speed reduced as a precaution, player's fleet should not have issues trying to go through Maal's jump hole.
- Hiigaran Badge of Admiralty's price reduced by half.
- Two of Vraan's turret mounts (rear left and rear right) are now universal. Also Vraan missile variant added.
- Added Sindrian Diktat and Regime to New Hiigara's neutral list.
- Added Fragmentation version of Tviir. (Sorry, esa, no explosive radius yet.)
- Added 4 missions!
- Lowered supply cost of Fiirkan to 1.
- Reduced damage of medium sustained beam.
- Rebalanced deployment points.
- changed 1 small energy mount to universal mount on Faal-Corum. Echosierraalpha's everywhere, rejoice!
- changed 2 small energy mounts to universal mounts on Wodaan. Echosierraalpha's everywhere, rejoice!
- Sajuuk's 4 center large energy mounts had their weapon arc reduced.
- Taiid's 2 large energy mounts had their weapon arc reduced.
- Gave Raachok a new paintjob; is now blue instead of purple-something.

I forgot to change the version number in the mod itself. Ignore old version number plx ktnx.

Edit: I also forgot to mention that this mod should be Exerelin compatible.

Edit2: I would also like to mention that the disappearing badges trick hasn't been fixed, so if a certain badge has disappeared out of Angel Moon Station's inventory, add it with the console mod.
The item id's are:
- hiigaran_badge_of_friendship (costs 25000 credits)
- hiigaran_badge_of_allegiance (costs 100000 credits)
- hiigaran_badge_of_admiralty (costs 250000 credits)
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: InquisitorTaco on September 27, 2013, 05:23:24 PM
Did you mean to make it where you can't start as the Hiigaran?
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on September 27, 2013, 06:29:52 PM
I don't understand what you mean.
If you're asking why one cannot start a game with a Hiigaran ship, well, that's not implemented.
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: InquisitorTaco on September 27, 2013, 06:52:20 PM
I bring that up because before I tried running this mod along with Exerelin just to see what would happen and it game me the choice for faction and a list of ships to start out with.
Therefore when you updated your mod I tried it again and there was no choice  of faction; so I just thought that at frist it may have been something you left in when fiddling with it and forgot to remove- I feel like I'm getting off topic and away from the point somehow.
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on September 27, 2013, 07:00:56 PM
Ah, I understand now.
I've been so busy, haven't even seen Zaphide's latest version yet.
Well, I'm sure Exerelin handles if you get a Hiigaran ship or not. If you cannot choose the Hiigaran faction, then maybe he'll have to add some code or something? Or, heck, maybe I do need to add code, but I have no idea what.

Way past my bedtime, am probably not making sense right now. Brain is shutting down. I'll look into it tomorrow. :)
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Plasmatic on September 27, 2013, 09:07:18 PM
I bring that up because before I tried running this mod along with Exerelin just to see what would happen and it game me the choice for faction and a list of ships to start out with.
Therefore when you updated your mod I tried it again and there was no choice  of faction; so I just thought that at frist it may have been something you left in when fiddling with it and forgot to remove- I feel like I'm getting off topic and away from the point somehow.

Since you updated Hiigaran, did you Comment out the mod_Json again?

If you did not it will not work.

* - Requires editing that mods mod_info.json and commenting (# at start of line) the modPlugin definition out
e.g.
Code:
Code
"modPlugin":"data.scripts.ModPlugin",
to
Code:
Code
#"modPlugin":"data.scripts.ModPlugin",
Remember to change back when not playing Exerelin!

Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: TimeDiver on September 27, 2013, 09:22:12 PM
Gotcha!, I believe that I can explain why Exerelin compatibility is broken for v1.1.0; for that matter, it applies to the Bushi v1.1.0 update as well.

In Exerelin v0.6's 'ExerelinData.java', there are the following lines:

Code
		// Test for Bushi
if(isFactionInstalled("bushi", "data.scripts.world.BushiGen"))
possibleFactionList.add("bushi");

// Test for Hiigaran Descendents
if(isFactionInstalled("hiigaran_descendants", "data.scripts.world.HiigaraGen"))
possibleFactionList.add("hiigaran_descendants");

When you updated both of these mods, Exerelin's built-in check for other mod(s) installation no longer detected those files, as you renamed them ('HiigaraGen.java' became 'HiiPolarisGen.java', and 'BushiGen.java' became 'BushiSeiikiGen.java'), thus the factions are no longer selectable.

A simple pair of text edit(s) to 'ExerelinData.java' took care of that, but sadly more than a few end-users are just a tad clueless on how to do just that, or so it seems.

Addendum: I'd recommend re-naming the Hiigaran Descendants' versions of the Pulsar Beam and Flak Cannon; the former name is  taken up in FlashFrozen's Neutrino Corp. mod as well, and the latter is part of vanilla StarSector.

I just added a (Hiigaaran) suffix onto each entry in the 'Name' field of this mod's 'weapon_data.csv', but hey, that's just me.

Since you updated Hiigaran, did you Comment out the mod_Json again?

If you did not it will not work.

Plasmatic, that particular step is no longer necessary, as Vayra was the first to demonstrate an alternate edit to <ModName>ModPlugin.java that bypasses that issue (followed shortly after by MShadowy, and now Gotcha!)
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on September 28, 2013, 04:32:26 AM
Well, that explains it perfectly. Thanks, TimeDiver. :D
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Zaphide on September 28, 2013, 05:00:40 AM
@Gotcha @ TimeDiver

Thanks for bringing this up :) The next version of Exerelin will have the changed Hiigaran/Bushi gen file names.
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on September 28, 2013, 05:08:17 AM
You're fast, I just send you a pm. :)
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Excalibur Bane on September 28, 2013, 09:05:39 AM
So is the badge gonna stick around now and not get stocked out?

I'm eager to try some of the Hiigaran capital ships. :)
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on September 28, 2013, 09:41:48 AM
Nope, and have not received a reply from Alex, so I doubt there's going to be some sort of fix. :\

If one disappears you can add it through the console.
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Plasmatic on September 28, 2013, 01:38:00 PM
I'm not sure if it's a bug in the mod or the game, but the Vaahrok Gunship (Happens on other ships as well, but most repeatable on this one) reports 0 weapon flux buildup even when fully fitted.

Weapon groups window shows Flux buildup, but normal fitting screen shows 0.
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on September 28, 2013, 01:55:22 PM
I bet it happens on all ships that have a radar dish, including vanilla ships.
I doubt it's a problem with my mod persé.
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Judokast on September 28, 2013, 11:11:27 PM
Just wanted to say, this Mod looks pretty damn cool. However, when I download it, I get the 1.0.0 version once unzipped, and not the 1.1.0 one. Is there a reason or am I missing something entirely. Since there seems to be only one download link I assume I go to the right one.

  Looking forwards to playing this with Exerelin especially!
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Chronosfear on September 28, 2013, 11:52:38 PM
No nothing wrong Judokast ,
Gotcha! missed to change that in the discription  ;D
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Judokast on October 02, 2013, 10:10:31 PM
Yea silly me didn't read that properly in the forum. Really should learn to read before I go flapping my mouth.

 Although now I have the same problem as many others that Hiigara doesn't work with Exerelin and I tried editing that like they said, even though the line really reads :

 "modPlugin":"data.scripts.world.HiiModPlugin",

  not: "modPlugin":"data.scripts.ModPlugin",

  Sooo not sure there but still been having a blast with this Mod regardless, what a great way to make a great game even greater.
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on October 03, 2013, 05:54:42 AM
data.scripts.world.HiiModPlugin is the correct path/filename, so I dunno why it wouldn't work.
I think I understood that the next version of Exerelin has it fixed though. And I promise never to rename that file again. ^_^'
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Judokast on October 03, 2013, 09:38:39 AM
Wait..isn't it the mod.json file I have to modify? Add the pound sign at the start of the line that reads that? Cos if it's a path I need to take and follow it now I have no clue where to add the pound sign.

  Grr so frustrating cos this is like the one Mod giving me so much trouble yet its one i really want to try!
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on October 03, 2013, 10:00:14 AM
You'll have to modify a file in Exerelin, not this mod. :)
And I'm sure it isn't mod.json. I can't check right now, but Exerelin probably has a main .java file that needs modifying.
Try doing a search for HiigaraGen. You'll have to replace that with HiiPolarisGen. (That is, if I'm right.)
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: echosierraalpha on October 03, 2013, 10:20:33 AM
Hey Gotcha, when can we expect to see an explosion radius for the frag Tviir? I'm still counting the days till I can finally deal with those pesky fighters.  ;)

>.>
<.<

I'll even write a snippet of your choice, should that... expedite matters.
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on October 03, 2013, 10:33:24 AM
Well... they'll be gruesomely overpowered compared to their vanilla counterpart, so... what kind of drawback would you like me to add?
Slow firing? Poor tracking capabilities? ^_^'

Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: echosierraalpha on October 03, 2013, 12:39:08 PM
Well. That's unfortunate. Hmm... As it is, we can't reduce tracking because the explosive radius was designed to counter its crappy tracking capabilities against a small fighters, and reducing tracking further will simply make the whole point a circle in futility :(

Slower fire rate is acceptable though (as in time between salvoes, not missiles per salvo)

Or, if you want, you could simply make it a ship system (maybe make an actual Vraan missile destroyer with its 2 front medium mounts replaced with this weapon?)
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on October 03, 2013, 01:14:13 PM
After playing with these frag missiles (I always prefer explosive myself) I found out that they're really ineffective in the damage department.
I reduced the explosive damage of the explosive damage missiles and forgot to increase the damage for the fragmentation ones.

After playing with them some more I find that adding a radius doesn't make them much more effective persé, so I think I'll leave it in and also add it for the fragmentation cannon.
In my mind adding a radius would make them very powerful, but they're really not. I'm sorry for not testing this before.

Tell you what, why don't you test a bit and tweak the options in this file:
http://avatar.home.xs4all.nl/crap/hii_tviir_frag_missile.proj
(put it in data\weapons\proj)

What you want to mess around with are the radius and coreRadius. See what radius feels good for you.
Code
"radius":120,
"coreRadius":80, # full damage within core radius

Edit: Whoops, forgot this:
http://avatar.home.xs4all.nl/crap/weapon_data.csv
New weapon data which increases Tviir frag damage from 200 to 300. (Vanilla values.)
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: echosierraalpha on October 03, 2013, 01:46:20 PM
hmm...

I can't seem to run HD  ???
is the latest download the one on the main page?

it says Fatal: Error compiling [data.missions.hii_swan.MissionDefinition]
Cause: Compiling unit "data/missions/hii_swan/MissionDefinition.java"
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on October 03, 2013, 02:02:53 PM
Oh gawd. Yes, I realize I need to update my mods because something changed in 0.6.1.
There goes my quiet night of rest and contemplation.

I'll go update it right now.

Edit: Quickest solution for you is to rename mission_list.csv to mission_list.old.
Title: Re: [0.6a] Hiigaran Descendants v1.1.0
Post by: echosierraalpha on October 03, 2013, 02:07:01 PM
I don't mind waiting  ;D
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on October 03, 2013, 02:52:29 PM
[0.6.1a] v1.0.0
- 0.6.1a Compatible.
- Slightly increased bullet speed of most ballistic weapons.
- Lowered damage of Sustained Ion Beam Mk. II (was 700 p/second, is now 600)
- Tviir frag missile has a small explosion radius and damage is increased (from 200 to 300). Second in command echosierraalpha has been promoted to balance the thing. Mwahaha!
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on October 03, 2013, 08:23:08 PM
Second in command echosierraalpha has been promoted to balance the thing. Mwahaha!

this is punishment for pushing this so hard, isn't it?

well, my report is as follows:
after hours of balancing attempts:
bumped up damage to 400 - enough to kill most un-shielded fighters in one to two salvos while being highly ineffective against shielded fighters and frigates (or larger).

bumped up hit points from 25 to 100 - this is done because fighters have the annoying tendency to shoot down all my missiles before they could even reach their targets.  >:(

bumped up Engine specs to the following:
   "engineSpec":{"turnAcc":2400,
              "turnRate":240,
              "acc":1200,
              "dec":1200},   
the reason why I chose to seriously buff the engine specs is the following: anti-fighter missiles are generally very, very maneuverable. I was very tempted to not touch this factor, as I wanted to keep it as close to the HE Tviir specs wise as possible, and I had hoped to do that by making the warhead proximity detonated rather than touching the missile specs itself (well, aside from the toughness)...

but that isn't, as far as I can tell, possible. the closest thing that I can find regarding that matter would be Okim's Frag missile, which uses a MIRV workaround to accomplish this. unfortunately I am terrible at coding, and I am unable to achieve anything like that beauty.  :'(

Ironically, you might notice that I did not touch the explosion radius. that's primarily because the explosion radius is useless without the aforementioned proximity detonated warhead.  :P

with that in mind, the above recommendation is the one I would propose for the Tviir frag's intended purpose as a short range anti-fighter missile.
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on October 04, 2013, 04:01:07 AM
Keep in mind that the vanilla Swarmer missile is basically what I based my Tviir on. I only made it explosive instead of frag and lowered its damage.
My frag variant had its damage upped back to vanilla values. Other values were already the same as the vanilla swarmer.

Are you positively sure that your changes have not created an unbalanced insta-fighter wing killer? ^_^'

I'll test it later, can't right now.
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on October 04, 2013, 04:30:27 AM
well, I'm pretty sure. taking into account factors such as fighters shooting down most of the missiles, a single pod of Frag Tviir should take out one squadron of fighters (barely, half the time I run out of ammo before taking down the last fighter)  :P

and high end fighters and bombers that are shielded are practically immune to it.
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Taverius on October 04, 2013, 04:35:14 AM
Yes but, how is it compared to the stock weapon counterpart? :)
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on October 04, 2013, 04:47:48 AM
well. let me put it this way...

when your main anti-fighter missile (the swarmer missile) is unable to reliably destroy any fighters except defenseless piranhas... you have a problem.  :P
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Taverius on October 04, 2013, 09:48:04 AM
You're evading the question :p

If that's what the swarmer is like, the the Frag Kviir has to cost more OP or something, because you've just made it an updgrade.
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on October 04, 2013, 10:54:46 AM
*notices he's out of room to evade*

err... yeah, ok. you may have a point there... it's just that the vanilla game has no good AA missile :(
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on October 04, 2013, 10:58:58 AM
Which is true, but also intentional. ;)

I'll buff those frag missiles a bit. Not as much as you hope for though! ;) I do want to respect vanilla values, or my mods might fall into the unbalanced cheat mods section. ;)
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Taverius on October 04, 2013, 11:16:40 AM
Its fine to make it a little more effective if it costs more OP, yeah? But an upgrade for the same cost, with no downsides, that's an issue :)
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on October 04, 2013, 11:44:26 AM
true, but I always felt that with the 6.0 patch and nigh un-killable fighter squadrons (as long as there are carriers) that AA could use a buff :(
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on October 04, 2013, 06:19:39 PM
@echosierraalpha: I saw that the fragmentation guns have some sort of proximity thing that you mentioned.
I added this to them missiles too.

Also, after long and hard work, the Hiigarans finished their orbital docking ring dash shipyard.
Spoiler
(http://avatar.home.xs4all.nl/crap/dockingring.png)
[close]
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on October 04, 2013, 06:55:16 PM
@proximity detonation: yay! I spent hours yesterday trying to get it to work, but I'm a total noob and couldn't figure it out. ;)

Also, regarding more OP per weapon: with the proximity detonation in place, I'm now perfectly fine with increasing the OP to balance it. :)
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Uomoz on October 04, 2013, 07:02:57 PM
@echosierraalpha: I saw that the fragmentation guns have some sort of proximity thing that you mentioned.
I added this to them missiles too.

Also, after long and hard work, the Hiigarans finished their orbital docking ring dash shipyard.
Spoiler
(http://avatar.home.xs4all.nl/crap/dockingring.png)
[close]

Wow! How does that work???
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Erick Doe on October 04, 2013, 07:05:43 PM
That's beautiful, Gotcha!

I copied your idea, sort of:
Zorg Zeta is now covered in a transparent forcefield:
Spoiler
(http://i.imgur.com/6O4OWcgh.jpg)
[close]
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on October 05, 2013, 05:09:05 AM
Wow! How does that work???

I dunno how it completely went, but Ember requested a docking ring of sorts and it led to me thinking to use the planet rings, but instead of the usual rocks 'n dust I just fabricated a docking ring and here's the result. :)

@Erick Doe: Very nice. ^_^

Edit:
Spoiler
(http://avatar.home.xs4all.nl/crap/hii_rings.png)
[close]
No stealing though! I made them for Ember. But I'm sure all of you can do a much better job.
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: HELMUT on October 05, 2013, 05:13:34 AM
That orbital shipyard looks really cool Gotcha. I wonder if it is possible to put animations on it? Blinking lights would be awesome.
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on October 05, 2013, 05:20:40 AM
I don't think so. It's just a static image. :( Would be nice though.
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Erick Doe on October 05, 2013, 05:50:07 AM
I don't think so. It's just a static image. :( Would be nice though.

You could put another ring over it that has something that slides along, like a transportation module, or something. Your rings look like rails. Would be neat to have something move along it at rapid speeds. This is possible.

(In fact this is what I'm doing for the Zorg  :D)
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on October 05, 2013, 05:52:32 AM
That is actually an interesting thought. Thanks, I'll keep that in mind. :)
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: muther22 on October 05, 2013, 01:40:27 PM
The mod looks great, but when I went to the station, there were no ships for sale.  Any idea why this is?
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on October 05, 2013, 02:42:50 PM
Depends on which station you went to. But now that I think of it, every station in my 3 sectors have at least some ships for sale.
Which station was it?
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Barracuda on October 05, 2013, 06:45:05 PM
HERE I AM! With my name Hiigaran for some odd reason i haven't commented on this mod :P Been living in the ironclads mod for a while so i couldent get here sooner.  :'( Anyways, ITS beautiful
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on October 06, 2013, 06:31:14 AM
Thanks, Hiigaran. Ps: Why are you out here? Get back inside my mod! >:(


Thanks to Erick Doe's creative mind, my own creative mind was enhanced and the docking ring now has moving trains/ship docks and ships flying around.
Spoiler
(http://avatar.home.xs4all.nl/crap/dockingring1.png)
[close]
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Erick Doe on October 06, 2013, 06:44:52 AM
Looking good :)
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on October 06, 2013, 07:52:21 AM
Very nice!

>.>
<.<

if you can get away with it, maybe you can insert a strangely banana shaped ship?
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on October 06, 2013, 08:09:16 AM
Err, say what? O_o
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on October 06, 2013, 08:14:58 AM
ah come on, Gotcha, I'm talking about this:
Spoiler
(http://www.homeworld3.ru/pict/hw1/RC_joystick_Kushan_Mothership.jpg)
[close]
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on October 06, 2013, 08:16:46 AM
Oooooh. Gawd. Am I daft today, or what. x)
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: lightningcount on October 07, 2013, 07:10:25 PM
That ring looks absolutely amazing, will this be only on the starting planet or slow build on newly conquered planets?
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on October 08, 2013, 07:03:57 AM
Err... there's no conquering in my mods. I think you're confused with Exerelin?
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Wunder on October 19, 2013, 03:04:37 AM
Is the mod Dead now ;(
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on October 19, 2013, 04:11:08 AM
Not at all. I am having a break. :)
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Scrambles on October 19, 2013, 06:36:20 AM
Well deserved I would say :P Great mod!

If you were interested in adding new ships it would be great to see the 'mothership' make an appearance, give us something else to use at the high-end (though I have yet to actually see the dreadnought in-game...).

A couple more frigate or corvette chassis would be nice too - HW2 Ion Frigate? :D
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: DefiasOne on October 19, 2013, 10:15:13 AM
Any chance you might add ships that come from mods of Homeworld 2 ? Take Complex Mod for example, they had some really nice ship designs that fit in with what Homeworld 2 already had to offer. :) Could be worth a look.
I'd love to see the Destroyer chassis from homeworld 2 become available  or yeah the Ion Frigate :D
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Piemanlives on October 19, 2013, 02:25:42 PM
Very nice!

>.>
<.<

if you can get away with it, maybe you can insert a strangely banana shaped ship?

Are we reviving the Banana Ship Chronicles?
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on October 19, 2013, 07:44:26 PM
Probably not. this breed of Hiigarans are not the kushans we all know and love. for one thing, we have no Karan S'Jet to become fleet command :(
and as much as I would love having a mother ship that can pop out other ships mid-battle, I have been... disabused of such OP ideas...
as for banana-shaped ships in our future? who knows?

I would, however, let Gotcha rest for now. he deserved it.  ;D
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Danthar on October 20, 2013, 02:42:53 AM
So i have been playing this mod in combination with Exerelin.

And I noticed that Hiigaran fleets almost never spawn with anything larger then a Cruiser. Which means the get used as a floor mob in every game. Same goes when I took the hiigarans as my playing faction. The battlecruisers and stuff almost never spawn, and some never do.

After some digging I realized that this problem is probably caused because most of the stronger vessels are actually classified as elite ships in exerelin. Which drops their spawn chance to..very very low. Which means that the chance of AI fleets with capitals spawning is like 1%, and means they never spawn in station.

Im not sure if this balance issue is something you need to fix, or that the author of Exerelin needs to fix. Either way it makes for frustrating games, and i stopped playing with the hiigarans.
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Zaphide on October 20, 2013, 02:50:24 AM
So i have been playing this mod in combination with Exerelin.

And I noticed that Hiigaran fleets almost never spawn with anything larger then a Cruiser. Which means the get used as a floor mob in every game. Same goes when I took the hiigarans as my playing faction. The battlecruisers and stuff almost never spawn, and some never do.

After some digging I realized that this problem is probably caused because most of the stronger vessels are actually classified as elite ships in exerelin. Which drops their spawn chance to..very very low. Which means that the chance of AI fleets with capitals spawning is like 1%, and means they never spawn in station.

Im not sure if this balance issue is something you need to fix, or that the author of Exerelin needs to fix. Either way it makes for frustrating games, and i stopped playing with the hiigarans.

Probably best you take that up with me then :) I may have been too hasty in classing ships as elite. I'll look into moving more of the Hiigaran ships into normal fleets.

EDIT: Actually, having just looked, all Hiigaran ships are available in normal Exerelin fleets. Is there something in particular that is missing?
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: DefiasOne on October 20, 2013, 06:27:33 AM
Anything beyond a Kun-lan doesn't spawn for me when I play hiigarans. That means no ships like: The carrier, the battlecruiser, the battleship, (and their respective weapons like the Large Ion turret mk2. or singularity cannon). My faction gets owned by blob bushi fleets or hegemony :(
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Danthar on October 20, 2013, 06:53:31 AM
Well i have seen the Carrier, and the singularity cannons (playing with neutrino now, and outfitting them with singularity cannons rocks ass). However beyond that I have to agree.
Based on having played with the hiigarans for about 10 times, and each times up to lvl 15 or so. And having played against them a few times as well (currently in a game where im lvl 22). ( I actually turfed them because i wanted to get a feel for the chance calc being used )

The following ships have decent spawn rates (in station):

- The Saari troop transport and anything below
- The Saarkin, Jneer, Vanaar and Skaal cruisers.
- Kuun-lan heavy missle cruiser
- Qwaar BC (obviously later in game, and it takes a while before you can afford it, but spawnrate is acceptable when used in combo with omnifactory)
- Koshiir BC (same as Qwaar)
- Taiid carrier (usually the first larger vessel the be available in station for some reason.)

The following ships are almost rare:

- Vihr freighter, its odd how this particular ship is almost never available. Which hurts the most early game. And i usually end up buying a freighter from an allied station.
- Sajuuk (never ever seen it)
- Hiigaran mining station (never seen it, is it even a flyable ship?)
- Wodaan carrier (never seen it)
- Neerin superfreighter (rare: but have seen it once or twice, i think its also used in the boarding fleets)
- Sajuuk khar (never seen it)

So you can get most ships in station as being the player. So that is not a huge issue. And coincidently its not my main concern.
What my main concern is is that i have never seen an hiigaran AI fleet fielding anything stronger then cruisers in their fleet. Not even when playing against them, in which they had like 7 stations spread over 2 systems. So thats why i thought that there might be something wrong in their faction file or something.

Its simply statistically impossible for them not to have such fleets when all the other factions do. However I am willing to do more testing.

edit: forgot to add: Rebel fleets do have fleets with BC's and stuff.
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Scrambles on October 20, 2013, 09:27:51 AM
I would say there is probably something preventing the Sajuuk Khar from ever spawning... I'm playing a Hiigaran game and am at level 42 without ever seeing one...

I also haven't seen the more advanced weapon systems ever become available to purchase... (though I think I've looted some stuff off of rebel fleets, go figure).

Hiigaran AI fleets seem to be "underpowered" in that they apparently lose most encounters with other AI fleets - I have no idea what basis that win/lose calculation goes on though :/
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: ValkyriaL on October 20, 2013, 10:09:51 AM
Quote
Hiigaran AI fleets seem to be "underpowered" in that they apparently lose most encounters with other AI fleets - I have no idea what basis that win/lose calculation goes on though :/

goes on crew level, shield eff, total ordnance points, and weapon sizes X how many.
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Scrambles on October 21, 2013, 05:44:36 AM
It seems like the advanced (tier 3) weapons are largely unavailable in Exerelin because there are no variants included with the Hiigaran mod that use them (unless I'm missing something but I think I checked all the variant files...).

Is the 'High Velocity' single barrel large gun used anywhere? Same goes for the flak cannon and the large version of the sustained ion beam.

I  notice that these aren't in the ships/weapons picture either - are they considered WIP?

Managed to get hold of a Sajuuk Khar (simple fix in Exerelin thread) so I shall never be flying anything else again ever - I do kinda wish it had some ballistic slots though :D
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Phoenixheart on October 21, 2013, 06:20:00 AM
Dunno if this has been brought up before or not (lotta pages in here) but the beam weapons are currently ridiculously more powerful than vanilla "equivalents". The ... I forget the name... the small slot point defense beam (burst laser equivalent) is not only more powerful, but also uses fewer OP to fit. The sustained Ion beam is 2x a phase beam (but with increased flux usage to compensate) but is also really easy to fit on ships, giving larger ships a beam weapon that is actually more powerful than the High Intensity Laser (albeit shorter range) that fits in a mid slot.

As far as the ships go, most of them have side turrets that can fire over the hump of the ship and across to the other side, which seems... wrong. Most notably the Taiid carrier's forward facing, side mounted large turrets, but almost all of them do this to an extent.
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Modest on October 21, 2013, 12:13:37 PM
I wanted only to inform You Gotha! that You have been ofitially accused and found guilty of making me instaling Homeworld 2 on my PC. It is hard... Your crime is far greater than that - You actually made me wondering if HM3 will ever be made...

Seriously, really great mod! I always wanted to be able to take personal ride in Hiigarian battlecruiser from HM2. Now, thanks to You I could :)

Small suggestion - lower supply consumption for Hiigarian fighter/bomber wings :)
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Jonlissla on October 21, 2013, 12:27:02 PM
You actually made me wondering if HM3 will ever be made...

Slightly off-topic, but Gearbox has announced a HD remake of both games as well as making Shipbreakers a official Homeworld title.
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on October 21, 2013, 01:46:50 PM
You actually made me wondering if HM3 will ever be made...

Slightly off-topic, but Gearbox has announced a HD remake of both games as well as making Shipbreakers a official Homeworld title.

Heh. Kinda beat you to that announcement by about 3 months (check pg 17 of the thread)  ;D
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Midnight Kitsune on October 22, 2013, 04:24:02 AM
You actually made me wondering if HM3 will ever be made...

Slightly off-topic, but Gearbox has announced a HD remake of both games as well as making Shipbreakers a official Homeworld title.
What is Shipbreakers?
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Kalthaniell on November 05, 2013, 11:46:48 AM
So Gotcha, are you still working on this mod? If yes, would you consider expanding it with vaygr race? Or considering the mod backstory - a Vaygr'ish race or a race originating from vaygr?
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on November 05, 2013, 02:45:42 PM
Hi there! :D
Currently I'm having a break, but I will work on it again. Dunno when though. I feel a bit burned out.

Anyway, the Vaygr are out of the question I'm afraid, since these Hiigarans are direct descendants from the exiled Hiigarans, some 200 years ago. The Vaygr come into existence many thousands of years later, so it doesn't really fit. :-\

Nice to see you reply here. Without you my mods would not have existed. :)
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Isimiel on November 05, 2013, 04:23:12 PM
actually there is a way to implement them story wise the wiki states that the vaygr launched multiple crusades over the years one of em could have found there way to the sector  :D
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on November 05, 2013, 04:42:42 PM
6510 Galactic Standard Year: Hiigarans were exiled. 'My' Hiigarans find their way into this universe some years later thanks to a temporary jumphole. Since it closed again there's no way to have Taiidans or Vaygr to have followed.
A few hundred years later the Hiigarans in this sector developed to what they are today, say 6700~6800 GSY.

9625 Galactic Standard Year: Vaygr start invading stuff. Over 3000 years later. Now I guess one can debate about how long the Homeworld GSY lasts, but I am still sure the Vaygr would need to travel back in time to appear in this sector.
Besides, what are the odds of another fold in space delivering the Vaygr to this sector as well?

Discussions aside, I find that maintaining two big mods costs me enough energy as it is, and I am currently without energy to begin with. :-X
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Isimiel on November 05, 2013, 05:35:50 PM
maybe it opens and close every few thousand years or the vaygr found a gate like the bentusi used in Cata plus sectors are pretty large about 20 ly (according to star trek unsure about this game though)
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Kalthaniell on November 06, 2013, 02:08:57 AM
With 3000 years before vaygr it's hard for them to invade, I agree. I understand though, modding is a lot of work and rarely easy. I ask mostly because I have a bunch of vaygr ship sprites lying about and was looking for some kind soul to adopt them :P Plus it would be really cool to see vaygr on higaara fight vid ^^
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on November 06, 2013, 05:32:15 AM
I can't promise anything right now. Maybe in the future. But I won't name them Vaygr though. :P
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Sproiet on November 06, 2013, 07:20:40 PM
Okay so since I know literally nothing about Homeworld and this is just a chill thread for right now, I'm curious. Is the name of the faction in Homeworld the same as this "Hiigaran Descendants?" What of Bushi are they also involved in Homeworld or somewhere else? Or maybe creating a superfaction was just too alluring :P
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on November 06, 2013, 07:59:19 PM
Long story short: In the first Homeworld game you find out that your people originate from a planet called Hiigara.
The people in Homeworld call themselves Kushan though. They're descendants from the Hiigarans.

If you want the whole story, ask and I'll tell it in a nutshell. :)
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on November 06, 2013, 08:31:35 PM
*coughs politely*
I too can explain.
>_>

Also:
I can't promise anything right now. Maybe in the future. But I won't name them Vaygr though. :P

New race confirmed! Don't disappoint us gotcha!

(I kid, I kid)
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on November 07, 2013, 06:06:41 AM
Yes, echosierraalpha can explain Homeworld's timeline even better than me.

Also... *throws pie in echosierraalpha's face*
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Midnight Kitsune on November 10, 2013, 09:05:14 PM
Yes, echosierraalpha can explain Homeworld's timeline even better than me.

Also... *throws pie in echosierraalpha's face*
*takes the pie for ESA*
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Kalthaniell on November 13, 2013, 06:25:40 AM
If you don't mind I could send you the sprites I have, that I mentioned. If you think they would be any good for your mod you could maybe use them? Not as a separate mod but an extension of the Hiigaran Decendants. Just as the blue ships only remind of higaran ships, those aren't identical to those from game (apart form some iconic fighters and a destroyer :P). I'm sure their exsistance could be justified. Maybe they could be a part of a splinter group that separated from the original fleet after they arrived in starsector? Or whatever else would make sense. It's always true that more variety in a mod can make it much more fun to play. What do you say Gotcha?
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on November 13, 2013, 09:07:35 AM
Hey Kalthaniell,

can you send me the sprites too? I'm curious as to how they look. :P
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: HELMUT on November 13, 2013, 09:31:05 AM
How about posting them on the spriter judgement thread? I want to see them too!
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on November 13, 2013, 10:19:38 AM
@Kalthaniell: Ofcourse, no need to ask. ;D I know they must be awesome so I can't wait to see them.
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Kalthaniell on November 14, 2013, 06:49:32 AM
Here you go:
http://www.mediafire.com/?o8zsxnw422eb735

I wouldn't really call them awesome, more like 'kinda decent'. To be honest they are a product of a very boring evening, too much coffe and a kittbashing frenzy caused by a sentiment of the too evident lack of Homeworld3 ;) I do plan to make more and use them in Distant Worlds somewhere in the future but for now I think they could be put to good use in Gotcha's mod. I've seen what you've done with my old sprites and I must say I am really impressed. The modified ships look really great.

Also, is there really a thing here called 'spriter judgment thread'? I don't mind displaying the ships, though I am not sure if they qualify without being properly shrunk and 'cartoonized' first.

EDIT: Oh, and that's large res pngs. They should look ok after shrinking, or in any case a tiny bit of sharpening should do the job. If any of u mods GSB feel free to use them :)
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on November 14, 2013, 07:11:51 AM
Looking good! These are definitely very useful for making ships and even a new faction.
Now I have enough on my hands as it is, so if anyone wants to have a go at it...  otherwise I'll keep them around for... who knows. :)
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Isimiel on November 14, 2013, 10:28:27 AM
awesome sprites Kalth! honestly i like the battlecruiser better then the actual homeworld 2 one =P
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: HELMUT on November 14, 2013, 10:51:34 AM
Also, is there really a thing here called 'spriter judgment thread'? I don't mind displaying the ships, though I am not sure if they qualify without being properly shrunk and 'cartoonized' first.

Yep.

http://fractalsoftworks.com/forum/index.php?topic=4264.0

And your sprites are good. I hope Gotcha won't wait too long before starting to work on them.
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on November 14, 2013, 08:00:32 PM
Bah, HELMUT. I see what you're doing there. ::) Chances are low that I turn them into ships though.
Got a bunch of new stuff for Bushi and HD for weeks now. Need to finish some details. Lack energy.

Handling a third mod, I think it'd overdose me. Burn me out like a torch in an active volcano. Or something.
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on November 14, 2013, 11:47:33 PM
Aww, and they were such nice sprites too :(

We understand gotcha, maintaining a mod is a lot of responsibility and energy, and we are lucky enough as it is that we got these two mods to play with already. If you think that you are being rushed or pressured by us, don't stress out, and remember that us stomping our boots and demanding more stuff is only because you do such wonderful work. :)




 ... Okay, that's enough of that feel good stuff. *cracks whip* back to work >:D
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Mytre on November 16, 2013, 02:58:03 PM
Hello, i dont know where to post it but well it is related to this mod allthought with exerelin mod too.  i have been playing for sometime, now lvl 24 or something and i have not seen the dreadnought sajuuk khar nor the sajuuk anywhere, and i spent the last few minutes going around all the stations on the 2 systems i have conquered looking for it at least to buy it . so  i dont know  what to do D: can someone help me here?
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Doogie on November 17, 2013, 12:38:30 AM
I think that's a part of Exerelin where the entire system must be owned by that faction to get capital ships.
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: ValkyriaL on November 17, 2013, 01:32:09 AM
Sajuuk-Khar along with other super capitals such as Vat-IV and Yosh-II, only appear once you get the fleet deployment to lvl 10 in your faction tree, they are elite capital ships.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on November 17, 2013, 05:17:48 AM
[0.6.2a] v1.0.0
- Codex 18 rating: GREEN. (In theory, Vanilla balanced.)

- Reduced aiming angle of many weapon mounts on many ships.
- Tviir frag missile damage increased, radius increased and proximity fuse added. Needs more testing.
- Shields now have a different shade of blue.
- New Hiigara has finished working on an orbital docking ring! (Eye candy.)
- Saarkin and Jneer get a very high rating in the Codex. Dunno why, since many vanilla ships beat them in stats. I slightly nerfed them but their high rating still seems to remain.
- Mission: Farewell, Ambassador has a much longer playing field. It's now actually possible to destroy the whole escaping fleet, giving the player a score of at least around 90%.
  (I've been unable to finish this level with all my ships intact, although it was close.)
- Re-evaluated and modified all planet rings in the 3 systems. (E.g. were made prettier.)
- Vraan had a small cosmetic change on its rear and cockpit.
- Fiirkan didn't have cockpit! :O Fixed.
- Luun cargo increased with 50.
- Increased Hiigaran MRM missile damage.
- Added Kava missile ship.
- Added Opat missile launcher, especially designed for Kava (but can be used by other ships too).


Edit: I'm still stuck with these badges disappearing. The people I've asked for help are probably too busy.
Anyway, if a badge disappears for you (because the game refreshes a station's inventory), you will have to add them with the console mod.
Title: Re: [0.6.1a] Hiigaran Descendants v1.0.0
Post by: Mytre on November 17, 2013, 09:43:23 AM
Sajuuk-Khar along with other super capitals such as Vat-IV and Yosh-II, only appear once you get the fleet deployment to lvl 10 in your faction tree, they are elite capital ships.

i did not know this , thank you, lets see if i can get fleet deployment to level 10
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: echosierraalpha on November 17, 2013, 10:02:08 AM
Wooo! update!
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: ApetureUnicorn on November 17, 2013, 07:41:48 PM
can you download it yet? if so how cause i can't (I've downloaded other mods just not this one yet) ??? ??? ???
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: SpaceRiceBowl on November 18, 2013, 12:59:30 PM
Wait.. 0.62? That's a thing available?  :o
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: ApetureUnicorn on November 20, 2013, 12:27:46 AM
U know when u dowload a mod and it's a folder full of files and stuff
And coding, yeah well when I download It comes up with just a file witch I can't open
??? ??? ??? ???
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: momerathe on November 20, 2013, 03:52:49 AM
If I apply this update to a running Exerelin game, will it work ok?


While I'm at it, are there any bundled variants mounting a Mk2 sustained ion beam? I've not had the weapon showing up at my stations (Exerelin, again) and I think that might be the cause.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on November 20, 2013, 04:09:06 AM
@echosierraalpha: Whoo! :D
@ApetureUnicorn: Download works for me.
@SpaceRiceBowl: Wait... what?
@momerathe: I'm not involved in Exerelin myself. Zaphide is allowed to use and change my mods as he pleases. Aka: I can't answer any questions related to Exerelin.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: momerathe on November 20, 2013, 05:24:06 AM
that's fair enough. are there any variants mounting a Mk2 sustained ion beam though?

(this is currently my favourite faction, BTW :) )
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Scrambles on November 20, 2013, 05:26:29 AM
While I'm at it, are there any bundled variants mounting a Mk2 sustained ion beam? I've not had the weapon showing up at my stations (Exerelin, again) and I think that might be the cause.

There aren't. You could make one though, just add it to a random large energy slot on some ship in the .variant file ^.^

@Gotcha!: Can we get a picture of the new missile ship? :D
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: momerathe on November 20, 2013, 06:20:30 AM
Thanks - I'll do that and see if that fixes it.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on November 20, 2013, 08:38:33 AM
Yeap, I need to make a LOT more variants. It's on my todo list. :)

The Kava is a kitbashed Faal-Corum. Even so, I think it looks pretty decent. :)
(http://avatar.home.xs4all.nl/crap/kava.png)
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Scrambles on November 20, 2013, 09:27:26 AM
Yep, looks cool!

Is there a better way to make new .variants for future use other than manually editing the variant files? :/

Like... how would one produce new variants for the mod? I was just editing the existing files ¬.¬

I know I can make them *in* the game but they can't be used outside that game...
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on November 20, 2013, 12:58:02 PM
I usually create them in-game, save the game and then use the Saved Variant Converter tool (located somewhere around here) to extract the variant files from the save game.

Another way is to start the game in developer mode. Then you can just create variants from the game's menu.
Keep in mind that these variants are probably saved into a different folder, unless Alex fixed this. (Look for a Starfarer folder near your Starsector folder.)
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Axiege on December 06, 2013, 08:27:07 PM
Reported bug for modded game that included Hiigarans: http://fractalsoftworks.com/forum/index.php?topic=7477.0
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Danthar on December 08, 2013, 11:41:14 AM
I think their might be a problem with the Pulsar Beam weapon. (or maybe its a game mechanic that i am unaware of).

I often see the following situation:

Ships with full elite crew (i almost always run with elite crew only so i am unsure if it happens with less experienced crew as well). Having equiped a longer range weapon (then the pulsar beam), i often see them circling an enemy firing all weapons, however they are at the max range their heavy weapon allows, this means that even though its firing the pulsar beams at its target, its never hitting it. Thus wasting flux.

For example. I currently have Rathar class destroyer, fitted with an sequenced pulsar and 4 pulsar beams. Its always trying to be at the max range the seq pul. allows, however its pul beams are always out of range of its main target, yet they are firing.

Not sure if this is a game mechanic/limitation, or maybe there is something wrong in the definition files of the weapons thats causing it.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on December 09, 2013, 10:07:45 AM
Are the pulsars in the same weapon groups as the longer ranged weapons perhaps?
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Azureus on December 10, 2013, 09:26:28 PM
Hello everyone, i have just started playing starsector and saw some people playing this faction on youtube so i decided to give it a go, everything is fine except for the fact that i can't fine the vessel modernization hull mod, i was just wondering if it has been removed form the mod, or if I'm not getting it when i download the pack.

Thanks in advance.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Sleepyfish on December 10, 2013, 10:49:27 PM
Welcome, Azureus!

So basically, the vessel modernization hullmod is not from the Hiigaran Descendants mod, rather, it is from the Project Valkyrie mod. That mod can be found here! (http://fractalsoftworks.com/forum/index.php?topic=5066.0)

Have fun!
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on December 11, 2013, 11:38:39 AM
My ships do not need that mod since they're already very modern. *cough cough choke*
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: ValkyriaL on December 11, 2013, 11:52:29 AM
Oooh so you don't need it then? welp! let's remove that hull mod for Hiigaran ships shall we? =D
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on December 11, 2013, 02:23:33 PM
Hey, what's the worst that could ha... *gets sucked out of the nearest airlock*
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Piemanlives on December 11, 2013, 06:43:59 PM
Hey, what's the worst that could ha... *gets sucked out of the nearest airlock*

It's been several hours and he's still alive, definitely a Cylon.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: ValkyriaL on December 27, 2013, 05:24:53 PM
I think you have to make the Sajuuk-Khar stronger. its pathetic compared to the Sajuuk which is supposed to be weaker. ;D
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Silver Silence on December 27, 2013, 06:55:51 PM
Not sure if it's supposed to be weaker than the normal Sajuuk.
One problem with the Khar is that it's more of a support ship. With no heavy weaponry and having just one more medium mount than the Koshiir, which is a battlecruiser, it's fairly lightly armed for such a large ship. Last time I played, it's laser was also no different from the one mounted on the Skaal, only that the Khar's laser had a longer burst duration and thus applied damage for longer.
Second problem with the Khar is that laser. Much like the Skaal, use of that laser nearly completely caps out the Khar, putting it in a precarious spot for raising it's shields to defend itself or using it's rather light secondary armaments. If you're not gonna use the laser because of how much flux it uses, you might as well just fly a Koshiir instead as that thing has only a couple less mounts than the Khar without it's laser. A Koshiir is also a smaller target, more maneuverable and doesn't have a crazy price tag.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on December 27, 2013, 07:40:54 PM
The Sajuuk-Khar can take down entire fleets on its own if used properly AND, and it's a big AND, if you have a good amount of the right perks unlocked, coupled with the right ship mods.
If you lack the proper upgrades, then, yeap, it's a glass cannon, much like its smaller brother, the Skaal. A very large and expensive glass cannon.
So if you want the Sajuuk-Khar to be Death Incarnate, then you'll have to nourish it with high amounts of upgrades, player perks and love.

If you can't give it all that, better not buy it and go for a Skaal instead. ;)

This ship will never be made stronger by my hands. Because if I did, then a fully upgraded one, coupled with a high level player, would dominate any battle.


It has been a while since I've played Starsector. I'm a bit out of it. But that's my take on it. (Not to worry, I'll keep updating my mods, unless Alex makes that technically impossible for my inapt brain. :P)
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Silver Silence on December 28, 2013, 06:14:40 AM
I've tried. Lv40 characters with 10 or at least 5 in all the nice combat skills for ridiculous venting, longer range, more firepower, venting while shielded, all that good stuff. I cannot make the Khar work as a one-man army. At least not without hopping over into another mod, Davidoff's Loyalists, and filling out the mediums with the crazy high-power, high-yield triple laser cannons. While on the other hand, I bought the Koshiir at like level 10 and it served me all the way to 40+, getting sillier and sillier as it went along. And that little battlecruiser can do my one-man-army thang just fahn~.

Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on December 28, 2013, 08:08:06 AM
Note to self: Nerf Koshiir. ;D

(Just kidding.)

Alright, I'll give in then. What improvements to the Sajuuk-Khar would be wanted, keeping balance in mind. I don't want it to take down the largest Hegemony fleets without breaking a sweat.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: ValkyriaL on December 28, 2013, 08:12:42 AM
id say give it more flux cap so it can actually shot something other than its main gun, or give it different weapons. because the AI cannot fly it, at all.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: ValkyriaL on December 28, 2013, 12:06:46 PM
another point id like to bring up is the singularity cannon, this is a pretty beefy weapon, a bit too much actually, which i've started testing as of late, lets compare it to the plasma cannon, which on paper is the strongest weapon in vanilla.

it does 300 more overall dps, and its constant dps.

it has 300 more base range.

it shoots faster even with the triple shot from the plasma cannon.

it costs 250 less F/S despite shooting faster

and its 5 FP cheaper.

Why, would i pick any other weapon, if this thing exists? ::)

same deal with much of the zorg weapons, but i'll save that for his thread.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on December 28, 2013, 01:13:47 PM
Do take into account that the actual projectile of the singularity cannon is slower than the plasma cannon's. So it can be dodged more easily. Or at least that's what I remember. (Damn, I've been out of it for too long.)

Also, in the far future, I'm hoping that I can limit certain weapons to certain ships. Aka HD weapons will only fit on HD ships. :)
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Silver Silence on December 28, 2013, 04:40:53 PM
I always preferred the Hiigaran equivalent of the autopulse. Singularities use up a little too much flux with each shot for my liking.


Note to self: Nerf Koshiir. ;D

(Just kidding.)

Alright, I'll give in then. What improvements to the Sajuuk-Khar would be wanted, keeping balance in mind. I don't want it to take down the largest Hegemony fleets without breaking a sweat.

FWIW, the Koshiir is a much more efficient ship in terms of cost compared to the Khar. As for improvements on the Khar, possibly a large energy turret or two, or a better superlaser that's worthy of eating up like 70% of the ship's flux at once. Most if not all other battleships can destroy each other if they unloaded enough firepower to use 70% of their flux.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on January 08, 2014, 06:53:34 PM
Alright, I am fitting 8 small mounts on the Khar, 6 near the front (3 left, 3 right) and two on the rear.
Going to add three more missile mounts, 2 will use my recently made missile system and will be near the center and the 3rd will be on the front of the ship.
Will also reduce the energy use of the big beam o' power outage.

And gawd, I am soooo rusty. Taking too long of a break is not good.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Midnight Kitsune on January 10, 2014, 05:03:29 AM
Alright, I am fitting 8 small mounts on the Khar, 6 near the front (3 left, 3 right) and two on the rear.
Going to add three more missile mounts, 2 will use my recently made missile system and will be near the center and the 3rd will be on the front of the ship.
Will also reduce the energy use of the big beam o' power outage.

And gawd, I am soooo rusty. Taking too long of a break is not good.
YAY! I LOVE the Khar and can NOT WAIT to test her out! Also, are you going to be buffing other stuff like the OP and flux stuff to balance the additions?
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on January 10, 2014, 06:27:06 AM
Well, I have to. Otherwise the extra weapons will not fit or would suck her energy dry within seconds. ;)

All small energy mounts will have integrated Hiigaran pulsar beams and the two Opat missile launchers will also be integrated. Are there any objections against that?
I wanted to do this because otherwise I needed to make its OP ridiculously high.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Midnight Kitsune on January 10, 2014, 11:52:20 AM
If they are integrated, I would make em heavy pulsars
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on January 10, 2014, 12:18:52 PM
Hmm... I'll consider it. You do understand that the ship will get more expensive now, huh? ;D
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Lopunny Zen on January 10, 2014, 12:38:21 PM
can you buy dreadnaught in exerilin mod?
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.0
Post by: Gotcha! on January 10, 2014, 12:40:03 PM
I have no idea. You'll have to ask in the Exerelin threat I'm afraid.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: Gotcha! on January 10, 2014, 03:34:21 PM
[0.6.2a] v1.0.1
- LazyWizard to the rescue! Badges should now stick around on Angel Moon station until you buy them. Don't ask me of the magic behind it. I am no wizard!
  Please help me test this. I haven't had time yet. Thanks, LW. I owe you a lot.
- Skaal main laser energy cost slightly reduced.
- Sajuuk-Khar main laser energy cost reduced.
  Also added two Opat missile launchers (unremovable), eight heavy pd pulsars (unremovable) and one large missile slot on the front. Increased ordnance points, flux and venting.
  If people still think it's too weak, then they're using it wrong. ;_;

This update SHOULD be compatible with your savegame IF you first remove every weapon from any Sajuuk-Khar you might own BEFORE you install this version. (But I give no guarantees, because sometimes I overlook things.)
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: Vinch on January 11, 2014, 03:05:15 AM
Hey Gotcha! I really like playing hiigarans in Exelerin but i have a small question regarding the sprites:

Do you plan to replace some model? Like the way the flak frigate frame is used for 3 ships (Toba wing, Drone Carrier and heavy Gunship), or with weapons ( pulsar beams and kinetick weapons come to mind).

Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: Gotcha! on January 11, 2014, 06:13:29 AM
I would if I could. The problem is that these ships were originally made by someone else, with me only refining them to make them fit better in this game.
It's the main reason why I am not adding any more ships to this mod, since they'd be kitbashes from other ships. :)
Although I maybe got an idea while I am typing this. We'll see how it'll work out. :)
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: Midnight Kitsune on January 11, 2014, 04:28:32 PM
The build is NOT save compatible. I can load fine but when I unpause I get this message:
"Fatal: data.scripts.world.HiiBadgeofFriendship cannot be cast to com.fs.starfarer.api.campain.SpawnPointPlugin"
and the log states this:
Spoiler
53131 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v1.7 for Starsector 0.6.1a
53132 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
53133 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Setting log level to ERROR
53190 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
53194 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
53194 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
53195 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
53197 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
53207 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 246.64 MB of texture data so far
53207 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
53576 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
63724 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\saves\save_Wolf_8758567212885053397...
82057 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
96449 [Thread-5] ERROR com.fs.starfarer.combat.String  - java.lang.ClassCastException: data.scripts.world.HiiBadgeofFriendship cannot be cast to com.fs.starfarer.api.campaign.SpawnPointPlugin
java.lang.ClassCastException: data.scripts.world.HiiBadgeofFriendship cannot be cast to com.fs.starfarer.api.campaign.SpawnPointPlugin
   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.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(Unknown Source)

[close]
Will test to see if it works on a new file
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: Gotcha! on January 11, 2014, 04:33:51 PM
Ah, pity. :(
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: Midnight Kitsune on January 11, 2014, 04:41:19 PM
Thankfully it DOES work on a new file but still is sad...
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: Gotcha! on January 11, 2014, 05:31:59 PM
Well, at least it's worth starting a new game in my opinion, due to them badges not disappearing anymore. ;D
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: echosierraalpha on January 13, 2014, 03:34:33 AM
yay! update!

double yay for buffs of the saajuk khar and Skaal!
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: Gotcha! on January 13, 2014, 05:35:58 AM
I hope you're happy now, because when you're a high level, a single Sajuuk-Khar can destroy a gigantic Hegemony fleet with two Onslaughts in them. :'(
I tested it.

So I am doing this for you guys, because I think the balance is way, way off. >_>
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: Sleepyfish on January 13, 2014, 06:30:29 AM
There needs to be a weapon balancer around here. I don't have time to calculate dps and damage multipliers over time, then repeating that process for every weapon. Wing it!
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: echosierraalpha on January 14, 2014, 02:45:44 AM
to be honest Gotcha!, the sajuuk-khar is a one-off super-duper capital ship, and is the "pride of hiigara". if it isn't somewhat OP, it would be kind of a let down :P

... besides, if you go by homeworld 2 fluff, all those missiles the vaygr throw at you throughout the campaign? they are fusion. in other words, nuclear. that's right, if anything, the hiigarans as shown here are kinda nerfed.  ;D (please don't take this as a suggestion that we should buff the hiigaran ships so that it can tank nukes. while hilarious (and techinally accurate), it would be kinda game breaking)
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: MesoTroniK on January 14, 2014, 02:48:44 AM
Nukes in space are not exactly very impressive, especially against armored "magic tech" space ships :)
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: echosierraalpha on January 14, 2014, 05:17:44 AM
Nukes are generally not as impressive in terms of Area of Effect in space because there is no air to propagate the shock waves that deal the majority of the damage in terrestrial environments. However, in the case of home world 2, the missiles in question are contact-detonation nukes. the effect of those can be... very detrimental to hull integrity, not to mention crew health for the ship in question. Besides the burst in gamma and x-rays, thermal radiation and having pieces of your hull accelerated at great speeds through the rest of your ship, you also have to deal with the physical shock wave. needless to say, even if nukes can't take out multiple ships with a single shot, having one contact-detonate on your hull will mean that you, your ship and everyone in it is in for a rough day. magic tech or no :P
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: Gotcha! on January 14, 2014, 06:26:44 AM
Besides the burst in gamma and x-rays, thermal radiation and having pieces of your hull accelerated at great speeds through the rest of your ship, you also have to deal with the physical shock wave.

You know... I had a great time visualizing this.

Anyway, even though I can destroy an entire Hegemony command fleet in Exerelin with just one Sajuuk-Khar, I'll leave it this way, for you guys.
Hopefully this ship will remain a player owned ship only, because fighting against it would be a nightmare.
If you happen to read this, Zaphide, don't give the Sajuuk-Khar to the AI please. ;D
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: Ishman on January 14, 2014, 07:46:19 AM
Well, interestingly enough - we've actually tested nuclear detonations enough and have seen enough examples of the effects of the blast-wave and accompanying EM and particle radiation to have drawn up a material that can withstand contact detonations with a nuclear device in the vacuum of space - wood. Well, an Orion drive is a bit more complicated than that - but the main danger to a vessel from nuclear detonations is force transmitted from the blast applying G-Forces in excess of the structural and biological tolerances aboard.

A little bit of fluid to ablate and disperse the plasma and absorb the energy transmitted in the visual/infrared spectrum and a traditional nuke is utterly ineffectual; suprising, no? But absolutely adherent to basic laws of physics when you think about it - a nuke is an isotropically radiating body, 90% of the force is wasted into the greedy vacuum of space.

Which is of course why there are Shaped Nuclear Charges devised for propulsion and of course immediately repurposed for warfare, but that's not in the purview of this particular digression.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: echosierraalpha on January 14, 2014, 09:11:26 AM
Aah. the Orion drive. I have to say, the idea of propelling oneself across the stars using multiple sequential nuclear explosions to accelerate and decelerate always had significant appeal to me.  ;D

I have to agree with most of what you said though Ishman, with the slight exception of the system in question rendering a contact nuke "utterly ineffectual". As you previously pointed out, the squishy crew and sensitive equipment is the most likely point of failure. This is especially problematic because unlike a pusher plate for an orion drive, most hull armors are not equipped with gigantic shock absorbers to... well, absorb the shock. Even if we somehow got around that particular issue, we also have to deal with the fact that most ships are not featureless blocks of armor. things like weapons, sensors, comms arrays and the like are likely to be more fragile than the armor in question, and will likely need to be on the outside of the hull.  :P

Naturally, as you also mentioned, this is assuming that the vaygr aren't using shaped charge warheads, in which case I'm just giving up and calling hax on the part of Hiigaran engineers. Regardless, the fact that hiigaran ships are not only able to survive multiple contact fusion warhead impacts but also still remain combat effective after multiple impacts is... incredibly impressive, all told.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: Midnight Kitsune on January 14, 2014, 10:31:32 AM
Anyway, even though I can destroy an entire Hegemony command fleet in Exerelin with just one Sajuuk-Khar, I'll leave it this way, for you guys.
Hopefully this ship will remain a player owned ship only, because fighting against it would be a nightmare.
If you happen to read this, Zaphide, don't give the Sajuuk-Khar to the AI please. ;D
Belay that order Zaphide! *Imagines the Khar in the AI's paws along with them having high level skills*
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: Gotcha! on January 14, 2014, 11:35:40 AM
Belay that belay that order, Zaphide! *gags Midnight Kitsune*

@echosierraalpha: Well, the only ship remotely resistant against those huge missiles is the Hiigaran cruiser, which health is about halfed after getting an entire volley up its arse. Everything else is really, really squishy in Homeworld 2. In my opinion anyway.
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: Zaphide on January 14, 2014, 03:55:29 PM
Belay that belay that order, Zaphide! *gags Midnight Kitsune*
<_<
>_>
Every Hiigaran fleet suddenly is full of Sajuuk-Khar's...

Haha  ;D

For Exerlin specifically:
The AI in Exerelin will very very occasionally deploy a Sajuuk-Khar (like 1% of the time).

If playing as Hiigaran, the player can get access to the Sajuuk-Khar by spending 10 Aptitude points in the Faction skill tree, and then spending 10 points in Fleet Deployment. This will trigger the 'Elite Ship Chance' perk, that will increase the likelihood of the Sajuuk-Khar appearing in your factions AI fleets (if you are playing as Hiigaran) and you will be gifted a single Sajuuk-Khar in your storage facility :o

Once your faction starts winning, you have a higher chance of your fleets rebelling, which could mean you end fighting rebel Hiigaran Sajuuk-Khar's...  :P
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: Gotcha! on January 14, 2014, 04:48:26 PM
My gawd. :o I had hoped they weren't used, since I didn't see one yet. Okay, guys, nerf incoming!
*arms Sajuuk-Khar with snowball launchers and a wooden club*
Title: Re: [0.6.2a] Hiigaran Descendants v1.0.1
Post by: Midnight Kitsune on January 15, 2014, 09:17:49 PM
Belay that belay that order, Zaphide! *gags Midnight Kitsune*
<_<
>_>
Every Hiigaran fleet suddenly is full of Sajuuk-Khar's...

Haha  ;D
My work here is done!

Quote
For Exerlin specifically:
The AI in Exerelin will very very occasionally deploy a Sajuuk-Khar (like 1% of the time).

If playing as Hiigaran, the player can get access to the Sajuuk-Khar by spending 10 Aptitude points in the Faction skill tree, and then spending 10 points in Fleet Deployment. This will trigger the 'Elite Ship Chance' perk, that will increase the likelihood of the Sajuuk-Khar appearing in your factions AI fleets (if you are playing as Hiigaran) and you will be gifted a single Sajuuk-Khar in your storage facility :o

Once your faction starts winning, you have a higher chance of your fleets rebelling, which could mean you end fighting rebel Hiigaran Sajuuk-Khar's...  :P
Makes me wish I could play this mod, but alas with my craptop and the "unoptimized" state that SS is in, combined with the SHEAR NUMBER of stuff going on in Exerelin and my comp just STOPS...
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on January 21, 2014, 08:34:25 PM
[0.6.2a] v1.1.0
- Updated for 0.6.2a. (It already said so in the topic title, but this was untrue ofcourse, since 0.6.2a wasn't even released! Somehow I messed up version numbers.)
- Repainted Fiirkan. It's now properly blue.

@Midnight Kitsune: What about playing Exerelin with less planets/systems/factions? ???
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Midnight Kitsune on January 21, 2014, 11:39:32 PM
@Midnight Kitsune: What about playing Exerelin with less planets/systems/factions? ???
Mainly because I have a craptop. An example: with nothing but SS active, I have the following FPS and idle percentages with only your mod, Kadur Theocracy, Omnifactory, Lazylib, and bounty hunters active:
Menu: 56 FPS, idle 30%
Campaign overworld, no fleets visable but my own and paused: FPS: 63, Idle: 28%
Campaign overworld, no fleets visable but my own: FPS  52, Idle: 6%
Campaign overworld with ONE tritach SDF level fleet and paused: FPS: 50, idle: 17%
Campaign overworld with ONE tritach SDF level fleet: FPS: 43, Idle: 3%
Battle screen in a fight with tritach SDF level fleet, no ships visible: FPS 52, Idle 3
Battle screen in a fight with tritach SDF level fleet, no ships visible and paused: FPS 54, Idle 3
Battle screen in a fight with tritach SDF level fleet, no ships visible, on the "fleet control" screen: FPS 45, Idle 30
One salvo of missles fired at a single, radar visible enemy: FPS 45, Idle 3
Two live enemy frigs and one dead one: FPS 30, Idle 3 (paused: FPS 45, Idle 3)
Basically what I am saying is that I have a very bad craptop.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Mazuo on January 22, 2014, 09:10:32 PM
Tried this out for a few hours and I'd say it made a generally positive impression.  The ship art is nice and the variety that exists is great.  Small energy could really use something other than the pulsar beam as an option though.  Not really sure why the Kava has the Accelerated Ammo Feeder, wouldn't Fast Missile Racks make a lot more sense?

Got the Koshiir battlecruiser and enjoying it.  The Singularity cannon is quite powerful, but I would say it doesn't seem to match its description perfectly.  Firing once a second doesn't feel like it's needing to charge, so I'd suggest either using the charge system with it and a slow recharge rate or just a slower firing rate.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on January 23, 2014, 06:27:48 AM
The Kava has an ammo feeder? Big oops. Will be changed in next version.

Thanks for the feedback. :)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Midnight Kitsune on January 23, 2014, 05:48:22 PM
Welp, I have another beef with the Khar (please don't shoot me) :The AI can NOT use it, mainly the main gun, right sadly...
Example: Made a variant, extracted it, put it in the sim mode and faced it with a 60 CR non flagship (IE no piloted ship boosts) and the result was that the AI damn near overloads itself before I'm even in range so all it takes is a little of holding fire and then once he is in range, alpha striking him. He overloads then dies soon after...
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on January 24, 2014, 05:09:49 AM
I can imagine the AI taking no account with the massive flux that builds up after it fires once.
Sadly, I wouldn't know how to solve this, although it can fire at least 3 shots (I think) when you're at a high level and have the right upgrades.

If only you could tell the AI to only use a particular weapon if it has flux to spare. ???

(No worries, I won't shoot anyone. Now whiplashing is another thing entirely. ;D)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: jocan2003 on February 10, 2014, 10:44:38 AM
I can imagine the AI taking no account with the massive flux that builds up after it fires once.
Sadly, I wouldn't know how to solve this, although it can fire at least 3 shots (I think) when you're at a high level and have the right upgrades.

If only you could tell the AI to only use a particular weapon if it has flux to spare. ???

(No worries, I won't shoot anyone. Now whiplashing is another thing entirely. ;D)
In the base AI if you build up your flux to near maximum they wont use weapon that will risk overloading you, maybe you could tweak that? But it doesnt seem to take charge up weapon into account tho so im not sure how you would do that. Then again, just a small pointer i saw while playing that might be worth investigating, if the combat logic is externalised of course.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Silver Silence on February 22, 2014, 05:56:43 AM
So the Kava is a missile strike ship with energy-based secondary armaments and an Accelerated Ammo Feeder. So that's a thing. I gave them Burn Drives for giggles though they'd probably be better suited with Fast Missiles. I also have a problem with really idiotic Hiigaran missile frigates (I forget the name) that have all died by wandering into the path of my own slow moving singularity fire, even when my guns are on autofire and stop shooting because friendlies make it risky. Yet, the even smaller corvettes have never died. My mind is filled with wats.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Kazzthal on March 02, 2014, 02:43:13 PM
MAybe this was discused earlier... but have you thought about the posibility of integrating the Vaygir faction ?


Would be awesome! I so much love this mod, it reminds me of my fav game ever :')


By the way... Thanks for this nostalgic great piece of art in the form of a mod, Really, Thanks !
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Lopunny Zen on June 08, 2014, 04:53:20 PM
this mod needs some serious balance...when the neutrino's have trouble/no chance fighting them then you have gone overboard. The laser weaponry are too strong, The PD weapons immediately annihilate any missles instantly and the laser weapons have too much damage and range, Even worse the big laser cannon has WAY too much range for its ammount of firepower. I suggest toning them down quit a bit in the laser department
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: ValkyriaL on June 08, 2014, 08:51:15 PM
i've only found that massed heavy pulsars on the dread have some broken DPS as well as the singularity cannons that fire once every second for 1000 damage. take some of the pulsars off for medium accelerated pulsars (the medium dual autopulse) and it brings them back down to earth, and half the damage on the singularity or alternatively triple the reload time.

other than then that they feel rather balanced, i haven't used them in a while tho since i'm not sure if they work or not.

EDIT: which is probably because i haven't updated them yet, DUUUURP.

Also, where is your changelog Gotcha, i'd really like to know what is new and what isn't, neither Bushi or Hig has one. :-\
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on June 09, 2014, 05:44:41 AM
@ValkyriaL: I've not updated this mod in a loooong while, so you probably played the last version.

I didn't feel like keeping track of a changelog. I posted the changes in a new post whenever a new version was out. Yeah, not really professional, I agree. x)

@Lopunny Zen: Noted. I won't be touching the big laser cannons though. If more people think the Skaal and Pride are too strong, I'll let those ships suffer through other means. :)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Midnight Kitsune on June 10, 2014, 01:51:23 AM
@ValkyriaL: I've not updated this mod in a loooong while, so you probably played the last version.

I didn't feel like keeping track of a changelog. I posted the changes in a new post whenever a new version was out. Yeah, not really professional, I agree. x)

@Lopunny Zen: Noted. I won't be touching the big laser cannons though. If more people think the Skaal and Pride are too strong, I'll let those ships suffer through other means. :)
Holy CRAP! You're ALIVE!
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on June 10, 2014, 06:29:51 AM
Err, yeah. You seem surprised? Did you hire someone to kill me? :o
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Midnight Kitsune on June 15, 2014, 01:55:37 AM
Err, yeah. You seem surprised? Did you hire someone to kill me? :o

No, just hired someone to find you and poke you to make sure you were alive. I guess it worked.

Also, since you are posting here, does that mean that you are going to be updating this mod again?
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on June 15, 2014, 08:08:41 AM
Well, I've been out of it, but I promise I'll try my best to keep them up to date whenever Alex releases a new update. :)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Midnight Kitsune on June 15, 2014, 07:34:45 PM
Well, I've been out of it, but I promise I'll try my best to keep them up to date whenever Alex releases a new update. :)
Sooooo SoonTM+1 then?
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on June 16, 2014, 04:41:41 AM
Euh... sort of, I guess. ;)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Red5x5 on July 17, 2014, 12:29:23 AM
Seeing how there are 38 pages of posts I may have missed this but I am getting an error:

This set has crashed my game twice now.  I really need to start saving ever time i go into a station.

I guess if your not updating it I will start a new LP for now.  Watching post till then....here is the error:

Faital: Ship hull variant
[exported_variant_hii_kaan_9dac8621-df8d-aa75-a708-146bc761b4e8] not found!
check starsector.log for more info.

And the lof said this:

4533913 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [exported_variant_hii_kaan_9dac8621-df8d-4475-a708-146bc761b4e8] not found!
java.lang.RuntimeException: Ship hull variant [exported_variant_hii_kaan_9dac8621-df8d-4475-a708-146bc761b4e8] not found!
   at com.fs.starfarer.loading.L.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(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.coreui.refit.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.oO0000(Unknown Source)
   at com.fs.starfarer.coreui.refit.private.Öo0000(Unknown Source)
   at com.fs.starfarer.coreui.refit.private.OÓÓ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.private.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.float(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.Ö00000(Unknown Source)
   at com.fs.starfarer.ui.O0OO.if$4.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O0OO.if.while(Unknown Source)
   at com.fs.starfarer.coreui.OoOO$2.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.K.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.ui.O0OO.O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O0OO.O.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Red5x5 on July 17, 2014, 04:10:06 PM
Ikay I don't think it's your mod.  I got it to reproduce on nomads.  It happens when i delete an old save configuration on a ship then try to update the old ones
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: echosierraalpha on July 18, 2014, 03:56:49 AM
I've seen this problem first hand myself, but I believe its to do with the base game rather than the mod itself. it happens when you delete a ship variant while other ships are still configured in said variant. So for example, if say, 2 atlases are saved as the variant "super cargo ship", then you delete the ship variant, the game crashes as it tries to reconcile the fact that the ships that are saved as the "super cargo ship" variant, a variant that no longer exists (because you just deleted it).

to get around this bug, get every ship that is saved as the variant you are trying to delete, and load a different variant for them. once that is done, then you SHOULD be able to delete the variant without crashing.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Flying_Whale on July 20, 2014, 01:16:51 AM
Hello! I'm looking for help.
I'm playing Uomoz's sector and Hiigaran mod is really great so I've installed it too. Everything seems to be OK (offcourse I started new game and joined Hiigaran faction), but:

1. I can buy their ships only in Polaris system, only near the New Hiigara. But theres nothing bigger than Saari and Vaahrok. I visit the station again and again. And ships are just the same, dispite the fact that Hiigaran convoy regularly delivers new equipment to the station.
2. When I choose any blueprint of the ship (aboard that Hiigaran station) the game crashes. I can not get those fantastic ships even by exchanging blueprints.

I'm desperate.
PS: excuse me if I made few mistakes, English isn't my native language :)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on July 20, 2014, 04:44:36 AM
There should be a badge item for sale too. Once you buy that, bigger ships can be bought. :)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Flying_Whale on July 20, 2014, 08:55:52 AM
)))))))))))) It's working!
+1 to Karma, man.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Flying_Whale on July 20, 2014, 09:09:51 AM
Now another situation: Uomoz's sector 1.3 + 4 faction mods (Hiigaran, Positron, Valkyrians, Zorg) + LazyLib + ShaderLib. Vmparams set to "-Xms1024m -Xmx1024m" (I guess, it's memory usage for the game).
And the saves don't load after some time. Progress bar slows down and then stops. After that - only killng the game from processes list in task manager. I got a feeling that the game requires more memory.
What should I do to make it work?
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: sarducardun on July 20, 2014, 09:34:21 AM
increase the 1024m to 2g maybe? I think that's what I'm on for now.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Flying_Whale on July 20, 2014, 10:59:28 AM
Yes, I tried, and after that I could not run starsector.exe. The problem is solved now: I found jre8 already (when?...) installed on my computer. Just copied everything into the game folder :)
Now it's "-Xms1024m -Xmx2048m". I am happy :)
I appreciate your help)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: LeoMaximus on October 14, 2014, 07:24:48 PM
Hey Gotcha loving your faction mod just a question? Have the Hiigarans built any ship larger than the Qwaar fitted with Ballistic weapons? or have they decided to militarily focus on a new generation fleet built around utilising energy weapons?     
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Midnight Kitsune on October 14, 2014, 10:01:21 PM
Hey Gotcha loving your faction mod just a question? Have the Hiigarans built any ship larger than the Qwaar fitted with Ballistic weapons? or have they decided to militarily focus on a new generation fleet built around utilising energy weapons?     
The only ship "bigger" than the Qwaar is the Sajuuk Khar
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: LeoMaximus on October 15, 2014, 01:05:22 AM
Oh I was just wondering if there is a lore reason the Hiigarans, have decided to abandon using ballistic weapons and have not decided to create a Ballistic Battleship. Is it because has their ballistic technology reached its most effective cost-efficiency?

so creating a ballistic class battleship strain current power core systems? due to the energy generated from firing so many guns simultaneously or has the council decided as part of a new fleet plan that energy weapons are the prefered weapon of choice for larger Hiigaran ships with missiles as support weapons? 
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: omatkoicorko on October 23, 2014, 04:27:46 AM
when do you plan to update you mod for a 0.6.5 ?

regards.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Mytre on November 15, 2014, 12:28:49 PM
i came here after months away and all the mods  i like are not updated :C im sad.  i hope this mods gets updated at least. 
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: SpaceRiceBowl on November 15, 2014, 01:24:33 PM
Gotcha hasn't been active for over month, so don't get your hopes up
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on November 19, 2014, 10:27:35 AM
Hiya,

I've got a lot on my plate right now, so I won't be updating my mods anytime soon.
Also, I've been out of it for so long, I feel I'd have to relearn how to mod this game and can't collect the motivation for that right now.
My apologies. :(

Anyone who's desperate and crazy enough is free to update my mods if they'd desire to.
I'll be back. :)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Oathseeker on November 19, 2014, 10:32:19 AM
Hiya,

I've got a lot on my plate right now, so I won't be updating my mods anytime soon.
Also, I've been out of it for so long, I feel I'd have to relearn how to mod this game and can't collect the motivation for that right now.
My apologies. :(

Anyone who's desperate and crazy enough is free to update my mods if they'd desire to.
I'll be back. :)

Sad to hear, but understandable. Good luck, and let's all hope someone is in fact desperate and/or crazy enough ;)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Nicke535 on November 19, 2014, 11:09:35 AM
Hiya,

I've got a lot on my plate right now, so I won't be updating my mods anytime soon.
Also, I've been out of it for so long, I feel I'd have to relearn how to mod this game and can't collect the motivation for that right now.
My apologies. :(

Anyone who's desperate and crazy enough is free to update my mods if they'd desire to.
I'll be back. :)

I might give updating Hiigaran descendants a try. No promises, though. I do not know how much of your code is unusable yet.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Nicke535 on November 19, 2014, 11:40:12 AM
Just took a second look and changed my mind. Almost all of the code will have to be rewritten from scratch or heavily modified.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on November 20, 2014, 02:46:02 AM
Just took a second look and changed my mind.
I can't blame you. ;)
Almost all of the code will have to be rewritten from scratch or heavily modified.
I was afraid of that. Not looking forward to start from page one again, especially with my seriously limited skills.
Someday I'll put my thinking cap on again, after Alex has closed in on the big 1.0. :)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: echosierraalpha on November 20, 2014, 03:38:59 AM
Awwww :(

Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Debido on November 20, 2014, 05:03:06 AM
Conversion process takes 4-8 hours minimum and that's assuming you know what you're doing. I've done a couple, it's not that hard. Plenty of examples around.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Midnight Kitsune on November 22, 2014, 09:02:28 PM
Just took a second look and changed my mind.
I can't blame you. ;)
Almost all of the code will have to be rewritten from scratch or heavily modified.
I was afraid of that. Not looking forward to start from page one again, especially with my seriously limited skills.
Someday I'll put my thinking cap on again, after Alex has closed in on the big 1.0. :)
*cries in a corner*
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Xeroshiva1029 on January 29, 2015, 11:31:12 PM
ETA to the update? i REALLY LOVE YOUR MOD



(P.S. those who play steam check this *** out!!!!  http://store.steampowered.com/app/244160/ )
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Xeroshiva1029 on January 29, 2015, 11:35:13 PM
ETA to the update? i REALLY LOVE YOUR MOD



(P.S. those who play steam check this *** out!!!!  http://store.steampowered.com/app/244160/ )

i mean if i have to i will roll back to 6.2a if need be.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Shedovv on February 02, 2015, 09:59:44 PM
Does anyone have any idea?

In my last playthrough I was going all out to be friends with Hiigaran's and I did. But I was extremely disappointed by their supply convoys. I spent around 10 hours in that playthrough. And I was checking the Angel Moon's shop every time a Supply Convoy delivered goods. YET they only seemed to fill the shop with tons of fighters. At firts they had one and a half lines of fighters in the shop list, then it was about ten lines worth of Bombers Interceptors and Fighters, that I didn't even use cuz I had no carriers. But the most sad part, they didn't bring ANY new Corvette's besides the initial 5-6 that I bought. I was obviously getting new ships through Badges but that's another thing. So if anyone encountered this. Is it a poorely coded convoys or is that just my luck?
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Luna on February 03, 2015, 04:04:53 AM
(P.S. those who play steam check this *** out!!!!  http://store.steampowered.com/app/244160/ )

You don't play Steam, it's a thing for... for... Remastered?

http://youtu.be/be6I7_TVUgw (http://youtu.be/be6I7_TVUgw)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Shedovv on February 19, 2015, 07:02:39 AM
It's been two weeks and no more comments. Dayum.
After a while, my previous problem stopped being a problem thanks to Omnifactory now I make huge fleets that use Fiirkan's as a main horse.
I love the mod very much because the ships are amazing. They look good they have a very low Skeleton Crewrequirments and supply demand that however grows with the hull size.
Did I already say how much I love them Corvettes? They are relatively fast, very agile and have an amazing built in weapon. It's not very powerfull but it gets the job done. Grab a few of these and provide them some backup in the face of a Rathan/Vraan or two and you can crack Cruisers. Add even more numbers to that with a cherry Jneer on top. And you've got a fearsome fleet. And We haven't even got to the Capital ships. Also I flied the Pride of New Hiigara in that mission. That thing is a beast. Love it. I noticed that the overall Hiigaran navy focuses on Close Ranged Combat. Would be nice to have additional Frigate/Cruiser/Cap ships with long range capability. And a long range weapon of some sort would be nice. I am being killed by Singularity Cannon's. I love and hate them so much. I love them because they are a good weapon. But hate them because they are asymmetrical. And I hate asymmetry.

Great Work Gotcha! I hope to see this mod bigger, faster, better, stronger! In the future, keep it up!
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: SpaceRiceBowl on February 19, 2015, 07:19:41 AM
You do realize this mod is nearly dead right? Gotcha's basically been gone for almost half a year
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Shedovv on February 19, 2015, 08:53:51 PM
You do realize this mod is nearly dead right? Gotcha's basically been gone for almost half a year

Ehm no? I am no telepath I don't read thoughts of people on the other side of the internet. Besides, Gotcha being absent doesn't mean the mod isn't good. Also, 3/4 months isn't half a year.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Protonus on February 19, 2015, 09:00:51 PM
You do realize this mod is nearly dead right? Gotcha's basically been gone for almost half a year

There are ways to undo the death sequence of every mod, it's just that some mods tend to be dead and come back to life by their authors in some time.

Or, other users would find the mod too good to stay dead.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 20, 2015, 12:47:46 AM
Mind if I try converting the mod to 0.65.2a ? I wanted to try my hand at modding, but I can't really draw ships, have some programming experience though not in java ( but kinda wanna learn some java too).
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: omatkoicorko on February 20, 2015, 03:51:17 AM
Mind if I try converting the mod to 0.65.2a ? I wanted to try my hand at modding, but I can't really draw ships, have some programming experience though not in java ( but kinda wanna learn some java too).
im not sure, but owner of this mod said that if someone is able to update it, he has nothing against that at least put him in credits.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 20, 2015, 12:04:20 PM
Update:

Created 2 Hiigaran controled systems with planets and stations.

To do:
Revamp weapon balance - trying to bring it inline with SS+ balance.
Add a few more variants
Markets
Make the stations...interactionable(currently they don't do anything).
Fleets
ShaderLib effects.

At the moment I'm having a bad time trying to add ships/fleet into the campaign. I've seen that you need to add ship roles and fleet types (?) but I don't really understand how this is supposed to work yet. I get that  now generating fleets dynamic but I don't understand where you define these roles/fleet types. I'm new at this so any advice would be greatly appreciated. :)
I really want to bring this mod back to life till Gotcha can come back.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Sproginator on February 20, 2015, 12:08:09 PM
I've always loved the art style and design of this wonderful mod. Glad to see it's being looked after with some loving people :) Good work guys!
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 20, 2015, 01:32:34 PM
Could someone please explain the structure of Ships roles and how to use these to spawn ships?

For example I've been looking into the vanilla files and found a structure like this.

"shipRoles":{
      "interceptor":{
         "talon_wing":10,
         "thunder_wing":10,
         "fallback":{"fighter":1},
      },

I assume that talon_wing is a variant, but I don't know what the number after the variant is supposed to mean. Also I can't find any talon_wing variant files in the main game.
What does fallback acomplish ?
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 21, 2015, 01:36:02 PM
Progress Update:

To do:

The mod contains some pirate ships, it possible to add them to the current roster of pirate ships that are currently in the game?
Still have a long way to go, but if all goes well I could have a playable version by tomorrow night  :)

In the mean time some screens:

Spoiler
(http://i.imgur.com/gT4BRTl.png)
[close]
Spoiler
(http://i.imgur.com/vZ6FRJq.png)
[close]
Spoiler
(http://i.imgur.com/l4W7Ikk.png)
[close]
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Midnight Kitsune on February 21, 2015, 05:04:29 PM
A warning for you right now, be careful with how many asteroids you use as too many can cripple machines
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 22, 2015, 03:22:19 AM
Thanks I'll change it up a bit  :)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: EI on February 22, 2015, 04:07:25 AM
Spoiler
(http://i.imgur.com/l4W7Ikk.png)
[close]

You're in my spot! )o)

Oculians are located due West -4000,-11000 parsecs near Corvus territory~ >-<
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 22, 2015, 04:09:18 AM
Thats only a temp location, hiigarans are supposed to be in a somewhat remote location in the sector :)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: EI on February 22, 2015, 04:11:01 AM
Oh. )o)

I hope I know where you sleep though~ @[email protected]
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 22, 2015, 10:59:58 AM
Playable version is here:

https://www.dropbox.com/s/l1uc2bkysp6iuns/Hiigaran%20Descendants%5B0.65.2a%5D.zip?dl=0  - Works with 0.65.2a !

Will require you to start a new game.
Tested and it can be played with all of the current mods without any apparent problems(at least while I was playing).
Still have to add some stuff, and adjust the market(it's a tad out of whack atm but it works).
Open to any suggestions, especially about market/system balance.

Hope you enjoy it  ;D (Wish i could update the thread title).
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Jsay19 on February 22, 2015, 08:40:12 PM
Playable version is here:

https://www.dropbox.com/s/l1uc2bkysp6iuns/Hiigaran%20Descendants%5B0.65.2a%5D.zip?dl=0

Will require you to start a new game.
Tested and it can be played with all of the current mods without any apparent problems(at least while I was playing).
Still have to add some stuff, and adjust the market(it's a tad out of whack atm but it works).
Open to any suggestions, especially about market/system balance.

Hope you enjoy it  ;D (Wish i could update the thread title).
Which Version is this for?
Edit: Nevermind, I see the filename is 0.65.2a.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 22, 2015, 11:37:02 PM
It's for 0.65.2a.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: omatkoicorko on February 23, 2015, 01:38:02 AM
very nice :)

is this going to work with STARSECTOR + ?
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 23, 2015, 03:25:04 AM
It should work with all currently updated mods including starsector+
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: MindsEye on February 23, 2015, 07:04:41 AM
Thank You Sir!!
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 23, 2015, 07:59:30 AM
A little effect i'm trying to emulate for the Skaal laser.

http://youtu.be/wOSEXi4Dm6w?t=50s   ;D
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: connortron7 on February 23, 2015, 11:45:25 AM
Wait a minute am i reading this right is this updated for the newest starsecter????
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Jsay19 on February 23, 2015, 12:05:17 PM
Wait a minute am i reading this right is this updated for the newest starsecter????
Correct, DefiasOne can't rename the thread because he's not the one who made it, but he did update it, could we get a Mod in here to rename the thread?
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: connortron7 on February 23, 2015, 12:13:54 PM
Sweet but regarding the market it seems that all the stations and planets in every system have their fuel prices tripled and the supplies cost 1229 credits a peace and don't even have much anyway
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 23, 2015, 12:22:11 PM
In every system? The Polaris system market conditions are not balanced yet so the market might get screwy !
Its not quite done yet, I've only released a playable version for the people that missed the Hiig ships, I know i was a tad impatient to get them running :)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: connortron7 on February 23, 2015, 12:43:19 PM
yeah in every system but other than that good job and thanks
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 23, 2015, 01:07:11 PM
I'm looking into making the market to make it a bit more sane at the moment and trying to add some basic ShaderLib lights to the weapons. Would do normal/surface/material maps but don't know how to make those yet.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: SpaceRiceBowl on February 23, 2015, 02:45:05 PM
Really glad to see someones updating this amazing mod, just hope Gotcha's okay with this
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Toxcity on February 23, 2015, 03:02:38 PM
The mod contains some pirate ships, it possible to add them to the current roster of pirate ships that are currently in the game?

Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Jsay19 on February 23, 2015, 03:06:33 PM
The mod contains some pirate ships, it possible to add them to the current roster of pirate ships that are currently in the game?

  • If you want to add ships to a faction, copy the vanilla faction file from the vanilla faction folder, over to the mods faction folder.
  • After that, open the faction file you copied over, and delete everything except the ship roles.
  • Delete the ship roles your not going to edit, and the variants and fallback in the roles you want to edit.
  • After that, add the variants you want into the ship roles you want them to be in.
Are you Talking about THOSE Pirate Ships?
Fuuugggggggg
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Toxcity on February 23, 2015, 03:13:32 PM
I assume he'd give them a low chance of spawning, considering most players start fighting pirates.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 23, 2015, 03:22:16 PM
Hiya,

I've got a lot on my plate right now, so I won't be updating my mods anytime soon.
Also, I've been out of it for so long, I feel I'd have to relearn how to mod this game and can't collect the motivation for that right now.
My apologies. :(

Anyone who's desperate and crazy enough is free to update my mods if they'd desire to.
I'll be back. :)
Really glad to see someones updating this amazing mod, just hope Gotcha's okay with this

I also private messaged him, if there is any kind of problem I will stop. Have plans to try and update Bushi as well after I'm done with Hiigara.
New version coming soon !
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: NightfallGemini on February 23, 2015, 03:47:47 PM
You are a saint. This was one of my favorite oldschool mods.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 23, 2015, 03:51:34 PM
The mod contains some pirate ships, it possible to add them to the current roster of pirate ships that are currently in the game?

  • If you want to add ships to a faction, copy the vanilla faction file from the vanilla faction folder, over to the mods faction folder.
  • After that, open the faction file you copied over, and delete everything except the ship roles.
  • Delete the ship roles your not going to edit, and the variants and fallback in the roles you want to edit.
  • After that, add the variants you want into the ship roles you want them to be in.

So basically I added a pirates.faction file that contains only this (ignore the big numbers they will change  ;D)
Code
{
"shipRoles":{

"combatMedium":{
"hii_goliath_Standard":30,
},
"combatLarge":{
"hii_black_swan_Standard":30,
"fallback":{"combatMedium":2},
},
"combatCapital":{
"hii_black_swan_Standard":30,
"fallback":{"combatLarge":2},
},

# carriers

"carrierMedium":{
"hii_goliath_Standard":30,
"fallback":{"carrierSmall":2},
},
"carrierLarge":{
"hii_black_swan_Standard":30,
"fallback":{"carrierMedium":2},
},
},
}
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Toxcity on February 23, 2015, 04:00:00 PM
Yes, though you don't need the fallbacks. You might want to turn down the numbers though, considering ship roles have relative weight (and those ships are kinda powerful iirc).
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 23, 2015, 04:04:07 PM
Yes, though you don't need the fallbacks. You might want to turn down the numbers though, considering ship roles have relative weight (and those ships are kinda powerful iirc).
Yeah Black Swan is a bit OP, just wanted to make sure they spawn in fleets. Tuning it down now.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 23, 2015, 04:31:14 PM
Update:

Skaal Laser comparison with and without the new light effect(still working on the particle effect):
Spoiler
http://imgur.com/9PwsRis,inPsSi4,AMt77YV,1iJKhBe#0
[close]
It might be a bit too bright, but the idea was to give it an effect that makes it look and feel like a truly powerful weapon.

Let me know if the light effects are too bright, weapons seem a tad OP could use some feedback in that sense.

https://www.dropbox.com/s/0q9e86w3gshghfi/Hiigaran%20Descendants%5B0.65.2a%5Dv2.rar?dl=0 Version 2 for 0.65.2a, Enjoy ! :)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Midnight Kitsune on February 23, 2015, 04:50:29 PM
Yeah, waaaayyyy too bright on those lights
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Toxcity on February 23, 2015, 06:06:38 PM
One thing you might want to do is change the Goliath to only spawn as a large carrier (considering the Condor is also a a medium carrier), and change the Black Swan to combat capital only (considering that the decommissioned Eagle, Falcon, and Dominator are large combat ships).
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 23, 2015, 11:34:40 PM
Yeah, waaaayyyy too bright on those lights

Hmm, wanted something of a flare effect on the muzzle point but I doesn't quite look like that.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Wriath on February 24, 2015, 06:21:15 AM
28 hours!!!
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 24, 2015, 06:50:16 AM
28 hours!!!
Huh, what ? ???
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Spenz on February 24, 2015, 07:07:23 AM
28 hours till Homeworld:Remastered is released I think is what he means.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 24, 2015, 07:20:48 AM
28 hours till Homeworld:Remastered is released I think is what he means.

Oh cool will have to get that remastered version at some point.
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on February 24, 2015, 10:51:40 AM
Hi,
Just dropping in here to tell everyone that I'm absolutely okay with it. :)
I'm sorry that I can't find the motivation and interest right now to do it myself, but it's nice to know people care, so much even that someone took matters into his own hands.

DefiasOne, perhaps you can create a new thread for this mod, and Bushi if you decide to work on that one as well? @Mods, here's my green light.
Just be sure to at least copy over the credits and links. I hate not giving proper credit where it's due.
You could also poke me on Skype every time you want this thread updated. Whatever works best for you. :)



(Also, yah, Homeworld Remastered!  ;D)
Title: Re: [0.6.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 24, 2015, 11:18:43 AM
Hi,
Just dropping in here to tell everyone that I'm absolutely okay with it. :)
I'm sorry that I can't find the motivation and interest right now to do it myself, but it's nice to know people care, so much even that someone took matters into his own hands.

DefiasOne, perhaps you can create a new thread for this mod, and Bushi if you decide to work on that one as well? @Mods, here's my green light.
Just be sure to at least copy over the credits and links. I hate not giving proper credit where it's due.
You could also poke me on Skype every time you want this thread updated. Whatever works best for you. :)



(Also, yah, Homeworld Remastered!  ;D)
Awesome, then I'll centralize Bushi and Hiigara in a new thread when I get around to it.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Aklyon on February 24, 2015, 01:19:17 PM
You're updating Bushi as well? Neato.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on February 25, 2015, 12:05:18 AM
You're updating Bushi as well? Neato.

Yes, I'm aiming to hopefully release an update for Hiigara and release an updated Bushi for 0.65.2a sometime in the weekend if nothing major comes my way.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: connortron7 on February 28, 2015, 01:20:30 PM
After double checking i have discovered that the supplies are still 100 Credits more than usual it's not a big deal or anything im just thought I'd put it out there great work by the way  :)
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Ahne on February 28, 2015, 01:50:13 PM
is it updated!?? i think so YES THX MAN, so its possible to enable it with SS+?

Anyways thx man!
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: LB on February 28, 2015, 05:26:47 PM
I see multiples of the pirate carrier for sale in the black market of almost every decently-sized system, which is probably not good. I've yet to see it in an actual fleet, though.

You may also want to do a stat balance pass on the ships eventually. There's a lot of problems all over the place here; one of the most obvious examples is the drone carrier, which is only 4 logistics (the minimum baseline for a one-deck carrier, essentially) but has a PD drone system better than the Astral's, competent flux stats, and 90 speed. The other really obvious ones are the base freighter, which at 500 cargo cap/logistics is more efficient than an Atlas (~300), and the tug, which only uses 0.6 (!!!) fuel/ly.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on March 01, 2015, 12:27:20 AM
Still working out how to balance the market conditions properly

is it updated!?? i think so YES THX MAN, so its possible to enable it with SS+?

Anyways thx man!
Yes, it is for 0.65.2a and it will work with SS+

I see multiples of the pirate carrier for sale in the black market of almost every decently-sized system, which is probably not good. I've yet to see it in an actual fleet, though.

You may also want to do a stat balance pass on the ships eventually. There's a lot of problems all over the place here; one of the most obvious examples is the drone carrier, which is only 4 logistics (the minimum baseline for a one-deck carrier, essentially) but has a PD drone system better than the Astral's, competent flux stats, and 90 speed. The other really obvious ones are the base freighter, which at 500 cargo cap/logistics is more efficient than an Atlas (~300), and the tug, which only uses 0.6 (!!!) fuel/ly.

I've modified some stats but unfortunately I haven't had a lot of time to do some play testing. As to the Pirate carriers... they should be spawining in pirate fleets, odd that they appear in the markets so often, will have too look into that.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Shedovv on March 01, 2015, 11:22:55 AM
~SNIP

You may also want to do a stat balance pass on the ships eventually. There's a lot of problems all over the place here; one of the most obvious examples is the drone carrier, which is only 4 logistics (the minimum baseline for a one-deck carrier, essentially) but has a PD drone system better than the Astral's, competent flux stats, and 90 speed. The other really obvious ones are the base freighter, which at 500 cargo cap/logistics is more efficient than an Atlas (~300), and the tug, which only uses 0.6 (!!!) fuel/ly.
I must Disagree on that one. Just because they are better than X ship doesn't mean they are unbalanced.

True Faal-Corum's Drones are better than Astral's But astral is meant to stay on long range while Corum is meant to be in a medium range, hence it is closer to the fight and as such needs better defenses. Not to mention that it has less mounts and they are not 100% PD. It's a Med Range Support Ship after all with small Carrier capability, not a 100% dedicated Carrier.

As far as I understand a base Freighter is a typical one yes? Then how is a Cruiser sized Cargo ship better than the monstrous Atlas? If you are comparing it to the Neerin, that's another case. Neerin is better so what? As far as I know it's more expensive.

Tugs are very, very efficient indeed. Theyr low fuel consumption comes at a cost. They can barely defend themselves. And in order to haul most of your fleet you need ALOT of them, which would be oblivious to use at a high fuel cost. Which in turn would render them useless. As of now they are small ships that help you to increase the Campaign speed of your fleet and double as little Freighters. They are ideal for relatively big fleets of small ships. Can't express the critical value they hold in any and all of my Hiigaran fleets.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: LB on March 01, 2015, 07:37:04 PM
It does mean it's unbalanced. The issue is not whether it's better or worse than an Astral (that's a meaningless comparison, the Astral is for a totally different fleet composition). It's that it has a flight deck, the best missile/fighter-sweeping system in the game, and enough speed to indefinitely kite most ships smaller than cruisers, for the same logistics cost as the two vanilla non-combat carriers, with no drawbacks. That's bad. Due to AI targeting priority drone systems are also much better than they seem to be at first glance.

If you buy two of the freighters, you get the capacity of an Atlas for 2 logistics less at 5 burn instead of 2. They also at least have some chance of escaping in a pursuit. The Atlas is the most efficient freighter in vanilla because it has almost no other advantages and is an incredible liability in combat. For reference the Tarsus and Buffalo are the next most efficient at ~140 capacity per logistics; the Tarsus's advantage is burn drive, and the Buffalo's advantage is being cheap, which isn't really a concern. Past early game you're not deploying freighters as support, so these freighters are best in class with no drawbacks, which is bad.

Funnily the Neerin is actually much less of an issue; I haven't looked at a more detailed stat breakdown, but you get 2500 cargo for 8 logistics (a little worse than an Atlas) in exchange for competent defenses, 1 more burn, and 160 ordinance. Still an overall much better deal, but at least it's not an unquestionably better choice.

The Ox has literally no advantages aside from having a tow cable, and uses 5 fuel/ly. No ship in vanilla uses less than 1 fuel/ly, tug or not. The Luun's only drawback is 4 logistics; if you take out 1 for the tug, you have a 200 cargo freighter for 3 logistics, which is bad but not awful, given that it has shields and mounts. But 0.6 fuel/ly makes all of that completely irrelevant.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on March 03, 2015, 05:26:20 AM
Interesting points, but Hiigarans are mostly High-Tech ships and keep in mind balancing is not really inline with current vanilla standards yet.
 A good example for this are the Cho Torpedo launchers, a direct hit to the hull with those babies will wreck any ship.

I wanted to create a new thread to incapsulate Hiigarans and Bushi but I seem to be unable to start a new topic in the main mods thread.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: HELMUT on March 03, 2015, 08:55:04 AM
You can't, you have to create the thread on the modding sub-forum at first. When you'll get out a working version, Gothars/Erick/Lazy will move the thread to the Mods forum.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on March 03, 2015, 09:08:51 AM
You can't, you have to create the thread on the modding sub-forum at first. When you'll get out a working version, Gothars/Erick/Lazy will move the thread to the Mods forum.

Ah, so that's why  :) Thanks
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on March 03, 2015, 02:27:07 PM
Quick update regarding Hiigara:
Tweaked lights and added light effects for all weapons.
Added another system where you can fight Hiigarans enemies to gain rep in a more reliable way.
Modified a few weapon and ships stats.
Added new illustration images for planets/stations.
Modified market conditions to hopefully balance the prices a bit better.

Bushi update:
Created 3 systems.
Added basic market conditions.
Got a few basic fleets up and spawning.
Still have a lot to do, rebalance ships/weapons, add lights.

No ETA at the moment unfortunately for both updates but i can promise that I will release both of them at the same time. Most likely in a new thread.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Nanao-kun on March 14, 2015, 05:11:31 PM
I'm not sure if it's Nexerelin or the 0.65.2a version of Hiigaran, but the pirates have enormous spawn rates. Wondering about it because I think it was mentioned that the pirate faction was modified somewhere in this.

Might just be my imagination though.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on March 15, 2015, 10:06:10 AM
I'm not sure if it's Nexerelin or the 0.65.2a version of Hiigaran, but the pirates have enormous spawn rates. Wondering about it because I think it was mentioned that the pirate faction was modified somewhere in this.

Might just be my imagination though.

Lots of pirates you say? Don't see anything wrong in a target rich environment  ;D
Haven't tested Hiigs with Nexerelin I don't think it works properly.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Nanao-kun on March 17, 2015, 11:50:44 AM
Never mind, it was just Nexerelin with very large pirate patrols.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: CaptainRockwellTorry on March 28, 2015, 03:04:49 AM
Can't seem to get this to work! It blows off with the following error: Fatal Error compiling (data.scripts.world.HiiModPlugin) Cause:File "data/scripts/world/HiiModPlugin.Java', Line 23, Column19: Unknown variable or type "ShaderLib" Check starsector.log for more info. I'm running starsector 0.65.2a-RC2 with krazyLib. However KrazLib is all you specify as being needed. Is something else needed? Any help would be appreciated with this. I also can't seem to locate the starsector.log to try and get more info.

CaptainRockwellTorry
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Histidine on March 28, 2015, 03:27:03 AM
The current version does need ShaderLib, you can get it here (http://fractalsoftworks.com/forum/index.php?topic=7958.0).

starsector.log can be found in Starsector/starsector-core on Windows or just Starsector/ (IIRC, can't check right now) on Linux.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Jc on March 31, 2015, 08:08:39 AM
Great Mod ;D ;D ;D ;D.

Everything works great. I just have a question about nexrelin compatibility and that is....

Is there any way to get the sajuuk kar to spawn in the stores. I got maxxed rep to 100 but I couldnt find it
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Tommy on March 31, 2015, 10:51:59 AM
It's probably very rare. I never found it in probably over 30 hours or gameplay.

Also, since we're on this thread, I seem to find at least 2 to 3 Goliath Carriers in every single station/planet. Open market, black market, special market, everywhere. It's so common it's insane.

it must be a bug.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: alfalfa140 on March 31, 2015, 02:17:05 PM
Great Mod ;D ;D ;D ;D.

Everything works great. I just have a question about nexrelin compatibility and that is....

Is there any way to get the sajuuk kar to spawn in the stores. I got maxxed rep to 100 but I couldnt find it

It's definitely there, got it yesterday or so. If you see it, would recommend committing to it. Thing eats enemy capitals.

Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Richyread on April 01, 2015, 09:03:39 AM
......I seem to find at least 2 to 3 Goliath Carriers in every single station/planet. Open market, black market, special market, everywhere. It's so common it's insane.

it must be a bug.

+1 to the strange galaxy wide sale that seems to be happening on the Goliath Carriers :D
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: CaptainRockwellTorry on April 02, 2015, 03:22:04 AM
The current version does need ShaderLib, you can get it here (http://fractalsoftworks.com/forum/index.php?topic=7958.0).

starsector.log can be found in Starsector/starsector-core on Windows or just Starsector/ (IIRC, can't check right now) on Linux.

Well I tried it with Shader.lib and it still wouldn't work. By the way I meant to say I was using Lazy.lib not krazy.lib, don't know what I was thinking there. Anyway I found the following in the starsectorerror file 110217 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/world/HiiModPlugin.java', Line 23, Column 19: Unknown variable or type "ShaderLib"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/world/HiiModPlugin.java', Line 23, Column 19: Unknown variable or type "ShaderLib"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5424)
   at org.codehaus.janino.UnitCompiler.access$12300(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$16.visitPackage(UnitCompiler.java:5115)
   at org.codehaus.janino.Java$Package.accept(Java.java:3164)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5419)
   at org.codehaus.janino.UnitCompiler.access$15400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$16.visitAmbiguousName(UnitCompiler.java:5149)
   at org.codehaus.janino.Java$AmbiguousName.accept(Java.java:3135)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7333)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3873)
   at org.codehaus.janino.UnitCompiler.access$6900(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$10.visitMethodInvocation(UnitCompiler.java:3263)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:3290)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4368)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2662)
   at org.codehaus.janino.UnitCompiler.access$4400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$7.visitMethodInvocation(UnitCompiler.java:2627)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2654)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1643)
   at org.codehaus.janino.UnitCompiler.access$1100(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitExpressionStatement(UnitCompiler.java:936)
   at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:2097)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more

Its too bad I really wanted to get this mod to run, but I guess something I don't understand is going on to prevent it.
Thanks for your help anyway. You know I remembered I did update java just recently, maybe that has something to do with it?

Regards:
CaptainRockwellTorry
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Histidine on April 02, 2015, 05:19:50 AM
Are you sure you have the newest ShaderLib (beta 1.06) and have it enabled in the mods list?
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on April 02, 2015, 05:32:24 AM
Great Mod ;D ;D ;D ;D.

Everything works great. I just have a question about nexrelin compatibility and that is....

Is there any way to get the sajuuk kar to spawn in the stores. I got maxxed rep to 100 but I couldnt find it

The Sajuuk kar is supposed to be the flagship of the Hiigarans meaning that only 1 exists, that being said I'll see what I can do make them slightly more accessible, but they are quite OP.

Still not sure whats going on with the goliath carriers. Unfortunately I haven't had the time to do some serious debugging and additional balance passes.
How are the market conditions with and without Nexerelin?
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Deathfly on April 02, 2015, 05:52:32 AM
Still not sure whats going on with the goliath carriers. Unfortunately I haven't had the time to do some serious debugging and additional balance passes.
How are the market conditions with and without Nexerelin?

check
\data\world\factions\pirates.faction

maybe don't let hii_goliath_Standard spawn in Medium size fleets will help.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Histidine on April 02, 2015, 06:25:17 AM
BTW: Three of the five missions fail to load (obsolete reference to hound_Assault variant).
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: connortron7 on April 02, 2015, 01:31:03 PM
The funniest thing about the Goliath carriers everywhere is that it's supposed to be a one of a kind ship :P
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on April 02, 2015, 01:39:13 PM
BTW: Three of the five missions fail to load (obsolete reference to hound_Assault variant).

I know they are fixed in the version I'm working on at the moment.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Death_Silence_66 on April 04, 2015, 11:32:13 AM
I demand you add the Sajuuk!
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: CaptainRockwellTorry on April 05, 2015, 05:09:29 AM
Are you sure you have the newest ShaderLib (beta 1.06) and have it enabled in the mods list?

Yes, and Yes.

Regards:
CaptainRockwellTorry
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: omatkoicorko on April 27, 2015, 07:18:15 AM
any news ?
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Shedovv on May 02, 2015, 02:22:08 PM
I did not encounter the Sector (yeah not Galaxy u  newbs :3) Wide Carrier sale BUT I did encounter a Sajuk Khar as in I saw it in the shop BUT. The bloody frigates and Fiirkan Corvettes especially, seem to have gone extinct. The only two frigate sized things I found was two Jet Gun Boats. So I had to cheat a Fiirkan into my fleet using console commands and then build the rest of them with Omnifactory set to demand resources. Which wasn't quite pleasant. Infact market in Polaris is forcing me to play with a raised eyebrow. I am not sure how it's supposed to be ideally, but I reckon it should have at least ONE of each ship on the market available every resupply, well ok not of EACH cuz stuff like Sajuk Khar is OP. But you get the idea. Also needs some sort of shipyard station/planet that is responsible for dishing out ships that maybe go to the market in convoys? Though the latest is sort of a thing that the game it self needs not just Hiigaran's Faction.

EDIT: Also Any kind of wing is aquireable but quite hard to come by.

P.S. All of the above isn't THAT much of a problem... in general that is. BUT for someone who's aiming to have a fleet purely made out of the ships of the faction they choose.. such as my self. it's a HUGE issue. And the only workaround atm is to resort to Omnifactory and Console Commands.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: frogbones on May 02, 2015, 05:43:42 PM
^^ yep, I agree 100%.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Shedovv on May 04, 2015, 01:44:13 PM
*cough cough* WHAT THE ACTUAL F**K??? http://gyazo.com/0c4bbc190ccdbe2850b847534673ca78
Yep the Hiigaran Market is definitely broken, three Goliaths AND a Black Swan..... *murmurs something in shock*
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on May 05, 2015, 04:01:40 AM
As I've said before the market in the current release is not properly balanced. Unfortunately I haven't had a lot of time to complete the modifications, as I've been doing some work on Bushi also.  :( Hopefully things will get better once I finish tweaking it. I'm sorry but college/work has been eating all my time.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: omatkoicorko on May 06, 2015, 02:45:26 AM
wouldnt be better to focus spare time on hiigarans, and after finishing them take care of bushi?
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on May 06, 2015, 09:52:49 AM
wouldnt be better to focus spare time on hiigarans, and after finishing them take care of bushi?

I'd like to get them out both at the same time.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Shedovv on May 06, 2015, 02:12:02 PM
wouldnt be better to focus spare time on hiigarans, and after finishing them take care of bushi?

I'd like to get them out both at the same time.

By all means. All I say is me simply reporting bugs/ expressing my experience with New Hiigarans.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: CaptainRockwellTorry on May 07, 2015, 02:37:59 PM
Are you sure you have the newest ShaderLib (beta 1.06) and have it enabled in the mods list?

Hey, just wanted to let you know, my old computer died and I got a new one and everything works fine now. except for some of the missions, as mentioned by others.

Regards
CaptainRockwellTorry
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Shedovv on December 17, 2015, 06:19:35 PM
Dayum this been silent for at least 4 months now? I am about to go commit suicide unless someone does something about it.

P.S. Yes I love Hiigaran Descendants THAT MUCH. But I'd rather bite my nails in the hopes of this actually continuing or being picked up by someone else. Rather than die without seeing the possibility mentioned.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: LuciferNZ on December 17, 2015, 07:46:28 PM
I agree, this was one of my favorite mods for .65 =)
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Bastion.Systems on December 17, 2015, 10:15:19 PM
Maybe someone could get contact with the author and make a unofficial version?
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: pigreko on December 17, 2015, 10:29:34 PM
I loved this mod too. I so much wish for someone to get hands deeps and resurrect it.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Mealstrom on December 17, 2015, 10:36:19 PM
guys.... don't worry, we will soon have homeworld shipbreakers XD
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Shedovv on December 18, 2015, 11:45:29 AM
guys.... don't worry, we will soon have homeworld shipbreakers XD

What do you mea- oh the Desert's of Kharak (yep they changed name) game. I do not mean to say mean things about that but... WHO THE *** CARES? It ain't got nothing to do with StarSector in general or Hiigaran Descendants in particular. I mean. I do want DoK (mainly cuz it comes with free Remastered version of Homeworld) but it is for all intents and purposes irrelevant to the well being of this amazing mod.

P.S. Sorry if I am jumpy. It's only because I care.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Bastion.Systems on December 18, 2015, 10:21:16 PM
Quote
WHO THE *** CARES?
It's a new *** Homeworld, everyone (except you) cares.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on December 19, 2015, 05:44:57 AM
Hello guys,

I'm sorry to say that due to personal reasons I've had to focus on other things.

I've tried getting Hiigarans and Bushi running on 0.71a but so far no luck. I've been out of the loop for so long that don't know where to start. I've managed to clear the errors on start-up but the screen just turns black or flickers when it finishes loading with the mods added, the music plays and I can hear the buttons click if I move the cursor around, not sure whats going on at the moment.
I'm looking into a solution, and I'll post an update if i find it.

Cheers.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: FelixG on December 19, 2015, 06:46:18 AM
Hello guys,

I'm sorry to say that due to personal reasons I've had to focus on other things.

I've tried getting Hiigarans and Bushi running on 0.71a but so far no luck. I've been out of the loop for so long that don't know where to start. I've managed to clear the errors on start-up but the screen just turns black or flickers when it finishes loading with the mods added, the music plays and I can hear the buttons click if I move the cursor around, not sure whats going on at the moment.
I'm looking into a solution, and I'll post an update if i find it.

Cheers.

Awesome to hear you are working on it! It is one of the mods that most interested me when I picked up Star Sector, and I can't wait to try it out!
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Heavy Weapons Pony on December 21, 2015, 12:17:36 AM
Hello guys,

I'm sorry to say that due to personal reasons I've had to focus on other things.

I've tried getting Hiigarans and Bushi running on 0.71a but so far no luck. I've been out of the loop for so long that don't know where to start. I've managed to clear the errors on start-up but the screen just turns black or flickers when it finishes loading with the mods added, the music plays and I can hear the buttons click if I move the cursor around, not sure whats going on at the moment.
I'm looking into a solution, and I'll post an update if i find it.

Cheers.


That actually looks like the no memory bug you usually experience when you load up SS+ without enough memory. Try the memory increasing fix and see if that helps. You might be adding too much stuff, somehow.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Shedovv on December 23, 2015, 03:17:04 AM
Hello guys,

I'm sorry to say that due to personal reasons I've had to focus on other things.

~SNIP~
I'll post an update if i find it.

Cheers.

It's all right and is good to hear you are working on it , indeed.

Good luck!
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on December 31, 2015, 04:43:58 AM
Hello,

As little new years EVE present I've uploaded a working version of Hiigaran Descendants. Please bear in mind that I've not had a change to properly balance out the mod in regards to the features introduced with 0.71 so any feedback in that regard is more than welcome. It should play nice with all mods that are currently available for download.

Za link:
https://www.dropbox.com/s/5g3exerpz1r23cc/Hiigaran%20Descendants.rar?dl=0

See ya in the next year guys !
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Bastion.Systems on December 31, 2015, 05:21:08 AM
Sweet, going to test it right now  ;D
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: SpaceRiceBowl on December 31, 2015, 08:47:17 AM
Getting a crash whenever I try to load up the newly updated version.

Spoiler
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compilation unit 'data.scripts.world.addMarketplace' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Compilation unit 'data.scripts.world.addMarketplace' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:160)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)
   at org.codehaus.janino.UnitCompiler.findTypeByName(UnitCompiler.java:6893)
   at org.codehaus.janino.UnitCompiler.findTypeByFullyQualifiedName(UnitCompiler.java:9883)
   at org.codehaus.janino.UnitCompiler.importSingleType(UnitCompiler.java:8593)
   at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:7151)
   at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:6801)
   at org.codehaus.janino.UnitCompiler.reclassify(UnitCompiler.java:6788)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5419)
   at org.codehaus.janino.UnitCompiler.access$15400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$16.visitAmbiguousName(UnitCompiler.java:5149)
   at org.codehaus.janino.Java$AmbiguousName.accept(Java.java:3135)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7333)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3873)
   at org.codehaus.janino.UnitCompiler.access$6900(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$10.visitMethodInvocation(UnitCompiler.java:3263)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:3290)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4368)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2662)
   at org.codehaus.janino.UnitCompiler.access$4400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$7.visitMethodInvocation(UnitCompiler.java:2627)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2654)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1643)
   at org.codehaus.janino.UnitCompiler.access$1100(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitExpressionStatement(UnitCompiler.java:936)
   at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:2097)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
[close]
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on December 31, 2015, 09:56:53 AM
Getting a crash whenever I try to load up the newly updated version.

Spoiler
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compilation unit 'data.scripts.world.addMarketplace' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Compilation unit 'data.scripts.world.addMarketplace' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:160)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)
   at org.codehaus.janino.UnitCompiler.findTypeByName(UnitCompiler.java:6893)
   at org.codehaus.janino.UnitCompiler.findTypeByFullyQualifiedName(UnitCompiler.java:9883)
   at org.codehaus.janino.UnitCompiler.importSingleType(UnitCompiler.java:8593)
   at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:7151)
   at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:6801)
   at org.codehaus.janino.UnitCompiler.reclassify(UnitCompiler.java:6788)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5419)
   at org.codehaus.janino.UnitCompiler.access$15400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$16.visitAmbiguousName(UnitCompiler.java:5149)
   at org.codehaus.janino.Java$AmbiguousName.accept(Java.java:3135)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7333)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3873)
   at org.codehaus.janino.UnitCompiler.access$6900(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$10.visitMethodInvocation(UnitCompiler.java:3263)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:3290)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4368)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2662)
   at org.codehaus.janino.UnitCompiler.access$4400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$7.visitMethodInvocation(UnitCompiler.java:2627)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2654)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1643)
   at org.codehaus.janino.UnitCompiler.access$1100(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitExpressionStatement(UnitCompiler.java:936)
   at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:2097)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
[close]


Do you have the latest LazyLib active in your mods folder?  Its strange i'm not getting that sort of error. What version of java are you using? I've compiled it with java version 8.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on December 31, 2015, 09:58:59 AM
Hello,

I've noticed the ships are across the board too weak and too slow... as a result I've slightly buffed all the ships and bumped the speeds up to be more inline with the current maximum burn/tactical speeds.
Take a look tell me what you think.
Also added ShaderLib lights for all projectiles and beam weapons.

https://www.dropbox.com/s/5g3exerpz1r23cc/Hiigaran%20Descendants.rar?dl=0
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: SpaceRiceBowl on December 31, 2015, 07:21:20 PM
Ah, that explains it. I'm using JRE 7 for my java

Edit: Nvm, I'm pretty sure there's a conflict with the Fleaden mod on station spawns. I removed the Fleaden mod and the mod loads up fine now.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: SpaceRiceBowl on January 03, 2016, 09:22:52 AM
Do you think you could add Nexeralin support to this?
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on January 03, 2016, 11:25:25 AM
Do you think you could add Nexeralin support to this?

What do you mean? Does it not work with Nexeralin?
I've played with Nexeralin on, and you can choose Hiigarans as your starting faction.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: SpaceRiceBowl on January 03, 2016, 12:52:17 PM
Oh, sorry, didn't realize that Nex Support has already been added
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on January 04, 2016, 01:29:54 AM
Can a moderator please change the title to reflect that mod the now works with 0.7.1a please ?

Later edit:

Thank you !
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: sycspysycspy on January 05, 2016, 07:08:56 AM
Can a moderator please change the title to reflect that mod the now works with 0.7.1a please ?

Later edit:

Thank you !
what? really? might start a new tread or update the download address on the first topic. or nobody would know what is happenning.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on January 05, 2016, 08:25:18 AM
Can a moderator please change the title to reflect that mod the now works with 0.7.1a please ?

Later edit:

Thank you !
what? really? might start a new tread or update the download address on the first topic. or nobody would know what is happenning.

It's not my thread, I don't know if i can just start another one.
Title: Re: [0.65.2a] Hiigaran Descendants v1.1.0
Post by: Spartan on January 06, 2016, 09:01:18 PM
Ah, that explains it. I'm using JRE 7 for my java

Edit: Nvm, I'm pretty sure there's a conflict with the Fleaden mod on station spawns. I removed the Fleaden mod and the mod loads up fine now.

I replicated this problem today.  Tested further, but have yet to find a workaround.

*Active Mods* - Latest versions of StarSector+ (all updated required, compatible, and optional mods included), Nexerelin, Hiigaran Descendants (Released 12/31/15), Fleaden en 1.1.1 (Released 01/05/16), Practice Targets 1.01, and a few other Nexerelin supported factions\ships.

Java 8v66


There does appear to be a compatibility problem between the latest Fleaden and Hiigaran mods.  The StarSector error log points to ..\Data\Scripts\World\HiiModPlugin.Java of Hiigaran's files as a potential location for this error.

CTD Launch Log
Spoiler
40689 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compilation unit 'data.scripts.world.addMarketplace' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Compilation unit 'data.scripts.world.addMarketplace' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:160)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)
   at org.codehaus.janino.UnitCompiler.findTypeByName(UnitCompiler.java:6893)
   at org.codehaus.janino.UnitCompiler.findTypeByFullyQualifiedName(UnitCompiler.java:9883)
   at org.codehaus.janino.UnitCompiler.importSingleType(UnitCompiler.java:8593)
   at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:7151)
   at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:6801)
   at org.codehaus.janino.UnitCompiler.reclassify(UnitCompiler.java:6788)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5419)
   at org.codehaus.janino.UnitCompiler.access$15400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$16.visitAmbiguousName(UnitCompiler.java:5149)
   at org.codehaus.janino.Java$AmbiguousName.accept(Java.java:3135)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7333)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3873)
   at org.codehaus.janino.UnitCompiler.access$6900(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$10.visitMethodInvocation(UnitCompiler.java:3263)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:3290)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4368)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2662)
   at org.codehaus.janino.UnitCompiler.access$4400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$7.visitMethodInvocation(UnitCompiler.java:2627)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2654)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1643)
   at org.codehaus.janino.UnitCompiler.access$1100(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitExpressionStatement(UnitCompiler.java:936)
   at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:2097)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
[close]

Both mods function normally when not loaded together, but can and will fail side-by-side.

Further testing with only StarSector+, ShaderLib, LazyLib, Nex, Fleaden (with Nex files active), and Hiigaran produced the same results:  StarSector would crash when Fleaden and Hiigaran were loaded together.

I have cross-posted (http://fractalsoftworks.com/forum/index.php?topic=9579.msg179341#msg179341) this into Fleaden's thread as a notification.

Thanks for your continued support on this mod DefiasOne.
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: Zaphide on January 06, 2016, 10:29:55 PM
@Sparten

Both mods implement the same class in same file (although different case).

Fleaden mod contains:
\data\scripts\world\AddMarketplace.java

Hiigaran mod contains:
\data\scripts\world\addMarketplace.java

The Fleaden mod gets loaded first (as mods get loaded in alphabetical order), and so Java loads and compiles 'data.scripts.world.AddMarketplace' from the file '\data\scripts\world\AddMarketplace.java' which (on Windows) can't coexist with 'data.scripts.world.addMarketplace' in the file '\data\scripts\world\addMarketplace.java'. However, I think this would probably work OK on Linux with a case-sensitive filesystem...

Then, once it gets round to compiling HiiModPlugin later, it's looking for '\data\scripts\world\addMarketplace.java' which on Windows is actually the same as '\data\scripts\world\AddMarketplace.java' and so Java says 'I know this one already! Here you go!' but unfortunately it doesn't contain the expected class.

Workaround is to rename one of the class files (i.e. hii_addMarketplace.java), and then the class inside it to match (i.e. public class hii_addMarketplace), and then the references to it in calling code (I think just HiiPolarisGen.java).
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: Spartan on January 06, 2016, 11:37:02 PM
Awesome.  Thanks for the response Zaphide.  I feel a bit silly not realizing the naming issue myself.

@Sparten

Both mods implement the same class in same file (although different case).

[...]

Workaround is to rename one of the class files (i.e. hii_addMarketplace.java), and then the class inside it to match (i.e. public class hii_addMarketplace), and then the references to it in calling code (I think just HiiPolarisGen.java).

I tested renaming the suggested Hiigaran file name, public class, public static label, and PolarisGen reference first.  The error persisted as something inside Hiigaran (same log error) was still attempting to reference the previously loaded addMarketplace.java file.  Instead of spending more time digging through code outside of HiiPolarisGen.java, HiiModPlugin.java, and addMarketplace.java, I swapped to the Fleaden mod.

I altered all 3 labels on the single Fleaden AddMarketplace.java (Renamed F_AddMarketplace), and everything loaded normally.  Since Fleaden loaded first due to StarSector's alphabetical load order (thanks for that tip too), Fleaden's preloaded addMarketplace.java did not exist once Hiigaran attempted a load.  It was able to use the default Hiigaran addMarketplace.java while Fleaden used F_AddMarketplace.java.

I have not done thorough testing of these changes, or looked at many marketplace\economy oddities (should be nil).  New games did allow me to start as a member of Fleaden or Hiigaran factions without error.  Feel free to use the changes provided below at your own discretion:

Fleaden\Hiigaran AddMarketplace.java Load Error Workaround
Spoiler
Quote
If you are having trouble loading Fleaden and Hiigaran mods alongside each other, please consider making the following changes to the Fleaden ..\data\scripts\world\AddMarketplace.java file.

Rename File:
AddMarketplace.java
TO
F_AddMarketplace.java

Change:
Line 9 - public class AddMarketplace{
TO
public class F_AddMarketplace{

Line 11 - public static MarketAPI F_AddMarketplace
TO
public static MarketAPI F_AddMarketplace


Explained by Zaphide: (http://fractalsoftworks.com/forum/index.php?topic=6347.msg179347#msg179347)
"Both mods implement the same class in same file (although different case).

Fleaden mod contains:
\data\scripts\world\AddMarketplace.java

Hiigaran mod contains:
\data\scripts\world\addMarketplace.java

The Fleaden mod gets loaded first (as mods get loaded in alphabetical order), and so Java loads and compiles 'data.scripts.world.AddMarketplace' from the file '\data\scripts\world\AddMarketplace.java' which (on Windows) can't coexist with 'data.scripts.world.addMarketplace' in the file '\data\scripts\world\addMarketplace.java'. However, I think this would probably work OK on Linux with a case-sensitive filesystem...

Then, once it gets round to compiling HiiModPlugin later, it's looking for '\data\scripts\world\addMarketplace.java' which on Windows is actually the same as '\data\scripts\world\AddMarketplace.java' and so Java says 'I know this one already! Here you go!' but unfortunately it doesn't contain the expected class.

Workaround is to rename one of the class files (i.e. hii_addMarketplace.java), and then the class inside it to match (i.e. public class hii_addMarketplace), and then the references to it in calling code (I think just HiiPolarisGen.java)."
[close]

Thanks again for the assistance.  I've added this information to the other post as well.
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on January 07, 2016, 12:07:57 AM
I'll take a look with the Fleaden Mod. I've not tested the game running with that mod loaded. ( My bad).

Also apparently the game crashes if you use Nexerelin with the Corvus option, am looking into what might be causing that to happen.
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: alfa2 on January 07, 2016, 12:56:20 AM
I have an error(while launching the game) at new copy of the game. No modes are used except lazyLib
Code
2265 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/HD/planets/hii_halcyon1.png (using cast)
12278 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/planets/clouds_desert01.png (using cast)
12331 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/planets/cryovolcanic01.jpg (using cast)
12374 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/HD/planets/hii_halcyon2.png (using cast)
12383 [Thread-10] ERROR com.fs.graphics.K  - Error loading [graphics/planets/umbra.jpg] resource, not found in [E:\games\Starcector\Starsector\starsector-core\..\mods\Hiigaran Descendants,E:\games\Starcector\Starsector\starsector-core\..\mods\LazyLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/planets/umbra.jpg] resource, not found in [E:\games\Starcector\Starsector\starsector-core\..\mods\Hiigaran Descendants,E:\games\Starcector\Starsector\starsector-core\..\mods\LazyLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ó00000(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.K.String(Unknown Source)
at com.fs.graphics.K.Ò00000(Unknown Source)
at com.fs.graphics.K$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
12410 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/HD/planets/hii_frozen.png (using cast)
12705 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/planets/umbra.jpg] resource, not found in [E:\games\Starcector\Starsector\starsector-core\..\mods\Hiigaran Descendants,E:\games\Starcector\Starsector\starsector-core\..\mods\LazyLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/planets/umbra.jpg] resource, not found in [E:\games\Starcector\Starsector\starsector-core\..\mods\Hiigaran Descendants,E:\games\Starcector\Starsector\starsector-core\..\mods\LazyLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ó00000(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
13700 [Thread-10] ERROR com.fs.graphics.K  - closed
java.io.IOException: closed
at javax.imageio.stream.ImageInputStreamImpl.checkClosed(Unknown Source)
at javax.imageio.stream.ImageInputStreamImpl.close(Unknown Source)
at javax.imageio.stream.FileCacheImageInputStream.close(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at com.fs.graphics.K.String(Unknown Source)
at com.fs.graphics.K.Ò00000(Unknown Source)
at com.fs.graphics.K$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on January 07, 2016, 03:02:06 AM
I have an error(while launching the game) at new copy of the game. No modes are used except lazyLib
Code
2265 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/HD/planets/hii_halcyon1.png (using cast)
12278 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/planets/clouds_desert01.png (using cast)
12331 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/planets/cryovolcanic01.jpg (using cast)
12374 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/HD/planets/hii_halcyon2.png (using cast)
12383 [Thread-10] ERROR com.fs.graphics.K  - Error loading [graphics/planets/umbra.jpg] resource, not found in [E:\games\Starcector\Starsector\starsector-core\..\mods\Hiigaran Descendants,E:\games\Starcector\Starsector\starsector-core\..\mods\LazyLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/planets/umbra.jpg] resource, not found in [E:\games\Starcector\Starsector\starsector-core\..\mods\Hiigaran Descendants,E:\games\Starcector\Starsector\starsector-core\..\mods\LazyLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ó00000(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.K.String(Unknown Source)
at com.fs.graphics.K.Ò00000(Unknown Source)
at com.fs.graphics.K$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
12410 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/HD/planets/hii_frozen.png (using cast)
12705 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/planets/umbra.jpg] resource, not found in [E:\games\Starcector\Starsector\starsector-core\..\mods\Hiigaran Descendants,E:\games\Starcector\Starsector\starsector-core\..\mods\LazyLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/planets/umbra.jpg] resource, not found in [E:\games\Starcector\Starsector\starsector-core\..\mods\Hiigaran Descendants,E:\games\Starcector\Starsector\starsector-core\..\mods\LazyLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ó00000(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
13700 [Thread-10] ERROR com.fs.graphics.K  - closed
java.io.IOException: closed
at javax.imageio.stream.ImageInputStreamImpl.checkClosed(Unknown Source)
at javax.imageio.stream.ImageInputStreamImpl.close(Unknown Source)
at javax.imageio.stream.FileCacheImageInputStream.close(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at com.fs.graphics.K.String(Unknown Source)
at com.fs.graphics.K.Ò00000(Unknown Source)
at com.fs.graphics.K$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


You need ShaderLib as well.

https://www.dropbox.com/s/5g3exerpz1r23cc/Hiigaran%20Descendants.rar?dl=0 The link on the main page is not updated to the latest version unfortunately.
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: DefiasOne on January 07, 2016, 03:42:15 AM
In the interest of clarity, I've created a new thread Click me (http://fractalsoftworks.com/forum/index.php?topic=10555.0)

Hopefully this will get moved to the main mod index soon.
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: alfa2 on January 07, 2016, 03:44:52 AM
Thanks with link at last version.. it works...
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: Chukles on February 20, 2016, 01:52:34 PM
Can someone atleast edit a warning in ?
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on February 26, 2016, 07:28:05 AM
Can someone atleast edit a warning in ?
Done!
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: React52 on September 15, 2019, 03:51:05 PM
it makes me sad that this amazing mod was never updated  :(
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: bombasticmori on September 17, 2019, 09:31:53 AM
So after seeing this mod for the first time I decided to take a stab at updating it.  It still has some work to go, and I make absolutely no promises on if something will actually get released, but since the author gave permission  for people to work on it in the main post, I'll try to get something out.  I'm very new to Starsector modding, so if someone who is more experienced could help me with balancing it'd be appreciated.

Currently I've finished making the system generation and ship, weapon and wing data compliant with 0.9 standards.  So far the only thing I've attempted to balance is weapon pricing (reduced by a factor of 10).  Weapon data still needs some TLC to make it compliant with the new tag system, but I have added new blueprints for the ship and weapon systems.  I've also included a basic faction file to make it bare-bones Nexerelin compliant.  To-do is to look into the ship variants data, as that's currently preventing the game from loading, polish up the weapon_data.csv file, create a new rules.csv file to handle faction dialogue, and flesh out the Nexerelin file to add custom starts, in addition to lots of balancing.

I'll try to get a temp file uploaded as soon as I get back from class later on today with my current progress.
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on September 17, 2019, 11:41:46 AM
Good luck! ;)

I wish I could do it myself, but there are too many reasons why I can't and won't right now. But it makes me very happy when people think it's worth a resurrection.
Someone else posted somewhere that (s)he's having a jab at it as well, and someone else PM'd me a while ago, asking me permission (which wasn't needed to ask, due to my statement in the main post). I'm hoping there won't be multiple people trying to do the same thing, but then again, I get the feeling most people will give up halfway through anyway. It is a lot of work.

If you can see it through to the end though, then I'm sure you'll be making some people very happy. So again, I wish you good luck. ;)
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: Dwarden on September 17, 2019, 01:42:41 PM
very nice of you bombasticmore,
when you have anything to test i'm ready to kitbash it into my new game full of mods ;)
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: Ed on September 17, 2019, 02:06:04 PM
Nice stuff, i hope you can get it updated soon!
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: bombasticmori on September 17, 2019, 06:32:48 PM
Good luck! ;)

I wish I could do it myself, but there are too many reasons why I can't and won't right now. But it makes me very happy when people think it's worth a resurrection.
Someone else posted somewhere that (s)he's having a jab at it as well, and someone else PM'd me a while ago, asking me permission (which wasn't needed to ask, due to my statement in the main post). I'm hoping there won't be multiple people trying to do the same thing, but then again, I get the feeling most people will give up halfway through anyway. It is a lot of work.

If you can see it through to the end though, then I'm sure you'll be making some people very happy. So again, I wish you good luck. ;)

Thanks. I don't make any promises since I have a past history of not finishing these things, but I do really like the mod and would like to see it working again.  I'll try to at least release anything I make.  Currently trying to track down a compilation error related to ShaderLib, for some reason even though I import ShaderLib in the ModPlugin file the game's compiler doesn't read it as a valid library.  I'll release what I have as soon as i can get it in a state where the game can load.

Edit: Now running into an issue where nothing seems to be importing correctly. I feel I'm on the home stretch though!
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: Transuni on September 18, 2019, 05:55:17 AM
Nice stuff, we need last version for 0.91!!!!plz :)
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: diegonv40 on September 18, 2019, 10:04:22 AM
Hi. I have taken the "galatia complete" music pack and used it as template to add music. Im made a homeworld 1, 2 and cataclysm pack. If anyone want it, PM me, im sure i cant upload it here (because of copyright) but can share it by PM
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: Czyrek on September 18, 2019, 01:36:21 PM
I was actually looking at this mod the other night and lamenting that it was not updated. I am glad you're having a stab at it. Constantly updating a mod along side of game development can take a lot of work so I understand why the original creator might not want to.
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: omatkoicorko on September 18, 2019, 01:41:50 PM
my favorite mod! yes :D good luck!
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: bombasticmori on September 18, 2019, 04:35:23 PM
I'll be working on it again tonight, just had to finish some homework first (gotta love college and all that).  The game currently loads, but dies when it starts a new game, so i'm trying to figure out why exactly.  Hopefully i'll figure something out and have it uploaded tonight.
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: bombasticmori on September 19, 2019, 12:17:32 AM
Success! I finally got it working. The faction now spawns, the ships and weapons are working and everything.  It should theoretically be possible to do a complete run through of the game with the faction now, including a nexerelin run through, however I'm sure it still needs some work in the balancing department.  I'll link the file below, if any of y'all can test it for me to make sure it works correctly it'd be much appreciated.  I'm going to spend a little more time polishing it and if all goes well with testing, I'll make a new thread for it soon.

Link is here (https://www.dropbox.com/s/0lotspzvxb3b8sq/HiigaranDescendents.zip?dl=0).  Again, please let me know if you find any glaring issues.  Thanks again to Gotcha for letting me do this in the first place and also to Cycerin whose source code from Blackrock helped me understand the underlying game more.
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on September 19, 2019, 02:06:45 AM
Nice job. :)
It doesn't run for me due to not having Exerelin. I'm not sure why, since that was never a problem in the past.
I think the way it was set up is that it'd ignore Exerelin-related stuff when that mod isn't present.

I looked into it, but it's been such a long time. *sigh* I feel I'd need to relearn modding this game from scratch and I can't commit to that right now.

Anyway, when you feel the mod is ready enough to be on the front page, say so, and I'll add it, naturally giving credit to you. :)
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: bombasticmori on September 19, 2019, 08:45:25 AM
OK that's an issue. I'll have to try and get that fixed before release. And I definitely know that feel about having to relearn stuff, I used to mod fallout 4 and going back to it now, it's like I have to learn it all over again. Thanks for the offer to update the front page though, I'll let you know as soon as I get it working.

Also, when does it give you any error messages specifically? It'd help in being able to track down any problems. Thanks!
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: Dwarden on September 19, 2019, 09:27:28 AM
nice,

so far i was able to start game with it while many other mods are active including nexerelin random start
will see if i get any errors or issues
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on September 19, 2019, 09:38:15 AM
Also, when does it give you any error messages specifically? It'd help in being able to track down any problems. Thanks!
During startup. When the loading bar's full, it drops back to the desktop with this:
Fatal: Error compiling [data.scripts.world.HiiModPlugin]
Cause: File 'data/scripts/world/HiiModPlugin.java', Line 43, Column 35:
Imported class "exerelin.campaign.SectorManager" could not be loaded

A snippet from the log:
Code
18153 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/world/HiiModPlugin.java', Line 43, Column 35: Imported class "exerelin.campaign.SectorManager" could not be loaded
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: Peanut Man on September 19, 2019, 09:41:10 AM
I am but a simply peanut. But seeing this mod beig talk about again brings a tear to my eyes. Peanut wishes the best.
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: bombasticmori on September 19, 2019, 12:27:57 PM
I got intelliJ up and running so I'm gonna try compiling it as a jar and see if that fixes some of the issues ive been having as well as the nexerelin issue.
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: Dwarden on September 19, 2019, 04:53:28 PM
my 2nd random game attempt i spawned at Hiigaran homeworld, so far no issues ...
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: bombasticmori on September 19, 2019, 07:21:41 PM
Alright, I should have got most of the outstanding issues fixed as of this build.  Weapons and ships still need to be rebalanced and a rules file needs to be made but as it stands it works as intended, both with and without Nexerelin.  I still haven't found a way to make it spawn the original custom planets that were designed for the mod originally, but it works fine with the placeholder ones and the custom graphics for stations and other entities still show up regardless

The new file is here (https://www.dropbox.com/s/dp62wtz8a2pbhnh/HiigaranDescendants2.0.1.rar?dl=0).  Please notify me of any errors or serious balancing issues and I'll try to fix them.  Gotcha, assuming no one finds any serious errors in this one I feel this one could go on the front page, unless you'd like me to start a new thread for it.
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: horngeek on September 19, 2019, 09:51:16 PM
Does it provide blueprints for you to make your own ships?
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: grinningsphinx on September 19, 2019, 10:07:14 PM
^^

the real question
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: horngeek on September 19, 2019, 10:31:22 PM
^^

the real question
lol yes gimmie that ablity to produce fleets of my own :P

That said, bombasticmori, I just had a crash to desktop because of a Fatal: Ship Hull variant [hii_tarii_wing] not found error during character creation - attatching the logs for you. 

(Logs were too big to upload directly, I can put them up somewhere if you need them)
Title: Re: [0.7.1a] Hiigaran Descendants v1.1.0
Post by: Gotcha! on September 20, 2019, 01:29:51 AM
The new file is here (https://www.dropbox.com/s/dp62wtz8a2pbhnh/HiigaranDescendants2.0.1.rar?dl=0).  Please notify me of any errors or serious balancing issues and I'll try to fix them.  Gotcha, assuming no one finds any serious errors in this one I feel this one could go on the front page, unless you'd like me to start a new thread for it.
Thanks! I'll put it in the main post of this thread. I used to think that creating a new thread would have been easier, but with DefiasOne's abandoned thread floating about, I doubt that's the case anymore.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.1
Post by: Dwarden on September 20, 2019, 03:59:57 AM
oh, when you mentioned that thread Gotcha!

when i look at the https://fractalsoftworks.com/forum/index.php?topic=10555.0

i noticed Bushi mentioned, was it merged with it ?

or what actually happened to Bushi https://fractalsoftworks.com/forum/index.php?topic=6413.0
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.1
Post by: Gotcha! on September 20, 2019, 04:20:05 AM
I'm not sure if DefiasOne ever got around to updating Bushi. I wasn't much here.
I'm going to assume that Bushi never got updated and is still stuck in 0.6.2a.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.1
Post by: XviZoR on September 20, 2019, 04:59:33 AM
Heyo, first, love that the Mod is back, its straight up one of my favorite Mods and one of the Big Three I was waiting to get updated ( The other being Approlight and Knights Templar ) and I found a teeeeeeeeny tiny little bug, the AI Core turn in is a little.... bonked? Went to turn in AI Cores and would've gotten 4 mil for 2 Gamma Cores and 12 Mil for 2 Beta Cores, aswell as like... 400 rep points.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.1
Post by: bombasticmori on September 20, 2019, 06:28:56 AM
In reply to some of the questions/issues:
1) the ships blueprint pacage is enabled and working, you also receive it on a nexerelin start. The weapons one is apparantly glitched, I'll try and fix it in the next version
2) about the tarii wing error, I'd recommend deleting and reinstalling the mod, just to be safe. That seems similar to an error I encountered when updating it, but it should be fixed by now
3) for ai cores...whoops, sounds like a misplaced decimal. Ill try to get a patch out for that soon
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.1
Post by: Dwarden on September 20, 2019, 09:04:18 AM
sent you DM @bombasticmori, forgot subject , sorry :)
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.1
Post by: Botaragno on September 20, 2019, 09:44:35 AM
WE'RE COMING HOME
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.1
Post by: Stuffwriter on September 20, 2019, 01:41:09 PM
I first want to say how much I really appreciate you taking up the task of getting this mod up to standard.

I've been play testing it, and I hope this information is useful to you. I've played nearly every mod extensively and have been at it for two years or so. Note that I have no idea how to do these things, nor how much work it would take, but I felt compelled to provide it regardless.

To do to get up to 9.1a standard
- Ship deployment costs need to be increased across the board
- Ship costs need to be increased across the board, especially the capital ships
- Core turn-in values need to be lowered (you already mentioned this)

My recommendations to get closer to vanilla balance
- The weapons are too powerful. Look at the efficiency values of flux/damage. Generally, a weapon loses efficiency to gain range. Armor penetration, accuracy, and rate of fire are other factors.
- The heavy laser does way too much damage. It should be toned down and its flux costs adjusted.
- Hiigaran ships seem to fit within the high-tech profile. Their prices, shield efficiency, armor, operating costs, and crew requirements should reflect that.
- Hiigaran missiles are too powerful
- A balance pass on some ships may be warranted. For example, the heavy missile cruiser has six heavy missile slots, 2 heavy kinetic mounts, and 6 medium kinetic mounts. This is quite excessive even without the missile mounts. If possible, the mounts should be shrunk to mediums. Even then, this ship would outgun literally every other vessel except for the dreadnought.
- The Dreadnought is far more powerful than any other ship I've seen. It flattens pandemoniums, paragons, karkinos, and orbital stations all by itself. This is fine... but it should cost a hell of a lot to field.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.1
Post by: bombasticmori on September 20, 2019, 02:04:10 PM
I first want to say how much I really appreciate you taking up the task of getting this mod up to standard.

I've been play testing it, and I hope this information is useful to you. I've played nearly every mod extensively and have been at it for two years or so. Note that I have no idea how to do these things, nor how much work it would take, but I felt compelled to provide it regardless.

To do to get up to 9.1a standard
- Ship deployment costs need to be increased across the board
- Ship costs need to be increased across the board, especially the capital ships
- Core turn-in values need to be lowered (you already mentioned this)

My recommendations to get closer to vanilla balance
- The weapons are too powerful. Look at the efficiency values of flux/damage. Generally, a weapon loses efficiency to gain range. Armor penetration, accuracy, and rate of fire are other factors.
- The heavy laser does way too much damage. It should be toned down and its flux costs adjusted.
- Hiigaran ships seem to fit within the high-tech profile. Their prices, shield efficiency, armor, operating costs, and crew requirements should reflect that.
- Hiigaran missiles are too powerful
- A balance pass on some ships may be warranted. For example, the heavy missile cruiser has six heavy missile slots, 2 heavy kinetic mounts, and 6 medium kinetic mounts. This is quite excessive even without the missile mounts. If possible, the mounts should be shrunk to mediums. Even then, this ship would outgun literally every other vessel except for the dreadnought.
- The Dreadnought is far more powerful than any other ship I've seen. It flattens pandemoniums, paragons, karkinos, and orbital stations all by itself. This is fine... but it should cost a hell of a lot to field.

This is all super useful information, i'll try making a pass at it this weekend and get something uploaded.  In the meantime, I fixed the AI core issue, you can get the new version here (https://www.dropbox.com/s/w5rtn727roax4rz/HiigaranDescendants2.0.2.zip?dl=0)
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.1
Post by: MeinGott on September 20, 2019, 02:21:22 PM
What a suprise, I remember playing with those ships in Distant Worlds :D I love the 3d feel, from the perspective the sprites are drawn with. I wonder if they were made as 3d models originally.
Its wonderful this is getting an update.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.1
Post by: Stuffwriter on September 20, 2019, 03:05:02 PM
Other specifics of problematic balance:

Weapons
- Pulsar beam is too powerful. It functions as PD and as strike. If massed, it negates the need for anything else. I recommend flagging it as PD and weakening it
- Hiigaran fighters are too powerful for their costs
- All hiigaran energy weapons are too efficient; they should have a flux cost increase. Note that most energy weapons are 1.2 or higher damage/flux ratio. The exception is continuous beam weapons that can do better than 1.0 in some cases.
- the short-range chain weapons (both explosive and kinetic) are too efficient

Ships
- Some of the ships have relatively low flux dissipation for their size, which can be frustrating to fly.
- The Vaahrok torpedo gunship's built-in torpedoes are ridiculously strong. A reaper torpedo does 4000 damage, the cho does 2500x2, and can fire 4 at once. The torpedo itself isn't really excessive damage, but the ammo count and the fact that the ship can mount 4 medium kinetic mounts with an attack speed increase makes this ship able to destroy a capital very quickly
- The sajuuk-kar laser on the dreadnought is oppressively powerful.
- The Kuun-lann missile cruiser has too many weapon mounts of too large a size for any ship. (I stated this already but putting it here for ease of access). 4 Medium, 6 small, and 2 large weapon mounts, even without the missiles, puts in the damage output of a battle cruiser. 6 heavy missiles makes it outgun small stations by itself.


Vanilla weapon balance:

Consider this low tech weapon. It doesn't do anything special, but as a consequence it's fairly efficient.

Arbalest Autocannon
700 range
150 damage per second
120 flux per second (.8 ratio, very efficient)
Poor accuracy, medium turn rate
8 Ordnance Points

Now consider this medium tech weapon:

Heavy Needler
800 range
250 damage per second
200 flux per second (.8 ratio)
Medium accuracy, medium turn rate
15 ordnance points

It's almost double the cost to mount it, it has the same efficiency, but it has substantially more damage output and a little more range. If you want a weapon to be efficient, it has to lose in other areas. Either in ordnance, overall damage output, range, accuracy, whatever.

This weapon is more specialized:

Hypervelocity Driver
1000 Range
138 Damage per second + 200 EMP damage per second
175 flux per second (1.27 ratio of non-emp damage)
Perfect accuracy, slow turn rate
13 ordnance points

This weapon trades damage per second for EMP, range, and accuracy.

Title: Re: [0.9.1a] Hiigaran Descendants v2.0.1
Post by: Gotcha! on September 20, 2019, 03:13:26 PM
In 0.6.1 these ships/weapons were a bit tougher/more damaging than anything vanilla, from what I recall.
I kinda liked it that way. But yeah, I imagine things are way off the charts now, so many updates later. ;D

I feel sorry to see you go through all of this, bombasticmori! Remember, you can always just shriek in terror and run away from all this.  ;)
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.2
Post by: Stuffwriter on September 20, 2019, 05:30:56 PM
I think part of the problem is the huge number of weapon mounts.

The game has trended towards flux requiring very careful management, so most ships don't have very many mounts. The large capitals in this mod have substantially more mounts, and they're set up with wide firing angles. Probably a bit too much firepower for a single vessel to wield.

Maybe Alex can provide some equations or methodology behind how the devs decide weapon/flux values.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.2
Post by: bombasticmori on September 20, 2019, 07:01:46 PM
I was planning on studying the values for similar weapons for vanilla and a few other mods and see how they do it, then kind of fenangle things from there until something works.  Rebalancing stuff that I haven't personally coded is not my strong suit, but i'll do my best!  I have to do some car maintenance this weekend that may eat up my time but hopefully i'll have a build ready by Sunday
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.2
Post by: Stuffwriter on September 20, 2019, 07:56:38 PM
Your work is greatly appreciated.

Thank you!
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.2
Post by: Deadly104 on September 21, 2019, 03:09:03 AM
got another bug for you

[attachment deleted by admin]
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.2
Post by: Peanut Man on September 21, 2019, 05:24:58 AM
Can't wait to see what's done! Also I like moth's too so yey. :v
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.2
Post by: bombasticmori on September 21, 2019, 02:17:33 PM
got another bug for you

Those scripts were removed from the release version so i'm not quite sure how they got there. I'd recommend try deleting and reinstalling the mod and see if that helps

@peanut man: yay moths! they are tiny and fuzzy and cute :D

Car stuff is done so i'll try to work on some balancing today.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.2
Post by: diegonv40 on September 21, 2019, 03:14:15 PM
wait. What is wrong with 2.000.000 cr from 1 gamma core? i have 47M now
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.2
Post by: bombasticmori on September 21, 2019, 06:13:55 PM
wait. What is wrong with 2.000.000 cr from 1 gamma core? i have 47M now

There was a trailing 0 error in the original release. Go back one page and I uploaded a patch that fixes it
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.2
Post by: Deadly104 on September 21, 2019, 08:38:29 PM
removed and re-downloaded the mod it works and I so happy i can play this now. Thank you for bringing this mod up to date now it will eat all my spare time and i will not regret it. dont have much to play right now and this is going to fix that.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.2
Post by: bombasticmori on September 22, 2019, 12:21:37 AM
Ok, so far i've gone through all the ships and started on the weapons.  I'll definitely release what i have tomorrow, but I may just end up cherry picking some of the worst offenders so far if I'm not able to go through all of the weapons. 

So far some of the major changes have been drastically reducing all the fighter wing's stats to more closely match vanilla (though still be competitive), increasing supply consumption/recovery costs as well as ship pricing across the board, adding peak CR time to ships that were missing it for some reason, readjusting the Peak CR duration to match vanilla values, reconfiguring blueprints a bit so fighter hulls and stations are no longer buildable, and moving the black swan and goliath to the pirate blueprint set.  I've also so far reduced the beam speed and turn rate for the pulsar beam so it no longer moves like a PD cannon, and rebalanced the Ion Beams to function more closely to the vanilla ones (though still be competitive).
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.2
Post by: bombasticmori on September 22, 2019, 08:40:40 PM
I unfortunately wasn't able to get much more done with the weapons, but here's what I have so far.  It has the ship balance changes and some of the more egregious weapon changes.  I still haven't touched the missiles or most of the kinetics, and still needs some work in the energy section, but its progress.  Check the changelog if you're interested in the actual value side of things, and let me know if anything i modified still needs tweaking.  Download is here (https://mega.nz/#!8FcQFIxB!y0jPYe-3ZycTJF9jy075JH_sAuREVMfHat0zc5F_pLo), I used Mega as my dropbox was getting full.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: Gotcha! on September 23, 2019, 01:06:01 AM
If you're done updating, I'll provide a direct link to it from my own little internet space. :)
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: bombasticmori on September 23, 2019, 07:06:48 AM
That's appreciated, but I still have a little more to do. Shouldn't be too much longer now. Thanks though
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: Gotcha! on September 23, 2019, 07:57:12 AM
I'm not in a hurry. ;)
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: Stuffwriter on September 23, 2019, 04:05:24 PM
Great work! I see a huge improvement over last time.

That said, none of your changes took effect until I modified the notepad file to say that it was version 2.0.3, over 2.0.2 that it said before.

Which is weird, since i fully replaced the old one.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: TheMaskedP on September 25, 2019, 06:15:55 AM
I'm so damn excited you're updating/rebalancing this mod. I was elated to see there was a homeworld mod for starsector, but it broke my heart seeing it out of date and watching youtube vids of the dread one-shotting things. After my current playthrough, I'll give it a try!
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: MeinGott on September 27, 2019, 06:54:27 AM
To celebrate this I painted my flagship hiigaran ^^

Spoiler
(https://i.imgur.com/W4aeW5o.png)
[close]
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: Gotcha! on September 27, 2019, 03:32:44 PM
To celebrate this I painted my flagship hiigaran ^^

Spoiler
(https://i.imgur.com/W4aeW5o.png)
[close]
That looks so incredibly good, I wish this mod had ships like that.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: Stuffwriter on September 27, 2019, 07:05:54 PM
It looks like he recolored the diable avionics maelstrom.

It looks quite good in blue!
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: Dwarden on September 28, 2019, 02:36:17 AM
To celebrate this I painted my flagship hiigaran ^^
Spoiler
(https://i.imgur.com/W4aeW5o.png)
[close]

so, this is look of the official export DAM variant into HD sector :)
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: Mytre on September 29, 2019, 10:02:42 AM
Hey, this mod is amazing I am glad it was revived. it would be awesome if it could have the ships from the complex mod such as teh Vortex and their weapons. Or somehow include the vaygr ships :) keep up the awesome work.

edit: I saw you nerfed the sajuuk laser from the dreadnought really bad :c . It is not taht powerful against shields and the flux cost it had on 2.0.2 which is the one I am using had me reaching max flux in one single shot. you sure about those changes? it seems to make the weapon useless ..
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: bombasticmori on September 30, 2019, 07:20:41 AM
Hey, just wanted to say I'm not done working on this, I just haven't got around to looking at it this weekend. I'll try to get some of the rebalance out this week as I'm off school for fall break.

As for the sajuuk-kaar changes, they're still liable to be changed. I just didn't want the weapon to be grossly overpowered like it was. I'll look into tweaking it for the next version
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: Gotcha! on September 30, 2019, 08:38:49 AM
If you want my advice, be careful with nerfing stuff. Don't take out the fun factor.
The Sajuuk-Khar is supposed to be a one of a kind ship. My idea was that there's literally one in the game, and you can get it after brown-nosing the Hiigarans for a long time. In my opinion it's allowed to be hard-hitting.
Back then the beam wasn't grossly overpowered; it wrecked havoc on enemies with their shields down, sure, but it's also very expensive.

Allow people to have fun with slightly overpowered things. If they find something to be too overpowered, they can leave it in the hangar.
That was my motto back then, and I think that's partly why some people miss this mod.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: Igncom1 on September 30, 2019, 09:06:11 AM
That or make it like the 14th Legion-class ships that you can find by searching the sector. Just like in the homeworld series where they find Sajuuk out in the middle of nowhere.

You could even make it a quest to find if you are up to it. Although I don't know the effort required to code that personally.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: MeinGott on September 30, 2019, 10:06:25 AM
That or make it like the 14th Legion-class ships that you can find by searching the sector. Just like in the homeworld series where they find Sajuuk out in the middle of nowhere.

You could even make it a quest to find if you are up to it. Although I don't know the effort required to code that personally.

Yeah, imagine having to somehow reach center of densely clustered gigantic black holes in order to find this one ship. That would be awesome  ;D
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: LeoMaximus on September 30, 2019, 05:54:15 PM
sorry just a quick question does the Saari troop transport have a ground support hullmod?
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: Mytre on September 30, 2019, 08:28:08 PM
Hey, just wanted to say I'm not done working on this, I just haven't got around to looking at it this weekend. I'll try to get some of the rebalance out this week as I'm off school for fall break.

As for the sajuuk-kaar changes, they're still liable to be changed. I just didn't want the weapon to be grossly overpowered like it was. I'll look into tweaking it for the next version

I am on 2.0.2 while you work out the quirks haha,ehm. I feel like the sajuuk kaar laser  weapon needs that extra umpf, but it should be a one hit wonder . so maybe you can make it so that firing it leaves your ship overcharged? but still if you hit the whole shot its enough to at least overcharge the enemy. and I think  you could implement other sprites from hw2 to keep the capital ships more awesome too , but that other idea the other person said about making the sajuuk kaar a unique ship sounds enticing. ( though I like my fleet of those), maybe you could make a standard battlecruiser from the hiigaran  but they lack the sajuuk khar, while leaving the unique one with sajuuk khar and extra stuff.

keep the good work.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: canned Tomatoes on October 01, 2019, 08:53:12 AM
I am on 2.0.2 while you work out the quirks haha,ehm. I feel like the sajuuk kaar laser  weapon needs that extra umpf, but it should be a one hit wonder . so maybe you can make it so that firing it leaves your ship overcharged? but still if you hit the whole shot its enough to at least overcharge the enemy. and I think  you could implement other sprites from hw2 to keep the capital ships more awesome too , but that other idea the other person said about making the sajuuk kaar a unique ship sounds enticing. ( though I like my fleet of those), maybe you could make a standard battlecruiser from the hiigaran  but they lack the sajuuk khar, while leaving the unique one with sajuuk khar and extra stuff.

keep the good work.
Do you think an ammo limit would work?
Like the Yamato cannon of the Yamato IBB?
Depending on the power, it could be limited to 5 shots per battle, so it could be used in the right situation, but it can't be spammed to flat out win the battle.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: Mytre on October 01, 2019, 10:23:52 AM
I dont know, its a big laser and in homeworld it was the mainstay of the battlecruiser class, though my memories from that game were from the complex mod which added a lot of lore friendly ships.

I believe that the laser needs to do good damage (not enough to destroy anything one shot unless they are frigates) but there needs to be a hueg drawback after using it , either forced to vent after using it as it basically uses all the flux and there is a hefty cooldown so the next shoot is far apart. I am not too kin on limited ammo for weapons as I like extended engagements.  But having to wait long times between shot, or shooting it forces you to vent your flux or disables all other weapons for a short period would do the trick .
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: canned Tomatoes on October 01, 2019, 12:41:56 PM
I dont know, its a big laser and in homeworld it was the mainstay of the battlecruiser class, though my memories from that game were from the complex mod which added a lot of lore friendly ships.

I believe that the laser needs to do good damage (not enough to destroy anything one shot unless they are frigates) but there needs to be a hueg drawback after using it , either forced to vent after using it as it basically uses all the flux and there is a hefty cooldown so the next shoot is far apart. I am not too kin on limited ammo for weapons as I like extended engagements.  But having to wait long times between shot, or shooting it forces you to vent your flux or disables all other weapons for a short period would do the trick .
The upside of scarce ammo would be that it can still be very powerful, like a torpedo weapon, with a decent fire rate(for a finisher type weapon). Compare that with some of the large missile weapons, they never really seem to run out during battle.
In addition, you can increase the ammunition with expanded magazines.
Although an upscaled tachyon lance with longer cooldown could also work.

There is also the problem of it being fun to use.
A drawback like driving up the flux of the ship up and forcing it to vent or disabling the weapons sounds more annoying than anything else.
So ammo or long cooldown sound like the best options.

I would recommend taking the SWP Yamato out for a test run to find out how the wave motion cannon feels like and then decide on it.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: Demonocolips on October 02, 2019, 05:49:12 PM
ok on 2.0.2 the sajuuk laser is honestly more or less perfect. i can destroy most ships smaller than cruiser class in a single shot and while firing it doesnt turn fast enough so that if the enemy is paying attention they can get away. cruisers take 2-4 shots depending upon mod with the base game remnant taking the most shots to kill really. ammo based weapons are alright so long as they have a regen of some description on top of the reload. the imperium mod has this problem with a couple cruisers where it has decent weapons but no regen so you run out of ammo far to quickly. so then you have to rely on what are technically the secondary weapons.
i will say that deployment costs need to be doubled at least and i think the ordinance points need to be decreased, its far too easy to have a decent weapon loadout with many hullmods and high levels of flux vents/capacitors. the ships need to be valued higher as well, their a bit cheap.
also i dont know if this is technically a bug but its supposed to be a ship but i cant seem to build the shipyard. i get to the end of the month and nothing for several months. havent tried building the mining station.
trying update seeing what changed.

2.0.3 yeah looking at the sajuuk laser halving the damage was a bit much. do agree with the price increases and the deployment point increase. maybe a little more for both but a step towards balancing. im also seeing the fighters for individual ship sale in all ship categories.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: burnlin on October 03, 2019, 09:04:49 PM
few things ive noticed:
1) the sajuuk battleship is far rarer than the sajuuk-khar (it hasn't actually been up for sale while the dreadnaught is almost always available)
2) similar issue with the rathan not being available while the vraan is always around.
3) In game the hiigaran weapons blueprint says "already learned" but when I go to check the available blueprints no hiigaran weapons are there.

hope this isn't just me
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.3
Post by: bombasticmori on October 06, 2019, 01:21:19 AM
Here is a quick and dirty new release that basically only reverts the damage and flux changes fro the Sajuuk-Kaar and Skaal weapon system. I attempted a few other things to try and solve the non-working weapons blueprint package, but to no avail.  I'd like to keep working on it at some point but with how depressed I've been lately I don't know exactly when that's going to be.  For now I'm going to try to push myself to get something out per week, but I will be on a trip most of next week so anything for that week will be postponed.  Thank you all for your patience.

Link for version 2.0.4 is here: https://mega.nz/#!xR9xAKaI!gAeV1U1OzaAWr_0cRF1p1W2PVllY5x56WRHnr2PoVcg
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: Gotcha! on October 06, 2019, 02:02:08 AM
I'd like to keep working on it at some point but with how depressed I've been lately I don't know exactly when that's going to be. For now I'm going to try to push myself to get something out per week...

You've done a lot of work, and I'm grateful (as I am sure others are), but please make yourself your number one priority.
You have no obligations here and are free to drop this at any time. Just a reminder. ;)
As someone who knows depression, I'd like to say: Be well! Looking after your own well-being is what's most important. There's no need to push yourself.

I've put your link in the main post, as well as a direct link from me. (Here's hoping it won't get downloaded a ton, making my ISP hunt me down.)
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: Khornaar on October 09, 2019, 02:34:55 AM
To make weapon BP pack work I've changed numbers at the end of each line in Weapon_data.csv (now they increase from 77777 to 77811)
(https://i.imgur.com/BcfEJ5X.png)
(https://i.imgur.com/1WeFCmO.png)

Hope this helps.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: Takion Kasukedo on October 09, 2019, 05:50:24 AM
The recovery/supplies and pricing need a bit of work, and probably should be matching the price.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: bombasticmori on October 09, 2019, 12:54:10 PM
To make weapon BP pack work I've changed numbers at the end of each line in Weapon_data.csv (now they increase from 77777 to 77811

Hope this helps.
Thank you so much for solving that. I *knew* it had something to do with those numbers.  I'm currently away from my computer for the week but I'll try to get an updatell out next week
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: NoFoodAfterMidnight on October 10, 2019, 09:40:29 PM
Hey guys, I've spent a few days completely rebalancing and fixing all the bugs in this mod, giving them a cohesive combat style, fixing all the ships' weapon mounts so they're not firing over eachother, and generally reworking a lot of stuff to work in the current version of the game. I think it may be a bit different than the intended vision of the mod originally but I think it works with the Hiigaran lore and ships. I'm wondering if I can post an upload link here, if you guys are interested and okay with it.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: miles341 on October 10, 2019, 10:52:15 PM
Hey guys, I've spent a few days completely rebalancing and fixing all the bugs in this mod, giving them a cohesive combat style, fixing all the ships' weapon mounts so they're not firing over eachother, and generally reworking a lot of stuff to work in the current version of the game. I think it may be a bit different than the intended vision of the mod originally but I think it works with the Hiigaran lore and ships. I'm wondering if I can post an upload link here, if you guys are interested and okay with it.

I'm certainly interested. If you are not allowed to post a link here would you at least send it to me in a PM or something?
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: Gotcha! on October 11, 2019, 01:55:10 AM
Hey guys, I've spent a few days completely rebalancing and fixing all the bugs in this mod, giving them a cohesive combat style, fixing all the ships' weapon mounts so they're not firing over eachother, and generally reworking a lot of stuff to work in the current version of the game. I think it may be a bit different than the intended vision of the mod originally but I think it works with the Hiigaran lore and ships. I'm wondering if I can post an upload link here, if you guys are interested and okay with it.
Anyone's free to update my mods, so I don't mind.
I'll put links to both versions in the main post, so people can try out bombasticmori's and yours and they can see for themselves which one they prefer.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: NoFoodAfterMidnight on October 13, 2019, 10:46:08 PM
Anyone's free to update my mods, so I don't mind.
I'll put links to both versions in the main post, so people can try out bombasticmori's and yours and they can see for themselves which one they prefer.

Awesome. Here's the link to my version of the mod: http://www.mediafire.com/file/h9ew6q0niv0lqoh/Hiigaran_Descendants_v3.zip/file

There's a readme with a description in it in the download
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: Gotcha! on October 14, 2019, 05:28:30 AM
Anyone's free to update my mods, so I don't mind.
I'll put links to both versions in the main post, so people can try out bombasticmori's and yours and they can see for themselves which one they prefer.

Awesome. Here's the link to my version of the mod: http://www.mediafire.com/file/h9ew6q0niv0lqoh/Hiigaran_Descendants_v3.zip/file

There's a readme with a description in it in the download
Okidoke, thanks! Links placed.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: Xevecx1 on October 16, 2019, 06:54:36 PM
ok so been playing the bombastic release for awhile now and some of the ships are pretty ridiculous some of the things i would do right off the bat

take a good look at turret arcs across the board almost every gun can shoot the same target at all times
 
kuun-lun missile cruiser is a monstrosity 6! large missile slots and fast racks along with 4 medium ballistics and 2 large ballistics that can all shoot at once(mostly do to the previous turret arcs)and only 35 deployment

dreadnaught should be brought into line with other similar ships at 60 deployment not 45 and again another 5! large missile racks

unlimited peak performance time shouldn't be a thing

theres plenty of other things i noticed but these would be the most prominent things i noticed almost instantly
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: Xevecx1 on October 16, 2019, 07:49:44 PM
just plugged in nofoods version and was instantly happy hes implemented a ton of the stuff i would have likes to see have to play with this one for awhile

also enjoy that you made the sajuuk-khar expensive but even more (argueably)powerful then before(minus the turret arc work and the large missiles but got rid of the fluxing out issues and hard mounted pd)
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: NoFoodAfterMidnight on October 17, 2019, 06:28:28 AM
just plugged in nofoods version and was instantly happy hes implemented a ton of the stuff i would have likes to see have to play with this one for awhile

also enjoy that you made the sajuuk-khar expensive but even more (argueably)powerful then before(minus the turret arc work and the large missiles but got rid of the fluxing out issues and hard mounted pd)

I'm glad you're liking it. I remade the Sajuuk-Khar bigger and badder than before, definitely a powerhouse but it's supposed to be very, very rare and expensive. I wanted to keep the fun factor of such a huge ship without making it *too* good.

Give me any feedback you can :)
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: Stuffwriter on October 17, 2019, 01:21:00 PM
I like a lot the work you've done with this mod, NoFood. I especially like how you've changed the weapon mounts on the ships themselves.

The ships are substantially more powerful than vanilla, however. Like flatten entire flotillas with a few ships powerful.

Which is fine if that's what you were going for, but if you wanted to get closer to vanilla balance, i'd increase the deployment costs across the board for basically everything.

Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: miles341 on October 17, 2019, 04:10:29 PM
Hmm, I'd like to try out your version, but I don't want to restart my current save. Do you know if your version will break saves if I directly replace the original one with it?
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: NoFoodAfterMidnight on October 17, 2019, 06:12:39 PM
I like a lot the work you've done with this mod, NoFood. I especially like how you've changed the weapon mounts on the ships themselves.

The ships are substantially more powerful than vanilla, however. Like flatten entire flotillas with a few ships powerful.

Which is fine if that's what you were going for, but if you wanted to get closer to vanilla balance, i'd increase the deployment costs across the board for basically everything.

My experience is you can do that with just about any good ships, the game is pretty easy when you know how to outfit/use ships. I was going for the typical mod fashion: slightly better than vanilla ships, but not outright overpowered. They're supposed to be tough, but with very poor flux stats and have difficulty doing high sustained DPS; this is innately strong against AI that often don't know when to push the advantage or deal with highly specialized fleets, however, so it's gonna be tough to get right if its even possible. Their stats closely match low-tech ships of the same tier but with worse flux stats, more varied but similar number of mounts, and better engines. Anything specific you think makes them overpowered?

Hmm, I'd like to try out your version, but I don't want to restart my current save. Do you know if your version will break saves if I directly replace the original one with it?

If you replace the version you're using with mine you should be able to continue your save just fine. I'm pretty sure I didn't remove/rename anything so it shouldn't get any errors. You'll probably have some weapons in weird slots on ships though.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: miles341 on October 17, 2019, 06:23:27 PM

Hmm, I'd like to try out your version, but I don't want to restart my current save. Do you know if your version will break saves if I directly replace the original one with it?

If you replace the version you're using with mine you should be able to continue your save just fine. I'm pretty sure I didn't remove/rename anything so it shouldn't get any errors. You'll probably have some weapons in weird slots on ships though.

Alright, thank you! I don't have any Hiigaran ships currently in my fleet, so no worries about the weapons/slots.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: Khornaar on October 18, 2019, 02:39:29 AM
I like a lot the work you've done with this mod, NoFood. I especially like how you've changed the weapon mounts on the ships themselves.

The ships are substantially more powerful than vanilla, however. Like flatten entire flotillas with a few ships powerful.

Which is fine if that's what you were going for, but if you wanted to get closer to vanilla balance, i'd increase the deployment costs across the board for basically everything.

My experience is you can do that with just about any good ships, the game is pretty easy when you know how to outfit/use ships. I was going for the typical mod fashion: slightly better than vanilla ships, but not outright overpowered. They're supposed to be tough, but with very poor flux stats and have difficulty doing high sustained DPS; this is innately strong against AI that often don't know when to push the advantage or deal with highly specialized fleets, however, so it's gonna be tough to get right if its even possible. Their stats closely match low-tech ships of the same tier but with worse flux stats, more varied but similar number of mounts, and better engines. Anything specific you think makes them overpowered?

I'm not the person that wrote first, but if you're open to feedback?
1. Absolutely love ship firing arcs/slots rework. Especially great job on Ion beam cruisers.
2. Mixed energy/ballistic faction like Hiigarans looks more like Midline, rather than Low-tech, at lest for me. So i strongly disagree with flux/armor stats on destroyer/cruiser sized ships. Strangely, capsize is more similar to Midline stats, or so it seems to me.
3. Carriers are super meh (in current meta, where wing slots are everything), but honestly, that's ok.
4. Battlecruisers all have 7 Burn, and destroyers have 8, which is strange, since Vanilla counterparts have 8 and 9 respectively. Mmaybe it's a holdover from earlier builds of the Starsector and was norm, but alas.
5. Sajuuk-Khar feels mediocre for a 105/145 cost super ship. Hiigarans really cut costs on outfitting their flagship. Flux stats on it are from a ship one size too small. It need either a lower cost or better flux stats (maybe at the cost of armor/hull stats). Also maybe Advanced targeting core instead of Integrated.
6. Hiigaran Medium and Large ballistic guns are straight up garbage, compared to Vanilla guns. Example: Why use Dual chaingun (HE), when assault chaingun has same range, more dps/damage-per-shot, better flux and takes less OP? With those pitiful ranges, they either have to have godlike DPS or Flux stats, ATM they have neither. Also, large guns and their weird 23 OP cost.
7. Missiles cost too much for infinite type. Using Pilum as point of reference, they should have better dps and/or cost less OP. Yes, they are faster than Pilums (honestly, my grandma is faster than Pilums), and that's a consideration too, but nonetheless.

Some bugs i noticed:
1) Sajuuk-Khar has 6 Large hybrid and 1 Large Universal slots, but forward facing Universal and Hybrid have the same coordinates, so its impossible to fit Hybrid slot. Balance-wise deleting this slot (or not) really depends on the resolution of Flux/Cost problem of this ship.
2) PD drones "Pulsar" (ships system) spawns drones that, despite having a weapon, do nothing. (Adding "No_flux" mod solved this problem, but they still won't target missiles, probably because Pulsar isn't a PD weapon anymore).
3) Maybe it's just me (but i even started a new game to test this): Hiigaran ships have some fundamental problem with ship variants. Ships in the bounties and in the defense fleets have absolutely no guns (https://imgur.com/a/vB9Law8). Ships built by player have the same problem.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: NoFoodAfterMidnight on October 18, 2019, 09:54:35 AM
Thanks for the feedback  :D

When you say you strongly disagree with the destroyer/cruiser stats, are they too poor or too strong? Which stats?

I've buffed the carriers a bit in the internal build and I'm reworking the drones and drone skills

I'll fix the burn levels, you're right

I'll do a balance pass over the chainguns, they definitely weren't my primary focus when designing the weapons and they are total trash.

If you're talking about the Abas missiles, I've considered nerfing them because of their versatility and all-round power. The difference between fast moving energy damage missiles and very slow moving HE missiles is pretty huge, pilums can't burst down a shield and start doing real damage, Abas' can. Abas' can also exploit downed shields where pilums can't.

There's not supposed to be a 6th hybrid slot there on the Sajuuk-Khar, I'll fix that. I've buffed the Sajuuk-Khar a bit in the internal build. I'm hesitant to make it too strong even as a super-ship, because larger ships in SS are just inherently stronger due to the combat mechanics around shields. I might give it an ATC instead of ITU.

I've noticed some Hiigaran fleets not having weapons, but half the time the fleets are fine. I've been looking into it and it's probably a variant issue with some of the ships, I didn't update their variants after some ship changes.

Overall the ships are supposed to have very poor flux stats, in return for being the toughest ships in the sector to kill. They definitely prefer their own weapons which is why the arsenal was expanded to have a full roster. They're a pretty specialized faction, combining low dps with high toughness and speed, and won't fare well if you try to force them to do anything else.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: Stuffwriter on October 18, 2019, 10:56:25 AM
I think specifically what makes the Hiigs overpowered in your version of the mod is their ridiculous shields and one of their missile types. I know you're going for a tanky faction that's low dps, but the amount of damage they can soak up is nearly ridiculous. The battlecruiser with the drone system can get to .33 shield efficiency with the shield skill and hardened shields hullmod. That's not far from a fortress shield at that point. Hiig poor flux stats aren't nearly as detrimental when their shields are brick walls.

The auto-replenishing missiles are just a tad too strong at the moment. The cor missiles are fast, maneuverable, hit almost as hard as harpoons (harpoons are 750, the cor is 600), replenish quickly, and have a huge ammo stock. I think one of these has to go. Personally, I think the missiles should hit for a lot less if they're going to be so spammable. If you're going for a faction that is low dps, their auto-forging missiles don't really hit that mark. Enemy frigates, destroyers, and even cruisers just get melted by swarms of endless missiles.


Overall, if you weaken their shields slightly and weaken their missiles slightly, I think the hiigs would be right between vanilla high-tech and midline.

I want to emphasize that you're very close here, and you've done fantastic work.

What I like:
- Hiig energy weapons. They are fun to use, impactful, and not overpowered. When mixed in with their efficient projectile weapons, they're great
- Long-range kinetic/explosive guns. Balanced and easy to customize ships with
- Weapon mount balance. Good coverage and easily customizeable for different roles. I think you did a great job here!
- Weak carriers (gives the faction a unique focus in a meta where hangars are super important)
- diverse roles for capitals and cruisers

Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: Khornaar on October 18, 2019, 01:52:15 PM
Thanks for the feedback  :D
When you say you strongly disagree with the destroyer/cruiser stats, are they too poor or too strong? Which stats?
After more testing, cruisers flux stats seem ok . I guess it was just false impression after destroyer testing. On that note, Destroyers in general have so little max flux, even with their high shield efficiency it's easy to overload them. And then they're toast.
It's just seem a bit strange logic for me: "lets make tanky shield faction, but give them tiny flux". Kinda counter-intuitive. And while it's kinda works for cruiser size and up, destroyers got the short stick.


VALID POINTS

I agree on the Large Cor (explosive) missile being overpowered. (Just never got that BP so had to do with mediums, which aren't that op). Medium kinetic missiles still suck. :)

Kinda agree on BCs.
Kashiir is somewhat outlier in shield EHP department at ~43.6k (24/0.55) with max caps (no mods/skills) and could use a trimming of shield efficiency (it's also the only ship with 0.55 efficiency btw). With sensor drones granting range, it could even warrant to make it off-brand Conquest, aka worse shield stats that average in the fleet but a little more flux to snipe better.
Qwaar (aka off-brand Odyssey)on the other hand is ~35k shield EHP, which is ~30% more that Odyssey. In fact Chronos battlecruiser from SWP mod (which at this points is basically Vanilla) have ~34k EHP on shields (and a single large turret). If we continue to compare it to Odyssey: better firing arcs, better overall set of weapons(YMMV), comparable if a little worse dissipation, sadly no fighters. Overall, tanky without hindering dps that much.
So yea, battlecruisers are better than Vanilla analogues, no doubt.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: Gotcha! on October 18, 2019, 03:25:45 PM
I'm positive it's harder for bombasticmori and NoFoodAfterMidnight to balance out my -5- years-old mod, than it was for me when I made the whole thing from scratch.  ;D
It's apparent a lot of things changed in this game in all those years.

Kudos to your tenacity (the both of you). :)
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: NoFoodAfterMidnight on October 19, 2019, 09:05:36 PM
Got a new update. It adds a bunch of MagicLib stuff and does require it, idk if that's alright I can take it out if it's not.

http://www.mediafire.com/file/dsm8s1mofpt9cts/Hiigaran_Descendants_v4.zip/file

Fixed the AI not spawning with weapons and a whole bunch of balance changes
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: Nick XR on October 21, 2019, 04:36:18 PM
It's great to see this mod active again!  Great work all around.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: Gotcha! on October 22, 2019, 01:11:46 AM
Got a new update. It adds a bunch of MagicLib stuff and does require it, idk if that's alright I can take it out if it's not.

http://www.mediafire.com/file/dsm8s1mofpt9cts/Hiigaran_Descendants_v4.zip/file

Fixed the AI not spawning with weapons and a whole bunch of balance changes
I guess I'm not against it if it makes for an improvement. And I prefer you guys have all the freedom.

I'm curious what changes you made that require that mod?
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: NoFoodAfterMidnight on October 22, 2019, 02:15:04 AM
I guess I'm not against it if it makes for an improvement. And I prefer you guys have all the freedom.

I'm curious what changes you made that require that mod?

I added trails and various effects to weapons and projectiles, mostly to the energy weapons. Like this: http://puu.sh/EvukK/ce2eef5e6c.jpg and this: http://puu.sh/Evum1/99809c6166.jpg
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: Gotcha! on October 22, 2019, 03:52:59 AM
Well, as long as the ion beams still look like Homeworld ion beams. :P
I really need to check out both you guys' work soon. Ugh, I'll get around to it.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: rditto48801 on October 22, 2019, 07:40:57 PM
I had an odd crash on the main menu, looking at the log, it looks to be caused by a missing ship hull variant relating to this mod.

Last part of the log.
Code
179669 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [hii_tarii_wing] not found!
java.lang.RuntimeException: Ship hull variant [hii_tarii_wing] not found!
at com.fs.starfarer.loading.B.super(Unknown Source)
at com.fs.starfarer.loading.B.super(Unknown Source)
at com.fs.starfarer.combat.systems.N.Ò00000(Unknown Source)
at com.fs.starfarer.combat.systems.N.advanceImpl(Unknown Source)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I have Hiigaran Descendants v4
The crash occurred (coincidentally/ironically) after a Hiigaran Kuun-Lan had flown by, when it should have been spawning in another ship/fighter to fly by.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: NoFoodAfterMidnight on October 22, 2019, 11:35:26 PM
Yeah I've experienced that crash too, it's pretty rare. I'm not actually sure what's causing it because there's no references to that variant in the list of variants for the title screen battle. I've removed all the carriers from the title screen variants and hopefully that fixes it in v5 but it's pretty hard to test.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: Kpatrol88 on October 23, 2019, 06:02:32 AM
Hello there, I'm new to the forums but I've been playing with the mod ever since the new compatibility patches came out. Been loving it so far, but I've come across a few bugs.
Note: I am using NoFood's v4 of the mod.

- I'm probably not supposed to have them considering their descriptions, but whenever I place a custom order for the Goliath and Black Swan (pirate) Hiigaran capital ships, at the end of the month instead of receiving the ships it maxes out my production costs and turns them into fuel, supplies and crew. Not the worst thing and somewhat exploitable but still probably not as intended all around.

- There's a particular cruiser that causes a hard game crash when clicked on in the fleet doctrine screen. The Jneer I believe.

- Not sure if its this mod in particular since I've pretty much stuffed nearly every compatible mod and faction mod into my game, but I've been getting semi-random fatal:null errors ever since I picked up the Hiigaran ship and weapons blueprint packs in-game. Maybe someone here can point me in the right direction?
Code
13421287 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:384)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
at com.fs.starfarer.campaign.C.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: NoFoodAfterMidnight on October 24, 2019, 01:07:09 PM
Hello there, I'm new to the forums but I've been playing with the mod ever since the new compatibility patches came out. Been loving it so far, but I've come across a few bugs.
Note: I am using NoFood's v4 of the mod.

- I'm probably not supposed to have them considering their descriptions, but whenever I place a custom order for the Goliath and Black Swan (pirate) Hiigaran capital ships, at the end of the month instead of receiving the ships it maxes out my production costs and turns them into fuel, supplies and crew. Not the worst thing and somewhat exploitable but still probably not as intended all around.

- There's a particular cruiser that causes a hard game crash when clicked on in the fleet doctrine screen. The Jneer I believe.

- Not sure if its this mod in particular since I've pretty much stuffed nearly every compatible mod and faction mod into my game, but I've been getting semi-random fatal:null errors ever since I picked up the Hiigaran ship and weapons blueprint packs in-game. Maybe someone here can point me in the right direction?

It sounds like the issues you're describing are from updating to v4 in the same game as you were using v3, which unfortunately seems to cause some problems I didn't anticipate or see until way after I released v4.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: Kpatrol88 on October 25, 2019, 01:33:38 PM
Hmm, yeah. That sounds exactly what seems to be the problem. Unfortunate, since I've been playing this save game for several irl months, but I was contemplating on starting fresh anyway. Thanks!
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4
Post by: NoFoodAfterMidnight on October 27, 2019, 02:49:08 AM
http://www.mediafire.com/file/acwoo3xi9064eah/Hiigaran_Descendants_v5.zip/file

One more big update, doubt I'll being doing anything but bugfixing or small tweaks on feedback for a while. This may or may not cause issues with existing saves, it didn't for me, but you may have to start a new save with this version, or you can just redownload v4 and keep using that if you run into any issues. Enjoy.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Gotcha! on October 27, 2019, 07:06:48 AM
Nice job! :) I'll keep secretly checking this thread and update the main post.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Central on November 05, 2019, 06:21:54 PM
Hey, I've been having a weird issue suddenly with this when starting a new game, it's started out of nowhere... Any ideas?

Code
240172 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
    at data.scripts.world.HiiPolarisGen.generate(HiiPolarisGen.java:132)
    at data.scripts.world.HiigaraGen.generate(HiigaraGen.java:20)
    at data.scripts.world.HiiModPlugin.initHiigaranDescendants(HiiModPlugin.java:47)
    at data.scripts.world.HiiModPlugin.onNewGame(HiiModPlugin.java:54)
    at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
    at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
    at com.fs.starfarer.ui.N.dismiss(Unknown Source)
    at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
    at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
    at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
    at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
    at com.fs.starfarer.ui.I.processInput(Unknown Source)
    at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
    at
com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    at com.fs.starfarer.coreui.c.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
    at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
    at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: HereticKannon on November 05, 2019, 08:20:55 PM
Hi there, I loved playing Homeworld as a kid so I really appreciate this mod being updated. The ships look amazing!

As Central said though, there seems to be a problem with version 5 when starting a new game. I tried loading the game with this mod and had a crash, but when I turned only this mod off the new game started just fine.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: HereticKannon on November 07, 2019, 01:59:19 PM
Another quick update since I wanted to see exactly what was causing the crash. It seems now like there wasn't anything on this end, it was a conflict with a new mod on the forums called Kipling Radiative Faction Pack (http://fractalsoftworks.com/forum/index.php?topic=17137.0) so I apologize for the misleading initial crash report.

For the purposes of the test I had on:

Console Commands
Hiigaran Descendants
Kipling Radiative
Lazy Lib
Magic Lib
Audio Plus
Graphics Lib

Crashed after I clicked Start Game with this report:

Spoiler
490739 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
   at data.scripts.world.HiiPolarisGen.generate(HiiPolarisGen.java:132)
   at data.scripts.world.HiigaraGen.generate(HiigaraGen.java:20)
   at data.scripts.world.HiiModPlugin.initHiigaranDescendants(HiiModPlugin.java:47)
   at data.scripts.world.HiiModPlugin.onNewGame(HiiModPlugin.java:54)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I turned off Kipling and it starts up just fine, even with all of my other mods thrown in afterwards.

Thank you Central for the amazing mod and NoFoodAfterMidnight for the update allowing us to enjoy it. Time to cruise the space lanes in these blasts from the past.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Phoenixheart on November 07, 2019, 04:33:45 PM
Oh my god thank you so much for putting in the work to update and rebalance this mod. I'm a huge Homeworld fanboi, so this mod was always one of my favorites, even if it was a little unbalanced in days past.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: tomatopaste on November 08, 2019, 08:33:00 AM
Another quick update since I wanted to see exactly what was causing the crash. It seems now like there wasn't anything on this end, it was a conflict with a new mod on the forums called Kipling Radiative Faction Pack (http://fractalsoftworks.com/forum/index.php?topic=17137.0) so I apologize for the misleading initial crash report.

For the purposes of the test I had on:

Console Commands
Hiigaran Descendants
Kipling Radiative
Lazy Lib
Magic Lib
Audio Plus
Graphics Lib

Crashed after I clicked Start Game with this report:

Spoiler
490739 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
   at data.scripts.world.HiiPolarisGen.generate(HiiPolarisGen.java:132)
   at data.scripts.world.HiigaraGen.generate(HiigaraGen.java:20)
   at data.scripts.world.HiiModPlugin.initHiigaranDescendants(HiiModPlugin.java:47)
   at data.scripts.world.HiiModPlugin.onNewGame(HiiModPlugin.java:54)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I turned off Kipling and it starts up just fine, even with all of my other mods thrown in afterwards.

Thank you Central for the amazing mod and NoFoodAfterMidnight for the update allowing us to enjoy it. Time to cruise the space lanes in these blasts from the past.
As you can see clearly the error message occured because of the Hiigaran script, but I've been trying to troubleshoot it and I can't tell what the issue is.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Barracuda on November 08, 2019, 09:45:13 AM
Could you post the differences between the two different versions of this mod if there are any?
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: lolghurt on November 08, 2019, 12:31:18 PM
I've been trying to troubleshoot it and I can't tell what the issue is.

Both Hii and Kipling have the addMarketplace class containing the addMarketplace method, but the method contents are different, causing a conflict and a crash. Renaming one of them should fix the issue, but really, both of them should have their mod's shorthand prefixed to the class or something to make sure this doesn't happen with another mod.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: WeWickYou on November 11, 2019, 04:18:32 AM
hi, i have a little question,
it look's like the BP for HII weapon is empty, 1st look it was empty with no weapon name inside and when i did check the production list there was no Hiigaran weapon/wing.
Maybe i need to change a file or something?

Regards,
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Recc on November 11, 2019, 05:35:43 AM
hi, i have a little question,
it look's like the BP for HII weapon is empty, 1st look it was empty with no weapon name inside and when i did check the production list there was no Hiigaran weapon/wing.
Maybe i need to change a file or something?

Regards,

Download the newest version of this mod, I was having the same issue but that was my fix
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Versil on November 12, 2019, 09:45:36 PM
Hey, I've been having a weird issue suddenly with this when starting a new game, it's started out of nowhere... Any ideas?

Spoiler
Code
240172 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
    at data.scripts.world.HiiPolarisGen.generate(HiiPolarisGen.java:132)
    at data.scripts.world.HiigaraGen.generate(HiigaraGen.java:20)
    at data.scripts.world.HiiModPlugin.initHiigaranDescendants(HiiModPlugin.java:47)
    at data.scripts.world.HiiModPlugin.onNewGame(HiiModPlugin.java:54)
    at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
    at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
    at com.fs.starfarer.ui.N.dismiss(Unknown Source)
    at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
    at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
    at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
    at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
    at com.fs.starfarer.ui.I.processInput(Unknown Source)
    at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
    at
com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    at com.fs.starfarer.coreui.c.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
    at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
    at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
[close]
Same problem, it would be great if you guys could solve this problem.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: tomatopaste on November 12, 2019, 10:05:06 PM
Hey, I've been having a weird issue suddenly with this when starting a new game, it's started out of nowhere... Any ideas?

Spoiler
Code
240172 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
    at data.scripts.world.HiiPolarisGen.generate(HiiPolarisGen.java:132)
    at data.scripts.world.HiigaraGen.generate(HiigaraGen.java:20)
    at data.scripts.world.HiiModPlugin.initHiigaranDescendants(HiiModPlugin.java:47)
    at data.scripts.world.HiiModPlugin.onNewGame(HiiModPlugin.java:54)
    at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
    at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
    at com.fs.starfarer.ui.N.dismiss(Unknown Source)
    at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
    at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
    at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
    at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
    at com.fs.starfarer.ui.I.processInput(Unknown Source)
    at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
    at
com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    at com.fs.starfarer.coreui.c.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
    at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
    at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
[close]
Same problem, it would be great if you guys could solve this problem.
As shown above, the developer of Hiigaran Descendants has not personalised the addMarketplace function to their mod, so whenever another mod has the same function name it causes an error on sector generation. This issue isn't fixable by a user, the developer needs to fix it themselves.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Phoenixheart on November 13, 2019, 02:53:28 PM
Using NoFood's version, I acquired blueprints for the 2 pirate ships (black swan and... the carrier one, I forget the name). When I try to build them from my colonies it consumes all available production but fails to create the ship, just gives the supplies/fuel/crew that you'd get normally.

I've seen this bug before, is this common and is it something I can tweak in a config file to fix in my game without waiting for an update?
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: MeinGott on November 15, 2019, 04:13:43 AM
Using NoFood's version, I acquired blueprints for the 2 pirate ships (black swan and... the carrier one, I forget the name). When I try to build them from my colonies it consumes all available production but fails to create the ship, just gives the supplies/fuel/crew that you'd get normally.

I've seen this bug before, is this common and is it something I can tweak in a config file to fix in my game without waiting for an update?

no entry for this vessel in default_ship_roles.json perhaps
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: WeWickYou on November 15, 2019, 04:11:35 PM
hi, i have a little question,
it look's like the BP for HII weapon is empty, 1st look it was empty with no weapon name inside and when i did check the production list there was no Hiigaran weapon/wing.
Maybe i need to change a file or something?

Regards,

Download the newest version of this mod, I was having the same issue but that was my fix

Pretty much fixed the "issue", and on top of that's now the singularity cannon shoot look's better ;p.
Thx for help :)
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Phoenixheart on November 25, 2019, 05:21:27 PM
Using NoFood's version, I acquired blueprints for the 2 pirate ships (black swan and... the carrier one, I forget the name). When I try to build them from my colonies it consumes all available production but fails to create the ship, just gives the supplies/fuel/crew that you'd get normally.

I've seen this bug before, is this common and is it something I can tweak in a config file to fix in my game without waiting for an update?

no entry for this vessel in default_ship_roles.json perhaps

That fixed it, thanks! Had to add Black Swan and Goliath to default_ship_roles.json.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: sinani210 on December 24, 2019, 10:36:19 PM
Quote
Could you post the differences between the two different versions of this mod if there are any?

I'd also be interested in any differences if there are any. The main page doesn't make any distinctions between the two, so it's a little hard to know if there are any differences/what those differences are.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Gotcha! on December 25, 2019, 03:56:30 PM
I am doubtful these two people recorded any of their changes, so I'm afraid there isn't a change log for anything, no direct way of comparing both versions.

The only thing you can do is try both of them and see which one you like best.

Sorry!
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: eamax on December 26, 2019, 08:43:46 AM
Using NoFood's version, I acquired blueprints for the 2 pirate ships (black swan and... the carrier one, I forget the name). When I try to build them from my colonies it consumes all available production but fails to create the ship, just gives the supplies/fuel/crew that you'd get normally.

I've seen this bug before, is this common and is it something I can tweak in a config file to fix in my game without waiting for an update?

no entry for this vessel in default_ship_roles.json perhaps

That fixed it, thanks! Had to add Black Swan and Goliath to default_ship_roles.json.

Could you share the files with the fixes?
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Worachot on December 26, 2019, 12:25:48 PM
so i found atleast 3 large energy weapons that have n/a as ordinance cost making it impossible to equip them on ships

https://i.imgur.com/jkTkjeA.png

and the one in the picture is a starting weapon so i dont think its a hidden weapon

anyone else know of this problem? is there a fix?
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Gotcha! on December 26, 2019, 12:49:30 PM
so i found atleast 3 large energy weapons that have n/a as ordinance cost making it impossible to equip them on ships

https://i.imgur.com/jkTkjeA.png

and the one in the picture is a starting weapon so i dont think its a hidden weapon

anyone else know of this problem? is there a fix?
There are a few weapons that are permanently attached to certain ships (or are supposed to anyway), and they have no ordinance cost. The ships themselves have had their ordinance adjusted.
You can't buy these weapons and can't remove them from these ships.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Worachot on December 31, 2019, 09:00:44 AM
is it possible to build Hiigarian ships in v5?
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: UNSpacecommand on January 20, 2020, 06:33:31 PM
Just tried this Mod and wow.... The missile Cruiser is downright OP no matter who uses them. Very fun though and does make it more interesting in terms of point defenses. That said the Vanaar Cruiser is just a flying Macross Missile Massacare dispenser.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: grinningsphinx on April 07, 2020, 10:30:49 PM
The one blueprint for a selection of Hiigaran ships is clickable, and performs like you learn them, but none of them are showing up in the build list or doctrine. There also isnt a "Hiigaran"  tag listed for sorting in amongst the others.  Im using Version 5, the one that requires magiclib.

Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: ThirdDawn on May 31, 2020, 11:15:30 PM
Hello Gotcha!, I'm new to the forum and I just love playing with your mod, however, I have run into an issue with the weapon blueprint not giving me the weapons, I looked and can't figure out the issue, so on that note. I'd figure I'd message you; that way you can fix the problem.

attached are some images showing the problem.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Gotcha! on June 12, 2020, 03:54:31 AM
I'm afraid I can't help with that. At this point it's doubtful I'll return to modding anytime soon. I've been out of it for too many years, and have too many other things on my plate.

I'm afraid any updates for this mod will have to rely on other people.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: connortron7 on June 12, 2020, 03:00:52 PM
Hello Gotcha!, I'm new to the forum and I just love playing with your mod, however, I have run into an issue with the weapon blueprint not giving me the weapons, I looked and can't figure out the issue, so on that note. I'd figure I'd message you; that way you can fix the problem.

attached are some images showing the problem.
I'm afraid I can't help with that. At this point it's doubtful I'll return to modding anytime soon. I've been out of it for too many years, and have too many other things on my plate.

I'm afraid any updates for this mod will have to rely on other people.

Ill look into it tomorrow, see if i can find the problem and post a fix

EDIT:maybe sunday, somthins come up today.

EDIT 2: maybe im just dumb rn but i cant find the problem, the IDs match up, everything looks good. sorry.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Viking8008 on June 16, 2020, 07:47:35 AM
Where or how to get Sajuuk Khar ship? There is no BP and no Bounty, so where do I get it?
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Mahalah on June 26, 2020, 08:20:45 AM
Where or how to get Sajuuk Khar ship? There is no BP and no Bounty, so where do I get it?

you may find one in sufficiently big hiigaran military market but it's like, 10 times rarer than the Paragon
it also has a very low chance to appear in the biggest hiigaran fleet, an easy way to spawn one is to request a huge fleet (> 2000 fleet power) from a hiigaran market by the nexerelin special command dialog
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Viking8008 on June 26, 2020, 09:17:09 AM
Where or how to get Sajuuk Khar ship? There is no BP and no Bounty, so where do I get it?

you may find one in sufficiently big hiigaran military market but it's like, 10 times rarer than the Paragon
it also has a very low chance to appear in the biggest hiigaran fleet, an easy way to spawn one is to request a huge fleet (> 2000 fleet power) from a hiigaran market by the nexerelin special command dialog

Ty a lot!
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Mahalah on June 28, 2020, 05:18:42 AM
Where or how to get Sajuuk Khar ship? There is no BP and no Bounty, so where do I get it?

you may find one in sufficiently big hiigaran military market but it's like, 10 times rarer than the Paragon
it also has a very low chance to appear in the biggest hiigaran fleet, an easy way to spawn one is to request a huge fleet (> 2000 fleet power) from a hiigaran market by the nexerelin special command dialog

Ty a lot!

btw which version of the mod are you using? in NoFoodAfterMidnight's version (v5) the Sajuuk-Khar will not spawn in markets and random fleets as there's no blueprint for it
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Draco on September 16, 2020, 10:32:29 PM
I'm sorry for this request, but is it possible to see the real sajuuk? That ship is magnificent and unless you lose it in the homeworld campaign in theory the hiigaran will keep it
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Kwbr on September 17, 2020, 02:32:54 AM
this mod is inactive so it's unfortunately unlikely to be updated unless someone like nofood picks it up again. also don't really think the sajuuk would translate well to starsector's top-down style, it'd just kinda look like a boring featureless wedge. maybe if it was on its side or something but then it'd be asymmetrical and not in the good way.
Spoiler
pic related
(https://i.pinimg.com/originals/64/dd/49/64dd49a0ac0dd00be17f623e5efeadf2.jpg)
[close]
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Draco on September 17, 2020, 11:04:28 AM
this mod is inactive so it's unfortunately unlikely to be updated unless someone like nofood picks it up again. also don't really think the sajuuk would translate well to starsector's top-down style, it'd just kinda look like a boring featureless wedge. maybe if it was on its side or something but then it'd be asymmetrical and not in the good way.
Spoiler
pic related
(https://i.pinimg.com/originals/64/dd/49/64dd49a0ac0dd00be17f623e5efeadf2.jpg)
[close]

I think it would look good, if I knew how to add it I would do it, right now just improve the weapons, especially the one belonging to said nabe which is a short very long range ships, I think it would be very well seen from above since I have some that Another mod that adds ships that are flat in that sense and the sajuuk if done well, thanks to its size its unique details would be seen, such as the brightness that runs throughout the hull when firing the cutter - it is the name that I have given to his weapon, I don't remember what it was really called XD -
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Rathorn on September 20, 2020, 03:53:43 AM
Ok, I've been playing around with this and trying to do a balance pass in what little free time I have. My only issue so far is an occasional ctd with the error "failed to find hii_tarii_wing" which is afaik always a missing entry in the ships csv file, and maybe I'm dumb but I can not for the life of me find anything anywhere with the name tarii, not in the wings, not in the hulls, not in the variants. Anyone else have this issue or know where I should look?
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Draco on September 20, 2020, 10:31:58 AM
Ok, I've been playing around with this and trying to do a balance pass in what little free time I have. My only issue so far is an occasional ctd with the error "failed to find hii_tarii_wing" which is afaik always a missing entry in the ships csv file, and maybe I'm dumb but I can not for the life of me find anything anywhere with the name tarii, not in the wings, not in the hulls, not in the variants. Anyone else have this issue or know where I should look?

The same thing happens to me, I balanced all the weapons and ships, now they are as what they should be at a realistic price, but always in a certain situation the game tries to spawn that wing and exploits java, I tried to find the problem but I can't find it, according to the file it must be a fighter, the problem is which one, there is a star wars mod that happened the same thing but in large ships and it was due to some wrong weapon according to its author
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Rathorn on September 20, 2020, 11:10:49 AM
The same thing happens to me, I balanced all the weapons and ships, now they are as what they should be at a realistic price, but always in a certain situation the game tries to spawn that wing and exploits java, I tried to find the problem but I can't find it, according to the file it must be a fighter, the problem is which one, there is a star wars mod that happened the same thing but in large ships and it was due to some wrong weapon according to its author

Yeah, I've looked in every file, can't find anything named tarii in title screen variants, wings, hulls, variants, etc. But I added a ballistic variant of the sajuuk, so that's nice at least.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Draco on September 20, 2020, 11:58:32 AM
The same thing happens to me, I balanced all the weapons and ships, now they are as what they should be at a realistic price, but always in a certain situation the game tries to spawn that wing and exploits java, I tried to find the problem but I can't find it, according to the file it must be a fighter, the problem is which one, there is a star wars mod that happened the same thing but in large ships and it was due to some wrong weapon according to its author

Yeah, I've looked in every file, can't find anything named tarii in title screen variants, wings, hulls, variants, etc. But I added a ballistic variant of the sajuuk, so that's nice at least.

First of all, what version do you have? I understand that V5 is incomplete, I have 2.0.4 but I have the same error, the difference in your case is that everything is in its place
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Rathorn on September 20, 2020, 05:01:11 PM
First of all, what version do you have? I understand that V5 is incomplete, I have 2.0.4 but I have the same error, the difference in your case is that everything is in its place

I'm also using the 2.0.4 version. I've given up for now, but if anyone comes across a solution, I'd love to hear about it.
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Draco on September 23, 2020, 04:10:56 PM
I am going to try to take over from the mod and turn it into a Homeworld mod not only of the hiigaran, I do not promise anything I am new to this
Title: Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
Post by: Draco on September 27, 2020, 07:49:29 AM
For now I have only added one ship, as I am new to this I will try to do this as quickly as possible, all the possible help is appreciated, I have also done a bit of balancing in the ships that are still balancing, the main objective is realism at certain points

Hiigaran's Resurgence (https://fractalsoftworks.com/forum/index.php?topic=19171.msg298808#msg298808)