Fractal Softworks Forum

Starsector => Mods => Topic started by: Ember on July 11, 2013, 10:05:11 PM

Title: [0.65.2a] Firestorm Federation [0.5.8]
Post by: Ember on July 11, 2013, 10:05:11 PM
(http://i.imgur.com/BTeTeA0.png)



Faction lore and description coming soon

Spoiler
Fighters
(http://i.imgur.com/CDRWiOw.png)  (http://i.imgur.com/PU027Zp.png)(http://i.imgur.com/hStn4bY.png)

Frigates
(http://i.imgur.com/CshVW8w.png)  (http://i.imgur.com/pT8skld.png)  (http://i.imgur.com/5ar51BH.png)  (http://i.imgur.com/Hcb1t50.png)(http://i.imgur.com/BHNZgHY.png)

Destroyer
(http://i.imgur.com/Cwk6SnR.png)   (http://i.imgur.com/wR17yBC.png)(http://i.imgur.com/uX9Bagy.png)   (http://i.imgur.com/Qhg5WNY.png)  (http://i.imgur.com/ffYHpAv.png)

Cruisers
(http://i.imgur.com/ju5EvqK.png)  (http://i.imgur.com/6lbc03o.png)   (http://i.imgur.com/iD9smlp.png)  

Capital Ship
(http://i.imgur.com/yQj3eeb.png)  (http://i.imgur.com/fBFFu2I.png)
[close]

I have a few more that I am still working on and I may change or replace some of the ones above

This faction will be intended as a zero shield capable faction outside of hull mods and lore, sporting some of the heaviest armor and hull integrity while also being flying concrete blocks

Thanks Gotcha! for helping me get started
Thanks MesoTroniK and silentstormpt with script and code help
Thanks HELMUT for the weapon sprites and 2 ship sprites
Thanks Tartiflette for weapon animations
Thanks David for help with code

Please don't hesitate to comment or criticize

Current Version: 0.5.6

Download
http://www.mediafire.com/download/e53sxs2cdobzdkr/Firestorn_Federation_0.5.8.zip


Change Log

Spoiler
0.5.8

Updated to 0.65.2a
Added
-Fireblast ship
Removed ShaderLib compatibility

0.5.7

Changes
-mostly just balancing
   -increased damage of the Pumicite Auto cannon
   -Rebalanced the the costs of all ships in various areas
   -Reduced flux capacity of all ships

0.5.6

Added
-A bunch of custom weapons
-Compatability to shader lib (not required)
-All new weapons to Faction shops and convoys
-New Ships
   -Cascade (Frigate Assault/Chase)
   -Greenstone (Destroyer Assualt)
Changed
-Infernos now has a built in long range artillery cannon
-Firestorm now has a built in large autocannon
-Immolator now has a forward medium mount

0.5.5

-Nerfed Bomber (I hope)

-hopefully reduced supply costs

-Fixed ship descriptions
-Added or changed some ship descriptions

-Replaced all ship sprites

-Added some new ships
   -the Firestorm capital ship
   -two civilian ships, one fuel, one cargo
-Added the Carrier to the Fire fed shop
-Added Dreadnaught to the shop

-Altered the Infernos into an artillery ship (main cannon stil WIP)

0.5.4
-upated to 0.6.1a

0.5.3

-Fixed Format Error in a description causing crashes during refit

0.5.2

-reduced max flux, flux dissapation, ordinance points of the Blaze
-Increased max flux dissapation speed and acceleration of the Infernos
-Increased the max burn on all ships except fighters by 1
-Reduced all fighters mass

-Changed vent color
-Changed hull mod descriptions

-Added some ship descriptions (yay!)

0.5.1
fixed dependency issue

0.5---

-fixed issue with ship class names not showing
-fixed bomber engines to correct tech
-fixed non working faction specific hull mod
-fixed some things I've forgotten I've fixed

-Added Hullmod Advanced Armor Plating
-Added the system Procella ignifera
   -travel to the left of Corvus to reach the system
-Added mission for testing purposes
-Added Flak cannon for small mounts (temporary sprite)
-Added kinetic projectile cannon for small mounts (temporary sprite)
-Added Assault cannon for small mounts (temporary sprite)
-Slight change to the Infernos capital ship sprite

-Stats changed for the Immolator in an attempt at balancing
-Increased the Torch's acceleration
0.4
-made compatible with 0.6a
0.3
-changed the Infernus (capital ship) rear 2 medium and large mounts to 360 degree coverage
-increased the cost of the cruiser to 50k from 100
-adjusted accelerations of the small frigate to hopefully make it more manueverable

[close]

Ship Testing videos:

Spoiler
http://www.youtube.com/watch?v=FK7f-QrrrHM&feature=youtu.be
http://www.youtube.com/watch?v=8DD4OU9wzjA&feature=youtu.be
[close]
Title: Re: Firestorm Federation [WIP]
Post by: phyrex on July 11, 2013, 10:40:28 PM
Hello

So I decided to make my own faction and have a few ship already made

Spoiler
Fighters
(http://i1213.photobucket.com/albums/cc462/Rugaard/MediumFighter_zps0f2fe97e.png)  (http://i1213.photobucket.com/albums/cc462/Rugaard/Bomber_zpsba4da162.png)

Frigates
(http://i1213.photobucket.com/albums/cc462/Rugaard/Frigate2_zps150e46a4.png)  (http://i1213.photobucket.com/albums/cc462/Rugaard/HeavyFrigate_zpsd44f9509.png)

Destroyer
(http://i1213.photobucket.com/albums/cc462/Rugaard/Destroyer2_zpsc4c82f28.png)

Cruisers
(http://i1213.photobucket.com/albums/cc462/Rugaard/CruiserCarrier_zps8bf24ab6.png)  (http://i1213.photobucket.com/albums/cc462/Rugaard/CombatCruiser2_zps1cd67c31.png)
[close]

I have a few more that i am still working on and i may change or replace some of the ones above

this faction will be intended as a zero shield capable faction outside of hull mods an lore, sporting some of the heaviest armor and hull integrity while also being flying concrete blocks

Unfortunately outside the making of sprites and using Trylobots ship editor, I know nothing about coding and scripting, so I will be needing a lot of help on that end
(don't even know how to get my ships in game in any interactable way)

Please don't hesitate to comment or criticize

i love the entirety of your concept, the name, the appearance, the idea of shieldless bricks.

i use to mod myself, so if you want, just contact me and ill help as much as i can. (just keep in mind that im far from being as talented as guys like thule or sprogginator, so if someone else better than me offer you theire help too, dont mind me)
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 11, 2013, 10:57:15 PM
i could use all the help i could get, right now i just want to get the ships into the game so i could see how they look and test balance
Title: Re: Firestorm Federation [WIP]
Post by: Sproginator on July 12, 2013, 12:10:12 AM
There's something about that design that's just gorgeous. I don't even know what that something is but it's still an amazing style. Keep up the good work, I'm looking forward to seeing more of it
Title: Re: Firestorm Federation [WIP]
Post by: Silver Silence on July 12, 2013, 01:52:33 AM
I hope these guys will have some form of insulation for their systems, else it's gonna bet Antediluvians 2.0 and Tachyon Lances all day long.  :P

As for building a faction out of them, I believe the core files are littered with comments telling you what does what and how to fiddle with it. If you need to, just copy-paste the Hegemony .faction file, then replace hegemony ships with FireFed ships and give them a new station to call home instead of bunking with the Hegemony at their station.
Title: Re: Firestorm Federation [WIP]
Post by: Gotcha! on July 12, 2013, 04:12:59 AM
I dropped you a pm. I'll create the basics if you'd like.
I'd also like to know what kind of planet or object you'd like to have your station revolve around.
Like Corvus' sun or a planet of your own. You can check what planets there are in the graphics\planets folder.
Title: Re: Firestorm Federation [WIP]
Post by: Silver Silence on July 12, 2013, 07:14:14 AM
Something that took me quite a while to notice is that the Hiigarans actually have their own planet.
I saw that cheeky little rebel base down on that planet.  :P
Title: Re: Firestorm Federation [WIP]
Post by: Pelhamds on July 12, 2013, 07:17:20 AM
I know why i like those ships so much they look very Mass Effecty! (That means im interested and will keep tabs on this mod for future reference , though don't ask me to help I haz too much to do anyways /whistle innocently looking at cappy)
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 12, 2013, 07:35:03 AM
I hope these guys will have some form of insulation for their systems, else it's gonna bet Antediluvians 2.0 and Tachyon Lances all day long.  :P

As for building a faction out of them, I believe the core files are littered with comments telling you what does what and how to fiddle with it. If you need to, just copy-paste the Hegemony .faction file, then replace hegemony ships with FireFed ships and give them a new station to call home instead of bunking with the Hegemony at their station.

If its possible I was thinking of a custom hull mod that provides a very large emp resistance available only to these ships, it shoul be possible to install a makeshift shield but hopefully those would be horribly inefficient

I know why i like those ships so much they look very Mass Effecty! (That means im interested and will keep tabs on this mod for future reference , though don't ask me to help I haz too much to do anyways /whistle innocently looking at cappy)

must be because of the frigate, it never really was intended to look Mass Effecty but I will most definitely try to keep the theme I've established with my ship designs
Title: Re: Firestorm Federation [WIP]
Post by: phyrex on July 12, 2013, 07:54:13 AM
I hope these guys will have some form of insulation for their systems, else it's gonna bet Antediluvians 2.0 and Tachyon Lances all day long.  :P

As for building a faction out of them, I believe the core files are littered with comments telling you what does what and how to fiddle with it. If you need to, just copy-paste the Hegemony .faction file, then replace hegemony ships with FireFed ships and give them a new station to call home instead of bunking with the Hegemony at their station.

If its possible I was thinking of a custom hull mod that provides a very large emp resistance available only to these ships, it shoul be possible to install a makeshift shield but hopefully those would be horribly inefficient

I know why i like those ships so much they look very Mass Effecty! (That means im interested and will keep tabs on this mod for future reference , though don't ask me to help I haz too much to do anyways /whistle innocently looking at cappy)

must be because of the frigate, it never really was intended to look Mass Effecty but I will most definitely try to keep the theme I've established with my ship designs

#1 : good news ! a faction specific custom hullmod is totally doable ! i dont know how myself but you can contact the local code wizard for information (laztwizard)
#2 : the vanilla makeshift shield hullmod is indeed very narrow and ineficient. its most likely gonna be a bad idea to use it if you balance the armor and emp resistance of your faction properly
#3 : and pelhamd is right, now that i think of it, your faction is very mass effect-ish. i'd say its mostly because, yes, the frigate look like the normandy but also because your other ships share a certain homogeneity with it (which is a good thing ! your faction feels right)
Title: Re: Firestorm Federation [WIP]
Post by: Thule on July 12, 2013, 08:44:51 AM
Thule Legacy uses the "R.U.N.E" hull mod which is faction only. The code was provided by Lazywizard
The hullmod itself is an almost instant in-fight repair system for weapons and engine.
A shieldless faction has enourmes issues with balance, as the combat is based on shields and the involved mechanics you will have a hard time.
I chose the repairsystem because early tests showrd other ships could easly render any Thule Legacy ship useless just by disabling their weapons.

Characteristics that could counter the lack of shields.
a repairsystem for weapons and engines
increased mobility
an in-combat hull repair system, look up the shadow order
a mix between very slow firing weapons and a high flux capacity

good luck to you ;)
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 12, 2013, 01:36:52 PM
i never realized how hard going shieldless is, no wonder the buffalo is so easy to kill, i could use that instant weapon repair thing, though i would prefer that my ships can still have the engines destroyed,

I also found out that my cruisers point defense coverage is horrible so i will most definately need to add more small points
Title: Re: Firestorm Federation [WIP]
Post by: Gotcha! on July 12, 2013, 02:15:34 PM
When you get to weapons, maybe you can give your ships some 'system' weapons that no other faction can leech from your ships.
Weapons that are above average, to offset your lack of shields. Dunno.

I admire your bravery though. :D
Title: Re: Firestorm Federation [WIP]
Post by: Vinya on July 12, 2013, 02:45:18 PM
Since they're not going to have shields, I advise some defence-based systems. I have a PD Matrix and ECM system from Starfighter if you'd want them. Lazy made them. PD matrix essentially spams PD lasers for a few seconds that obliterate anything close to your ship, ECM turns missiles away and can also be set to simply blow them up when they get close to the ship.
Title: Re: Firestorm Federation [WIP]
Post by: Silver Silence on July 12, 2013, 03:06:48 PM
Put a "panic button" in there. general firepower goes through the roof for a while, followed by a lack of weapons for a while longer, the idea being that hopefully everything's dead by the time it finishes.
Title: Re: Firestorm Federation [WIP]
Post by: HELMUT on July 12, 2013, 03:30:44 PM
Or perhaps a toned down R.U.N.E hull mod. It would make your weapons/engines harder to shut down and faster to repair but without being instant like the Thule's one.

Vinya PD Matrix seems a good idea, i'm curious to see how it fare against ballistics though.

Also, maybe a bunch of shield drone. Not just drones with shields that circle around your ships (like the Neutrino Banshee) but big drones that directly soak up projectiles. There was something like that in the DS corp mod if i recall correctly. ValkyriaL's Tesladora destroyer also got something that work the same way. Could be interesting to see ships protecting themselves with cannon fodder drone.
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 12, 2013, 04:54:00 PM
going to try point defense drones, small ones first, now only if i could figure out where i made a mistake in adding them so i can test it


Edit:

Ill be adding videos of some tests, i find it amusing that the codex considers this cruiser overpowered despite the fact that it cant take on a whole fleet, still need some way to help with the loss of weapons mid battle
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 13, 2013, 11:55:29 AM
changed a few things, I added a slightly modified RUNE hull mod that my faction can use, which still needs tweaking, thanks for the suggestion Thule

I changed the interceptors sprite to make it match the style of the rest of my ships
I also added PD drones to the cruiser, haven't tested them yet but will soon

Video of the smaller frigate which still needs tweaking:
http://www.youtube.com/watch?v=vGCGnd3pTWg&feature=youtu.be



anyway, is it possible to make a hullmod that makes the armor act in some way as reactive armor (explosive resistant)

Finally I need some class name suggestions
Title: Re: Firestorm Federation [WIP]
Post by: Silver Silence on July 13, 2013, 12:00:11 PM
Do you plan for a naming scheme of any sort?
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 13, 2013, 12:09:49 PM
as of right now, my ships are only named as what they are, EX: the frigate is currently named frigate

I was thinking the ship class names could fit with the faction but it doesnt have to
Title: Re: Firestorm Federation [WIP]
Post by: Silver Silence on July 13, 2013, 12:21:27 PM
So, fiery naming scheme, then?
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 13, 2013, 12:37:05 PM
yup though, nothing too simple like fire
Title: Re: Firestorm Federation [WIP]
Post by: Silver Silence on July 13, 2013, 12:47:56 PM
Fire
Blaze
Immolator
Torch
Cleansing
Infernus
Conflagration
Hell
Incandescence
Ember
Scorch
Char
Flare
Spark
Phlogiston (http://en.wikipedia.org/wiki/Phlogiston_theory)
Magma
Molten
Tinder
Kindling


To think of a few...
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 13, 2013, 01:06:58 PM
those work, thanks

except for fire.... heh
Title: Re: Firestorm Federation [WIP]
Post by: Gotcha! on July 13, 2013, 02:03:39 PM
Well well, guess who turned out to be quite the pyromaniac...
Title: Re: Firestorm Federation [WIP]
Post by: Upgradecap on July 13, 2013, 02:09:20 PM
Well well, guess who turned out to be quite the pyromaniac...

*cough* Hides the fuel can behind him  Not me!   :)



Jokes aside, i like the looks of those ships, could be something good, but the shading could definitely be improved on.
Title: Re: Firestorm Federation [WIP]
Post by: Vinya on July 13, 2013, 04:30:12 PM
The PD Matrix can't hit ballistic projectiles, only ships and missiles.

Also I'm demanding one named Fyrestone, for the Borderlands reference >.>

EDIT:
Silver used THESAURUS...

It's super effective!
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 13, 2013, 04:58:09 PM
Sure i can name one Fyrestone, ive played borderlands aswell ^^

anyway, Ive added the destroyer and changed its sprite though im still not exactly happy with it

also increased the frigates maneuverability a bit
http://www.youtube.com/watch?v=uBeVu1SaZmo&feature=youtu.be

also made a corvette sprite
Title: Re: Firestorm Federation [WIP]
Post by: Silver Silence on July 13, 2013, 05:33:02 PM
EDIT:
Silver used THESAURUS...

It's super effective!
:P

All of them up to Flare I thought of. Then I just raided the internets.


EDIT:
Needs to have a bomb called the Keg. Powder kegs. :3


DOUBLE EDIT:

Also I'm demanding one named Fyrestone, for the Borderlands reference >.>

The Firehawk demands sacrifice! For the Enkindling, my brothers!
Title: Re: Firestorm Federation [WIP]
Post by: Gotcha! on July 13, 2013, 05:51:32 PM
Looking good, Ember. Although I felt naked while watching that video. I saw all those missiles and thought: SHIELD! SHIEEEELD!
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 14, 2013, 08:25:23 AM
heh yea, I've actually found myself right clicking to get shields up a couple times during these tests
I may put the flare system onto that frigate though

the biggest problem my faction will have is multiple fights, so I may have to buff outside battle repair if possible

also you should see what happens when I put your flack cannons onto them

Edit
Added a heavy fighter and changed the destroyer sprite... again

I also renamed a bunch of the ships

here are the named ships so far:
Bomber: Conflagration
Interceptor: Flare
Heavy Fighter: Firehawk
Frigate: Torch
Heavy Frigate: Blaze

theres something about having explosions between dueling ships that i find appealing
http://www.youtube.com/watch?v=wiQHRsfoAN4
Title: Re: Firestorm Federation [WIP]
Post by: Gotcha! on July 14, 2013, 08:41:29 AM
Aaah! Kill it! Kill it with fire!

I take it that this (https://www.youtube.com/watch?v=wmin5WkOuPw) is Firestorm Federation's national anthem?
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 14, 2013, 10:22:46 AM
Finaly got around to testing some new ships, missiles are still painfull though

http://www.youtube.com/watch?v=g9tHYOus7_k

I'm thinking i need to nerf those heavy fighters though


Aaah! Kill it! Kill it with fire!

I take it that this (https://www.youtube.com/watch?v=wmin5WkOuPw) is Firestorm Federation's national anthem?

eh, dont exactly like that one
Title: Re: Firestorm Federation [WIP]
Post by: Gotcha! on July 14, 2013, 10:39:27 AM
Dunno how high you increased your armour, but I'd double it at least, perhaps even triple it, compared to vanilla values. :)
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 14, 2013, 04:11:34 PM
I might do that

btw the destroyers armor is at 1200 an 4500 hull

the frigates at 450 and 700

hull is at 2200 and 3000 for the frigates as well

Im thinking that compared to the codex my ships wont truly be balanced as I don't think its very accurate in rating ship without shields


Anyway, as soon as i finish the carrier and a missile destroyer I think Ill post a download
though I still need to change fleet ship numbers and both station and convoy loads

Edit

tried to make a missile destroyer and ended up with what could be a capital ship, not sure if its good or could use more work model wise,

i havnt gone very far into making it look pretty, i put the cruiser next to it for size reference though it could definately be a lot smaller
Spoiler
(http://i1213.photobucket.com/albums/cc462/Rugaard/Starsector/Test_zps2bd1a784.png)   (http://i1213.photobucket.com/albums/cc462/Rugaard/CombatCruiser2_zps1cd67c31.png)
[close]


is it just me or is today a slow day?
Title: Re: Firestorm Federation [WIP]
Post by: Gotcha! on July 14, 2013, 04:50:21 PM
Looking good. If you want to make it smaller, I'd chop off those black squares and the nose between them, making it nice and stumpy and at the same time have room for some hardpoints.
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 14, 2013, 07:29:36 PM
I think theres still space up front for hard points though I sorta forgot to make some, anyway there are going to be 4 large missile hard points in the back

heres one a more manageable size with a cruiser for size comparison, I hope I didnt go overboard with the turrets
Spoiler
(http://i1213.photobucket.com/albums/cc462/Rugaard/CapitalShip_zps53034fa7.png)   (http://i1213.photobucket.com/albums/cc462/Rugaard/CombatCruiser2_zps1cd67c31.png)
[close]

Title: Re: Firestorm Federation [WIP]
Post by: Silver Silence on July 15, 2013, 05:39:42 AM
Assuming I'm spotting correctly, I see 10 smalls, 5 mediums and 4 large.
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 15, 2013, 06:18:03 AM
yup, though there will be another 4 as missile slots in that thin area not sure what to size them as though
Title: Re: Firestorm Federation [WIP]
Post by: phyrex on July 15, 2013, 09:14:58 AM
Assuming I'm spotting correctly, I see 10 smalls, 5 mediums and 4 large.

sounds about just like the paragon :P
Title: Re: Firestorm Federation [WIP]
Post by: Silver Silence on July 15, 2013, 09:27:32 AM
If I remember correctly, the Paragon is something like 9 small, 6 medium, 4 large. IF I remember correctly... I don't have one in any of my saves at the moment, too busy playing with Hiigaran ships.  :P
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 15, 2013, 03:23:50 PM
that cap ship that you can buy from the pirates has more i think, anyway, Ive got a question

should i give these ships a high speed but low accelerations? some of my ships already have this somewhat but its not very noticable but it does give an interesting feel to a battle, and a need to manage your velocity
Title: Re: Firestorm Federation [WIP]
Post by: Gotcha! on July 15, 2013, 03:29:40 PM
Your faction, your rules. ;)
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 15, 2013, 07:43:13 PM
decided to give it a try and im still a bit unsure

I also tested the Capital ship though i have yet to test it against other cap ships

the movement feeling I get from it is what I would expect of early ships though which is definitely what I'm aiming for though it could still use a bit of work

http://www.youtube.com/watch?v=Sc06ZA6IHmw&feature=youtu.be

havnt been able to get all the missiles on though, I also seem to like using your weapons Gotcha
Title: Re: Firestorm Federation [WIP]
Post by: phyrex on July 15, 2013, 10:13:04 PM
ive always hated ships with an excessively low acceleration, but thats mostly because im unable to handle them properly
Title: Re: Firestorm Federation [WIP]
Post by: Silver Silence on July 15, 2013, 10:40:44 PM
Could also give them a much higher mass than normal to give the feeling of weight behind them. That way, when you coast into an Onslaught, it's you who barges the Onslaught out of the way, not the other way around. :P A downside of enormous mass though is that such impacts really hurt. Like, "asteroids can and will kill you" levels of hurt.
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 15, 2013, 10:52:17 PM
Could also give them a much higher mass than normal to give the feeling of weight behind them. That way, when you coast into an Onslaught, it's you who barges the Onslaught out of the way, not the other way around. :P A downside of enormous mass though is that such impacts really hurt. Like, "asteroids can and will kill you" levels of hurt.

yea but don't forget that these ships will also have excessively heavy armor to make up for being shield-less, so they may just shrug off asteroid and ship impacts. btw my capital ship has double the mass of the onslought

ive always hated ships with an excessively low acceleration, but thats mostly because im unable to handle them properly

i also dislike low accelerations so i will definately try to get it to where it doesnt get annoying, like where i was trying to chase that cruiser and it took me half a minute to even start moving in that direction, hopefully i can get it to where that wont happen anymore, frigates will obviously be least affected though i did have a few laughs when i accidentaly made fighters act the same way

one thing im thinking about is making my fighters to be different stat wise, as in they are more like high tech fighters considering that i doubt fighters were used much outside of atmospheric conditions in early exploration. so these fighters would have been designed during the second or third epoch by ship collectors or something
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 24, 2013, 11:40:16 PM
added a download link, its still a WIP as i have a few ships that need to be done as well as the station, supply convoys and balancing the fleets

because of the fact that these ships will be shield less outside of hull mods and possibly the fighters buffing the armor an other stats will mark this mod as OP in some programs such as the Codex when in fact it is not
for those that wish to try this faction, please tell me if you feel if anything feels either over powered or under powered an your reason why you think that

as there may still be many save breaking changes ahead, I suggest you start a separate save

http://www.mediafire.com/?wf4sheccryndpzc
Title: Re: Firestorm Federation [WIP]
Post by: Gotcha! on July 25, 2013, 04:12:31 AM
Hi,

The ships look really good. I couldn't really test much though. Whenever I tried fighting against your faction the game would crash in a battle. (I never had crashes before.)

All ship names are missing, possibly due to ship_data.csv missing "name" in the A1 field. (Maybe that'd hopefully explain the crashes.)

When adding fighters to your fleets in your faction file, add the WING, not the variant, or you'll only get single fighters flying around.

There's a single fighter for sale on your station.
(FirestormGen.java, FirestormCargo.addMothballedShip(FleetMemberType.SHIP, "EM_Heavy_Fighter_Hull", null); )

Small bit: Imolator should be spelled Immolator.

Time for some polishing! ;)
Title: Re: Firestorm Federation [WIP]
Post by: Ember on July 25, 2013, 07:22:40 AM
oops, forgot to remove that fighter, I had accidentally put that in and was amusing to be able to fly around in a little fighter

fixed the things you mentioned as well

Added the missile destroyer to the shop
Added a few more stock weapons to the shop

Added all but the capital ship to the convoys

Restart is Required
Title: Re: [0.54.1a] Firestorm Federation [0.2 WIP]
Post by: Foxer360 on July 27, 2013, 09:19:18 AM
I suggest hidden flak cannons. Lots of them. Most of my ships that I design (cruisers and up) have their own backward facing medium universal slots for any PD system. (Or just more missiles o_o)
Title: Re: [0.54.1a] Firestorm Federation [0.2 WIP]
Post by: Ember on July 27, 2013, 12:40:35 PM
doesnt need more flak, and if i can get around to it ill probably just make a small flak turret, just 4 smalls from the new hiigarian faction doest a wonderful job of stopping incoming missiles

also notice that i had the wrong link, so new link for download
Title: Re: [0.54.1a] Firestorm Federation [0.2 WIP]
Post by: HELMUT on July 31, 2013, 10:01:13 AM
I tried it, i loved it. The playstyle is pretty unique. Of course some stuffs aren't working quite right (like the names) but overall that's pretty good.

What i loved with them was the whole "boating small guns" thinking. The frigates are shieldless and fly like bricks, but they have a bucketload of weapons mounts to counter this, as such they can bring enormous amount of firepower into the battle. The "big" frigate in particular showed to be pretty deadly.

I didn't use the standard variants though (autocannons are far too inaccurate for my taste). But fitted with light assault cannon or railgun, they can bring pain to pretty much everything. Also big frigate is probably the best Hound killer i have seen in a balanced mod (can kill one in a single pass).

The small frigate however is pretty lackluster. It is crazy fast but lack the maneuverability to properly fight and tend to cross the whole map without being able to brake. And the tiny firing arc prevent it to hit anything. So more maneuverability should make it much more useful, something like a heavy Hound.

The destroyer as well as the Cruiser (haven't tried yet the missile boat and the carrier) are damn good too. They can make rain enough Dakka to drown pretty much everything under a deluge of fire. Might fix the Cruiser cost though, 120 credit is a little cheap. Oh also, i think the sides "wings" of the cruiser are a bit too bright and it tends to hide the details, if you could darkened them a bit, it would be perfect.

I was a bit disappointed by the Battleship though. For 150.000 credit and 23 FP i expected it to be a brute. Sure it is very hard to take down but the weapons arc feels a bit awkward. Especially the two large mounts facing backward being a bit wasted. I didn't tried much the missiles slots as i was playing a heavily ballistic oriented fleet. But then again, two large missiles mounts seems a bit out of context in comparison to the "in your face" fighting style of the faction.

After re-reading my post, it sound like a lot of bitching. But honestly, i think it is one of my favorite faction right now.

Title: Re: [0.54.1a] Firestorm Federation [0.2 WIP]
Post by: Ember on August 10, 2013, 07:27:22 PM
new update 0.3
change log on first post as well as new link


I tried it, i loved it. The playstyle is pretty unique. Of course some stuffs aren't working quite right (like the names) but overall that's pretty good.

I havnt found out why the names arent working, can anyone help me find out why?

Quote

What i loved with them was the whole "boating small guns" thinking. The frigates are shieldless and fly like bricks, but they have a bucketload of weapons mounts to counter this, as such they can bring enormous amount of firepower into the battle. The "big" frigate in particular showed to be pretty deadly.

i hope not too deadly that it can take down a cruiser or a large fleet on its own, else ill have to nerf it

Quote

I didn't use the standard variants though (autocannons are far too inaccurate for my taste). But fitted with light assault cannon or railgun, they can bring pain to pretty much everything. Also big frigate is probably the best Hound killer i have seen in a balanced mod (can kill one in a single pass).

yea i always thought that the variations were to be substandard to what can be placed on there and i based the ordinance points to match that so anything better would require skills

Quote

The destroyer as well as the Cruiser (haven't tried yet the missile boat and the carrier) are damn good too. They can make rain enough Dakka to drown pretty much everything under a deluge of fire. Might fix the Cruiser cost though, 120 credit is a little cheap. Oh also, i think the sides "wings" of the cruiser are a bit too bright and it tends to hide the details, if you could darkened them a bit, it would be perfect.



I hope the destroyer and cruiser arent too strong to take on things larger than themselves too well

Quote

I was a bit disappointed by the Battleship though. For 150.000 credit and 23 FP i expected it to be a brute. Sure it is very hard to take down but the weapons arc feels a bit awkward. Especially the two large mounts facing backward being a bit wasted. I didn't tried much the missiles slots as i was playing a heavily ballistic oriented fleet. But then again, two large missiles mounts seems a bit out of context in comparison to the "in your face" fighting style of the faction.

After re-reading my post, it sound like a lot of bitching. But honestly, i think it is one of my favorite faction right now.



I had originaly intended fo that ship to be a broadside ship but with its maneuverability I guess it didnt work out well, so i changed those in the update so the back 4 weapons are 360 degrees, those missile slots are there because lore wise they used to be exploration probe launch bays that have been refitted to launch missiles instead

bitching you say? I say constructive criticism
Title: Re: [0.54.1a] Firestorm Federation [0.3 WIP]
Post by: Ember on September 18, 2013, 11:27:59 AM
well new update to starsector and i have no idea what to do to update my mod

can anyone help me?
Title: Re: [0.54.1a] Firestorm Federation [0.3 WIP]
Post by: Silver Silence on September 18, 2013, 11:30:28 AM
I think the most basic thing is just updating your ships with CR
Can also insert your own system for your faction to chill out in.
Title: Re: [0.54.1a] Firestorm Federation [0.3 WIP]
Post by: Gotcha! on September 18, 2013, 11:51:40 AM
That's for some of us easier said than done, Silver Silence. :P

@Ember: First I'd take a look here: http://fractalsoftworks.com/forum/index.php?topic=6607.0
That way you can first make your mod compatible and then you can go from there.
I'd help, but as long as my mods aren't done yet I don't have a nice template to create your system from. So it'll take some time before I can help you out.
Title: Re: [0.54.1a] Firestorm Federation [0.3 WIP]
Post by: etherealblade on September 18, 2013, 10:44:09 PM
I just wanted to encourage you and say that I love the look of these ships!
Title: Re: [0.6a] Firestorm Federation [0.4 WIP]
Post by: Ember on September 24, 2013, 06:44:27 PM
ok all ships now work with the CR system
unfortunately that's all I managed to do

I am unsure how to set up a system for my faction so any help with that is welcome

right now the only hull mod i have is the automate repair system just renamed, and with the out of battle repair removed. what numbers do i change to decrease weapon and engine repair times in battle?

ship class names are still not showing up and I have no idea why

im now working on some of the civilian ships so hopefully those will be out soon

I would love to make my own weapons but Im a bit confused as to how to do so so any help there would be apreciated
Title: Re: [0.6a] Firestorm Federation [0.4 WIP]
Post by: joey4track on September 24, 2013, 10:55:16 PM
I agree that these ships look fantastic can't wait to try it with the new update!
Title: Re: [0.6a] Firestorm Federation [0.5]
Post by: Ember on September 30, 2013, 04:00:20 PM
new update!

0.5---

-fixed issue with ship class names not showing
-fixed bomber engines to correct tech
-fixed non working faction specific hull mod
-fixed some things ive forgotten ive fixed

-Added Hullmod Advanced Armor Plating
-Added the system Procella ignifera
   -travel to the left of Corvus to reach the system
-Added mission for testing purposes
-Added Flak cannon for small mounts (temporary sprite)
-Added kinetic projectile cannon for small mounts (temporary sprite)
-Added Assault cannon for small mounts (temporary sprite)
-Slight change to the Infernus capital ship sprite

-Stats changed for the Immolator in an attempt at balancing
-Increased the Torchs' acceleration


any bugs, problems, suggestions and over powered ships please dont hesitate to post
Title: Re: [0.6a] Firestorm Federation [0.5]
Post by: Gotcha! on September 30, 2013, 04:09:29 PM
Like I said in Skype, nice work! I'm amazed on how you progressed from the first day you were here. :o
Title: Re: [0.6a] Firestorm Federation [0.5]
Post by: Borgoid on September 30, 2013, 04:37:18 PM
Huh... not sure how I missed this mod, must've slotted into that weird just-pre 0.6 where I wasn't trawling through the forums after more modded content. Glad to see it now though!

Well I'll get on to breaking this over my knee, see you in a few hours :P
Title: Re: [0.6a] Firestorm Federation [0.5]
Post by: Ember on September 30, 2013, 04:46:18 PM
Huh... not sure how I missed this mod, must've slotted into that weird just-pre 0.6 where I wasn't trawling through the forums after more modded content. Glad to see it now though!

Well I'll get on to breaking this over my knee, see you in a few hours :P

probably missed it because it spent most of its time on the second page of modding until now, looking forward to seeing any feedback
Title: Re: [0.6a] Firestorm Federation [0.5]
Post by: Borgoid on September 30, 2013, 04:54:36 PM
Well, trying to equip a Kinetic Storm immediately gives me a crash.

Kinetic storm gives me a " Fatal: Spec of class [com.fs.starfarer.loading.specs.L] with id [hii_gun_mechanicals_light_up] not found"


Edit: WHAT THE BLOODY BUGGERING HELL, does Active Armor Package actually DO
Title: Re: [0.6a] Firestorm Federation [0.5]
Post by: Vinya on September 30, 2013, 05:01:39 PM
Looks like that's a bug with Hiigran Descendants, judging by the sound file name.
Title: Re: [0.6a] Firestorm Federation [0.5]
Post by: Borgoid on September 30, 2013, 05:08:48 PM
I'd agree with you if I was running Hiigran : /
Title: Re: [0.6a] Firestorm Federation [0.5]
Post by: Vinya on September 30, 2013, 05:09:55 PM
Then something's trying to reference a Hiigran Descendants sound file that isn't there.
Title: Re: [0.6a] Firestorm Federation [0.5]
Post by: Ember on September 30, 2013, 05:11:13 PM
Well, trying to equip a Kinetic Storm immediately gives me a crash.

Kinetic storm gives me a " Fatal: Spec of class [com.fs.starfarer.loading.specs.L] with id [hii_gun_mechanicals_light_up] not found"


Edit: WHAT THE BLOODY BUGGERING HELL, does Active Armor Package actually DO


oops accidentally made the mod dependent on having Hiigarian Descendants also installed

anyway should be fixed now i hope

that hull mod, increases energy damage done to your armor and reduces explosive damage done to your armor, is the description not clear enough?
Title: Re: [0.6a] Firestorm Federation [0.5]
Post by: Borgoid on September 30, 2013, 05:19:47 PM
It's not... succinct. Also the values aren't listed which bothers me a bit.
Is it referring to slots? Or damage types? How does fragmentation interact with it?
Title: Re: [0.6a] Firestorm Federation [0.5]
Post by: Ember on September 30, 2013, 05:22:20 PM
it only affects explosive and energy, as of this moment, and I should put this in there, your ships receive 25% less explosive damage and 10% more energy damage and this is only to your ships armor it doesnt affect fragmentation or kinetic
Title: Re: [0.6a] Firestorm Federation [0.5]
Post by: Borgoid on September 30, 2013, 06:01:57 PM
Righto.
The Firestorm station could use some more starting stock, even just from a testing standpoint throw in some of everything that your ships can mount. If you've got to use vanilla weapons for a big chunk of the slots then there's really no reason to not just have them for sale.

Interesting flight characteristics, it's pretty cool flying around a giant brick with thrusters :P

The Blaze needs something done with it but I'm not entirely sure what. As is I can toe-to-toe an Eagle to death without any player skill bonuses with a completely generic one-size-fits-all loadout
You can also down an Aurora if you get your strafe pattern right due to the high speed.

Might need to remove a bit of the flux dissipation, not sure.

Edit: You can buy the Pyroeis but it's... got no weapon slots? Not sure what's going on with it
Title: Re: [0.6a] Firestorm Federation [0.5]
Post by: Ember on September 30, 2013, 06:15:24 PM
noted, the Blaze will be nerfed severely in the next release
also will add more stuff to the station

and thanks, was definitely aiming for flying bricks
Title: Re: [0.6a] Firestorm Federation [0.5]
Post by: Borgoid on September 30, 2013, 06:27:24 PM
I'll get back to you after I sleep, I tried writing a more comprehensive post about the other ships but realized half way through it was a complete shambles. Turns out being awake for 26 hours is a terrible idea, who knew?
Title: Re: [0.6a] Firestorm Federation [0.5.2]
Post by: Ember on September 30, 2013, 10:49:22 PM
0.5.2 ok should be last update for a while short of any game breaking bugs

0.5.2

-reduced max flux, flux dissapation, ordinance points of the Blaze
-Increased max flux dissapation speed and acceleration of the Infernos
-Increased the max burn on all ships except fighters by 1
-Reduced all fighters mass

-Changed vent color
-Changed hull mod descriptions

-Added some ship descriptions (yay!)
Title: Re: [0.6a] Firestorm Federation [0.5.2]
Post by: Jazzrish on October 02, 2013, 05:31:38 AM
conduct error when "add"ing hull modification

Quote
176800 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.util.UnknownFormatConversionException: Conversion = '.'
java.util.UnknownFormatConversionException: Conversion = '.'
   at java.util.Formatter.checkText(Formatter.java:2503)
   at java.util.Formatter.parse(Formatter.java:2485)
   at java.util.Formatter.format(Formatter.java:2414)
   at java.util.Formatter.format(Formatter.java:2367)
   at java.lang.String.format(String.java:2769)
   at com.fs.starfarer.loading.specs.oOoo.?00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialog$o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialog.??o000(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.coreui.refit.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.???000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.6a] Firestorm Federation [0.5.3]
Post by: Ember on October 02, 2013, 11:46:49 AM
haven't had much of a chance to add anything else but I did find the problem

also please help me test the Advanced Armor Plating hull mod I am currently unsure whether it actually works or not

0.5.3

-Fixed Format Error in a hull mod description causing crashes during refit
Title: Re: [0.6a] Firestorm Federation [0.5.3]
Post by: Sotales on October 02, 2013, 03:37:41 PM
Just tried your mod. A lot of the ship descriptions get cut off when mousing over them in the fleet window. May be a formatting problem?

Edit: After taking a look at the descriptions.csv file, it seems like you have line breaks in the middle of sentences. I removed them on my end and it fixed the problem.
Title: Re: [0.6.1a] Firestorm Federation [0.5.3]
Post by: Ember on October 02, 2013, 08:27:36 PM
thanks ill get those fixed

also updated to 0.6.1a

download in original post
Title: Re: [0.6.1a] Firestorm Federation [0.5.3]
Post by: Jazzrish on October 02, 2013, 10:07:14 PM
glad to see a fast update. i see that u still got 0.5.3 in the title while 0.5.4 for download.
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: ssthehunter on October 05, 2013, 03:51:25 PM
What is going on? @[email protected]
Anyways, please fix the DL link, cause it says its for 5.4
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: Ember on October 06, 2013, 11:17:10 AM
What is going on? @[email protected]
Anyways, please fix the DL link, cause it says its for 5.4

no its for 0.6.1a the 0.5.4 is the mod version not for what the game version
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: NikolaiLev on October 10, 2013, 10:27:19 AM
This is a surprisingly interesting faction!  It's a simple shieldless low-tech ballistic+missile affair, but it seems to be on its way to do what it means to do fairly well, and in my opinion it feels a much needed niche that modders seem to shy away from (what with all the high tech mod factions flying around).

I'd love to see this get more development.  More fleshed out ships with systems and improved loadouts.  The Immolator doesn't have much to do when its missiles are exhausted, and a lot of ships have far too many kinetic weapons with a dearth if HE (though this may be intentional).

Keep up the good work!   :D
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: Trylobot on October 14, 2013, 08:50:57 AM
I'm guessing this isn't meant to be vanilla balanced? Just saw some of your testing videos.. seems to me really that they have too much armor.

Give them all a simple hullmod that reduces weapon/engine in-combat repair time by 90% of the normal and you won't have to deal with that problem, and then you can balance them properly (if that's what you're setting out to do in the first place). I only suggest it because you seem to be testing vs. vanilla ships.
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: NikolaiLev on October 14, 2013, 12:10:17 PM
I'm guessing this isn't meant to be vanilla balanced? Just saw some of your testing videos.. seems to me really that they have too much armor.

Give them all a simple hullmod that reduces weapon/engine in-combat repair time by 90% of the normal and you won't have to deal with that problem, and then you can balance them properly (if that's what you're setting out to do in the first place). I only suggest it because you seem to be testing vs. vanilla ships.

I tested them vs. vanilla and they seemed fine.  They had other drawbacks that didn't make them too absurd.  That said, I doubt the balance is fine-tuned yet.  And admittedly, I didn't test them that in-depth, so they may be far too good.
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: HELMUT on October 14, 2013, 12:49:06 PM
Last time i played them they weren't overpowered. Strong? Yes, probably more now since the CR update. However they are shieldless, are vulnerable to ion weaponry and fly like drunk bricks.

I had some rare encounters with them in 0.61 in their home system (love the giant star BTW). While i got wrecked hard, i think it was more because their fleets tends to be pretty big. Also, they are integrally fitted with kinetic weapons, making shields very inefficient against them. On top of that, they are very fast, so once they get close, sh*t hit the fan and you can't run away.

I have to properly play with them in depth before drawing conclusions though.
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: Ember on October 14, 2013, 01:43:44 PM
I'm guessing this isn't meant to be vanilla balanced? Just saw some of your testing videos.. seems to me really that they have too much armor.

Give them all a simple hullmod that reduces weapon/engine in-combat repair time by 90% of the normal and you won't have to deal with that problem, and then you can balance them properly (if that's what you're setting out to do in the first place). I only suggest it because you seem to be testing vs. vanilla ships.

the testing vids are fairly old and i should change or remove them at present my capital ship can take down a paragon fairly easily but has much more difficulty against an onslaught, unless the AI is being stupid

their biggest weakness as far as far as Ive seen so far is bombers with reapers, my capital ship was torn apart by a single wing in a test play

Quote from: HELMUT link=topic=6402.msg117682#msg117682
date=1381780146
Last time i played them they weren't overpowered. Strong? Yes, probably more now since the CR update. However they are shieldless, are vulnerable to ion weaponry and fly like drunk bricks.

I had some rare encounters with them in 0.61 in their home system (love the giant star BTW). While i got wrecked hard, i think it was more because their fleets tends to be pretty big. Also, they are integrally fitted with kinetic weapons, making shields very inefficient against them. On top of that, they are very fast, so once they get close, sh*t hit the fan and you can't run away.

I have to properly play with them in depth before drawing conclusions though.

not supposed to out run them, supposed to out maneuver them. I made them have high speed but horrible acceleration, though im unsure what to make their burn levels at, high with massive fuel burn or low an above average burn

at present their fleets are big because I haven't properly balanced them, ill try to get around to doing that at some point.

as far as ship balance, its fairly difficult to get right, as the current shield system works, my ships have a massive disadvantage in having none, increased armor gives a much better survivability and i made their weapons and engines repair faster as without that they tend to be floating bricks. another thing is that shields easily soak up most missile and fighter weapons fire, and while armor helps against those they still end up being a big problem. which is why they have so many small turret points, I've intended those spots to be mostly for point defense so i cant really do much if someone decides to put in assault weapons in those slots. Though I may make some of those built in if it turns out to be too much of a problem.


for the upcoming update, Im having issues making weapon sprites that match my ships theme, not to mention Im short on motivation so it may be a while before i release anything
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: NikolaiLev on October 14, 2013, 04:59:43 PM
which is why they have so many small turret points, I've intended those spots to be mostly for point defense so i cant really do much if someone decides to put in assault weapons in those slots. Though I may make some of those built in if it turns out to be too much of a problem.


A good way to make sure points meant for PD don't become assault mounts is to remove overlap between main guns intended for assault use.  Also, you could do with fewer hardpoints in general; strip out a handful of side/rear facing PD and put in one medium one; that'd do the trick.

And be careful about doing things to shore up weaknesses.  Yes, they're vulnerable to fighter fire; that's a valid weakness.  Don't go too heavy on emplacing PD to negate the weakness you already have.  You're a balance designer, not a military engineer.   ;)
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: Ember on October 15, 2013, 08:05:02 PM
just uploaded a pair of videos, hopefully they show that my ships atleast some of them are not over powered, first video is a victory second is a loss
both videos can be found in the first post
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: HELMUT on October 20, 2013, 06:00:49 PM
I re-tried this mod with 0.61. I had quite a big problem, your ships eat supplies like crazy. 3 and 4 per day for the two frigates, the cost is enormous! And if you get damaged (which will be very likely due to the lack of shields) the additional supplies for repair will kill you faster than any pirates fleet. Pretty much the same thing for every ships of course. A wing of interceptors cost 5 supplies per day, the fighters 4 and surprisingly the bombers which are extremely strong cost only 3 per day.

Also i noticed the carrier is not available at the station.

Can't say much more since i couldn't buy more than two frigates without starving my crew to death. However something you could modify is changing the jump point Alpha directly to the Firestorm station rather to that lone planet far away.
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: Lopunny Zen on October 25, 2013, 02:56:25 PM
This team should have lower armor and shields...they look and seem like a faction who would have it unlike the Antediluvian's
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: Ember on October 26, 2013, 12:31:28 PM
This team should have lower armor and shields...they look and seem like a faction who would have it unlike the Antediluvian's

they have no shields, armor is high to counterbalance being shieldless

I re-tried this mod with 0.61. I had quite a big problem, your ships eat supplies like crazy. 3 and 4 per day for the two frigates, the cost is enormous! And if you get damaged (which will be very likely due to the lack of shields) the additional supplies for repair will kill you faster than any pirates fleet. Pretty much the same thing for every ships of course. A wing of interceptors cost 5 supplies per day, the fighters 4 and surprisingly the bombers which are extremely strong cost only 3 per day.

Also i noticed the carrier is not available at the station.

Can't say much more since i couldn't buy more than two frigates without starving my crew to death. However something you could modify is changing the jump point Alpha directly to the Firestorm station rather to that lone planet far away.

ill get those fixed and changed, hopefully soon
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: Wunder on October 27, 2013, 03:34:59 PM
Make a ship that can Kamehameha.
 ;D







Dragonball
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: Ember on November 09, 2013, 10:38:28 PM
I apologize for the lack of updates, Ive been distracted by some other stuff IE: other games and a seemingly very successful job interview

ill try to get an update out by next weekend at the latest
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: HELMUT on November 10, 2013, 07:30:21 AM
For your next update, please nerf the FF bombers. Those things are total monstrosities.

They are though as nail, they have shields, they come in wings of 3, they got 2 reapers per bombers and they are incredibly fast. I played a fleet which fielded only bombers and carriers, no need for interceptors since nothing can stop your bombers. With this fleet i was even able to atomize Valkyrian royal guard with ease.

So yeah, "kinda" overpowered. Still, that was a good (maniacal) laugh.
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: Ember on January 20, 2014, 08:00:22 PM
sorry about the 3 month hiatus, sort of lost motivation to work on the mod but to make up for the absence there is an update in the works, im redesigning most of the ships and hopefully i can get some proper weapons

heres a peek at some of the new ships

Spoiler
(http://i.imgur.com/CshVW8w.png)(http://i.imgur.com/pT8skld.png)
[close]
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: haloguy1 on January 20, 2014, 08:09:07 PM
sorry about the 3 month hiatus, sort of lost motivation to work on the mod but to make up for the absence there is an update in the works, im redesigning most of the ships and hopefully i can get some proper weapons

heres a peek at some of the new ships

Spoiler
(http://i.imgur.com/8ha2A1z.png)(http://i.imgur.com/pT8skld.png)
[close]

Awesome dude they look awesome, glad to see your back and updating  this mod.
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: Ishman on January 20, 2014, 08:14:52 PM
Man, I don't see how you could redesign them when they're already masterpieces, they're beautiful ships you've crafted.

But I'm DEFINITELY looking forward to seeing that!

And I'd like to let you know I'm a massive fan of your sprite style, I'll follow your work in any medium.
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: Ember on January 20, 2014, 08:24:51 PM
thanks, i may still use the old ships, one idea ive had is searching asteroids may yield you one of them, if i can get someone to do the coding for me
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: Ishman on January 20, 2014, 09:18:54 PM
You could probably just look to see how it's done in one of the other mods that has interaction dialogue that does stuff and re-purpose that to give you ships? Shouldn't be too hard considering how readable everyone's scripting is.
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: Piemanlives on January 21, 2014, 04:36:12 PM
Ask Okim, I know he has Asteroid interaction for his mining system.
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: Ember on February 12, 2014, 10:09:17 PM
the complete overhaul of my faction is nearing completion and a new version is within sight

all that remains is creating my factions weapons

while I have updated the OP here are the new ship sprites, you probably will be able to see some of the new ships that I have created as well

Spoiler
Fighters
(http://i.imgur.com/CDRWiOw.png)  (http://i.imgur.com/PU027Zp.png)(http://i.imgur.com/hStn4bY.png)

Frigates
(http://i.imgur.com/CshVW8w.png)  (http://i.imgur.com/pT8skld.png)  (http://i.imgur.com/5ar51BH.png)  (http://i.imgur.com/Hcb1t50.png)

Destroyer
(http://i.imgur.com/Cwk6SnR.png)   (http://i.imgur.com/GM8DOkq.png) (http://i.imgur.com/wR17yBC.png)

Cruisers
(http://i.imgur.com/ju5EvqK.png)  (http://i.imgur.com/6lbc03o.png)

Capital Ship
(http://i.imgur.com/yQj3eeb.png)  (http://i.imgur.com/fBFFu2I.png)
[close]

there are two ships I may redo though,

I appologize for the long wait for an update but I hope that this large of an update will make up for it
Title: Re: [0.6.1a] Firestorm Federation [0.5.4]
Post by: Gotcha! on February 13, 2014, 09:46:30 AM
Looking good, man. Damn good. :)
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: Ember on March 19, 2014, 03:44:02 PM
Im not dead!

sorry for taking so long with this, all sorts of things got in the way of updating such as college, hard drive dying then the rest of my computer shortly after.

I've been trying to make custom weapons for my faction but they didn't make it into this release for the above reasons
I've changed all the ships sprites but that unfortunately also changed the weapon layouts and load outs so things may be severely out of balance

I still plan on making custom weapons for my faction but that will take time to do
there are other things I would like to add aswell but I will need to poke people to help


http://www.mediafire.com/download/4zl5cmmfyefb12j/Firefed_0.5.5.zip

0.5.5

-Nerfed Bomber (I hope)

-hopefully reduced supply costs

-Fixed ship descriptions
-Added or changed some ship descriptions

-Added some new ships
   -the Firestorm capital ship
   -two civilian ships, one fuel, one cargo
-Added the Carrier to the Fire fed shop
-Added Firestorm to the shop

-Altered the Infernos into an artillery ship (main cannon still WIP)
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: sarducardun on April 01, 2014, 07:29:42 AM
Your links don't work Ember. Looks good though.
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: Ember on April 01, 2014, 07:09:09 PM
Your links don't work Ember. Looks good though.

works fine for me and for someone else I had try
if it still doesn't work, Ive added an alternate download to the original post

also ive tried to make some sprites for the small weapons

(http://imgur.com/faPPop3.png)(http://imgur.com/gbNISpk.png)(http://i.imgur.com/Cd1qRZQ.png)
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: sarducardun on April 02, 2014, 03:25:40 AM
The dropbox link worked fine, thanks.
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: Ember on May 08, 2014, 01:44:21 PM
sorry about the lack of updates or posts but I am more or less stuck
weapon sprites are proving difficult and the ones I made I think are a bit too big, also unique weapons for my faction are currently impossible because I cant do any coding or scripting. Same goes with any sort of campaign or story elements. If anyone is willing to help do this sort of stuff for me, I would be grateful.
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: HELMUT on May 09, 2014, 11:56:25 AM
I can probably help for the weapons sprites if you want. For the scripting however, better ask some of the coding wizards on the forum.
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: Ember on May 09, 2014, 04:26:43 PM
I can probably help for the weapons sprites if you want. For the scripting however, better ask some of the coding wizards on the forum.

that would be awesome if you would help with those sprites, Ive tried myself but they are, most of the time too large, and flat and often don't fit with my ships very well
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: Ember on May 23, 2014, 11:08:01 PM
So HELMUT made a whole bunch of weapon sprites for me
thank you for that
now I just need to get the canvas sized correctly so the game can actually use them, can anyone tell me exactly how to set it for both turret and hardpoint?

some of the sprites made by HELMUT:

Flak (http://i.imgur.com/tqP7JTw.png) Kinetic(http://i.imgur.com/HLDp3Y6.png) Energy Projectile(http://i.imgur.com/YIepqC8.png) Explosive (http://i.imgur.com/4HdOD39.png)

Kinetic Storm(http://i.imgur.com/we7q7Mb.png) Kinetic (http://i.imgur.com/RLtcbxh.png) Explosive(http://i.imgur.com/hqOWGgB.png) Energy Projectile(http://i.imgur.com/YX4cw1e.png)

im going to need some name suggestions for these weapons
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: Ember on May 25, 2014, 09:05:50 PM
thanks to Tartiflette my artillery capital ships' main weapon is now animated

(http://i.imgur.com/VuUSjyS.gif)

the weapon itself still needs a bunch of balancing though

http://i.imgur.com/VuUSjyS.gif
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: Toxcity on May 25, 2014, 09:21:53 PM
HELMUT and Tartiflette did a good job on those sprites / animation.

I'm looking forward to finally playing this mod.
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: GUNINANRUNIN on May 25, 2014, 09:38:18 PM
Oooh. Love them ships. They look fast!
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: Ember on May 25, 2014, 10:11:42 PM
Oooh. Love them ships. They look fast!

their top speed is higher than most vanillia ships but they have very low acceleration and turn rate

anyway, once i finish all the weapons i currently have, sprites for (small/medium) ill post an update
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: Foxer360 on May 25, 2014, 10:21:09 PM
Hi! Just a re-visitation of SniZipGun's excellent names. Italics means the weapon doesn't exist, but if it did, that's what it would be called.

Small
Flak - Ash CIWS
Kinetic - Pumice Light Autocannon
Energy Projectile - Blaze Pulse Gun
Explosive - Crevice Gun

Medium
Medium Flak - Brimstone PD
Medium Energy - Inferno Pulse Laser
Medium Explosive - Breach Gun
Kinetic Storm - Tephra Chaingun

Large
Large Flak - Slag PD Suite
Kinetic (large) - Obisidian Autocannon
Explosive (large) - Fissure Cannon
Energy Projectile (large) - Fusiform Cannon

Bulit In
Artillery Cannon (large) - Balefire/Harbinger/Firestorm-Railgun


Notes:
Flak guns are sorta gas/particle things from volcanoes, basically not soilds.
Energy tends to be mythical fire/energy.
Explosive indicates holes/breaches.
Kinetics are types of rocks.
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: Ember on May 25, 2014, 10:45:46 PM
Hi! Just a re-visitation of SniZipGun's excellent names. Italics means the weapon doesn't exist, but if it did, that's what it would be called.

Small
Flak - Ash CIWS
Kinetic - Pumice Light Autocannon
Energy Projectile - Blaze Pulse Gun
Explosive - Crevice Gun

Medium
Medium Flak - Brimstone PD
Medium Energy - Inferno Pulse Laser
Medium Explosive - Breach Gun
Kinetic Storm - Tephra Chaingun

Large
Large Flak - Slag PD Suite
Kinetic (large) - Obisidian Autocannon
Explosive (large) - Fissure Cannon
Energy Projectile (large) - Fusiform Cannon

Bulit In
Artillery Cannon (large) - Balefire/Harbinger/Firestorm-Railgun


Notes:
Flak guns are sorta gas/particle things from volcanoes, basically not soilds.
Energy tends to be mythical fire/energy.
Explosive indicates holes/breaches.
Kinetics are types of rocks.

I actually like those names, however, the energy weapons are projectiles with some sort of plasma based payload suspended in a magnetic bubble, so its basically a bullet that deals energy and emp damage

also only large weapon i currently have is the rail gun on my artillery ship

http://www.youtube.com/watch?v=olGjcGFs46s currently how the weapons shoot, accuracy and rate of fire may change
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: Ishman on June 12, 2014, 08:15:48 PM
Liking the guns, their looks and coloring mesh perfectly too, hats off to Helmut.
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: Vitam Aeternam on June 17, 2014, 09:43:46 PM
Looking forward to the next update of this mod!
Great work on your ship sprites they look great the colour scheme is good and fits with the factions name, liking it a ton, HELMUT did a great job with the weapons for your faction, hope to be able to play them with their own unique weapons soon.
Liking the animated artillery weapon and the names that Foxer360 has made for the weapons, fits with the factions name nicely. Hopefully you can jump the hurdles of coding and scripting up your weapons to be a unique and thoughtful addition to the Starsector universe.

Watched the video as well, they look like an interesting addition to the faction, it is good that you are adding a unique weapon set to your faction it always helps add to the factions feel and their uniqueness from the others, sets them apart from the rest of the crowd, good work!  :)
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: Ember on July 03, 2014, 08:50:08 AM
Looking forward to the next update of this mod!


thanks, would have loved to get the weapons update out but having a couple of issues, one being motivation to work on the mod. i hope to at least get it done soon, if not the latest would be when starsector updates
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: Lakis on July 03, 2014, 02:23:19 PM
Hey, just got done playing through the mod on a  mostly normal StarSector, I really love it!

Edit:

EM_Heavyfrigate.PNG -> EM_Heavyfrigate.png

'V' in /data/Variants should be lower case.

These are the only issues that cropped up on my linux Partition.

Otherwise, it works wonderfully. ^^
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: Ember on July 04, 2014, 06:21:52 PM
Hey, just got done playing through the mod on a  mostly normal StarSector, I really love it!

Edit:

EM_Heavyfrigate.PNG -> EM_Heavyfrigate.png

'V' in /data/Variants should be lower case.

These are the only issues that cropped up on my linux Partition.

Otherwise, it works wonderfully. ^^

ill get that fixed, though im surprised it caused an issue now as its probably been like that since i made this mod, probably a linux thing is why it complained

as for Excerelin that you asked about before you edited, chances are it wont become compatible as i don't really have the motivation or even know how to make it compatible
Title: Re: [0.6.2a] Firestorm Federation [0.5.5]
Post by: ValkyriaL on July 05, 2014, 03:20:07 AM
Zap has a list of things to do to get your mod compatible, it's pretty much just a checklist job, then Zap has to integrate your files on his end, which he can't because he's on vacation, so people will have to go thru that process themselves, which is also documented in the Exerelin OP. :)
Title: Re: [0.6.2a] Firestorm Federation [0.5.6]
Post by: Ember on August 21, 2014, 05:55:14 PM
new update!
sorry for the long wait on this one, all sorts of things got in the way, mostly low motivation

A lot of new weapons in this one, please tell me if any of them seem over powered or under powered
0.5.6

Added
-A bunch of custom weapons
-Compatibility to Shader lib (not required)
-All new weapons to Faction shops and convoys
-New Ships
   -Cascade (Frigate Assault/Chase)
   -Greenstone (Destroyer Assault)
Changed
-Infernos now has a built in long range artillery cannon
-Firestorm now has a built in large autocannon
-Immolator now has a forward medium mount

(http://i.imgur.com/2XAkkHJ.gif)
Title: Re: [0.6.2a] Firestorm Federation [0.5.6]
Post by: Gotcha! on August 22, 2014, 05:12:16 AM
I can't believe how much your stuff improved since you first started. That ship's amazing and that gun... :o
Nice going! ;D
Title: Re: [0.6.2a] Firestorm Federation [0.5.6]
Post by: HELMUT on August 22, 2014, 05:45:00 AM
Okay, i played a bit the campaign with them, unfortunately, the balance will need quite a rework, also lot of little problematic details.

The stats used for your ships/weapons are very wonky. Lot of weapons are nearly flux free and are still extremely similar to their vanilla counterpart. The LAG and the crevice gun for example are nearly the same, the Crevice just have less shots/minutes and a longer range and produce half as much flux. For now it's just a stronger variant for the same cost.

It's the opposite for some other guns, the Pumicite AC for example have an anemic 49 DPS, why people would even want to mount this? Sure it's only 42 flux/sec but it cost 6 ops for nearly no damage. Also the weapons lack description for their roles (PD, assault, etc...) which should be fixed.

On the other hands, the ships, or at least the frigates, have very high flux stats even though their weapons doesn't produce much.

I haven't played everything yet but here's the biggest issues i saw.

The Scorch corvette don't have enough OPs, the standard variant use 19 OPs and it only have 10 available.

Problems on the variant weapons groups, no autofire for the PDs. Sometimes some (presumed) assault weapons are mixed with the (presumed) PDs.

The Tinder frigate tends to avoid fights like a civilian ships unless you give it an order. Also the sprite is very meh... It could really get a rework or at least be removed until then.

Small missiles weapons are called... Small missiles.

The "blue fire" effect seems out of place, a red fire effect like in the gif above would looks much better.

The Balefire cannon animation will apply even if the gun don't actually fire, can happen if you just tap the fire button without charging it completely.

For some reasons the FF ships can totally ignore EMP damage, might be a bug in the hull mods.

The Jump point alpha lead to the edge of the system, not of the main planet with the station, not sure if intended.

The Charcoal have stats very similar to a frigate even though it's a destroyer. The Standard variant is also very underwhelming.

Drones don't have the free-roam option, which is sad. Also they have very strange positioning, they are standing over the ship, when they get destroyed, their husks can deal a lot of damage to their own vessel.

The Immolator seems a bit small for a cruiser and it's damn expensive for a light missile boat and require quite a surprisingly massive crew. Also the two rear turrets are unused for its variant.

The Char lack a ship system. It's also extremely similar to the Greenstone (i know that i originally sprited the Greenstone as a Char variant) but the similarity make them both way too identical. Perhaps switching some ballistic mounts for missiles? Still on the Char, the two rear turrets overlap and looks ugly, might change them with a single medium one instead?

---

That's all, for now. I will test the Cruisers/capital ships later. I noticed that the vanilla sounds for the weapons don't really fit, i think SnupZipGun will be able to help you in that regard. Still on the weapons, while Tartiflette did a fantastic job at animating some of them, the contrast between those he worked on and those he didn't is huge. Maybe you could ask him some help for the rest?

Also i'm not really satisfied of some of my own stuff and i'll try to rework the Crevice/Blaze/small missiles sprites.

So yeah, from now on your work will be balancing all of this, plus lot of polishing but overall it's getting there.
Title: Re: [0.6.2a] Firestorm Federation [0.5.6]
Post by: Ember on August 22, 2014, 11:21:58 AM
I expected things to be off, I did ask if they did seem off

I can't believe how much your stuff improved since you first started. That ship's amazing and that gun... :o
Nice going! ;D

thanks! though the gun sprites were made by HELMUT and some have been animated by Tartiflette



So yeah, from now on your work will be balancing all of this, plus lot of polishing but overall it's getting there.

definitely, probably going to be a while and a bunch of updates before they are good
Title: Re: [0.6.2a] Firestorm Federation [0.5.6]
Post by: Gotcha! on August 22, 2014, 02:28:21 PM
thanks! though the gun sprites were made by HELMUT and some have been animated by Tartiflette

Then I'd like to thank them as well for helping you out. :) Nice guys.
Title: Re: [0.6.2a] Firestorm Federation [0.5.6]
Post by: HELMUT on August 24, 2014, 01:47:33 PM
Tried the cruiser/capitals and fighters.

The Conflagration bomber seems broken, it fire its Atropos at everything, fighters, frigates and bigger ships. Very annoying when they waste their payload at some Talon wing. Another problem, not exclusive of the Conflagration is that all the fighters are bloody fast, nearly twice a speedy as vanilla fighters. Sure they suffer a lot from their bad maneuverability, which can even be problematic for bombers to stop at the carrier to reload. It would be good to reduce their speed and also installing some brakes on the bombers. Overall it's too strong, the twin Atropos on each bomber may be the reason, it need a nerf.

The Flare currently doesn't work but it's more a problem about the Pumicite AC that lack power than the fighter itself.

The Firehawk however is too strong and will be probably be broken with a balanced Pumicite. 2 Crevice guns, 2 swarmers and 2 pumicites, that's an awful lot of firepower even for a heavy fighter. And they come in wing of 4! Plus their incredible speed, nothing can stop those things. Cutting their armament by a half and their speeds would make them more balanced.

Another problem is that their wings are extremely cheap. 3 supplies for 3 bombers, 4 supplies for 4 heavy fighters. You could double the cost for such good wings. The opposite for the Flare, 5 supplies for 5 Talon's like seems a bit expensive, even after the future buff of their guns.

Still linked to the fighters, the Fyrestone cruiser have only 1 launch bay (was convinced it had 2). A bit weak for a cruiser, with 2 decks however it would be become much more interesting. Not convinced about the burn drive system, you rarely want your carrier to get too close to the enemy, especially something like the Fyrestone.

The Magma cruiser seemed relatively fine even though it's armed like a destroyer. The numerous drones and flux capacity gave it victory against other cruiser though. Every FF ships will need to see their flux capacity nerfed drastically anyway, then maybe the Magma won't be as strong.

The Inferno artillery ship have waaaaaay too much OPs, like nearly twice as much it would need. The Balefire gun have a huge range but didn't seemed too strong when i tried it, like the Magma i'd rather wait for the global flux nerf to see.

The Firestorm class actually seems to be the most balanced of the bunch. It's an expensive huge tank with a large array of guns, a bit too fast maybe? I'm not sure.

Also i found some problems with the bigger weapons. The Kinetic medium (this one really need another name) is nearly a carbon copy of the heavy Autocannon, but better. Same thing for the Obsidian cannon and the Mark IX, way too similar.

That's it. Haven't started reworking the weapon, hopefully it'll be all done soon. Overall, big nerf on the Conflagration and Firehawk, global nerf on the ships/weapons flux, buff on the Pumicite and rework on the Kinetic medium and Obsidian, 1 more bay for the Fyrestone and we'll how it'll looks.
Title: Re: [0.6.2a] Firestorm Federation [0.5.6]
Post by: Ember on October 31, 2014, 08:50:33 PM
well, time to work on getting my mod working with the latest update, absolutely no idea what I need to do though
Title: Re: [0.6.2a] Firestorm Federation [0.5.6]
Post by: Ember on November 20, 2014, 02:35:09 PM
well it seems that no one cares

I have asked for help both here and on the skype chat but no one has offered to help so until someone helps me figure out how and what to do to get it up to the latest version, this mod is on hold and I might just give up entirely
Title: Re: [0.6.2a] Firestorm Federation [0.5.6]
Post by: Doogie on November 20, 2014, 05:45:45 PM
well it seems that no one cares

I have asked for help both here and on the skype chat but no one has offered to help so until someone helps me figure out how and what to do to get it up to the latest version, this mod is on hold and I might just give up entirely
Probably because all the people that are qualified are still trying to figure things out for themselves and/or are updating their own mods.
Title: Pliz Halp?
Post by: TauKinth on May 17, 2015, 09:32:11 AM
I keep getting this error whenever I try and load starsector (http://puu.sh/hQH2j/212043d7fd.png and the log says http://puu.sh/hQHed/993f4a68ab.png). Any suggestions?
Title: Re: [0.6.2a] Firestorm Federation [0.5.6]
Post by: ValkyriaL on May 17, 2015, 09:52:23 AM
suggestion: play other mods as this one is dead since several months back. :)
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: Ember on July 06, 2015, 10:51:03 PM
-sneaks in and changes OP-

Spoiler
0.5.8

Updated to 0.65.2a
Added
-Fireblast ship
Removed ShaderLib compatibility
[close]

im just gonna leave this here >.>

-runs off and hides-
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: NightfallGemini on July 07, 2015, 01:02:23 PM
And just like that my body is ready. These ships look great.
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: Takion Kasukedo on July 31, 2015, 08:10:18 AM
Hmm, a little notification as you will.

I have noticed that the Firestorm Federation don't show up in the Directory for Alliances or factions in Nexerelin and also have no stations.

Does that mean The Federation never spawn in Nexerelin or you have to spawn a fleet of some sort?
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: Histidine on July 31, 2015, 08:29:03 PM
It works for me (just tested in a new game with FireFed as the only faction mod). Are you using the latest version? Playing in Corvus mode, or a too-crowded sector (although it'd have to be really crowded for a faction to get locked out completely)?
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: Takion Kasukedo on August 02, 2015, 12:50:47 PM
No Corvus mode for me or a crowded sector, they just don't spawn :/
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: Ember on August 04, 2015, 08:07:35 PM
im sorry but i have no idea how to help you, coding isnt really something i can do, and all i know is that it has the parts that should let it work with that mod

anyways, to those of you fighting with/against my faction, tell me how they are holding up and if anything needs changing or fixing
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: Takion Kasukedo on August 06, 2015, 03:29:23 PM
Well, the ships that are currently in can't slow down for the life of them, and their armor gets shredded in seconds when faced with HE weapons.

That goes for the biggest ships as well facing Hellbore cannons, unfortunately.

The Cascade ship is fun when chasing other ships though, which is a plus.

Anywho, are there any Frigates/Destroyers coming with Medium/Large slots on them anytime soon?
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: MesoTroniK on August 06, 2015, 06:52:51 PM
That goes for the biggest ships as well facing Hellbore cannons, unfortunately.

No armor can hold up to a Hellbore, which fires shells rather rapidly and each one is equal to a Harpoon.

Ideally this faction would use right-click ship systems as a defense something that temporarily hardens the armor or similar ideas.
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: Takion Kasukedo on August 07, 2015, 11:39:31 AM
Hmm, cool idea

Well if someone can code that then they'll be able to bully others around with no shields hmm, maybe fast repair in battle?
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: Ember on August 07, 2015, 08:59:47 PM
That goes for the biggest ships as well facing Hellbore cannons, unfortunately.

No armor can hold up to a Hellbore, which fires shells rather rapidly and each one is equal to a Harpoon.

Ideally this faction would use right-click ship systems as a defense something that temporarily hardens the armor or similar ideas.

there is a zero cost modification that should reduce explosive damage, not sure if it works anymore or if it needs a buffing
Well, the ships that are currently in can't slow down for the life of them, and their armor gets shredded in seconds when faced with HE weapons.

That goes for the biggest ships as well facing Hellbore cannons, unfortunately.

The Cascade ship is fun when chasing other ships though, which is a plus.

Anywho, are there any Frigates/Destroyers coming with Medium/Large slots on them anytime soon?

in what way are you trying to slow down? through reversing, or by flipping the ship around and decelerating that way?

as for ships with bigger mounts? ill think about it. I did have a plan for a shield cracker destroyer with a built in large gun but I'm no good at weapon sprites and the person who made the ones for me is busy, so i havent made any progress there



As to the weapons, how are they holding up? any that are too powerful or too weak for their intended role?
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: Takion Kasukedo on August 08, 2015, 03:30:48 PM
The Weapons are mmm, ok to say the least, they're flux heavy I have noticed and they're not very powerful and may need a small buff

as for the slowing down part, the reversing slow doesn't work very well, and I refuse to turn my back towards the enemy when under fire
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: NightfallGemini on November 09, 2015, 10:20:24 PM
I've noticed that Firestorm ships die most of the time not to weapons fire, but to the death explosions of other ships because they can't slow down and get too close.
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: Blaze on November 11, 2015, 01:41:01 PM
I think there's a couple extra zeroes in some of these ships. Like the fireblast, the destroyer that has 1200 cargo and 800 fuel capacity. With low maintenance and burn 7 it makes a great freighter.
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: MesoTroniK on November 11, 2015, 06:53:51 PM
I've noticed that Firestorm ships die most of the time not to weapons fire, but to the death explosions of other ships because they can't slow down and get too close.

In SS 0.7a the AI will be more aware of ship death explosions and stand off a bit more from vessels that are low health.
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: NightfallGemini on November 12, 2015, 05:13:27 PM
Eh, it's not so much the AI to be fair. I've seen it try to back off, but because Firestorm ships are so slanted towards forward thrust it literally can't because it tries to use the almost nonexistent reverse thrust.
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: Ember on November 12, 2015, 06:38:58 PM
I think there's a couple extra zeroes in some of these ships. Like the fireblast, the destroyer that has 1200 cargo and 800 fuel capacity. With low maintenance and burn 7 it makes a great freighter.

the Fireblast is actually intended to be a Blockaid runner/smuggler ship
compaired to the actual cargo ship  it only has 100 more armor and 1k more health, which is 500 less than the other destroyer
it also has more speed than the frigates and higher acceleration

not to mention most of its mounts are more in there for PD with only 3 really for assault

though i think i got the cargo numbers switched with the actual cargo ship


Eh, it's not so much the AI to be fair. I've seen it try to back off, but because Firestorm ships are so slanted towards forward thrust it literally can't because it tries to use the almost nonexistent reverse thrust.
ill probably increase the reverse thrust strength
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: Ember on March 08, 2016, 10:39:10 PM
sorry that I have not updated my mod, College is taking up a lot of time not to mention I don't even know what I need to do to get everything working again

Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: Histidine on March 09, 2016, 12:03:12 AM
If you haven't seen it yet, here (http://fractalsoftworks.com/forum/index.php?topic=9926.0) is a good list for updating to 0.7 (though might be out of date with 0.7.2).
Title: Re: [0.65.2a] Firestorm Federation [0.5.8]
Post by: OhNoesBunnies on September 08, 2016, 01:12:08 PM
Take your time, but I do hope to eventually see that you update this mod. It has some of my favorite ship designs!