Hello
So I decided to make my own faction and have a few ship already madeSpoilerFighters
(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 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.
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)
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 inefficientI 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
Well well, guess who turned out to be quite the pyromaniac...
EDIT::P
Silver used THESAURUS...
It's super effective!
The Firehawk demands sacrifice! For the Enkindling, my brothers!
Also I'm demanding one named Fyrestone, for the Borderlands reference >.>
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?
Assuming I'm spotting correctly, I see 10 smalls, 5 mediums and 4 large.
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.
ive always hated ships with an excessively low acceleration, but thats mostly because im unable to handle them properly
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 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.
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
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
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)
What is going on? @_@.
Anyways, please fix the DL link, cause it says its for 5.4
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'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.
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.
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.
This team should have lower armor and shields...they look and seem like a faction who would have it unlike the Antediluvian's
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.
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 shipsSpoiler(http://i.imgur.com/8ha2A1z.png)(http://i.imgur.com/pT8skld.png)[close]
Your links don't work Ember. Looks good though.
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.
Oooh. Love them ships. They look fast!
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.
Looking forward to the next update of this mod!
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. ^^
I can't believe how much your stuff improved since you first started. That ship's amazing and that gun... :o
Nice going! ;D
So yeah, from now on your work will be balancing all of this, plus lot of polishing but overall it's getting there.
thanks! though the gun sprites were made by HELMUT and some have been animated by Tartiflette
well it seems that no one caresProbably because all the people that are qualified are still trying to figure things out for themselves and/or are updating their own mods.
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
That goes for the biggest ships as well facing Hellbore cannons, unfortunately.
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.
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?
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.
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.
ill probably increase the reverse thrust strength
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.