Fractal Softworks Forum

Starsector => Mods => Topic started by: Psiyon on February 01, 2012, 05:36:59 PM

Title: (ded) Obsidian Void (ASC: B5) (DOM: D2) - 0.6.2a
Post by: Psiyon on February 01, 2012, 05:36:59 PM
(http://img209.imageshack.us/img209/4530/5wai.jpg)
(Ascendency + Dominion)
Note: Obsidian Void is a total conversion. This will not work in conjunction with other mods.

The following download will only work with version 0.6.2a of Starsector (IE, not the current version). I'm keeping it here for posterity's sake.
Download: https://dl.dropboxusercontent.com/u/71512473/Obsidian%20Void%20-%20MK2.zip



(Rough) Patch notes:

Spoiler

Mk.2:

Changes:

-Stuff
-Things
-That garbage Hirodika CSIX ship is now a small carrier like the Thiian Seteth.
-You can board hostile stations and do a smash and grab for fuel and supplies. Just check how many hostile marines there are, otherwise things will end bad.
-Probably some other significant stuff that I don't recall whether it was in the last version or not.
[close]

(http://imageshack.us/a/img708/7893/hx4r.jpg)
Take control of the Lemurian Fleet as an immortal admiral, and fight against the Terran Dominion for your civilization's survival.

(http://imageshack.us/a/img194/5849/wqk1.th.jpg) (http://imageshack.us/a/img194/5849/wqk1.jpg)(http://imageshack.us/a/img545/1286/h86l.th.jpg) (http://imageshack.us/a/img545/1286/h86l.jpg)(http://imageshack.us/a/img541/4126/am84.th.jpg) (http://imageshack.us/a/img541/4126/am84.jpg)

Videos: (Oldest first, newest last)
1: http://youtu.be/84u7sIyH_wc




Dominion has not been released. This component of Obsidian Void is a work-in-progress.

It was an accident. A bad call, as some might say. When the Immortal Fleet Lord stared into the maw of the Nexus, she knew nothing of what was to come. Her fleet was ripped from the Large Magellanic Cloud, and then scattered throughout its parent galaxy: the Milky Way.

She was adrift in unknown waters. There was only one thing that could be done: find her fleet, and return home.

A task of impossible difficulty.

Within days, the nature of the Orion Arm was revealed to her: the Dominion reigned like a corrupt and hateful God, crushing those below for no other reason than simply possessing the means to do so. The Immortal found herself in the middle of one of the Dominion's many fiery purges: the extermination of the Rend, another offshoot of humanity.

Weeks passed. Alliances were formed. Ships were annihilated. Countless human lives were obliterated at the hands of a nuclear holocaust spanning many worlds.

When the Immortal found that the Dominion planned on invading the Large Magellanic Cloud, she faced a decision: either to strike hard with unyielding fury, or to escape through the Dominion's Nexus at full strength to warn her civilization of its imminent doom.

The Immortal, however, transcended her more common brethren. She did not see in black and white. She chose both options.

And she succeeded. She always succeeded.

The Dominion's manufacturing worlds were set ablaze. Population centers were set ablaze. Shipyards were set ablaze. Infrastructure was set ablaze.

She made the Dominion pay for their sins against their own kind.

But it came at a price: the destruction of almost every ship attempting to return home. The guaranteed extinction of the Rend subspecies. And an inevitable war that would leave a wake of catastrophe throughout the endless obsidian void.

The Dominion cannot die, for they are the apotheosis of mankind.

Spoiler
RELAY: QCS-COMM RELAY X9921-A
RECIPIENT Q-ADDR: (VERIFIED: ISDF-SCOM)
SENDER Q-ADDR: (VERIFIED: LORD ISANOA KEL EIYNAN; KEIROM STATION)
CLASSIFICATION: IMPERIAL SECURITY PRIMARY
SUBJECT: DOMINION THREAT ANALYSIS

::Decrypt in progress.
::Decrypt complete. File reconstituted. Displaying.

Forgive me if this report is a bit less formal than you’re used to, but I’m pretty pressed for time over here, with, you know, an impending invasion and all that. I’ll keep this brief, and will task one of my surviving officers with creating the statistic-ridden version in time.

The entity known as the “Terran Dominion” is the largest threat the empire has ever faced. They are more advanced than us. They have more numbers than us. They have total unity. And they have one purpose: to expand their power.

Their internal politics are a mystery, even to the Rend. Commodore Ecamen told me as much as she could once our fleets unified. They have an elite ruling class: they’re human. Surprisingly like us, apparently. Though that’s just in appearance. I only saw one. The rest of their people are slaves, and really, it would be a kindness calling them “people.” Their soldiers and ship operators are augmented with an extensive amount of cybernetic equipment, giving them superior intellect, strength, and response times. But the most interesting cybernetic “enhancement” they receive is a self-contained computational unit in place of their head. Yes, I said “in place.” Their heads are removed and replaced with some creepy-as-hell triangular computer. Whatever shred of humanity they had is totally gone. It’s easy to see how the elite class holds control over them—their subjects are machines. They can’t revolt. So these elite use them to execute their will—which, as we witnessed with the Rend’s genocide, is to kill or enslave all opposition to them. After what we did to them in the Milky Way, and almost did to their homeworld… they no doubt see us as opposition.

Their spacecraft had may as well be invincible. In small numbers, they’re manageable, but their total number of ships is estimated to be in the tens of thousands. Sensor logs from the Fury detected at least nine hundred individual combat-capable spacecraft, and we had only visited a small fraction of their territory.

Dominion weaponry is mainly energy-based. Their ionic particle slugs dent the armor on impact, and then proceed to melt it away. Tungsten plates layered into our spacecraft’s armor is a must against these weapons. Fortunately the Fury had some. Most other ships did not.

As for Dominion defenses, the armor on their larger ships is at least seven or eight meters of layered metals. Internal hulls aren’t as difficult to get through, though. The only reason we were able to do well against them in combat was the Rend’s long-range beam weaponry—it would melt off the armor, and let our railguns and missiles hit deep. Recommend immediate reverse-engineering and salvage of Commodore Ecamen’s surviving vessel.

The best tactic I can recommend against Dominion ships is to simply stay as far away from them as possible. Their weaponry isn’t accurate at long ranges. Softening them up at a distance and then moving in for the kill is generally the best way to disable their ships.

Truly, though, I can’t stress enough how absolutely f--ked we are if they come through that Nexus with guns blazing, in full force. We need the Thiians. Anasi told me that he would do his best to convince the council to prepare for war. He could use the help. Even with them, I still don’t think the outcome is too promising. We either need some sort of superweapon that can give us an edge, or we need to start thinking of a mass exodus from our galaxy. I prefer the former. So tell IRD to get on it.

Also, I need a new ship. My list here shows that the next Cordelphia-class is almost completed at Hijtu. Paint it red. Name the ship “Retribution.” Crew it with the best and brightest. And then send it out here.

I hope my less-than-stellar reputation within the ISDF won’t lessen the impact of this message. Time to see if you’re really the best of the Defense Force, I guess.

Welcome to wartime, kiddies.

::Isanoa Kel Eiynan; Immortal Lord of the Fleet; IDN: ISDF-IL-01
::Message end.
::Self-deletion protocol enabled – 1 day
[close]


The Dominion component of Obsidian void takes place approximately 20 years after the Ascendancy War in the Eskel domain. There are four major players:

The Thiian Confederation:
Thiiei was able to assume control of the Sovereign system through brute force, deception, convenient alliances, and careful diplomacy. Their victory in the Ascendancy War did not result in the brutal, totalitarian regime many expected. Instead, the four worlds were given a surprisingly large capacity to self-govern, and a ruling council was formed that consisted of officials from each former government. In the year following the war, contact was made with the Lemurian Empire--humans whose homeworld was several hundred light-years away. A strong relationship was built between the two over the next twenty years. Without a hint of animosity, the two powers are proud to call themselves allies.

The Lemurian Empire:
The Empire has existed in one capacity or another for thousands of years. One political faction would rise up, take over the planet, and declare themselves the Lemurian Empire. The cycle continued until interstellar travel was perfected. At that point, the victors of the last planet-wide war held on to power for a long stretch of time. Only one major rebellion broke out as the Empire expanded outward. It was crushed. Lemurians, as a people, embrace the power of human reason. They prefer facts over emotions, experiences over simulations, and aren't afraid of their technology's rapid advancement. They live in a socialistic environment with an extremely strong government and military presence.
Spoiler
(http://imageshack.us/a/img35/2756/iixw.png)(http://imageshack.us/a/img837/6031/mxj5.png)
(http://imageshack.us/a/img62/3439/a2fc.png)
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The Rend:
The Rend are natural warriors, hailing from the Milky Way. With dark grey skin and green eyes, their powerful muscles and a frightening agility make them exceptionally fit for physical activity. The Rend, due to their aggressive nature, weren't fortunate enough to expand to the stars under a single government. Independent colonies struggled to survive, and those that did offered a life that mirrored hell. Through the centuries, though, they pulled through, and came out with an impressive population and a powerful combined space navy. It was about this time that they met the Dominion. All they could do was watch as their planets burned.

The Dominion:
Coming from a planet called Earth deep in the Orion Spur of the Milky Way, the Dominion are a cybernetically corrupt offshoot of humanity. An elite ruling class presides over a population of literal drones, controlled by computers. With only the will of the elite coursing through the silicon pathways of the population, the Dominion was able to expand and advance themselves at an alarming rate. In 2472, the former Terran Union extended about sixty light-years. By 2821, the Dominion had expanded to almost three-hundred light years.
Spoiler
(http://img69.imageshack.us/img69/8966/qx19.png)(http://imageshack.us/a/img850/517/hm9m.png)
(http://imageshack.us/a/img59/2047/k6cl.png)(http://imageshack.us/a/img855/4595/8z58.png)
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(http://img706.imageshack.us/img706/6110/newtitle.jpg)
Fight for domination in a hectic 3-way war in the Sovereign System, home of the Eskel human subspecies.



Watch the introduction:

(http://img440.imageshack.us/img440/9785/derpayd.jpg) (http://www.youtube.com/watch?v=aO-iJOJtGO8)


Videos (oldest first, newest last):
6: http://www.youtube.com/watch?v=ttkFpRGpi0w
7: http://www.youtube.com/watch?v=EWNh6kkfSx4
(Courtesy of IAmSogard87)




Screenshots (Old to new =>)
(http://img830.imageshack.us/img830/1119/screenshot024f.th.png) (http://img830.imageshack.us/img830/1119/screenshot024f.png)(http://img38.imageshack.us/img38/8163/screenshot026xk.th.png) (http://img38.imageshack.us/img38/8163/screenshot026xk.png)(http://img263.imageshack.us/img263/4130/screenshot034j.th.png) (http://img263.imageshack.us/img263/4130/screenshot034j.png)(http://img833.imageshack.us/img833/9344/screenshot035j.th.png) (http://img833.imageshack.us/img833/9344/screenshot035j.png)(http://img687.imageshack.us/img687/9206/screenshot043cd.th.png) (http://img687.imageshack.us/img687/9206/screenshot043cd.png)(http://img822.imageshack.us/img822/4403/screenshot047xv.th.png) (http://img822.imageshack.us/img822/4403/screenshot047xv.png)(http://img259.imageshack.us/img259/5483/screenshot045k.th.png) (http://img259.imageshack.us/img259/5483/screenshot045k.png)(http://img845.imageshack.us/img845/2991/screenshot049p.th.png) (http://img845.imageshack.us/img845/2991/screenshot049p.png)(http://img51.imageshack.us/img51/5784/screenshot051np.th.png) (http://img51.imageshack.us/img51/5784/screenshot051np.png)(http://img820.imageshack.us/img820/6402/screenshot053e.th.png) (http://img820.imageshack.us/img820/6402/screenshot053e.png)(http://img823.imageshack.us/img823/3772/screenshot061g.th.png) (http://img823.imageshack.us/img823/3772/screenshot061g.png)(http://img38.imageshack.us/img38/8121/screenshot059o.th.png) (http://img38.imageshack.us/img38/8121/screenshot059o.png)(http://img805.imageshack.us/img805/1409/screenshot062u.th.png) (http://img805.imageshack.us/img805/1409/screenshot062u.png)(http://img813.imageshack.us/img813/262/screenshot066x.th.png) (http://img813.imageshack.us/img813/262/screenshot066x.png)(http://img515.imageshack.us/img515/6904/screenshot064p.th.png) (http://img515.imageshack.us/img515/6904/screenshot064p.png)(http://img542.imageshack.us/img542/9421/screenshot072.th.png) (http://img542.imageshack.us/img542/9421/screenshot072.png)(http://img580.imageshack.us/img580/4897/screenshot071q.th.png) (http://img580.imageshack.us/img580/4897/screenshot071q.png)(http://img844.imageshack.us/img844/4277/screenshot069v.th.png) (http://img844.imageshack.us/img844/4277/screenshot069v.png)(http://img560.imageshack.us/img560/2217/screenshot077f.th.png) (http://img560.imageshack.us/img560/2217/screenshot077f.png)(http://img838.imageshack.us/img838/2182/iri1.th.jpg) (http://img838.imageshack.us/img838/2182/iri1.jpg)(http://img594.imageshack.us/img594/1873/iri2.th.jpg) (http://img594.imageshack.us/img594/1873/iri2.jpg)(http://img196.imageshack.us/img196/5364/kadyg.th.jpg) (http://img196.imageshack.us/img196/5364/kadyg.jpg)(http://img163.imageshack.us/img163/9334/sikiraa.th.jpg) (http://img163.imageshack.us/img163/9334/sikiraa.jpg)




The Universe:
In the Orbit of God

Spoiler
Deep within the Large Magellanic Cloud sat a massive, sky-blue concentration of hydrogen, helium, methane and various other gasses. A gas giant planet—192,628 kilometers in diameter. Silently suspended in its gravitational web lay innumerable satellites—hundreds upon hundreds of small, slowly spinning islands of rock and metal. But not all were small.  And not all were of just rock and metal. Four worlds pierced the blackness of space with their brilliance: rock; metal; water; sand; soil; oxygen; nitrogen; and life composed these worlds. Humanity, the scourge of the cosmos, infested them. As their isolated societies evolved in separate corners of the gas giant system, they all developed one commonality: they knew God. The blue sphere that dominated the sky watched over them night and day, and cradled their civilizations in its orbit. Humanity was at peace, as it always was in its early stages of development.

And then the machines came. With the power of the electron unlocked, humanity, in four separate locations, sprang forward blindly in a crazed attempt to meet their neighbors—and to ultimately destroy them.

There was peace at first. Peace was always a precursor to conflict. It took a great many years before they began to split apart. Three factions formed: The Esk Coalition, a unification of the various nation-states entrenched on the moon Esk; the Kraskae Treaty Alliance, spanning nations across the moons Bli and Nara; and finally the nation of Thiiei, the juggernaut dominating the entirety of the moon Thtiu.

With the Eskel people divided, the stage was set for a massive three-way war, and inevitably, every man, woman and hellish weapon of war was brought to bear to create an inferno so fierce, not even God could quell the flames.
[close]





Ascendency can be considered a sequel to the original In the Orbit of God, a conversion for the game Homeworld 2: http://www.moddb.com/mods/in-the-orbit-of-god

Ascendency is a total conversion for Starfarer that will feature three full, distinct factions to play as:
(Note: not all completed sprites will be listed here, only a few to give you an idea of what each faction looks like. Otherwise, this page would be loaded with sprites.)


Thiiei: Based on the moon Thtiu, Thiian ships are armed mostly with missiles and massdriver weapons. While their vessels are clunky and low-tech compared to KTA and EC ships, they can still hold their own without issue.

Spoiler
(http://img594.imageshack.us/img594/3912/ritiak2.png)Ritiak-class Battlecruiser(http://img838.imageshack.us/img838/3637/viktra.png)Viktra-class Anti-strikecraft Frigate

(http://img807.imageshack.us/img807/2773/seteth.png)Seteth-class Light Carrier(http://img23.imageshack.us/img23/2311/scug.png)Scug-class Assault Frigate
[close]




Esk Coalition: Based on the moon Esk, Coalition ships are state-of-the-art, boasting the most advanced hulls, weapons, and engines. The only problem is that it is incredibly expensive to produce such advanced ships—meaning there aren’t many to go around, and each vessel lost is a serious blow.

Spoiler
(http://img35.imageshack.us/img35/9660/niathusf.png)Niathus-class Assault Frigate (http://img600.imageshack.us/img600/9220/ajliote.png)Ajliot-class Anti-strikecraft Frigate

(http://img443.imageshack.us/img443/4237/ecdestroyer.png)Velithan-class Destroyer(http://img832.imageshack.us/img832/362/pialtu.png)Pialtu-class Missile Artillery Frigate
[close]




Kraskae Treaty Alliance: Based on the moons Bli and Nara, their ships lie between the worlds of the EC and Thiiei, being reliable and easy to control. Their weapon of choice is the hyperon beam: a finely focused pulsed or sustained beam of hyperon particles that proves to be highly accurate.

Spoiler
(http://img193.imageshack.us/img193/8618/sikiraa.png)Sikiraa-class Assault Frigate(http://img842.imageshack.us/img842/813/talpanaan.png)Talpanaan-class Corvette

(http://img7.imageshack.us/img7/6894/ulnatan.png)Ulnatan Support Destroyer(http://img4.imageshack.us/img4/4483/cerija.png)Cerija Assaultship

[close]


In addition to the main three, there are three more minor factions:


Ershiian Sovereignty (Ceni Six Corporation): A minor faction based on the barren, uninhabitable moon Ujionla. They offer ships and their military’s services for money to the three warring factions.


Spoiler
(http://img207.imageshack.us/img207/1738/ikara.png)Ikara-class Light Frigate (http://img269.imageshack.us/img269/4431/olora.png)Olora-class Experimental Destroyer
[close]




Okouth: A small corporation that operates similarly to Ceni Six. However, this means that Ceni Six is a competitor--one that must be dealt with.

Spoiler
(http://img846.imageshack.us/img846/8881/savil.png)Savil-class Missile Frigate(http://img411.imageshack.us/img411/4286/saldara.png)Saldara-class Destroyer
[close]




Lyseti Trading Corporation: Lyseti primarily deals with the trading of all kinds of ships and weapons with the Kraskae Treaty Alliance and the Esk Coalition. They also run a reputable shuttling service, transporting people and goods throughout the entire star system.

Spoiler
(http://img232.imageshack.us/img232/4579/daratok.png)Daratok-class Missile Destroyer(http://img515.imageshack.us/img515/3913/emite.png)Emite-class Transport
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The thread will be continually updated with progress as elements of the mod are completed, so stay tuned.
Title: Re: Thiiei's Ascendency
Post by: mendonca on February 01, 2012, 10:34:04 PM
Looks, and sounds, very promising :)

I love the sprites ... definitely watching this.
Title: Re: Thiiei's Ascendency
Post by: aerandir on February 03, 2012, 05:31:46 AM
Looks pretty good. love the detailing on the ships.
Title: Re: Thiiei's Ascendency
Post by: Psiyon on February 03, 2012, 09:29:17 PM
Got some more sprites done, as well as two ships ingame:

Coalition Ajliot Class Anti-strikecraft Frigate:
(http://img600.imageshack.us/img600/9220/ajliote.png)

Coalition F-01 Interceptor:
(http://img440.imageshack.us/img440/7870/f01a.png)

Coalition Telanitan Class Heavy Frigate:
(http://img856.imageshack.us/img856/7310/telanitan.png)

Thiian Teriat Class Light Interceptor:
(http://img850.imageshack.us/img850/3994/teriat.png)

Thiian Vicerus and Coalition Niathus ingame:
(http://img820.imageshack.us/img820/9130/screenshot005wc.th.png) (http://img820.imageshack.us/img820/9130/screenshot005wc.png)
(http://img687.imageshack.us/img687/733/screenshot001ei.th.png) (http://img687.imageshack.us/img687/733/screenshot001ei.png)

Title: Re: Thiiei's Ascendency
Post by: megal00t on February 05, 2012, 10:33:32 AM
hehehe looks fimiliar.... http://www.youtube.com/watch?v=Q1QmFLBpkTA&feature=related
Title: Re: Thiiei's Ascendency
Post by: Psiyon on February 05, 2012, 10:49:05 AM
hehehe looks fimiliar.... http://www.youtube.com/watch?v=Q1QmFLBpkTA&feature=related
Holy crap, proof that somebody actually played ITOG. /astonishment
Title: Re: Thiiei's Ascendency
Post by: Psiyon on February 05, 2012, 07:48:16 PM
First video, showing the first four ships ingame: http://www.youtube.com/watch?v=roFR8LiWmG8

The two new ships added:

Coalition Pialtu Class Missile Artillery Frigate: (The ship I pilot in the video)

(http://img832.imageshack.us/img832/362/pialtu.png)


Thiian Scug Class Assault Frigate:

(http://img23.imageshack.us/img23/2311/scug.png)
Title: Re: Thiiei's Ascendency
Post by: tinsoldier on February 05, 2012, 10:43:04 PM
Did you mod in new sounds too?  Between the weapon changes and new sounds, the combat feels totally different.

Pretty wicked dude  :o
Title: Re: Thiiei's Ascendency
Post by: Psiyon on February 08, 2012, 06:47:55 PM
Yep, new sounds are present for all the new weapons and some of the explosions.

Kio Class Experimental Weapons Frigate ingame:

(http://img12.imageshack.us/img12/8411/screenshot007pu.th.png) (http://img12.imageshack.us/img12/8411/screenshot007pu.png)

(http://img859.imageshack.us/img859/5122/screenshot006v.th.png) (http://img859.imageshack.us/img859/5122/screenshot006v.png)

While equipped with shields, be warned: those shields are truly only useful in deflecting missiles. They are not capable of taking repeated hits from massdrivers or pulse cannons. Be sure to drop them if you enter such an engagement, otherwise you will overload, and probably die.
Title: Re: Thiiei's Ascendency
Post by: Psiyon on February 11, 2012, 03:14:27 PM
Time to take a step up from frigates.

Coalition Kaeomdus Class Heavy Support Cruiser
(http://img815.imageshack.us/img815/8034/kaeomdus.png)
A support ship loaded with light to medium weapons that also doubles as a carrier, though its capacity is limited. Fighters are the only thing that can be docked--corvettes will not be dockable (this applies for all other carriers as well).


Thiian Ritiak Class Battlecruiser
(http://img594.imageshack.us/img594/3912/ritiak2.png)
Though it has less guns than the Kaeomdus, the Ritiak is a hard-hitter, capable of dispatching enemy frigates with ease. However, keep it out of the center of battles--its hull integrity leaves something to be desired.



With any luck I'll be able to get these guys ingame over the course of the next couple of days.
Title: Re: Thiiei's Ascendency
Post by: Belhoriann on February 13, 2012, 08:31:32 AM
Wow, the ships and the background look stunning. Can't wait to play this mod  ;)
Title: Re: Thiiei's Ascendency
Post by: Psiyon on February 13, 2012, 09:25:20 PM
Here's a look into the deep space layer of the backgrounds that will be included with the mod:

(http://img99.imageshack.us/img99/9545/bgwip.th.jpg) (http://img99.imageshack.us/img99/9545/bgwip.jpg)


And here's the Ritiak ingame, as well as the new nebulae graphics:

(http://img190.imageshack.us/img190/9617/screenshot010tb.th.png) (http://img190.imageshack.us/img190/9617/screenshot010tb.png)
Title: Re: Thiiei's Ascendency
Post by: icepick37 on February 14, 2012, 09:15:30 AM
Daaaaaaaaang. Look nice!
Title: Re: Thiiei's Ascendency
Post by: Alex on February 14, 2012, 09:45:11 AM
Yeah, *very* nice. The dust clouds look amazing.
Title: Re: Thiiei's Ascendency
Post by: Psiyon on February 14, 2012, 06:58:40 PM
Thanks :)

Got the basic background up (Right now it's just a 2048x2048 section of the 5200x5200 space scape I made).

(http://img40.imageshack.us/img40/695/screenshot013ir.th.png) (http://img40.imageshack.us/img40/695/screenshot013ir.png)

(http://img832.imageshack.us/img832/3777/screenshot016ft.th.png) (http://img832.imageshack.us/img832/3777/screenshot016ft.png)

The milky way turned out to look better ingame than it did in Photoshop.

Still need to add in all the moons and stuff. Sadly that will require me to redo all of them, because the original textures are only 2048x1024, which, is kind of small for this purpose. They'll need to be at least 4096x2048 for them to look decent.
Title: Re: Thiiei's Ascendency
Post by: Psiyon on February 17, 2012, 05:35:06 PM
Awwwww yeaaaaahhh


(http://img696.imageshack.us/img696/1276/screenshot018he.th.png) (http://img696.imageshack.us/img696/1276/screenshot018he.png)


With one background out of the way, I can finally return to making things that actually matter.

With a little luck, the first version might be released on Monday or Tuesday. Keep in mind, however, it won't have campaign support. It's also pretty likely that this mod won't have campaign support period. Either way, I'm not even going to look at making this campaign compatible until the game is fully released.
Title: Re: Thiiei's Ascendency
Post by: Psiyon on February 19, 2012, 07:23:37 PM
Wheeeeee

The Kaeomdus Support Cruiser, and Teriat + F-01 fighters are ingame.

(http://img404.imageshack.us/img404/2113/screenshot022v.th.png) (http://img404.imageshack.us/img404/2113/screenshot022v.png)

(http://img830.imageshack.us/img830/1119/screenshot024f.th.png) (http://img830.imageshack.us/img830/1119/screenshot024f.png)

(http://img38.imageshack.us/img38/8163/screenshot026xk.th.png) (http://img38.imageshack.us/img38/8163/screenshot026xk.png)

I had to alter the background, too. Sadly, the other one was way too bright, and it made it hard to see where you were aiming.

Just need to add some point defenses to some of the frigates and do a bit of balancing, then the first demo will be released. Still shooting for around Tuesday.
Title: Re: Thiiei's Ascendency
Post by: Psiyon on February 21, 2012, 05:43:37 PM
The first demo is done!

Download: http://www.mediafire.com/?z6np1j8v52tsuw6

Video: http://www.youtube.com/watch?v=9lvXZ5v9StY


Please note, this version doesn't have campaign support, but it does have its own random battle to satisfy all your destruction-based needs.


A question, because I don't have any more time today to look into it: is it possible to completely remove factions from the game? The majority of Starfarer's major files seem to combine with its counterpart in the mod folder, rather than having one file replace another. If you can completely remove factions, you can be 100% certain that the next release will add campaign support.
Title: Re: Thiiei's Ascendency
Post by: mendonca on February 22, 2012, 12:19:19 AM
Ships only spawn, or are created at the start, because the various scripts tell them to.

There might be a more elegant way to do it, but providing a new sectorgen.java without all the other faction spawn info should do it? The factions would still be 'there' but would never show up?
Title: Re: Thiiei's Ascendency
Post by: CaptainCato on February 22, 2012, 01:34:29 AM
I love these new ships and sounds, but i hate that they don't have shields :(. The only one that has shields is the experimental one, and it has terrible, terrible shield power, they overload in no time from nothing.
Title: Re: Thiiei's Ascendency
Post by: Metadi on February 22, 2012, 03:59:04 AM
I love the feel of the ships, but i can't help but feel that the battlecruisers are just on a completely different level than the frigates. It feels like they don't even stand a chance. I started the mission with my battlecruiser and as many frigates as i could deploy (i admit, i wasn't playing particularly strategically) and they ran off and died while i was stuck facing an enemy battlecruiser and 3 enemy frigates, which i destroyed with autotargeted guns and missile spam. Frigates just feel like cannon fodder when there are battlecruisers on the field. My only minor complaint is that the ships aren't properly classified, by which i mean that i can't give "strike" or "harass" orders to the ships that i feel i should be giving them to. Other than that though, great mod, and i really like it and wish i could use the ships in campaign mode.
Title: Re: Thiiei's Ascendency
Post by: CaptainCato on February 22, 2012, 04:33:50 AM
I love the feel of the ships, but i can't help but feel that the battlecruisers are just on a completely different level than the frigates. It feels like they don't even stand a chance. I started the mission with my battlecruiser and as many frigates as i could deploy (i admit, i wasn't playing particularly strategically) and they ran off and died while i was stuck facing an enemy battlecruiser and 3 enemy frigates, which i destroyed with autotargeted guns and missile spam. Frigates just feel like cannon fodder when there are battlecruisers on the field. My only minor complaint is that the ships aren't properly classified, by which i mean that i can't give "strike" or "harass" orders to the ships that i feel i should be giving them to. Other than that though, great mod, and i really like it and wish i could use the ships in campaign mode.
Oh my god, I feel exactly the opposite. When I had the battlecruiser, I just ran into my enemies and than realized I have no shields, I was destroyed in a matter of seconds, and my allies were nowhere to be seen, while my ship could not handle the frigates and fighters/bombers all around it.
Title: Re: Thiiei's Ascendency
Post by: Psiyon on February 22, 2012, 11:01:21 AM
Thanks for the feedback. Unfortunately your two experiences were accurate representations of my balancing attempts. Some games I'd get completely obliterated, others I'd obliterate everything else.

As for the power gap between ship classes, destroyers still need to be added to the game, so that'll be cleared up a little when they are. Odds are I'll also give the Kio a little more flux capacity as well, and perhaps increase the power of the frigates a bit too. It also seems I completely forgot to set up the "strike" command--stupid failure on my part.

Again, it's a demo, I knew it wasn't going to be perfect, but the release helps me identify and fix flaws.

And thanks mendonca for the info--if that turns out to work, I'll likely add campaign support in the next release.
Title: Re: Thiiei's Ascendency (Demo Released)
Post by: Psiyon on February 23, 2012, 06:49:53 PM
Well, good news: there will be a campaign in the next release, turns out everything should work well.

I dug up an old map from ITOG 1 that will probably reflect the campaign map accurately:

(http://img803.imageshack.us/img803/1049/postwarmap2.th.jpg) (http://img803.imageshack.us/img803/1049/postwarmap2.jpg)


For the free-roam campaign, at least for the early versions of it, you will likely be controlling a minor faction in the middle of the three-way warzone. Thus, the Ershiians will be getting a few more ships in the meantime. (I'd make it so you start out with a Thiian fleet, but I don't see a way to make it so you can't attack friendly fleets.)


Anyway, I'd also like to ask if there's anyone out there feeling generous enough to help me with ship sprites so I can get at least a few of the KTA ships ingame for the next release, on top of the expansion of the Thiian and Coalition fleets. Any help would be greatly appreciated.
Title: Re: Thiiei's Ascendency (Demo Released)
Post by: docfoolio on February 24, 2012, 09:11:48 AM
Somebody help this man! I'd help you psiyon, but I dont have a creative bone in my body...
Title: Re: Thiiei's Ascendency (Demo Released)
Post by: Psiyon on February 25, 2012, 07:07:10 PM
Got some more graphic work done.

Moons (Done a while ago actually, but they need to be touched up and re-done):

Thtiu: (Thiian World)
(http://img705.imageshack.us/img705/5696/thtiu2s.jpg)


Bli: (KTA World)
(http://img59.imageshack.us/img59/3576/bli2s.jpg)


New sprites:

Standard Freighter:
(http://img214.imageshack.us/img214/1105/genfreighter.png)
It carries stuff. Will be seen in supply convoys.


Coalition Velithan class Destroyer:
(http://img443.imageshack.us/img443/4237/ecdestroyer.png)
Has a considerable amount of firepower slapped on its hull, but its speed and hull integrity aren't quite up to par with the other factions' counterparts. Try not to get caught alone.


Thiian Calthiiker class Rocket Bomber:
(http://img804.imageshack.us/img804/2003/calthiiker.png)
A big, slow target, but has the power to rip larger ships apart with a barrage of unguided rockets if it manages to get a few salvos off.
Title: Re: Thiiei's Ascendency (Demo Released)
Post by: icepick37 on February 25, 2012, 08:50:30 PM
This mod/demo is impressive in every way possible, haha. Nice work.
Title: Re: Thiiei's Ascendency (Demo Released)
Post by: Trylobot on February 25, 2012, 11:29:13 PM
Top-notch work! I absolutely love it so far, keep it up!
Title: Re: Thiiei's Ascendency (Demo Released)
Post by: Psiyon on February 26, 2012, 08:47:16 AM
I appreciate the compliments :)
Title: Re: Thiiei's Ascendency (Demo Released)
Post by: megal00t on February 26, 2012, 04:04:07 PM
Really nice but the freighter looks a bit "skinny" and that it really can't hold a lot of stuff or is it meant to be so?
Title: Re: Thiiei's Ascendency (Demo Released)
Post by: Ishman on February 28, 2012, 05:29:24 AM
Fantastic graphics, this is lovely. Will enjoy following this.
Title: Re: Thiiei's Ascendency (Demo Released)
Post by: Psiyon on February 28, 2012, 07:05:58 PM
Fantastic graphics, this is lovely. Will enjoy following this.
^_^

Really nice but the freighter looks a bit "skinny" and that it really can't hold a lot of stuff or is it meant to be so?
Made a few additions to it. Still has the skinny profile, but it doesn't quite look like it will snap in half now.

In other news,

corvettes!

(http://img263.imageshack.us/img263/4130/screenshot034j.th.png) (http://img263.imageshack.us/img263/4130/screenshot034j.png)

(http://img833.imageshack.us/img833/9344/screenshot035j.th.png) (http://img833.imageshack.us/img833/9344/screenshot035j.png)

The Ipelak (The slimmer one with the smaller wings) excels at taking out fighters. It doesn't, however, excel at taking out frigates as its weaponry will pretty much literally bounce off of them.

The Falshiiker (With the large wings) is more multi-roled. It can take on fighters with its fast-tracking missiles, but it is best at killing other corvettes or light frigates (in groups).


(Note: corvettes are currently treated as fighters--they come in squads of two, and can be docked at carriers. If there turns out to be a way in the future, it'll be made so they cannot dock at carriers. This is so that they don't completely overtake the role of fighters.)


Also, the Thiian Viktra frigate, that serves as a point defense / anti-fighter platform.

(http://img838.imageshack.us/img838/3637/viktra.png)
Title: Re: Thiiei's Ascendency (Demo Released)
Post by: Psiyon on March 02, 2012, 08:24:34 PM
The Coalition Velithan destroyer and Thiian Calthiiker bomber are now ingame, as well as an unexpected ship--the Thiian Seteth class Light Carrier, because the Thiians desperately needed a carrier-type vessel with all their strikecraft now ingame.

(http://img687.imageshack.us/img687/9206/screenshot043cd.th.png) (http://img687.imageshack.us/img687/9206/screenshot043cd.png)

(http://img822.imageshack.us/img822/4403/screenshot047xv.th.png) (http://img822.imageshack.us/img822/4403/screenshot047xv.png)

(http://img259.imageshack.us/img259/5483/screenshot045k.th.png) (http://img259.imageshack.us/img259/5483/screenshot045k.png)

I think instead of getting right into the campaign, I'll make a second demo release that adds in a bunch of the new ships for you guys to play around with. Making the minimum number of ships to get the campaign working well will probably take a fair bit of time.
Title: Re: Thiiei's Ascendency (Demo Released)
Post by: Psiyon on March 03, 2012, 09:12:23 PM
New video with the 6 new ships ingame: http://www.youtube.com/watch?v=Yo95RjqrJsA

The second demo release shouldn't be too far off--just need to do some balancing. After that, it's campaign time.
Title: Re: Thiiei's Ascendency (Demo Released)
Post by: Psiyon on March 06, 2012, 09:07:40 AM
Second demo is released, which includes a total of 15 ships, plus a small look into a portion of the campaign map (nothing else in the campaign is modified besides the map).

New ships included (all with new, appropriate weapons, of course):

Thiian:
Calthiiker Rocket Bomber
Ipelak Gunship
Falshiiker Corvette Hunter
Seteth Light Carrier

Coalition:
Velithan Destroyer
Ajliot Fast-Attack Frigate

I took a fair chunk of time and did a lot of balancing, so hopefully it shouldn't play too badly. Also keep in mind that I didn't do the balancing on a map with objectives, so take horrific balance issues with a grain of salt as both of the two maps in this have objectives on them.

Anyway, have fun: http://www.mediafire.com/file/mx11697g0hbmmix/inorbita-D02.zip

Don't expect much more (significant) progress to be posted for a little while. Mass Effect 3 just came out, so my productivity is going to fall right through the floor. Oh God I can't wait...
Title: Re: Thiiei's Ascendency (Second Demo Released)
Post by: Nori on March 06, 2012, 10:01:41 AM
I agree, really good graphics. The ships look amazing!
Title: Re: Thiiei's Ascendency (Second Demo Released)
Post by: Psiyon on March 11, 2012, 01:42:23 PM
Well, after finishing Mass Effect 3 and being horribly disappointed by the ending, I guess it's back to work on TA.

I finished a concept for the first KTA ship today, and I'm curious as to what you think about it:

(http://img31.imageshack.us/img31/8536/ktatest.png)

The original idea was for them to have vertically oriented ships in the original ITOG, but, for obvious reasons, that wouldn't turn out so well in Starfarer. Thus, I flipped it on its side. The frigate will have one forward-facing hardpoint equipped with a hyperon beam, as well as a single auxiliary defense turret for shooting down fighters and missiles. Best thing it could be compared to is the Hiigaran Ion Cannon Frigate from Homeworld 2.
Title: Re: Thiiei's Ascendency (Second Demo Released)
Post by: megal00t on March 11, 2012, 03:40:15 PM
hrrm shall it be possible to flip a sajuuk or dreadnaugt on the side just like you did with your frigate. And make an ion array cannon.(asking you because you have a lot of homeworld experience...)
Title: Re: Thiiei's Ascendency (Second Demo Released)
Post by: Psiyon on March 11, 2012, 05:10:46 PM
hrrm shall it be possible to flip a sajuuk or dreadnaugt on the side just like you did with your frigate. And make an ion array cannon.(asking you because you have a lot of homeworld experience...)
I don't see why not. Just use the same method you used to make your carrier and then make another transformation along the axis you desire.
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Psiyon on March 12, 2012, 02:52:05 PM
Uh, okay, apparently the demo doesn't work on the new version. Would have been nice for somebody to tell me...

Updated: http://www.mediafire.com/file/8dbs1t3d1b4o172/inorbita-d021.zip

Should no longer crash on .51a.
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Psiyon on March 14, 2012, 02:43:20 PM
Toying around with planets (moons, technically):

Thtiu:
(http://img845.imageshack.us/img845/2991/screenshot049p.th.png) (http://img845.imageshack.us/img845/2991/screenshot049p.png)

Bli:
(http://img51.imageshack.us/img51/5784/screenshot051np.th.png) (http://img51.imageshack.us/img51/5784/screenshot051np.png)

I wish it were possible to add glow textures that showed on the planet's night side--would make them look pretty awesome.

Currently, basic campaign functionality is calling for the addition of at least 10 more ships--enough to put the Thiians and Coalition on equal footing, and give the KTA a small but noticeable presence (They will be neutral to Thiian and Coalition forces for the first release). A total of 16 new ships is the goal for the first campaign release though, with the other six going towards minor factions.

If some kind person out there would like to be a big help, there's a minor pirate faction that starts out as hostile to the player that I'd like to get in the first release. They have three unique ships--a fighter, a corvette, and a frigate, so it's not exactly a tall order. This would allow me to focus a little bit more on gameplay, rather than graphics (which takes precious, precious time). As an incentive, to whoever is willing to make those three simple sprites, I'll owe you an art asset--it can be anything, A ship, planet, background, you name it. Thanks in advance :)


Edit:

God
(http://img820.imageshack.us/img820/6402/screenshot053e.th.png) (http://img820.imageshack.us/img820/6402/screenshot053e.png)

Hurray for Starfarer supporting textures at and possibly beyond 4096x2048 :P
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Darloth on March 14, 2012, 04:19:39 PM
That's a lovely marble you have there.

Texture size does seem a -teeny- bit excessive though :)
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: megal00t on March 15, 2012, 05:45:44 AM
will this be in balance with the vanilla ships? or is this gonna be a total conversion/only these ships
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Psiyon on March 15, 2012, 06:15:19 AM
will this be in balance with the vanilla ships? or is this gonna be a total conversion/only these ships
It's a total conversion, meaning the vast majority of vanilla Starfarer content won't be appearing. Thus, no vanilla ships, weapons, planets, etc--everything will be different.

Besides, ITOG:TA ships would get absolutely obliterated due to their lack of shields, making them all about as useful as the Hound :P

Texture size does seem a -teeny- bit excessive though :)
Pssh, 4096x2048 ain't nothing. It just takes a lot more time to make textures that are 8192x4096 and bigger :P
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Psiyon on March 16, 2012, 04:12:09 PM
Well, got the last of the moons done (that required serious work, anyway):

Esk: (Coalition Homeworld)
(http://img38.imageshack.us/img38/8121/screenshot059o.th.png) (http://img38.imageshack.us/img38/8121/screenshot059o.png)

Esk is the moon the eskel human subspecies originated on. Due to the only landmasses being located in the polar regions, the ancient eskel had to deal with extremely hostile temperatures and frequent food shortages. As natural selection took its course, the eskel gained an excellent resistance to the cold, an ability to go for extended periods without nourishment, as well as a pale, blue-tinted complexion that gave them an edge over the half-blind predators that loved feasting on stray humans.

The modern-day civilization on Esk is much more hospitable--though many still live in the freezing polar regions, approximately 50% of the population of 7.6 billion resides in massive floating cities in the moon's warm, equatorial region, or the large peninsula that extends low enough to have a temperate climate. Needless to say, Esk's population is incredibly concentrated, making easy targets for orbital bombardments should the Thiians or KTA ever manage to get into its orbit.


Nara: (Home to several KTA nations)
(http://img823.imageshack.us/img823/3772/screenshot061g.th.png) (http://img823.imageshack.us/img823/3772/screenshot061g.png)

Nara has no major landmasses at all--the moon is essentially a shallow ocean with specks of land popping up here and there. Because of the limited amount of land (and the small population), civilization on Nara during the early days of orbital exploration wasn't capable of supporting a space program. Primitive by the other three civilizations' standards, a nation from Bli on a 'humanitarian' mission uplifted them--at the cost of turning their moon into, essentially, a massive vacation resort for themselves and everyone else in God's orbit. The Naran economy is founded completely on tourism, and, due to its limited space, has very little else to offer.



If anyone is interested in hearing more backstory, let me know. I'm just refraining from posting walls of text because this forum doesn't have spoiler tags to hide them.




The KTA is also making a little bit of progress.

Talpanaan Heavy Bomber Corvette:
(http://img842.imageshack.us/img842/813/talpanaan.png)
Comparable to the dagger torpedo bombers from vanilla Starfarer, except with more ammo, and less powerful missiles. One to a squad.

Ulnatan Support Destroyer:
(http://img7.imageshack.us/img7/6894/ulnatan.png)
Its default variant is loaded with light hyperon beams, making the ship able to lay down a massive amount of fire.
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: XpanD on March 16, 2012, 04:19:47 PM
Really loving these stories, so yeah - please post more! :P
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Psiyon on March 16, 2012, 07:31:32 PM
Really loving these stories, so yeah - please post more! :P
Very well, then. Here are the histories of Bli and Thtiu:


Bli:

(http://img9.imageshack.us/img9/5609/blil.jpg)

Bli is about as close as you can get to "normal" in the eskel system. Out of the four moons, it has, by far, the most pleasing climate when compared to Thtiu's scorching equatorial desert, or Nara's hellish hurricanes. On Bli, nothing held humanity back from thriving--with the only exception being humanity itself. Though a beautiful world, Bli's history is scarred by numerous and fierce global conflicts. Fractured into seven equally-powered nations, there was never a lack of tension between them--and every hundred or so years, that tension would snap back in the form of a war. The reasons for conflict varied. Sometimes it was resources. Sometimes it was religion. Sometimes it was a sadistic method of decreasing the size of a nation's population. Bli, as a whole, had the chance to surpass its neighboring moons by a few hundred years--something it failed at miserably due to blasting decades of human development away with each subsequent war. Conflict ceased when the gas giant system was opened up to them through the advent of space travel. The seven nations took their eyes off of each other, and set them on their "naive", "primitive" and "culturally backwards" neighbors.


Thtiu:

(http://img43.imageshack.us/img43/9958/thtiu.jpg)


Thtiu is virtually the exact opposite of Esk: its landmasses are all centered around its equator, meaning most of the land is baked in extreme heat. Because of this, a massive equatorial desert wraps around the middle of the planet. Being the only moon with oceans of salt water, drinkable water is considered a very valuable resource by its inhabitants--so valuable, in fact, that its value allowed a single, small national entity to subvert the entire world. The Thennus Feri corporation invented the technology necessary for extremely cheap and effective water distillation. Populations subsequently boomed, as water could now be easily distributed throughout the moon without fear of major shortages. Once the population surpassed eight billion, every human being in every nation on Thtiu relied on Thennus Feri for their lives--and this was a widely known fact. Thiiei--a small, but extremely militant nation on the edge of the desert took a very deep interest in this. Control the water, control the world. It only took five years to accomplish. Thiiei stormed the Thennus Feri headquarters, where they proceeded to remotely deactivate every distillation plant on Thtiu--except for their own, of course. Though the counter-attacks were brutal, they managed to hold out long enough for the lack of water to completely stop enemy armies in their tracks. One by one, the weaker, desert-bound nations ceded themselves to Thiiei as their populations rioted and died off from dehydration. The stronger nations held, but after the end of five years, Thiiei controlled approximately 90% of Thtiu. They ceded their nations after intense negotiating--the end result was a ruling council of five individuals that had absolute power over the moon. (loosely) United, Thtiu focused all of its efforts on getting itself into orbit, with the sole goal of taking everything above it for itself.


Thought the Thiians were the good guys, huh? Nope. Good guys don't exist in this universe. Only profiteering mass-murderers, warmongers, fascists and elitists.

Warms your heart, doesn't it?
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Psiyon on March 19, 2012, 06:09:14 PM
More stuff done:

Got some Ershiian (Ceni Six Corp.) ships completed:

C.SIX Olora class Destroyer:
(http://img269.imageshack.us/img269/4431/olora.png)
(http://img805.imageshack.us/img805/1409/screenshot062u.th.png) (http://img805.imageshack.us/img805/1409/screenshot062u.png)

C.SIX F-84 heavy fighter:
(http://img820.imageshack.us/img820/7545/csix84.png)



I've also started on the Okouth faction--a rogue corporation that has it out for C.SIX, meaning they'll play the role that pirates do in default Starfarer.

Zetil class Corvette:
(http://img88.imageshack.us/img88/1313/zetil.png)

Rela class Suppression Frigate:
(http://img687.imageshack.us/img687/707/rela.png)


Campaign is making progress as well. It's empty as hell right now, but it works. A lot more content still needs to be made for it to be playable, but it'll get done in due time.
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Trylobot on March 19, 2012, 06:15:57 PM
These look superb in-game, man. Keep up the quality work
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Alex on March 19, 2012, 06:45:44 PM
Finally had a chance to check this out - wow! Looks amazing, love the sounds, love how different the gameplay is. And all the attention to detail with the new UI graphics and such. Jolly good show, as the brits would say :)

Also, the difficulty of the 2nd mission *is* indeed "wack". The flagship seems pretty impotent - had a hard time taking out the smaller enemy ships, while they seem to have little trouble with either the flagship or its supporting cast. Still, good fun.
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Psiyon on March 20, 2012, 12:22:48 PM
Thanks for the kind words, both of you :)

And Alex, I totally didn't even test the 2nd mission for the new demo, so I didn't know if it was really "wack" or not. Too busy trying to push ITOG:TA aside to play some Mass Effect 3 at the time. Hope you at least had fun dying, though :P
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Psiyon on March 22, 2012, 05:53:28 PM
Thiian Viktra frigate and Okouth Rela Suppression frigate are ingame:

(http://img813.imageshack.us/img813/262/screenshot066x.th.png) (http://img813.imageshack.us/img813/262/screenshot066x.png)

(http://img515.imageshack.us/img515/6904/screenshot064p.th.png) (http://img515.imageshack.us/img515/6904/screenshot064p.png)

A word of advice: keep your fighters and corvettes as far away from these ships as possible; they will get chewed to bits. The Rela suppression variant also has excellent PD capabilities, making them excellent escorts for your larger, more valuable ships.
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Psiyon on March 25, 2012, 05:53:29 PM
Progress continues with five more ships ingame:

C.SIX-84 and Coalition OAC-78 Missile Bomber:
(http://img844.imageshack.us/img844/4277/screenshot069v.th.png) (http://img844.imageshack.us/img844/4277/screenshot069v.png)(http://img269.imageshack.us/img269/4595/oac78.png)


Kresh-44 Freighter:
(http://img580.imageshack.us/img580/4897/screenshot071q.th.png) (http://img580.imageshack.us/img580/4897/screenshot071q.png)

Coalition Luxara Light Cruiser:
(http://img542.imageshack.us/img542/9421/screenshot072.th.png) (http://img542.imageshack.us/img542/9421/screenshot072.png)(http://img832.imageshack.us/img832/8052/luxara.png)


Okouth Zetil Corvette:
(http://img560.imageshack.us/img560/2217/screenshot077f.th.png) (http://img560.imageshack.us/img560/2217/screenshot077f.png)


Content-wise, the majority of the ships that I want for the next campaign release are complete. The only ones left are the three KTA ships, a Thiian Destroyer, a Coalition corvette, and perhaps one or two more smaller ships if time permits.

And damn, right now, there's a total of 24 ships ingame, as well as 29 weapons. It's actually starting to feel like a true total conversion. The end goal is about 40 unique ships, and as many weapons that it takes to complement them, meaning there'll probably be upwards of 45 or so weapons in the final release.

Anyway, you can probably bet on seeing the first campaign release sometime in early to mid April.
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: figvam on March 27, 2012, 03:19:17 AM
Got an error when trying the latest version (inorbita-d021.zip):
Error loading [graphics/ships/vicerusf.png] resource, not found
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Psiyon on March 27, 2012, 10:45:04 AM
I'm assuming you're using the newest version of Starfarer (.52a?). I'll check its compatibility when I get home, and release a fix if I can.
Edit: I'm stupid, I thought .52a was released when I saw the topic in announcements.

Still, I'll check this out.


Edit 2: I couldn't find a problem, the demo seemed to work fine for me. I'd suggest re-downloading it. And make sure you're not using any other mods with it, because they probably won't be compatible.
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: figvam on March 28, 2012, 03:47:37 AM
Edit 2: I couldn't find a problem, the demo seemed to work fine for me. I'd suggest re-downloading it. And make sure you're not using any other mods with it, because they probably won't be compatible.

I found the problem in the zip file. In Linux (and all other Unix-based OSes), file names are case sensitive. Apparently this filename is referenced in lower case somewhere in the archive:
inorbita/graphics/ships/Vicerusf.png

The case in filenames should be used consistently.
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Psiyon on March 28, 2012, 10:20:11 AM
Interesting, I wasn't aware of this. I'll make sure everything is fixed for the next release.
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Psiyon on March 30, 2012, 08:44:10 PM
Three new ships:

Thiian Theiper Class Heavy Destroyer:
(http://img36.imageshack.us/img36/2605/screenshot078a.th.jpg) (http://img36.imageshack.us/img36/2605/screenshot078a.jpg)(http://img577.imageshack.us/img577/9034/theiper.png)
A well-rounded destroyer that can deal a lot of damage in a short amount of time.

Coalition Madenus Class Assault Corvette:
(http://img694.imageshack.us/img694/6629/screenshot079m.th.jpg) (http://img694.imageshack.us/img694/6629/screenshot079m.jpg)(http://img29.imageshack.us/img29/1970/madenus.png)
Though it looks large enough to be a small frigate, it's technically still a corvette. These things can take a beating.

Okouth Ves Class Swarmer:
(http://img841.imageshack.us/img841/7559/screenshot088x.th.jpg) (http://img841.imageshack.us/img841/7559/screenshot088x.jpg)(http://img33.imageshack.us/img33/5517/ves.png)
Unmanned drones. While they severely lack weapon power and hull integrity, they are the fastest thing on the battlefield, making them useful for quickly capturing objectives.


And with that, Thiiei and the Coalition are complete enough for me to feel comfortable releasing them. While they'll certainly get a few more ships each in the future, they're on a pretty even playing field right now. The only thing left to do before I release the alpha is get 4-5 KTA ships ingame--as well as a shitton of campaign coding and testing, of course.

If anyone is interested in playing the alpha early and helping me test the campaign, let me know; I could use the help.
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Trylobot on March 30, 2012, 09:51:38 PM
Excellent work on this Psiyon, in particular the spriting and balancing. Both sides presently feel different enough to be distinctive, but I don't feel like either one has a particular advantage overall. And considering the large number of ships you've got in total, I'm sure that can't've been too easy.

After you are done with ITOG:TA, do you think you'll start a new mod?
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Psiyon on March 31, 2012, 08:38:04 AM
Thanks :)


I can't really say for certain what I'll do after ITOG. Its completion is still pretty far away, and then you've also got to account for the continuing development of Starfarer...

I see two outcomes:

1: If, for some reason, the addition of new features into Starfarer breaks ITOG horribly, it'll be overhauled. A shift in the universe's timeline about 50 years into the future would allow multiple star systems, and would probably fit fairly well with what Starfarer is hoping to be. Though, as I said, it would be overhauled: it would no longer be about the three warring eskel factions, but rather focus on a war between the human races in the Large Magellanic Cloud versus the Terrans (us, of course), from the Milky Way, which is the storyline that the book I'm writing is set in.

I'm mainly praying for some sort of override on generating a random sector. In the future, instead of traveling to other star systems, I'd like for players to be able to travel to other planets in the Eskel system (Which sounds kind of silly, but you have to realize that the campaign map is centered on God, not a star. You can only visit other moons at the moment.) If the sector is unavoidably randomly generated, then I'd either have to completely get rid of fuel and limit the mod's playability by a ton, or overhaul it.


2: If ITOG isn't horribly broken, and each new version of Starfarer doesn't require game-breaking changes to the mod, then that very well might be it. I'll be going off to university in the fall, and I'm not certain how much free time I'll have to dedicate to modding. If there is time, there was a mod idea I started making early on when I first bought Starfarer, the idea of which was the player controlling large fleets in a fight against 1-2 massive AI-controlled superships. Here's a horrible quality video of that: http://www.youtube.com/watch?v=5YKCMa23hZY
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: silentstormpt on March 31, 2012, 10:46:30 AM
(http://s11.postimage.org/rc94i60oz/wingblade_battlecruiser.png)

feel free to change it into something you can use, its based on what i could find in the interwebs
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Psiyon on March 31, 2012, 12:21:11 PM
Very nice, I like it a lot. Not sure it fits with any of the established factions, but I was planning on adding a third minor faction, and this would work perfectly for them.

Would there be any chance of you making a frigate and a fighter in this style?  ;D
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: silentstormpt on March 31, 2012, 12:45:10 PM
made it in 2 mins by coping parts from the big one, just a reminder that it needs alot of work on them to actually become usable, basically all im giving its stretches

(http://s14.postimage.org/txivnng71/unknown_fighter1.png) (http://postimage.org/)

body part used by the first one

(http://s15.postimage.org/gr34misp3/unknown_fighter2.png) (http://postimage.org/)

this came out weird at list without any color

(http://s16.postimage.org/n5hhbct75/frigate.png) (http://postimage.org/)

smaller engines

(http://s15.postimage.org/dssu6yxtz/frigate_tiny_engines.png) (http://postimage.org/)

body only

(http://s13.postimage.org/b3dewmylv/frigate_body.png) (http://postimage.org/)
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Psiyon on March 31, 2012, 01:14:52 PM
*hug*

These are excellent, thank you!

And of course, they will get a lot of work done to them, I promise they'll look pretty in the end.
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Psiyon on April 05, 2012, 01:49:16 PM
I know I should probably be working on the mod itself, but I got the sudden urge to try my hand at video creation and animation...


Here are some stills from the beginning of an intro cinematic that will be used in place of Starfarer's (If it gets one in the future, that is. If not, well, it'll be linked to and stuff.):

(http://img252.imageshack.us/img252/1274/still2g.th.jpg) (http://img252.imageshack.us/img252/1274/still2g.jpg)

(http://img853.imageshack.us/img853/4035/still1q.th.jpg) (http://img853.imageshack.us/img853/4035/still1q.jpg)

(http://img715.imageshack.us/img715/7137/still3f.th.jpg) (http://img715.imageshack.us/img715/7137/still3f.jpg)


It'll probably be about 2 minutes long when finished, and should explain the basic backstory in a more interesting way than a wall of text can. Also, it's not a slideshow: the style is very similar to the that from the Homeworld games. Example: http://www.youtube.com/watch?v=TUiVyTaK6g4&feature=related
Title: Re: Thiiei's Ascendency (Second Demo Fix Released)
Post by: Psiyon on April 08, 2012, 09:36:02 AM
The footage for the video is nearing completion. Just need to finish off the big battle scene...

Video-related stuff:

(http://img836.imageshack.us/img836/7393/still4w.th.jpg) (http://img836.imageshack.us/img836/7393/still4w.jpg)

(http://img838.imageshack.us/img838/3772/still5g.th.jpg) (http://img838.imageshack.us/img838/3772/still5g.jpg)

With any luck, the video should be finished in the next few days. I think the end result is going to be pretty awesome.


The first KTA ship is also ingame:

(http://img16.imageshack.us/img16/6858/screenshot092kr.th.jpg) (http://img16.imageshack.us/img16/6858/screenshot092kr.jpg)

(http://img337.imageshack.us/img337/816/screenshot096h.th.jpg) (http://img337.imageshack.us/img337/816/screenshot096h.jpg)

The Makalan's Heavy Hyperon Beam tears ships to shreds at a distance, but it can be easily taken down if anything (especially fighters) gets close to it.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Psiyon on April 09, 2012, 08:45:01 PM
The introduction video is done.

(http://img440.imageshack.us/img440/9785/derpayd.jpg) (http://www.youtube.com/watch?v=aO-iJOJtGO8)


Damn, that was a fun little diversion. I was surprised at how easy After Effects was to learn. I just wish it wasn't so tedious...

The video is also set to a sample of the mod's potential soundtrack. "Potential," because it depends if I can pull my act together and actually compose stuff that isn't absolute garbage again. I was never good at composing, but I suppose the magic ingredients here are motivation and direction, because usually I'm just flailing blindly with chords and notes in the hopes that something good will happen.

Oh well. Tell me what you think of the video. I'm curious to see if people would like to see more of that sort of thing in the future.


...And from here on out, it's back to work on the mod itself. Yay.



EDIT: Ugh, stupid mistakes... re-uploading the video because of a few subtle issues. So no, Tylerbot and Uomoz, I didn't delete your comments :P
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Uomoz on April 09, 2012, 09:03:45 PM
Masterpiece.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: keptin on April 10, 2012, 01:22:02 AM
Very cool Psiyon, tell us what you used to make it and render it!  e.g. maya/vray

Some questions I have:
-The engine thrust, was it geometry with a particle cloud shader?
-Were the glowing engines added as a render post-effect (such as mental ray glow) or using After Effects with a separate white render layer and a glow or gaussian filter?  
-The lens flare, I'd use Trapcode Shine with a 2D motion track, but how did you achieve it?
-The earth-like planet with city lights on the dark side, was that a texture switching thing using facing ratios with the sunlight or something simpler?


Great job, I enjoyed it!
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Upgradecap on April 10, 2012, 06:08:28 AM
Holy crap psiyon!!!

Any chance you could render such a movie for my mod? Pretty please? ;D
If you have the time that will say........
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: arcibalde on April 10, 2012, 06:31:05 AM
Awesome  8)
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Luringen on April 10, 2012, 08:14:22 AM
Wow, the quality of that video is amazing!
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Psiyon on April 10, 2012, 08:14:56 AM
Thanks for the compliments, everyone ^_^

Very cool Psiyon, tell us what you used to make it and render it!  e.g. maya/vray

Some questions I have:
-The engine thrust, was it geometry with a particle cloud shader?
-Were the glowing engines added as a render post-effect (such as mental ray glow) or using After Effects with a separate white render layer and a glow or gaussian filter?  
-The lens flare, I'd use Trapcode Shine with a 2D motion track, but how did you achieve it?
-The earth-like planet with city lights on the dark side, was that a texture switching thing using facing ratios with the sunlight or something simpler?


Great job, I enjoyed it!

Actually, the video was made using still 3D renders from 3ds max for the ships, and Photoshop for pretty much everything else. Essentially, I'd just render off a scene of ships, touch them up in Photoshop, and then import them into After Effects onto a background that was also made entirely in Photoshop. The illusion of 3D was just that--an illusion. Ships moved and were subtly scaled up or down as they moved closer or further from the camera.

-The engine thrust was either painted over in Photoshop (if the core if the engine wasn't visible to the camera), or a combination between that and a flickering lens flare from Video Copilot's Optical Flares plugin for After Effects (if the core of the engine was facing the camera).

-I believe the above answers this one.

-Again, all the lens flares were done with the Optical Flares plugin for AE. In After Effects, moving objects are pretty easy to work with because you can set objects as parents to other objects. Meaning, if I stick a lens flare on the engine glow of an already moving ship, it'll stay in the same place throughout that ship's whole animation sequence without touching the animation properties for the flare. The sun in the battle scene was achieved in the same way. As for the missiles, those were simply lens flares decreasing in size on a 2D motion track.

-All backgrounds were created in Photoshop. Some of the planets were saved as separate .pngs so they could move independently from the background, though.

(And just in case you were wondering: aside from 3Ds, AE, and Photoshop, I used Corel Videostudio Pro 4 to put the thing together in, and FL Studio to create the piece of music in the background.)

...Dang, after responding to your comment, I feel like I totally cheated while making this. :P


Holy crap psiyon!!!

Any chance you could render such a movie for my mod? Pretty please? ;D
If you have the time that will say........
It probably wouldn't be possible (at least, not reasonably possible). The only reason this video took such a short time was that 90% of the assets for it were already made at some point in the past. All I did was render them off in 3ds Max, make some pretty backgrounds, and create cheaply animated sequences. So unless you've got a stockpile of 3d models for every ship in your mod laying around...
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Alex on April 10, 2012, 08:52:27 AM
Wow, very impressive! Got me pumped up to play the mod, which I suppose is the point :)


Not to put a damper on things, but just noticed something - I believe it's spelled "ascendancy".
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: keptin on April 10, 2012, 09:03:44 AM
Wow, impressive that you kept the render time down by keeping most of the work to AE.  I completely forgot about VCP's optical flares plugin, I'll have to check it out.  Great job and fantastic digital painting skills.  Keep it up.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: SwipertheFox on April 10, 2012, 09:40:32 AM
Very Cool video.  Excellent work by you.... 8)
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Psiyon on April 10, 2012, 10:26:03 AM
Wow, very impressive! Got me pumped up to play the mod, which I suppose is the point :)


Not to put a damper on things, but just noticed something - I believe it's spelled "ascendancy".
Thanks Alex :)

And actually, 'ascendancy' is one of those weird English words that has more than one spelling. Granted, the version with the A in it is the most widely used. I just chose the E version because the A version sounds like it has the word 'dance' in it, and I am terrible at dancing.

Wow, impressive that you kept the render time down by keeping most of the work to AE.  I completely forgot about VCP's optical flares plugin, I'll have to check it out.  Great job and fantastic digital painting skills.  Keep it up.
Heh, rendering the battle scene with all the flickering lens flares still murdered my CPU. At least AE is properly threaded if it uses all six cores to 100%, I guess. And Optical Flares is awesome.


And of course, I appreciate the compliments. Nice to know I'm doing something right :P

Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Alex on April 10, 2012, 10:33:22 AM
And actually, 'ascendancy' is one of those weird English words that has more than one spelling. Granted, the version with the A in it is the most widely used. I just chose the E version because the A version sounds like it has the word 'dance' in it, and I am terrible at dancing.

Ah, my bad. Not sure how I missed that when I was looking it up!
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Plasmatic on April 13, 2012, 03:19:17 AM
It might just be me, or your uber-awesome video may have backfired...

It makes me want to play Eve, not starfarer... :P
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: keptin on April 13, 2012, 07:35:49 AM
Psiyon, you inspired me to try my hand at a space video thing.  It's more of a short clip without audio, but I think it turned out nicely all things considered. I took more of a render-heavy approach, but it wasn't too bad time wise.

http://fractalsoftworks.com/forum/index.php?topic=2012.msg27385#msg27385
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Psiyon on April 13, 2012, 05:01:52 PM
Well, after smashing my head into my keyboard for a few hours, this happened:

(http://img98.imageshack.us/img98/5994/map1nc.jpg)

Still need to add the KTA and Ceni Six factions in, but they'll be real simple.


And I also found out that outfitting any ship with 5+ Dual RFLs is absolutely hilarious.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Psiyon on April 16, 2012, 05:59:02 PM
Got the KTA and C.SIX factions ingame, though their variety of ships is pretty limited.

(http://img846.imageshack.us/img846/706/map2z.jpg)

So far, it works like this: you start out in a Kio (A shielded ship), and the Okouth and KTA are hostile to you. Thiiei and the Coalition constantly throw ships back and forth at each others' worlds. There are a total of 5 stations, one for each faction active on the map that sells faction-specific merchandise (meaning you can't buy Thiian ships or weapons at a KTA station, etc).

Having toyed around in the campaign for a while, it seems the factions are balanced enough in the sense that none totally overwhelms the system (Usually--there was an odd game where Thiiei got Zerg-rushed by the Coalition).


From now on, it's really just polishing. Looking at my list, the only major things left to do are the ship/weapon descriptions and some minor graphical edits and additions.

If anyone is interested in alpha testing, now would be the time to tell me as I can probably have the test version to you before the end of the week.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Uomoz on April 16, 2012, 06:02:20 PM
If anyone is interested in alpha testing, now would be the time to tell me as I can probably have the test version to you before the end of the week.


I apply.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Psiyon on April 18, 2012, 05:57:54 PM
I apply.
You'll be contacted when I'm ready to start testing :)


The final bits of art to make it into the alpha: sexy crew icons.

(http://img21.imageshack.us/img21/7130/storeho.jpg)

I figured that I should make some new crew icons that really portrayed the idea of "leveling up", instead of just giving them a new space suit. So our green little eskel officer starts off with no badges, ribbons or fancy decorations/equipment on her uniform at first, but as she moves up the ranks, she turns more and more badass-looking:


From green to elite:

(http://img688.imageshack.us/img688/8873/crewgreen2.png)

(http://img94.imageshack.us/img94/5361/crewreg2.png)

(http://img14.imageshack.us/img14/7246/crewvet2.png)

(http://img861.imageshack.us/img861/6111/crewelite.png)

And the marine:

(http://img406.imageshack.us/img406/6084/marinex.png)
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: K-64 on April 18, 2012, 05:59:47 PM
Holy crap, those crew/marine icons are incredible. I also really like the rank icon thingies as well. Is there gonna be any other icon/HUD thingieing about, by any chance?
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: silentstormpt on April 18, 2012, 06:08:32 PM
The icons seem so good it kinda pales the weapon images lol
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Psiyon on April 18, 2012, 07:03:42 PM
Is there gonna be any other icon/HUD thingieing about, by any chance?

Probably not in the alpha. The ui was going to have an orange and red theme to it, but after the. 51a update, I can't modify the ui colors anymore for some reason.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Alex on April 18, 2012, 07:06:31 PM
Probably not in the alpha. The ui was going to have an orange and red theme to it, but after the. 51a update, I can't modify the ui colors anymore for some reason.

That was a bug, to do with how json files were being merged - fixed in 0.52a. I'll also see about making more of the UI colors moddable.

Btw - as of a couple of hours ago, music can be modded as well.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Psiyon on April 18, 2012, 07:11:26 PM

That was a bug, to do with how json files were being merged - fixed in 0.52a. I'll also see about making more of the UI colors moddable.

Btw - as of a couple of hours ago, music can be modded as well.
Alex, I love you.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Vandala on April 18, 2012, 07:16:36 PM
Those look good, however in-game its a little tricky to see which ones are higher ranked though.

Maybe consider having each higher rank gain an extra square in the upper-left corner instead.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Sunfire on April 18, 2012, 07:21:05 PM
I'd love to alpha test as well, because this mod is going to be one of the best!
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Uomoz on April 18, 2012, 10:02:32 PM

That was a bug, to do with how json files were being merged - fixed in 0.52a. I'll also see about making more of the UI colors moddable.

Btw - as of a couple of hours ago, music can be modded as well.
Alex, I love you.

QFT
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Psiyon on April 21, 2012, 05:01:23 PM
Uomoz, Sunfire, I PM'd you with the link to the alpha.

If anyone else wants to help with the testing, the opportunity's still open.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Upgradecap on April 22, 2012, 01:34:10 AM
Me!me!  I'd love to help out with such a great mod.

Though I'm hands full with four others >.<
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Uomoz on April 23, 2012, 12:43:24 PM
Proud to be a tester here. Non-testers miss something great here :Q
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Upgradecap on April 23, 2012, 12:47:10 PM
Tester here too, ^_^
And all i can say is great mod so far. Though the fleets could have their spawnrates tweaked up a bit, but that's my personal flavour really.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Sunfire on April 23, 2012, 01:20:06 PM
This mod is truly going to be one of the best on this site!
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Dohon on April 23, 2012, 01:48:19 PM
You testers shouldn't be having fun. Testing isn't fun! *puffs chest*

Looking forward to public version. :)
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Psiyon on April 23, 2012, 02:23:01 PM
Non-testers miss something great here :Q
The idea though, is that non-testers will be getting something hopefully better. You guys are the guinea pigs who have to deal with all the bugs and silly stuff so others don't have to. :P
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Uomoz on April 23, 2012, 02:28:47 PM
Non-testers miss something great here :Q
The idea though, is that non-testers will be getting something hopefully better. You guys are the guinea pigs who have to deal with all the bugs and silly stuff so others don't have to. :P

Like misterious stutter.  ???
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Psiyon on April 23, 2012, 02:36:08 PM
Like misterious stutter.  ???
Yeah, I talked to Alex about that. It might be simply the massive amount of random armor/hull damage calculations being done after each battle, or it might have something to do with the low weapon OP costs in relation to ships' high hull and armor values. Hopefully I'll get a chance to test the latter out sometime soon. Obviously, not too much can really be done about the former though, which kind of sucks.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Uomoz on April 23, 2012, 02:41:56 PM
The thing is, it's "stronger" during the early phase of the game and gets a lot better later. Maybe decreasing the initial spawns to mid-game level would improve the situation?
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Mr.FancyPants on April 23, 2012, 04:45:33 PM
Please, please, please let me test this amazing mod, i'd love the opportunity to be able to help in anyway.   :)
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Psiyon on April 23, 2012, 05:45:41 PM
Please, please, please let me test this amazing mod, i'd love the opportunity to be able to help in anyway.   :)
I'll let you know when I get the next alpha version completed. Right now I need to find a way to get the random stuttering in the campaign fixed, if there's a way.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Mr.FancyPants on April 23, 2012, 07:53:29 PM
Please, please, please let me test this amazing mod, i'd love the opportunity to be able to help in anyway.   :)
I'll let you know when I get the next alpha version completed. Right now I need to find a way to get the random stuttering in the campaign fixed, if there's a way.
Thanks, just don't forget me please.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Psiyon on April 24, 2012, 12:28:19 PM
Thanks, just don't forget me please.
I won't :P


Okay, yet another update on the state of affairs here:

Turns out the first official release won't be until .52a comes out. Apparently there was a bug with hullmods being used on fighters, causing the calculations required for them in autoresolve to be extremely high. This is the cause (or at least the main contributor to) the stuttering problem. Thankfully, Alex is awesome and he fixed it, so everything should run smoothly on .52a when it's released.

Pending on how long it takes for .52a to finally come around, I might end up releasing the slightly-bugged version on .51a publicly. Either way, I'll have some more time to work and add new content in.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Vandala on April 24, 2012, 08:33:46 PM
There is a problem with this mod. Here's the log. (I run in linux, I suspect Mac users have the same problem.)

8074 [Thread-7] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [graphics/ships/vicerusf.png] resource, not found in [/home/haruhara/games/BACKUP/starfarer/./mods/inorbita,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/vicerusf.png] resource, not found in [/home/haruhara/games/BACKUP/starfarer/./mods/inorbita,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.o00000(Unknown Source)
   at com.fs.util.Object.Ó00000(Unknown Source)
   at com.fs.graphics.TextureLoader.new(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.H.o00000(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:636)

Solved by renaming "Vicerusf.png" to "vicerusf.png" in your ship folder.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Psiyon on April 25, 2012, 10:17:52 AM
Yeah, that issue came up before. It's fixed in the current alpha.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Psiyon on April 26, 2012, 04:44:36 PM
Here's a new video showing off the immense strategic and tactical depth of a new mission in the mod, titled "LOL": http://www.youtube.com/watch?v=QsSnKJgtXgY


As you can see, this mission requires deep critical thinking and excellent problem solving skills in order to come out victorious.
Title: Re: Thiiei's Ascendency (Introduction Video Released)
Post by: Psiyon on April 28, 2012, 05:36:16 PM
Well, I know I said I'd wait for .52a, but I figure I'd do a sort of public test thing and release the first alpha now.

Here's the link to download: http://dl.dropbox.com/u/71512473/Ascendency.Av4.zip

Contents:

-Full campaign support with 5 factions -- Thiiei, the Coalition, the KTA, C.SIX, and Okouth. Each faction has its own station.
-29 unique ships.
-36 weapons
-Updated random battle, and a new mission.

Stuff to note:

-Missiles work a little differently than normal weapons. All missiles are internally housed. Their icons at the store are simply visual aids to show you what the missile/rocket looks like, and is not its actual graphical representation on the ship. Because that would be silly.

-Your ships will die. You will die. You don't have fancy state-of-the-art energy shielding protecting each of your ships. Keep your amount of supplies high, because your damaged ships after each battle will chew through them. Sell fuel for easy money.

-New hullmods: Improved warheads (Increases missile damage by 25%) and Integrity Grid (Reduces hull damage by 15%). These replace stabilized shields and extended shields, so don't freak out. I figured since shields are so rare, I'd get rid of a few hullmods relating to them. I'll probably add a new hullmod in the future that allows ships with no shields to gain shield abilities.

-Okouth and K.T.A. forces are hostile to you by default.


Known issues:

-The campaign is a bit laggy due to a bug involving hullmods on fighters. This cannot be avoided in .51a, however it is patched in .52a.
-Probably horribly imbalanced. Feedback in this area would be a massive help.


Have fun!


Edit: It would be helpful if someone on Linux/Mac would test-run this to see if everything loads up alright. With the massive amount of files for the mod, I could have easily used a capital letter where I shouldn't have.
Title: Re: Thiiei's Ascendency (Alpha 1 Released)
Post by: Dohon on April 29, 2012, 02:14:03 AM
Took it for a run. Ended up playing an hour, way longer than intended. Very addictive mod. Still gotta get the hang of all the new ships and guns, but it's fun so far. I picked off battered Okouth groups, got another Kio, had some Zetil Gunships captured. Fought a Supression Frigate of the KTA, piece of cake. So, brazenly, I charge one of their larger groups. 4 supression frigates, 3 zetil wings, 4 drone wings versus my 2 kio's, 3 zetil wings, one drone wing. The enemy fleet was on its way back home, so I thought: "Battered and struggling to keep all the ships afloat on a minimum crew. Yaaaaarrrr!".

Turns out they weren't lacking in crew. Nor were they even scratched. My zetils were quickly blown out of the sky (lots of thundering guns!) and my fellow Kio overloaded and got pounded. My ship managed to dent the hulls, vainly trying to make it a Pyrrhic victory. No such luck. I got trounced, all hands lost.

Think I'm gonna go for some Thiiei ships next time. Shields are fun and all, but it doesn't take much to scratch the ship beneath the bubble. Wanna see some armoured close-combat broadside exchanging.

Title: Re: Thiiei's Ascendency (Alpha 1 Released)
Post by: Heavy Weapons Pony on April 29, 2012, 03:31:12 AM
DAH! It works perfectly on Mac so don't be fretting.

Only one problem:

Fleets don't spawn nearly enough and the Blue guys kill the Thiiei so hard that they're locked in the planet from the first 30min onwards.
Oh, and the Frigate with shield needs a higher top speed (both in battle and map), everything else is impossible to catch as-is.
Title: Re: Thiiei's Ascendency (Alpha 1 Released)
Post by: WKOB on April 29, 2012, 05:04:24 AM
No go here.

Fatal: Invalid Value (1281)

Windows 7.

Options; 1280x800; windowed; no sound. No mods.

I cut out some irrelevant bits.
Spoiler
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starfarer 0.51a launcher
15   [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows Vista 6.0
15   [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.6.0_18
41   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: inorbita [C:\Windows\SF\starfarer-core\..\mods\inorbita]
43   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: AP [C:\Windows\SF\starfarer-core\..\mods\SL Mod]
732  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 60Hz, 16bpp
732  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 60Hz, 32bpp
733  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 60Hz, 32bpp
733  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 60Hz, 16bpp
44379 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/weapons/eskbolterbase.png] as texture with id [graphics/weapons/eskbolterbase.png]
44386 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 136.77 MB of texture data so far
44387 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/weapons/eskbolterbase.png] as texture with id [graphics/weapons/eskbolterbase.png]
44388 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/weapons/eskbolterturr.png] as texture with id [graphics/weapons/eskbolterturr.png]
44396 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 136.77 MB of texture data so far
44397 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/weapons/eskbolterturr.png] as texture with id [graphics/weapons/eskbolterturr.png]
46108 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 155.91 MB of texture data so far
46109 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/ulnatan.png] as texture with id [graphics/ships/ulnatan.png]
46114 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 156.25 MB of texture data so far
46115 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
46127 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 156.91 MB of texture data so far
46249 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
46254 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 156.92 MB of texture data so far
46256 [Thread-6] ERROR com.fs.starfarer.combat.String  - org.lwjgl.opengl.OpenGLException: Invalid value (1281)
org.lwjgl.opengl.OpenGLException: Invalid value (1281)
   at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
   at org.lwjgl.opengl.WindowsContextImplementation.setSwapInterval(WindowsContextImplementation.java:113)
   at org.lwjgl.opengl.Context.setSwapInterval(Context.java:231)
   at org.lwjgl.opengl.Display.setSwapInterval(Display.java:993)
   at org.lwjgl.opengl.Display.setVSyncEnabled(Display.java:1005)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
63267 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
63268 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------

[close]
Title: Re: Thiiei's Ascendency (Alpha 1 Released)
Post by: Psiyon on April 29, 2012, 08:06:44 AM
@Dohon: Glad you enjoyed it. Since you played it for so long, did you run into any balance issues, or have concerns about anything else?


DAH! It works perfectly on Mac so don't be fretting.
Phew, good. :)

Only one problem:

Fleets don't spawn nearly enough and the Blue guys kill the Thiiei so hard that they're locked in the planet from the first 30min onwards.
Oh, and the Frigate with shield needs a higher top speed (both in battle and map), everything else is impossible to catch as-is.
The Coalition might be steamrolling Thiiei due to a few last-minute balance changes I made that I never fully tested in the campaign. I'll see what I can do.
As for the Kio's top speed, I never had any major problems trying to catch things (provided they weren't lone fighter squadrons or anything). But I might give it a slight bump up.

No go here.

Fatal: Invalid Value (1281)

Windows 7.

Options; 1280x800; windowed; no sound. No mods.

I cut out some irrelevant bits.

[error report]
I have absolutely no idea what could be causing this, as that error report is incredibly vague (not your fault). It seems like it just decided to implode on itself while loading image files. The last thing that was loaded was apparently "particlealpha32sq.png", but it's being loaded under the wrong path, as it's in the graphics/fx folder, not just the graphics folder. As I can't recreate the crash myself, I really don't know what to do here. I've got Windows 7 as well on my system, so it isn't a problem relating to the OS.

I guess you could try to delete that file; it was just a duplicate anyway. Try going into the inorbita/graphics/fx folder and delete "particlealpha32sq.png", and see if that fixes the problem.

And you have .51a RC3, right? Because I think there were one or two previous versions of .51a that had some bugs patched in them.
Title: Re: Thiiei's Ascendency (Alpha 1 Released)
Post by: WKOB on April 29, 2012, 08:05:46 PM
Aye, I do.

Testing it on another computer, it works fine. Very odd because the two computers have roughly the same specs.
Title: Re: Thiiei's Ascendency (Alpha 1 Released)
Post by: Dohon on April 30, 2012, 01:48:24 AM
@Dohon: Glad you enjoyed it. Since you played it for so long, did you run into any balance issues, or have concerns about anything else?

...


No real balance issues so far. Ships in general move slower than vanilla, which takes some getting used to, but that's not a real problem. The beginning situation is a bit hectic because of all the fleets spawning. You spawn near Thtiu and you are enemies with the Okouth and the KTA. The Okouth swarm out and head over to Thtiu. A new player thinks (or at least, I did) that the Thiiei armada will protect him, yet the Thiiei are not at war with the Okouth from the start. So, you can't kite the beginning fleets, which might result in an early death. Perhaps reducing the spawning of the fleets in the beginning would solve that issue. I don't know how moddable the spawning of fleets is.

There is also one ship that has one un-assigned OP. I believe it was the Thiiei Carrier Destroyer (Seteth?).

Beyond these things, no issues so far.
Title: Re: Thiiei's Ascendency (Alpha 1 Released)
Post by: Psiyon on April 30, 2012, 04:15:05 PM
Aye, I do.

Testing it on another computer, it works fine. Very odd because the two computers have roughly the same specs.
Guess it's some sort of odd installation error or something. Not really sure. Either way, considering it's running for everyone else, it's safe to say the problem isn't with the mod.


No real balance issues so far. Ships in general move slower than vanilla, which takes some getting used to, but that's not a real problem. The beginning situation is a bit hectic because of all the fleets spawning. You spawn near Thtiu and you are enemies with the Okouth and the KTA. The Okouth swarm out and head over to Thtiu. A new player thinks (or at least, I did) that the Thiiei armada will protect him, yet the Thiiei are not at war with the Okouth from the start. So, you can't kite the beginning fleets, which might result in an early death. Perhaps reducing the spawning of the fleets in the beginning would solve that issue. I don't know how moddable the spawning of fleets is.

There is also one ship that has one un-assigned OP. I believe it was the Thiiei Carrier Destroyer (Seteth?).

Beyond these things, no issues so far.
I think I could fix the beginning situation easily by having you spawn right by Ujionla instead of Thtiu, a simple edit. Thanks for bringing that up. I'll fix the carrier too while I'm at it.
Title: Re: Thiiei's Ascendency (Alpha 1 Released)
Post by: Psiyon on May 01, 2012, 06:04:37 PM
So here are some things I've got on the plate for Alpha 2:

-Recolored UI
-New faction-specific ship names, person names, etc.
-Misc balancing/bug fixing
-Music
-A cheap, frigate-sized freighter vessel

Though I haven't tested it yet, I'm also toying around with the idea of including a way to give you another option to gain money aside from just combat. If I can get convoys to dock at your storage station, presumably, you could get all the dropped content for free. If possible, I plan on setting up a cargo station that has periodic shipments of fuel and other miscellaneous items delivered to it. You can obviously sell off the fuel at other stations if you please, and you can do what you will with the other freebies that get dropped there. Thoughts?
Title: Re: Thiiei's Ascendency
Post by: Psiyon on May 03, 2012, 05:49:56 PM
New ship: the Coalition Adjutrus-class Jump-dock:

(http://img254.imageshack.us/img254/8867/jumpdock.th.jpg) (http://img254.imageshack.us/img254/8867/jumpdock.jpg)(http://img406.imageshack.us/img406/7876/ecjumpdock.png)

Jump-docks are small auxiliary vessels useful for expanding hangar space with a low fleetpoint cost. Though they are able to dock fighters, they lack the facilities to repair strikecraft in battle. It is best to keep these out of combat if possible, as they were not designed with fighting in mind.
Title: Re: Thiiei's Ascendency
Post by: Vandala on May 03, 2012, 06:19:48 PM
Oooh, pretty black ship, my favorite color. Nice.
Title: Re: Thiiei's Ascendency (Alpha 1 Released)
Post by: Mr.FancyPants on May 03, 2012, 11:08:38 PM
Though I haven't tested it yet, I'm also toying around with the idea of including a way to give you another option to gain money aside from just combat. If I can get convoys to dock at your storage station, presumably, you could get all the dropped content for free. If possible, I plan on setting up a cargo station that has periodic shipments of fuel and other miscellaneous items delivered to it. You can obviously sell off the fuel at other stations if you please, and you can do what you will with the other freebies that get dropped there. Thoughts?

Sounds like a good idea, if you can get the deliveries to scale up over time or something similar.
Title: Re: Thiiei's Ascendency
Post by: Psiyon on May 05, 2012, 03:36:19 PM
Another ship ingame. This one's a monster:


(http://img706.imageshack.us/img706/6411/iric.png)

(http://img838.imageshack.us/img838/2182/iri1.th.jpg) (http://img838.imageshack.us/img838/2182/iri1.jpg)
(http://img594.imageshack.us/img594/1873/iri2.th.jpg) (http://img594.imageshack.us/img594/1873/iri2.jpg)

The Iri is one of the only true capital ships in existence. Due to their massive size and cost, nobody builds vessels much larger than a cruiser due to inadequate defense systems. Why waste half of your nation's GDP on a vessel that performs excellently, but gets torn apart after a few months of service? Fortunately, Ceni Six has the technology required for energy shielding, meaning that, if used properly, the Iri can be both a beast in combat, and a survivor.



Some notes on Alpha 2: (And sorry about removing Alpha 1, but it really hated .52a.)


-Added two new ships, the Adjutrus and Iri.

-Added a C.SIX dockyard that you can store your stuff in. It gets rare deliveries of free items, and potentially ships. However, if you attack C.SIX, you lose your dockyard. All cargo is removed, and your vessels there are impounded. (Major thanks to Apophis for providing the code to make this possible)

-Made you start next to Ujionla and your dockyard, rather than Thtiu.

-Added the C.SIX Heavy Laser Cannon, model 10. Used on the Iri.

-Added music.

-Added ship and person names for each of the four moons.

-Added red-themed UI.

-Misc edits, balance changes, etc.



I'm hoping it can be released sometime soon,  but I've got a massive amount of crap to do. Damn AP tests, senior projects, honor events and all that lovely BS. At least I've only got one more month of dealing with high school, I suppose.

One month too long.
Title: Re: Ascendency (Alpha 2 Released)
Post by: Psiyon on May 07, 2012, 06:05:55 PM
Alpha 2 released: (old link removed)

Note: This is the version with music included, the file is kind of big. I'll release a lite version tomorrow with the music excluded for those with slow connections/bandwidth caps.


The mod has undergone a slight overhaul, as you'll notice that it's just now "Ascendency," instead of "Thiiei's Ascendency." The original idea was to be a part of Thiiei's navy taking on the system, but I feel that it really doesn't fit well anymore. Maybe it'll shift back to that at some point in the future, but for now, we'll see how this smaller-scale plot goes:

A Second Chance

Spoiler


(http://img193.imageshack.us/img193/5218/tysia.png)

You are Tysia Naghama ci Iwaka, a former commodore in the now defunct Naran Space Navy. Your world has just been ripped out from under you by the nations of the moon Bli. Angry and desperate, you respond to an offer to join the Ceni Six Corporation in the hopes that you’ll get the chance to make a difference—a difference on an orbital scale.




::Nara, Iwaka Island


The end. Who knew it was possible to wipe out an entire civilization through diplomacy?

In disgust, I walked away from the digital screen showing the representatives of Bli and Nara respectfully bowing to each other after signing the Treaty of Kraskae. I flung open the doors to my home’s balcony, and hurriedly stepped outside.

A steady wind was blowing a thick mist from the shallow, azure ocean into the jungle-covered mountains where my village was situated. The sun pierced the aqua-colored sky, and God’s blue majesty peeked over the horizon. It was beautiful. Every day, it was beautiful.

But the serenity of the scene did not calm me. I was flushed with anger: its beauty would soon be destroyed. I took my eyes away from the ocean, and looked to the moon hanging above the mountains.

Bli. They now owned my world. The ocean. The beaches. The jungles. The people.

Me.

Their subjugation was a slow, gradual process. It started right after first contact, all those years ago. They were far beyond us: we had barely started shooting satellites into orbit when their capsule landed in our ocean. Not long after, we began relying on them for everything. Space travel. Technology. Economic stability. The list was extensive.

But we still retained our culture and integrity as a people. For a time.

Six months ago was the start of the Thiian-Esk war. The Naran leaders were shaking in their boots, predicting a swift Thiian victory, and subsequently, a new war for conquest declared on us. They wanted protection. Again, they looked to the nations of Bli.

They were quick to accept.

Now, we rely on them for our safety—but it came at a cost: our independence.

Damn them all.

I turned my back on the Naran landscape, and returned inside. I grabbed a cold, potent drink, and sat. What else was there to do? The Naran Space Navy was officially dissolved—I had no employment. And though the offer was extended to me, I would have rather went to hell than become a part of Bli’s military. Unless…

Suddenly, my motivation was sparked. I switched on my tablet computer, and browsed through my messages. Two weeks ago, I had received a communiqué from an unidentified sender, saying only to contact a specified number after the Treaty of Kraskae was signed. I laughed at it then. But now I was curious—and desperate.

I routed the number to my home’s com system, and waited for a connection to establish. The computer screen noted that the call was being routed to Ujionla, an uninhabitable desert moon—strange.

There was a click. A male voice followed: “Yes?” The language was standard Naran.

I cleared my throat, and replied: “I received a rather… cryptic message telling me to call this number after the treaty was signed. I’d like to know why.”

“Depends who’s asking,” the man said apathetically.

“Former Commodore Tysia Naghama ci Iwaka.”

There was a short pause. “Ah, yes,” the man replied. “Well, Former Commodore, how would you like to repeal the first portion of your title?”

“Depends,” I said in a tone of mock-apathy.

Another pause. “You’ve heard of Ceni Six, correct?”

“Of course,” I responded. “Anyone who opposes the governments of Bli has my attention.”

“That’s good to hear. We’ve got a lot of interesting things lined up for the next few months. Interested?”

“Very,” I stated truthfully.

“Then head to Ujionla as soon as you can. I’d say more, but, even though this is a secured channel, there are… ways of getting past that.”

“I understand.” I glanced at the computer screen—three failed intrusion attempts. No way to be certain if a fourth attempt was successful for not. I had to chuckle—apparently I was deemed enough of a threat already to have my communications monitored. I was almost flattered.

“Then we’ll be expecting you. We’ll forward all necessary information your way shortly. C-Six fleet command out.”

The com went dead.

Ceni Six was a corporation that originated from Bli—they hated their government with such a passion that they moved all of their operations to Ujionla to escape rigorous taxes and regulations. They were also very sympathetic to Nara’s plight, funding those who opposed the treaty. Though I half-understood it might just be a delusion, I had high hopes. I would get to command again—and that notion was enough to warrant a look.


[close]


Again, it would be nice for someone on Mac/Linux to let me know if everything is running smoothly. Should be fine though, not a massive amount was changed from the last version.
Title: Re: Ascendency (Alpha 2 Released)
Post by: Sunfire on May 07, 2012, 06:11:59 PM
What exactly does this mean for the mod?
Title: Re: Ascendency (Alpha 2 Released)
Post by: Psiyon on May 07, 2012, 06:36:05 PM
Virtually nothing for the moment.
Title: Re: Ascendency (Alpha 2 Released)
Post by: Vandala on May 07, 2012, 06:59:37 PM
Error on Linux:

Fatal: Error compiling [data.scripts.world.corvus.Corvus]
Cause: Compiling unit "data/scripts/world/corvus/Corvus.java"

From my log:

12048 [Thread-7] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.world.corvus.Corvus]
java.lang.RuntimeException: Error compiling [data.scripts.world.corvus.Corvus]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:636)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/corvus/Corvus.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:205)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:157)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:321)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:266)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/corvus/Corvus.java, Line 104, Column 28: Cannot determine simple type name "okouthconvoySpawnPoint"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9014)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4631)
   at org.codehaus.janino.UnitCompiler.access$10300(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$17.visitReferenceType(UnitCompiler.java:4442)
   at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2020)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4476)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4876)
   at org.codehaus.janino.UnitCompiler.access$12100(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$17.visitNewClassInstance(UnitCompiler.java:4461)
   at org.codehaus.janino.Java$NewClassInstance.accept(Java.java:2921)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4476)
   at org.codehaus.janino.UnitCompiler.findMostSpecificIInvocable(UnitCompiler.java:6688)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6589)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6488)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3429)
   at org.codehaus.janino.UnitCompiler.access$6300(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$11.visitMethodInvocation(UnitCompiler.java:2869)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:2890)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:3897)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2326)
   at org.codehaus.janino.UnitCompiler.access$3800(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$8.visitMethodInvocation(UnitCompiler.java:2299)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2320)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1353)
   at org.codehaus.janino.UnitCompiler.access$800(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$5.visitExpressionStatement(UnitCompiler.java:868)
   at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:1457)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:888)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:914)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:1999)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:789)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:770)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:464)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:357)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:312)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:770)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:319)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:288)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:203)
   ... 5 more

Title: Re: Ascendency (Alpha 2 Released)
Post by: Lictuel on May 07, 2012, 11:00:46 PM
Hey there Psyon, I have been trying to poke some holes into this and i think i found one. When you loose all your ships (either by selling them or being destroyed or whatever) you will be stuck in a loop. You get the event that tells you, that you were rescued and that you get a new ship over and over again. I'm not sure if this is intended, if it is I missed the post where you said so. Otherwise this might need fixing.

The only way you can exit Starfarer after this happens, seems to be killing it via the taskmanager.
Title: Re: Ascendency (Alpha 2 Released)
Post by: Uomoz on May 08, 2012, 02:16:04 AM
I was waiting for this to release! Can't wait to fly an Iri.
Title: Re: Ascendency (Alpha 2 Released)
Post by: Heavy Weapons Pony on May 08, 2012, 02:19:35 AM
PLACEHOLDER POST OF TELLING YOU IF IT WORKS ON MAC OF PLACEHOLDERNESS.
Title: Re: Ascendency (Alpha 2 Released)
Post by: Shazar02 on May 08, 2012, 04:42:50 AM
Personally, I don't like the mod much at all.  I wasn't able to see many easy things to kill at the start of the mod, so I fought against 2 KST (Or whatever it is, I can't remember at the moment) scouts.  After I lost to a very close battle, the mod glitched and didn't give me a ship everytime I press the OK button. So now, im in a constant cycle of non-death dieing.

However, the ships look great, the sound effects are wonderful, the new marine and pilot icons look perfect, the weapons are good, and the ship variety is good too.  Overall, it's a good mod, but I think there are some things that need to be fixed, because I can imagine myself dieing several times before even beggining to build a fleet, which is not the mod's fault, it's the fact that I suck at this game :C.

Title: Re: Ascendency (Alpha 2 Released)
Post by: Psiyon on May 08, 2012, 04:51:38 AM
In response to the people saying things are glitching out: I've never encountered any of these errors, and it seems very unlikely they would be caused by the mod itself. You're all running on the latest patch, .52.1a, correct?

Regardless, I'll have a look when I can.

@Vandala, I'll see what I can do when I get home. Hopefully we can find a solution if you're up to it.

@Shazar02, I appreciate the feedback, positive and negative. :)
Title: Re: Ascendency (Alpha 2 Released)
Post by: Uomoz on May 08, 2012, 05:50:55 AM
Yeah. The death sequence is indeed bugged (loop where you close the death pop-up and it instantly reappears forcing to close the game).

EDIT:

Rofl @ CampaignFleetAPI jesus_christ_this_would_be_so_much_easier_if_i_knew_how_to_program = null;   
     return jesus_christ_this_would_be_so_much_easier_if_i_knew_how_to_program;

EDIT2: (real feedback)

1) Imho this TC needs its own hullmods (like from scratch) as many of the vanilla ones are deeply tailored into the core vanilla mechanics (shields, ship speeds, and many other things are drastically different between ITOG and vanilla). After all everything is already custom, it's just missing the hullmods. Starting from 3-4 core hullmods and then expanding could be an idea (militarization for example, cold be in various grades).

2) Spawnrate is an issue:

Spoiler
(http://i.imgur.com/M36xN.png)
[close]

As you can see from the image, after few in-game days, there are no "default" hostile fleets around. In this case I can'even properly attack any other faction because my fleet consists of 2 frigates and a single corvette squadron: the map may need a "pirate-like" faction (by this I mean a faction with a daily respawn and a large maxfleets cap, like pirates in vanilla that spawn 1\day and have 15 maxfleets). Players need to be "fed" with something until they can try fighting stronger fleets (imho ;)).

Again, I think this is the best Mod produced by the current SF community, and I wish it only the best.
Title: Re: Ascendency (Alpha 2 Released)
Post by: Vandala on May 08, 2012, 07:20:10 AM
Quote
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/corvus/Corvus.java, Line 104, Column 28: Cannot determine simple type name "okouthconvoySpawnPoint"
I've looked at line 104 but I can't find anything wrong with it. I do find it strange that this is the error since there are many other spawnpoints added, must be due to a relationship with other files. At least that's my guess.

I have found something else: Lines 328, 329, 330 and 372, 373 are not correctly aligned. I have no idea if this causes any problems.

EDIT: Found it, its just more capital letter problems. I fixed it by removing the "OkouthconvoySpawnPoint.java" file capital letter, it now looks like this "okouthconvoySpawnPoint.java"

With that the mod seems to work fine. I have not touched the other mentioned lines.
Title: Re: Ascendency (Alpha 2 Released)
Post by: Psiyon on May 08, 2012, 07:50:52 AM
Thanks for all the reports. I'll release a fix later today when I get the chance. Sorry for the horridly bugged alpha.
Title: Re: Ascendency (Alpha 2 Released)
Post by: Vandala on May 08, 2012, 10:31:18 AM
I've found a rather nasty oversight. When I lose all my ships I get the standard respawn message but no new fleet, causing endless pop-up's of respawn messages, effectively breaking the game without an option to quit.

The ships and the system look really nice but the mod itself feels sluggish.
Combat is a pain, and that's playing at half-damage, I can't imagine playing at full-damage setting.
Shields seem to be useless in this mod, they get overloaded way to fast.
There's also to few modification points to play with on your ship.
You probably need to add more smaller fleets to the game to give the player a chance.

I've only just had one play-through so far though.

EDIT: The endless pop-up's are not stopped by increasing fleet size for the respawn fleet. I don't know what's causing it.
EDIT: Lol, found it, respawn fleet ship is at "0, 0" change it to "0, 1" to fix the problem.
Title: Re: Ascendency (Alpha 2 Released)
Post by: Uomoz on May 08, 2012, 10:46:12 AM
1) The ships and the system look really nice but the mod itself feels sluggish.
2) Combat is a pain, and that's playing at half-damage, I can't imagine playing at full-damage setting.
3) Shields seem to be useless in this mod, they get overloaded way to fast.
4) There's also to few modification points to play with on your ship.
5) You probably need to add more smaller fleets to the game to give the player a chance.

1) The overall slowness is more like a feature of the TC to me. I like it very much as a change from the action-packed vanilla.
2) It's hardcore (without recurring to weird mechanics, just following it's own lore of the ships) and is a reason why I love it.
3) In this Universe, I think, shields are pretty much prototype technology: armor is the main defense here.
4) I didn't find many limitations, but mostly because I don't play much with the fittings.
5) I agree.
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Psiyon on May 08, 2012, 01:39:56 PM
First of all, a big thanks to everyone for helping me find these issues, especially you Vandala.

Here's Alpha 2.1:

(Not save compatible with A2.0)

Full Version: http://dl.dropbox.com/u/71512473/Ascendency.A2.11-Full.zip
No music: http://dl.dropbox.com/u/71512473/Ascendency.A2.11-Lite.zip

Changes:

-Spawn rates for all fleets kicked up drastically
-All ship armor values multiplied by 1.2
-Gave a slight increase to all ship speeds
-Slightly increased the effectiveness of shields (Damage taken is now 0.8 instead of 1)
-Slight buff to the Kio (More flux, speed, HP and armor)
-Added the Iri to the sim opponents
-Fixed capital letter bug that prevented the mod from working on Linux
-Fixed bug that caused an endless looping message when you were defeated
-Fixed a bug that prevented the Iri from firing its main guns


@Uomoz: I'll take a look at hullmods next. However, I won't have time to do any work on this until Friday, because this week is totally booked.


Just remember everyone, I really do appreciate the feedback, and that I usually make good suggestions a reality if it's within my power.

Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Vandala on May 08, 2012, 02:06:54 PM
I'm not saying my suggestions are any good, you know I'm a speed junky in this game.
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Psiyon on May 09, 2012, 05:46:39 PM
@Vandala: I'm still the one who decides whether or not suggestions are good. But you did make a valid points, such as the difficult combat (thus the 1.2 armor multiplier) and the shields (thus the shield buff). Still didn't take your suggestion about ordinance points though, as I personally like the heavy tradeoff between weapons and hullmods. I think it makes refitting a more intelligent and important process, rather than the average "hurr let's slap on all these weapons and hullmods cuz i can lol." exhibited by a lot of Starfarer players, including myself :P

---

Anyway, AP Calculus exam is down as well as the silly portfolio project. Free time has returned at last.

So I'd like to get some opinions about where to go next.

In regards to release frequency, would you guys rather have:

-Frequent releases (Once every ~2 weeks or so) that provide a smaller amount of new content. Downside is that your saves are wiped more often if you always choose to update.
-Infrequent releases (One every ~3 weeks to a month) that provide large chunks of new content.


And, what would you like that new content to focus on for the next release?

-Build up major existing factions (new weapons + ships + etc for Thiiei/Coalition)
-Build up smaller factions (More K.T.A. ships, the third minor faction, etc)
-Make the campaign more interactive & expansive (Like how your dockyard is impounded if you betray csix, things along similar lines (suggestions here are welcome))
-Something else?


As of now, the next thing I'll be taking a look at are hullmods, but those aren't really a lot of work to create (Thus the previous question).
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Sunfire on May 09, 2012, 07:36:20 PM
Took the AP as well, my brain hurts, I saw a sign talking about how an underpass was like 8'5" and i was like, weird that the derivative of 8 is five, strange, i wonder what f(x) is

anyway, this, I think that the KTA should be fleshed out more as they and the okuth (I don't think that's how it's spelled) are your primary opponents early on

-Build up smaller factions (More K.T.A. ships, the third minor faction, etc)
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: rada660 on May 09, 2012, 08:06:22 PM
id say make more ship for main faction :)

and does the Iri will be the only capital ship?

*off note.... im a fan of massively armed ( but balanced ) capital ship ( like the joyeuse class of the mod : confederacy of the free star ) a super heavy ship with tons of weapon, but not necessarily OPed, i just like to see many guns shooting every where ;D with different weapon, from small to large ;D )*
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Mr.FancyPants on May 09, 2012, 10:44:57 PM
In regards to release frequency, would you guys rather have:

-Frequent releases (Once every ~2 weeks or so) that provide a smaller amount of new content. Downside is that your saves are wiped more often if you always choose to update.
-Infrequent releases (One every ~3 weeks to a month) that provide large chunks of new content.


I would much rather have infrequent but larger updates, but that's just me.

And, what would you like that new content to focus on for the next release?

-Build up major existing factions (new weapons + ships + etc for Thiiei/Coalition)
-Build up smaller factions (More K.T.A. ships, the third minor faction, etc)
-Make the campaign more interactive & expansive (Like how your dockyard is impounded if you betray csix, things along similar lines (suggestions here are welcome))
-Something else?

I believe you should build up the smaller factions, like the KTA.
But again, just my opinion.
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Vandala on May 10, 2012, 02:26:57 AM
Is there a reason why only two ships have shields?
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Vandala on May 10, 2012, 02:43:57 AM
Just discovered a major problem, I think your mod 'crashes' my starfarer.

I've bin having a lot of graphical issues with the previous version of starfarer, issues that are currently fixed. However, your mod seems to bring them back. I have no idea what is causing it.

I won't be touching this mod anymore for now, sorry.

EDIT: I run linux, let's hope windows users don't have this problem.
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: WKOB on May 10, 2012, 03:39:12 AM
Note; I don't have any issues.
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Psiyon on May 10, 2012, 11:01:55 AM
@Vandala: Can't think of why that would be happening. Sounds like it's a problem on your end; sorry you're having issues.

@rada660: Nah, there'll be 2-3 capships total in the game. The Iri is probably the best, the others will be more along the lines of real battleships: tons of guns, but poor in regards to everything else.

@Everyone in general: Thanks for the suggestions. I suppose I'll focus mainly on the KTA next, and maybe add 1-2 more Okouth ships.
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: LordMord on May 10, 2012, 12:01:16 PM
i love this mod. (even better then the default starfarer)
great sounds and i like the emphasis on missiles.

also i would prefer faster release cycles and polish the smaller factions.


Title: Re: Ascendency (Alpha 2 Released)
Post by: Vandala on May 10, 2012, 04:29:42 PM
Psiyon, I'm not trying to antagonistic here, I'm just trying to understand the mechanics of this mod.

One thing that I find puzzling is the use of flux. With no shields flux has basically irrelevant for your mod, weapon balance can be achieved by rate of fire, reload times and magazine size. The benefit of this is that the player will not be confused by flux information of ships as these, to me, seem irrelevant and therefor misleading. The only use flux may have is in limiting ships who can field many more weapons then others by limiting their maximum potential damage, though I haven't seen any great discrepancy in weapon slots between ships.

Another thing is the EMP damage found on all weapons, I don't understand the overuse of this, it seems to me that this is a loss of a valid tactic, namely the option of EMP weapons in a world where there are no shields. You could use strong EMP weapons as a great boon and of tactical importance, yet EMP is everywhere in little bits making it tactically irrelevant (or at least misleading). I don't understand this choice. The option of having a weapon that deals enough EMP damage to instantly (or rather swiftly) disable other weapons systems but takes a long time to use again (or find another way to make the weapon difficult to use) would make an interesting option, as would having weapons that do use EMP but deal less damage vs weapons that don't use EMP and deal more damage.

I also find the use of kinetic weapons puzzling (6 weapons vs 2 ships with shields), its a damage type that only works against shields so why is it used at all?

The following is just bad memory. I've played a little of homeworld 2 (and none of the mod this is based on), perhaps you can help me on this but did it use the 'fog of war' effect? I don't recall it having this but it's bin a very long time. I doubt it would be a good idea to implement the same thing here though.

There are variant files that have rather strange names. You have a brawler, hound, shuttle and wolf variants even though these have nothing in common with the original vanilla ships and indeed only use your own ships/weapons. This is rather confusing, although not important.
There is also still a phase beam in the weapon data.

Is there are goal behind not having shields (other then lore), do you have a principle or grand strategy to compensate for the lack of shields and what it means/does to gameplay?

I'll say again, I've seen very little of this mod in action (I have bin looking throe the mods files) and I'm not judging it, I'm just trying to understand.
Title: Re: Ascendency (Alpha 2 Released)
Post by: Psiyon on May 10, 2012, 06:29:31 PM
One thing that I find puzzling is the use of flux. With no shields flux has basically irrelevant for your mod, weapon balance can be achieved by rate of fire, reload times and magazine size. The benefit of this is that the player will not be confused by flux information of ships as these, to me, seem irrelevant and therefor misleading. The only use flux may have is in limiting ships who can field many more weapons then others by limiting their maximum potential damage, though I haven't seen any great discrepancy in weapon slots between ships.

You're absolutely correct here. Flux really isn't a major mechanic anymore, but with the lack of shields, it's unfortunately going to stay that way for a while. Ideally, there would have been a hullmod that allowed you to install shields onto any ship, but that turned out to not work so well (as in, not at all). (http://fractalsoftworks.com/forum/index.php?topic=2583.0)
This unfortunate limitation certainly punched the mod in the face the way I see it, as I really wanted the player to be able to install shields on their ships if they so pleased.





Another thing is the EMP damage found on all weapons, I don't understand the overuse of this, it seems to me that this is a loss of a valid tactic, namely the option of EMP weapons in a world where there are no shields. You could use strong EMP weapons as a great boon and of tactical importance, yet EMP is everywhere in little bits making it tactically irrelevant (or at least misleading). I don't understand this choice. The option of having a weapon that deals enough EMP damage to instantly (or rather swiftly) disable other weapons systems but takes a long time to use again (or find another way to make the weapon difficult to use) would make an interesting option, as would having weapons that do use EMP but deal less damage vs weapons that don't use EMP and deal more damage.
A valid concern. This fits somewhat in with the shield dilemma--without much of a use for flux, the only thing that weapon impacts did to your ship was damage its hull/armor. I felt it would be an interesting concept if all weapons had the ability to knock your ship's systems offline, simulating some meaningful wear-and-tear on your ship instead of just a blasted up hull. I admit, EMP could probably be handled in a better way than it is now. I'll consider your points, and I might do a bit of fiddling with the weapons in that respect, as I certainly see some potential in your approach as well. I think a mix between the two concepts could end up fitting the mod nicely.


I also find the use of kinetic weapons puzzling (6 weapons vs 2 ships with shields), its a damage type that only works against shields so why is it used at all?
This is mainly a cosmetic thing and a desire to keep it true to the original Homeworld 2 mod. Kinetic weapons, though they do suck against armor, generally have higher DPS and lower OPs than energy weapons. For example, the standard Thiian Magnetic Coil Gun does 90 per shot, and fires a burst of two. The Coalition Light Pulse Cannon does 80 per shot, and fires only once with a fairly similar rate of fire to the former.

The following is just bad memory. I've played a little of homeworld 2 (and none of the mod this is based on), perhaps you can help me on this but did it use the 'fog of war' effect? I don't recall it having this but it's bin a very long time. I doubt it would be a good idea to implement the same thing here though.
Not really a 'fog' so to speak, but more of a "enemy ships aren't shown if they're out of sensor range." Why do you say that fog of war is a bad idea?

There are variant files that have rather strange names. You have a brawler, hound, shuttle and wolf variants even though these have nothing in common with the original vanilla ships and indeed only use your own ships/weapons. This is rather confusing, although not important.
There is also still a phase beam in the weapon data.
Mainly just files I forgot to clean out. The variants replaced the starting ships, and were necessary pre .52a because .json files with the same name merged and couldn't be replaced. Thus, I made all the starting variants the Kio. The Phase Beam was from the original example mod that I used as a template ages ago when I started building the mod.

Is there are goal behind not having shields (other then lore), do you have a principle or grand strategy to compensate for the lack of shields and what it means/does to gameplay?
Gameplay-wise, this is mainly my personal preference here. I like difficult, brutal combat. Starfarer is an awesome game, but I felt that being able to just flip on your shields and absorb all incoming fire proved to be kind of cheap at certain times. Ascendency's shields are trickier to use due to their relative weakness compared to vanilla shields, but if used properly, they can keep your ship alive for quite a while. Thus, that's why the Kio is the starting frigate. And again, the initial idea was to have a hullmod that added shields, but I already mentioned that above.

Psiyon, I'm not trying to antagonistic here, I'm just trying to understand the mechanics of this mod.
...
I'll say again, I've seen very little of this mod in action (I have bin looking throe the mods files) and I'm not judging it, I'm just trying to understand.
Vandala, I'm one of the few people on the internet who actually accept criticism and use it to improve myself and my work. I know that you're only trying to help, and I truly appreciate it.
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Vandala on May 10, 2012, 07:58:19 PM
Yeah sorry, reading it again I get I wasn't clear at all. I thought that Homeworld 2 didn't have fog of war so I was considering suggesting not to use fog of war, but thought it wasn't a good idea.
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Vandala on May 10, 2012, 08:16:43 PM
I've bin thinking. Without shields, the only way you have left for evading damage is simply to not get hit. Easier said then done when ships move so slowly (I've not tried your updated version). But you could make dodging possible without upping the speed of ships, and that's by lowering the speed of bullets. Although then we are basically back at vanilla, just slower. So not a great idea I reckon.
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Uomoz on May 10, 2012, 11:43:24 PM
I think that taking the hits in the places that are still protected by armor is a fun and riskier way to use the player skills to mitigate damage (as opposed to absorbing on shields and dodge bullets, both a little less ""hardcore"" and in my pov less engaging).

About the fog of war: there ain't no support fire weapons in Ascendency, and the sensors in HW have a huge radius compared to SF FoW. It could be a good idea to remove it alltoghrether.
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Kalinin on May 11, 2012, 12:16:31 AM
Before I get into any (constructive, hopefully) criticisms, I have to say that I absolutely love the entire atmosphere and feel of the mod. The lack of shields changes things radically, and makes for an overall more interesting experience, I think. It's incredibly balanced from what I've seen (minus C.Six's apparent dominance in all auto-resolved and fought battles, and other details such as PD or damage types) The art, the sound, all is great.

(Note: I've only really seen things from the perspective of Coalition ships, and I apologize if there is a lack of coherence or any rambling in this post :P)

Now that all the fluffery is out of the way, I do have some thoughts. One is an utter lack of effective PD weapons. I have better success with integrated point defense AI on weapons designed to tackle other ships than in using actual weapons designated for PD, though this may just be because of the sheer amount of fire as opposed to accuracy. Still, without shielding, this leads to a missile-based force having a significant advantage. The problem is non-beam PD is entirely unable to track missiles that aren't headed in a perpendicular angle. They just don't seem to lead the target, even with elite crew.

Coalition anti-strike craft weapons appear to use fragmentation damage and has proven to be utterly ineffective. The fast-attack frigate, for example, comes with a default 4 rapid fire weapons (and 1 useless PD) that do around 10 damage per burst to armor, if all shots hit. These frigates cost around 3200 I believe, default weapons included, yet they can't even kill *any* fighter craft 1v1, which cost about 1500 max. I suppose the complaint here is really the fragmentation damage - I'd wager a simple switch to energy damage would increase their usefulness by a ton.

I frequently lose frigates and fighters, and have come very close to losing a destroyer or even my cruiser once or twice, all in even terms. I think that is awesome as usually Starfarer has defaulted to laughably easy or not-so-laughably hard. As it stands, every battle requires my attention. There is a problem here though - the stations seem to be running out of ships. Eventually it looks as though I won't be able to replace my losses. I imagine that, when there are economic alternatives for progression (outposts), it'd be possible to construct your own ships and losing a few ships and dozens of crew isn't as horrible as it is now.

Speed. After frigates, almost all ships speed suddenly drops down to capital-sized movement. In fact, just about everything but fighters and frigates are in that neighborhood, rarely above 70 or 80. It feels wrong, for the size of the ships. Let's ignore the lack of friction as a limiting factor, for the sake of gameplay!

I'd like to see the minor factions fleshed out - more ships, more weapons, etc. Especially the C.Six as they are apparently the player faction but have what, four ships total? The coalition also seem to have zero flight decks across their entire fleet. Second to that I would like to see the player as not being forced to join C.Six at start, or have a pre-defined character. This is a sandbox game, don't take away from that. I understand there is a story and lore and that's a big part of the mod, and I appreciate that, but I suppose this is a matter of preference.
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Psiyon on May 11, 2012, 05:41:02 AM
Before I get into any (constructive, hopefully) criticisms, I have to say that I absolutely love the entire atmosphere and feel of the mod. The lack of shields changes things radically, and makes for an overall more interesting experience, I think. It's incredibly balanced from what I've seen (minus C.Six's apparent dominance in all auto-resolved and fought battles, and other details such as PD or damage types) The art, the sound, all is great.
Thanks for the compliments :) (And csix is dominant because they serve to protect the player in the early stages, or give them a hellish enemy if the player betrays them.)

(Note: I've only really seen things from the perspective of Coalition ships, and I apologize if there is a lack of coherence or any rambling in this post :P)

Now that all the fluffery is out of the way, I do have some thoughts. One is an utter lack of effective PD weapons. I have better success with integrated point defense AI on weapons designed to tackle other ships than in using actual weapons designated for PD, though this may just be because of the sheer amount of fire as opposed to accuracy. Still, without shielding, this leads to a missile-based force having a significant advantage. The problem is non-beam PD is entirely unable to track missiles that aren't headed in a perpendicular angle. They just don't seem to lead the target, even with elite crew.
Yeah, this is true to an extent. My goal was to make PD weapons somewhere in between good and bad--good enough to deflect some missiles, but not good enough to deflect them all. I agree that they could use a lot more tweaking.

Coalition anti-strike craft weapons appear to use fragmentation damage and has proven to be utterly ineffective. The fast-attack frigate, for example, comes with a default 4 rapid fire weapons (and 1 useless PD) that do around 10 damage per burst to armor, if all shots hit. These frigates cost around 3200 I believe, default weapons included, yet they can't even kill *any* fighter craft 1v1, which cost about 1500 max. I suppose the complaint here is really the fragmentation damage - I'd wager a simple switch to energy damage would increase their usefulness by a ton.
This is kind of a tricky issue here. They were set to energy damage for a while, but the ship was perhaps more effective against frigates than it was fighters. Still, I'll take a look at it--maybe increasing its damage while still keeping it fragmentation will work.


I frequently lose frigates and fighters, and have come very close to losing a destroyer or even my cruiser once or twice, all in even terms. I think that is awesome as usually Starfarer has defaulted to laughably easy or not-so-laughably hard. As it stands, every battle requires my attention.
Well, at least the primary vision for the mod is working right, I suppose :P

There is a problem here though - the stations seem to be running out of ships. Eventually it looks as though I won't be able to replace my losses. I imagine that, when there are economic alternatives for progression (outposts), it'd be possible to construct your own ships and losing a few ships and dozens of crew isn't as horrible as it is now.
Unfortunately I've been so busy the past two or so weeks that I haven't truly had the time to make a lengthly playthrough of the mod. Stations should restock ships though, but maybe they aren't restocking fast enough in this case. I'll have a look at the issue this weekend.

Speed. After frigates, almost all ships speed suddenly drops down to capital-sized movement. In fact, just about everything but fighters and frigates are in that neighborhood, rarely above 70 or 80. It feels wrong, for the size of the ships. Let's ignore the lack of friction as a limiting factor, for the sake of gameplay!
Eh. I'll toy around with widening the speed gap between ships and see what happens.

I'd like to see the minor factions fleshed out - more ships, more weapons, etc. Especially the C.Six as they are apparently the player faction but have what, four ships total? The coalition also seem to have zero flight decks across their entire fleet.
They'll definitely be getting more ships in the next update. And the Coalition's carrier is also their cruiser, so only their larger fleets have flight decks. This is mainly because the Coalition isn't very reliant on strikecraft, and instead have more power in larger ships.


Second to that I would like to see the player as not being forced to join C.Six at start, or have a pre-defined character. This is a sandbox game, don't take away from that. I understand there is a story and lore and that's a big part of the mod, and I appreciate that, but I suppose this is a matter of preference.
Truthfully, I made the player take part in Tysia's story because I think it adds something important--a purpose to the campaign. Currently in Starfarer, your character is of no consequence. You're just some random dude/chick flying around a solar system shooting at pirates for reasons that the player is forced to make up. I wanted the player to feel like they were actually someone in Ascendency.

In the future, pending on how Starfarer develops, I'll probably add in new characters with their own stories that you can choose to play as. Or, I might just go back to the way Starfarer does it by default. I really can't say for certain at the moment.

Thanks a bunch for the feedback, Kalinin, it certainly helped :)


@Vandala: Lowering bullet speeds by a bit might be a good idea. I'll toy around with it over the weekend and see if I like it.


And about the fog of war... eh. I don't really have any strong opinion about this one. I guess I can try removing it, and see how I like it.
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: rada660 on May 11, 2012, 07:59:37 AM

Coalition anti-strike craft weapons appear to use fragmentation damage and has proven to be utterly ineffective. The fast-attack frigate, for example, comes with a default 4 rapid fire weapons (and 1 useless PD) that do around 10 damage per burst to armor, if all shots hit. These frigates cost around 3200 I believe, default weapons included, yet they can't even kill *any* fighter craft 1v1, which cost about 1500 max. I suppose the complaint here is really the fragmentation damage - I'd wager a simple switch to energy damage would increase their usefulness by a ton.
This is kind of a tricky issue here. They were set to energy damage for a while, but the ship was perhaps more effective against frigates than it was fighters. Still, I'll take a look at it--maybe increasing its damage while still keeping it fragmentation will work.

you always could keep the same dmg but make it kinetic, still not great VS armor, but already better than the fragmentation, and on bright side they would still help in taking down shielded target
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Kalinin on May 12, 2012, 06:18:03 AM
No problem. I see a lot of potential here and I can't wait to see how things go.

Does the cruiser have a flight deck? For some reason I remember thinking mine didn't.
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Psiyon on May 14, 2012, 06:01:46 PM
Ceni Six will be getting two new ships in the next update:

Onari-class Assault Corvette:

(http://img152.imageshack.us/img152/4923/onari.png)

A well-rounded corvette that excels at taking down fighters, and frigates. It's equipped with two AMRMs, and two Light Kinetic Ion Cannons.


Ikara-class Light Frigate:

(http://img207.imageshack.us/img207/1738/ikara.png)

What this frigate lacks in firepower, it makes up for in speed. Its default variant is best used against strikecraft.
(http://img710.imageshack.us/img710/6220/ikaraandonari1.th.jpg) (http://img710.imageshack.us/img710/6220/ikaraandonari1.jpg)

(http://img829.imageshack.us/img829/81/ikaraandonari2.th.jpg) (http://img829.imageshack.us/img829/81/ikaraandonari2.jpg)


Some other misc changes so far:

-csix's F-84 wings are upped to a count of 3, and increased in effectiveness a bit because they sucked
-A general increase in speeds of all ships, especially frigates
-A slight reduction of projectile speeds. Things are a tad easier to dodge.
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: IIE16 Yoshi on May 15, 2012, 11:29:05 AM
Mod crashes upon reaching the menu screen....Do I need to dig out that starfarer.log file from wherever it hides?
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Psiyon on May 15, 2012, 12:10:51 PM
Mod crashes upon reaching the menu screen....Do I need to dig out that starfarer.log file from wherever it hides?
Yes, that would certainly be helpful. It's in your Fractal Softworks/Starfarer/Starfarer-core folder.

Also, could you tell me what operating system you're on?
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: IIE16 Yoshi on May 15, 2012, 12:54:15 PM
Hm, strange. After downloading the mod, trying it, and crashing...then getting the version with no music and crashing with that too, I tried again with the normal version and it worked fine and I'm now having eargasms at all the custom SFX.

 ???
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Psiyon on May 15, 2012, 01:08:18 PM
Hm, strange. After downloading the mod, trying it, and crashing...then getting the version with no music and crashing with that too, I tried again with the normal version and it worked fine and I'm now having eargasms at all the custom SFX.

 ???
Strange. But I have had Starfarer crash every now and again at the loading screen (vanilla and known-to-work mods alike). It just quits to the desktop, and there's no error box or anything. I'm guessing that describes the crash that you had?
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: rada660 on May 15, 2012, 01:11:34 PM
yea happen to me once in a while but to me was not a direct crash no log itself, no warning message the game decided to simply close lol, stopping to load lol
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Psiyon on May 16, 2012, 05:43:24 PM
The KTA gets a carrier:


Kartuaa-class Fleet Carrier
(http://img855.imageshack.us/img855/2666/kartuaa.png)

(http://img402.imageshack.us/img402/9862/kartuaa1.th.jpg) (http://img402.imageshack.us/img402/9862/kartuaa1.jpg)

(http://img818.imageshack.us/img818/4984/kartuaa2.th.jpg) (http://img818.imageshack.us/img818/4984/kartuaa2.jpg)

The Kartuaa sports two launch bays and a plethora of small energy slots, making it an excellent carrier/point defense platform that supports strikecraft and larger vessels alike. As far as carriers go, this is the best you'll get aside from the Coalition's Kaeomdus-class.
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Psiyon on May 18, 2012, 09:26:31 PM
Progress on the KTA continues...


Kadentja-class Interceptor:

(http://img502.imageshack.us/img502/4909/kadentja.png)

(http://img196.imageshack.us/img196/5364/kadyg.th.jpg) (http://img196.imageshack.us/img196/5364/kadyg.jpg)

While structurally weak, their light hyperon beams have the ability to really screw up enemy strikecraft.


Relpanaan-class Bomber Corvette:

(http://img42.imageshack.us/img42/2488/relpanaan.png)

(http://img215.imageshack.us/img215/9340/relpa.th.jpg) (http://img215.imageshack.us/img215/9340/relpa.jpg)

A corvette based on the Talpanaan's hull; the Relpanaan serves as the go-to unit for inflicting incredible damage on cruisers. Their guided torpedo launchers, however, leave little room for any other meaningful weapon systems, meaning the path to the target should be cleared before ordering a strike.


The KTA still needs one more frigate and corvette, and the same goes for Okouth, making a total of four more ships to complete before I start preparing to release Alpha 3.
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Psiyon on May 20, 2012, 09:28:06 AM
Welp, I took a few hours and hammered out all the hull mods:

(http://img818.imageshack.us/img818/4471/hullmods.jpg)


There are still a few in there from vanilla starfarer, but the majority are new. The "Elite" hull mods generally provide large benefits across several ship systems. For example, the Elite Microprocessors mod increases maneuverability, weapon ranges, turn rates, and repair times. The "Reroute" mods are free--this is because there is an equal tradeoff involved. If you want to shunt extra power to your ballistic weapons, you can expect to take a significant hit to engine speed and maneuverability. Similarly, if you want to shunt extra power to your engines, expect to take a hit to weapon damage, range, and turn rates.


The KTA's assault frigate, the Sikiraa, is also ingame:
(http://img193.imageshack.us/img193/8618/sikiraa.png)

Its default variant is comparable to the Scug and Niathus frigates of the other two major factions.

(http://img163.imageshack.us/img163/9334/sikiraa.th.jpg) (http://img163.imageshack.us/img163/9334/sikiraa.jpg)

Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Kalinin on May 20, 2012, 09:48:29 AM
Loving the looks of the new ships and that you're fleshing out the minor factions. The new hullmods are going to be a real treat I think.
Title: Re: Ascendency (Alpha 2.1 Released)
Post by: Psiyon on May 23, 2012, 07:24:01 PM
Woo, media dump.

Video: http://www.youtube.com/watch?v=59cdmWePkM8

This shows a lot of the newer ships in action.


Okouth Ships:


Savil Missile Frigate:

(http://img846.imageshack.us/img846/8881/savil.png)

(http://img829.imageshack.us/img829/7893/savil1.th.jpg) (http://img829.imageshack.us/img829/7893/savil1.jpg)

(http://img207.imageshack.us/img207/2970/savil2.th.jpg) (http://img207.imageshack.us/img207/2970/savil2.jpg)

If you're flying a Ceni Six ship, be afraid of the Savil. Be very afraid. Armed with dual Splinter Missiles, this ship will overload your shields in a second if you get even a little careless.


Gara Assault Corvette:

(http://img689.imageshack.us/img689/4817/garaa.png)

(http://img210.imageshack.us/img210/6827/garae.th.jpg) (http://img210.imageshack.us/img210/6827/garae.jpg)

This corvette is excellent versus fighter squadrons, and even better against armorless ships.
Title: Re: Ascendency (Alpha 3 Released)
Post by: Psiyon on May 29, 2012, 12:25:23 PM
Alpha 3 has been released! Took a bit longer than I anticipated, but the time was spent well, I feel. Progress continues with more ships, a new set of hullmods, and many more gameplay and cosmetic improvements.

Full Version: http://dl.dropbox.com/u/71512473/Ascendency-A.3-Full.zip
No music: http://dl.dropbox.com/u/71512473/Ascendency-A.3-Lite.zip
(Note: Should work on Linux/Mac since Vandala kindly tested its compatibility for me)


A.3 Changes:

Major:
-8 new ships. (2 for Okouth, 2 for Ceni Six, 4 for the KTA)
-6 new weapons.
-Station rapist script - Stations will now randomly lose supplies, fuel and crew to simulate purchases made by parties other than your own.
-The majority of vanilla hullmods have been replaced by new ones.
-General speed increase for most ships.

Misc:
-1 new music track by Aes Dana - "Manifold"
-Music tracks are now all combined into one--I kept getting a bug that caused one track to loop over and over. This prevents that.
-Missile system overhaul--all missiles have been divided into large, medium, and small categories like other weapons. (It was on the one-size-fits-all system before due to lack of large missile variety)
-Faction logos replace default portraits. This is temporary until I get the chance to paint a fair amount of human portraits for the mod.
-Ordinance point limits on most ships have been slightly increased.
-Fleet points for most ships have had a slight decrease.
-Additional UI sounds.
-Some projectile speeds have had a slight decrease. Really fast projectiles were clipping through ship bounds before.
-Explosions have a redder, more hellish look.
-C.SIX-84 wings now come in squadrons of 3, increased effectiveness of their light concussion missiles.
-Craploads and craploads of other miscellaneous edits that I can't remember



Next update: The K.T.A. joins the war, and the Lyseti Trading Company and other civilian fleets will be present.
Title: Re: Ascendency (Alpha 3 Released)
Post by: IIE16 Yoshi on May 29, 2012, 02:19:11 PM
Urgh, I'm having issues with loading this mod up again. Don't know what causes it, it just crashes and exits to desktop as soon as it finishes loading and goes to the main menu.

EDIT:
Just finished downloading full version, so I'm gonna try again with that.

DOUBLE EDIT:
Ascendancy A3 Full worked. That loaded successfully. The logic. Where is the logic. A mod that's double the size of it's near-twin can be loaded, but it's twin can't.

TRIPLE EDIT:
A3 Full and A3 Lite don't appear to have any markers to seperate the two in the mod menu, though, with both mods installed at the moment, Lite takes second place in the list, immediately under the Full version.

QUAAAAAAAAD: I'm scared to close Starfarer incase it opens a big ol' tin of NOPE on me again.

PENTAKILL: I can haz list of soundtracks used? I don't want to move off of the menu.....
Title: Re: Ascendency (Alpha 3 Released)
Post by: Sunfire on May 29, 2012, 02:45:55 PM
Quick thing, love this mod, but the ceni six get overwhelmed very quickly and there is only one of their fleets in the whole system
Title: Re: Ascendency (Alpha 3 Released)
Post by: IIE16 Yoshi on May 29, 2012, 03:08:05 PM
Ceni Six trade out durability for their ability to use shields. That said, their shields overload ridiculously quick so it's kind of moot. Still gonna carry on using them though because they have capital ships. :3

And ffffuuuuuuuu. Starfarer crashed. Just bought my 3rd C.SIX frigate, get into a fight, and it crashed while I'm looking at the victory screen.  :'(
Title: Re: Ascendency (Alpha 3 Released)
Post by: Sunfire on May 29, 2012, 03:09:46 PM
Ceni Six trade out durability for their ability to use shields. That said, their shields overload ridiculously quick so it's kind of moot. Still gonna carry on using them though because they have capital ships. :3

And ffffuuuuuuuu. Starfarer crashed. Just bought my 3rd C.SIX frigate, get into a fight, and it crashed while I'm looking at the victory screen.  :'(

I know they do, but in system, they are just plainly overwhelmed
Title: Re: Ascendency (Alpha 3 Released)
Post by: Psiyon on May 29, 2012, 03:12:12 PM
Urgh, I'm having issues with loading this mod up again. Don't know what causes it, it just crashes and exits to desktop as soon as it finishes loading and goes to the main menu.

EDIT:
Just finished downloading full version, so I'm gonna try again with that.

DOUBLE EDIT:
Ascendancy A3 Full worked. That loaded successfully. The logic. Where is the logic. A mod that's double the size of it's near-twin can be loaded, but it's twin can't.

TRIPLE EDIT:
A3 Full and A3 Lite don't appear to have any markers to seperate the two in the mod menu, though, with both mods installed at the moment, Lite takes second place in the list, immediately under the Full version.

QUAAAAAAAAD: I'm scared to close Starfarer incase it opens a big ol' tin of NOPE on me again.

PENTAKILL: I can haz list of soundtracks used? I don't want to move off of the menu.....
Lol, looks like it hates you.

I didn't bother to differentiate the two because odds are most people will only ever have one downloaded and installed.

As for the music:

Tracks are by Aes Dana and Carbon Based Lifeforms.

Title music is by CBL:
Song: Euphotic
http://ultimae.bandcamp.com/album/interloper

Campaign music is by Aes Dana:
Songs, in order: Undertow, Manifold (morning edit), Signs, In Between
http://ultimae.bandcamp.com/album/season-5
http://ultimae.bandcamp.com/album/manifold
http://ultimae.bandcamp.com/album/leylines
http://ultimae.bandcamp.com/album/perimeters



@Sunfire: Huh, they seem to do alright when I play it. I'll take a fast look.

argh, ninja'd.

Ceni Six trade out durability for their ability to use shields. That said, their shields overload ridiculously quick so it's kind of moot.
Stuff enough capacitors on them and they'll be a lot more durable. Alternatively, an Elite Fusion Core does the job well, as does routing engines to shields.

And ffffuuuuuuuu. Starfarer crashed. Just bought my 3rd C.SIX frigate, get into a fight, and it crashed while I'm looking at the victory screen.  :'(
As I said, I think Starfarer really hates you. Does this only happen in the mod, or does it happen with normal Starfarer as well?
Title: Re: Ascendency (Alpha 3 Released)
Post by: IIE16 Yoshi on May 29, 2012, 03:23:19 PM
Oh, it happens with Starfarer anyway. Crashes to desktop and Windows informs me that the display driver crashed and recovered. I'm presuming it means that the integrated graphics is overloading trying to play Starfarer cos it doesn't happen with any other games I play.


Stuff enough capacitors on them and they'll be a lot more durable. Alternatively, an Elite Fusion Core does the job well, as does routing engines to shields.

I'm probably doing it wrong, but I trade out weapon damage for extra speed. The tiny range advantage on the C.SIX lasers means I can pick fights a bit better.


[goodguygreg]
Blows up your ships. Returns weapons to your station.
[/goodguygreg]

EDIT:
http://puu.sh/xAYy

(http://i.imgur.com/35G6l.gif)

DOUBLE EDIT:
And it's NOPE'd on me again.  ??? Game, why must you despise me?

TRIPLE EDIT:
This appears to be the error that comes up when Starfarer fails to load Ascendency.
Spoiler
Code
44714 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.lwjgl.opengl.OpenGLException: Invalid value (1281)
org.lwjgl.opengl.OpenGLException: Invalid value (1281)
at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
at org.lwjgl.opengl.WindowsContextImplementation.setSwapInterval(WindowsContextImplementation.java:113)
at org.lwjgl.opengl.Context.setSwapInterval(Context.java:231)
at org.lwjgl.opengl.Display.setSwapInterval(Display.java:993)
at org.lwjgl.opengl.Display.setVSyncEnabled(Display.java:1005)
at com.fs.starfarer.loading.G.o00000(Unknown Source)
at com.fs.oOOO.A.Ò00000(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)
[close]
Title: Re: Ascendency (Alpha 3 Released)
Post by: Psiyon on May 30, 2012, 12:11:01 PM
Would it be possible for you to give me the name of the last file being loaded before that error occurs?
Title: Re: Ascendency (Alpha 3 Released)
Post by: IIE16 Yoshi on May 30, 2012, 12:25:31 PM
It's just the game loading textures.


Spoiler
Code
36728 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 148.29 MB of texture data so far
36730 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [/graphics/ships/luxara.png] as texture with id [/graphics/ships/luxara.png]
36742 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 148.95 MB of texture data so far
36745 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/ecjumpdock.png] as texture with id [graphics/ships/ecjumpdock.png]
36749 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 149.12 MB of texture data so far
36751 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/buffalo_dd.png] as texture with id [graphics/ships/buffalo_dd.png]
36755 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 149.29 MB of texture data so far
36758 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/ulnatan.png] as texture with id [graphics/ships/ulnatan.png]
36767 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 149.62 MB of texture data so far
36769 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
36787 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 150.28 MB of texture data so far
36888 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
36894 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 150.29 MB of texture data so far
37011 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
37012 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
37015 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.lwjgl.opengl.OpenGLException: Invalid value (1281)
org.lwjgl.opengl.OpenGLException: Invalid value (1281)
at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
at org.lwjgl.opengl.WindowsContextImplementation.setSwapInterval(WindowsContextImplementation.java:113)
at org.lwjgl.opengl.Context.setSwapInterval(Context.java:231)
at org.lwjgl.opengl.Display.setSwapInterval(Display.java:993)
at org.lwjgl.opengl.Display.setVSyncEnabled(Display.java:1005)
at com.fs.starfarer.loading.G.o00000(Unknown Source)
at com.fs.oOOO.A.Ò00000(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)
[close]
Title: Re: Ascendency (Alpha 3 Released)
Post by: Psiyon on May 30, 2012, 01:12:18 PM
Interesting, someone got that same error before with an earlier release. Try deleting the "particlealpha32sq.png" in the ascendency/graphics/fx folder and see if that helps.
Title: Re: Ascendency (Alpha 3 Released)
Post by: IIE16 Yoshi on May 30, 2012, 01:30:40 PM
Just did that in the lite version, it managed to load up.

EDIT:
Is that particle alpha thing used by anything? Like, I'm not gon' crash if I happen to bump into a ship that needs to use it? D:
Cos if not, I think I'll remove it from the full one too for better stability.
Title: Re: Ascendency (Alpha 3 Released)
Post by: Psiyon on May 30, 2012, 04:42:19 PM
Just did that in the lite version, it managed to load up.

EDIT:
Is that particle alpha thing used by anything? Like, I'm not gon' crash if I happen to bump into a ship that needs to use it? D:
Cos if not, I think I'll remove it from the full one too for better stability.
Yeah, you don't need it, it's just a replacement anyway.


Edit: I'll upload a new version without that particular file, as it seems to be causing some odd issues...
Title: Re: Ascendency (Alpha 3 Released)
Post by: IIE16 Yoshi on May 30, 2012, 08:33:53 PM
Gah, I simulataneously love you and hate you for introducing me to the artist that did all the BGM in this mod. Haven't stopped listening since you linked it earlier.


EDIT:

Spoiler
Code
        <hullMods>
          <string>advancedshieldemitter</string>
          <string>autorepair</string>
          <string>hardcocks</string>
          <string>targetingunit</string>
        </hullMods>
[close]
Really?
Title: Re: Ascendency (Alpha 3 Released)
Post by: melnorme on June 01, 2012, 08:57:30 AM
Dropping in to say I love your mod. Specifically, the weapons variety is excellent and the ship configuration allows for crazy fits. 2x 4GW beams on a Velithan is very amusing. MRMs need a little love though, it seems like they do 10 sustained dps.


There's also a bug in one of your new hullmods.

Elite Capacitors
    "Increases energy weapon damage by %s percent, and increases energy weapon ammo by %s percent."

but your java:
    public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
        stats.getBallisticWeaponDamageMult().modifyPercent(id, DAMAGE_BONUS);
        stats.getEnergyAmmoBonus().modifyPercent(id, AMMO_BONUS);      
    }
Title: Re: Ascendency (Alpha 3 Released)
Post by: Psiyon on June 01, 2012, 09:57:45 AM
Dropping in to say I love your mod. Specifically, the weapons variety is excellent and the ship configuration allows for crazy fits. 2x 4GW beams on a Velithan is very amusing. MRMs need a little love though, it seems like they do 10 sustained dps.
Thank you :)
I think I agree, MRMs might be a bit underpowered. Perhaps I'll give them a bit more damage.

There's also a bug in one of your new hullmods.

Elite Capacitors
    "Increases energy weapon damage by %s percent, and increases energy weapon ammo by %s percent."

but your java:
    public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
        stats.getBallisticWeaponDamageMult().modifyPercent(id, DAMAGE_BONUS);
        stats.getEnergyAmmoBonus().modifyPercent(id, AMMO_BONUS);      
    }
Crap--don't know how I missed that. Thanks for bringing that up, I'll get it fixed.

EDIT: Fixed:

Elite Capacitors Hullmod Fix: http://dl.dropbox.com/u/71512473/elitecapacitorsfix.zip




EDIT:
Code
        <hullMods>
          <string>advancedshieldemitter</string>
          <string>autorepair</string>
          <string>hardcocks</string>
          <string>targetingunit</string>
        </hullMods>
Really?
Yes. That was named back when the armored weapon emplacement hullmod didn't work, and it took me several head-to-desk sessions to finally figure out how to make weapons have more health. The vulgarity of my programming-related items and time I spend trying to get them operational are directly related.

At least digging through the mod's files is entertaining, right?
Title: Re: Ascendency (Alpha 3 Released)
Post by: Psiyon on June 04, 2012, 12:06:27 PM
Back to work.

KTA Corvette: the Valikasu

(http://img839.imageshack.us/img839/2446/valikasu.png)

(http://img201.imageshack.us/img201/8368/vali1u.th.jpg) (http://img201.imageshack.us/img201/8368/vali1u.jpg)
(http://img269.imageshack.us/img269/6329/vali2.th.png) (http://img269.imageshack.us/img269/6329/vali2.png)


...and *gasp* portraits!

scumbag Psiyon:
downloads EVE online trial,
doesn't play it, instead uses character creator to make boatloads of reference screenshots.

(http://img687.imageshack.us/img687/5334/ktachick1.png)

(http://img600.imageshack.us/img600/9120/ktadude1.png)

So yeah, these should be what the majority of the mod's portraits will end up looking like. I'm shooting for about 4 per faction for the next release.


And I also re-did the asteroids. I wanted a less cratered look, and more of a hardened magma look:

(http://img96.imageshack.us/img96/1962/asteroid4.png)(http://img577.imageshack.us/img577/5793/asteroid3.png)(http://img818.imageshack.us/img818/2486/asteroid2.png)(http://img217.imageshack.us/img217/9945/asteroid1.png)
Title: Re: Ascendency (Alpha 3 Released)
Post by: cardgame on June 04, 2012, 01:01:22 PM
This looks very cool, I'm downloading now and barring real life interruptions will leave some initial feedback later tonight :)
Title: Re: Ascendency (Alpha 3 Released)
Post by: WKOB on June 04, 2012, 03:00:02 PM
scumbag Psiyon:
downloads EVE online trial,
doesn't play it, instead uses character creator to make boatloads of reference screenshots.
That's terrible, horrible.

I totally did not do that for my own mods about 5 days ago.
Title: Re: Ascendency (Alpha 3 Released)
Post by: cardgame on June 04, 2012, 04:07:56 PM
Okay, so the music and sounds earn a big thumbs up.

I heard one of my frigates scrape metal against a dead hulk and that sound effect was just awesome. Explosions sound as they should, quite impressive, and all the weapons sound nice as well. Good stuff.

The universe and unique ships/weapons get a thumbs up as well!

As far as the ships go, the fact that many lack shields or high flux capacity definitely raises the stakes and I think makes it more exciting. Actually cheap low tech units also get a thumbs up. The plethora of missile types and ammunition for them is also very nice.

A concern of mine is the weapon names - they're all so very similar, I tell them apart from their descriptions :\

Balance:

I think the Kio's flux capacity is a little bit high to be honest, by around 200-400. The description says they're unreliable as far as warding off enemy attacks, but I can frequently go toe to toe with Rela-class units, firing my lazors, and still keep the shield up for a long time. I have to drop it eventually, sure, but it's already soaked up loads of damage.

I don't think I've encountered anyone with kinetic weapons, so the shielding seems a tad bit OP in combination with the impressive armor. I'll play some more before passing a judgement on this.
Title: Re: Ascendency (Alpha 3 Released)
Post by: Psiyon on June 04, 2012, 05:21:17 PM
scumbag Psiyon:
downloads EVE online trial,
doesn't play it, instead uses character creator to make boatloads of reference screenshots.
That's terrible, horrible.

I totally did not do that for my own mods about 5 days ago.
I lol'd.
That character creator is amazing. They should turn it into a separate product and add even more stuff to it.



A concern of mine is the weapon names - they're all so very similar, I tell them apart from their descriptions :\
I'll take this into consideration. Personally, though, I like the weapon name structure as it is--makes it feel like they're real weapon systems rather than just generically-named video game guns.

I think the Kio's flux capacity is a little bit high to be honest, by around 200-400. The description says they're unreliable as far as warding off enemy attacks, but I can frequently go toe to toe with Rela-class units, firing my lazors, and still keep the shield up for a long time. I have to drop it eventually, sure, but it's already soaked up loads of damage.

I don't think I've encountered anyone with kinetic weapons, so the shielding seems a tad bit OP in combination with the impressive armor. I'll play some more before passing a judgement on this.
The Kio is sort of intentionally overpowered as it's your starting ship. I figured it would be pretty cruel to make new players start out in a ship that has shields, but then scare the crap out of them when they realize how differently they operate in the mod as compared to the vanilla game. It also makes starting off a bit easier.

I appreciate all the other compliments, though :)
Title: Re: Ascendency (Alpha 3 Released)
Post by: cardgame on June 04, 2012, 05:41:26 PM
Keep the alphanumerical system if you want, but please consider adding some sort of nickname or recognizable phrase ala the M1 Garand, P-38 Lightning, M4A2E8 Sherman, etc.
Title: Re: Ascendency (Alpha 3 Released)
Post by: Uomoz on June 04, 2012, 10:48:44 PM
Ahaha I knew I saw those particular poses somewhere in the near past :D
Title: Re: Ascendency (Alpha 3 Released)
Post by: melnorme on June 06, 2012, 12:13:30 PM
Alpha 3.1 test report coming up :)

Plasma cannons are glorious and satisfying. Gets my vote for best weapon class, really almost all the weapons have great audio and projectile graphics.

A fitting issue: Savil-class Missile variant has two L-TEC SPLNT-X4 missiles fitted, but they're large missiles in a medium slot.

Iri-class shields are way to good. Unless the enemy brings a cruiser with a full set of kinetic weapons, they are practically impervious to damage. Multimode Scanner Array on an Iri is also a 50% range bonus, which may or may not be far too good.

There's a significant problem with dps output of energy weapons. It's noticable in battle as some weapons being 'weak', but shows up better in numerical analysis. Look at the actual dps in the in-game codex. Comparing weapon dps in different class sizes with the codex shows that all the large energy weapons put out less dps than small or medium class weapons, while taking up around 2x OP. Effective dps is all over the place for all energy weapons in fact.

Large energy weapons - C.SIX HPL R6 (77 dps), HPC-770 (65 dps), PIC-880 X2 (85 dps), each uses 12-16 OP but outputs less dps than half of the 5 OP small weapons. The only advantage they have is a range increase, even that is reduced by large turrets being positioned towards the back of ships.

Medium energy weapons - PIC-880 (44 dps). Fires popcorn shells at an extremely low rate (15/min) while doing less than half the dps of the small PIC-550 (104 dps).

Ballistic weapons are mostly well set up. Exceptions are:

MAG.CG_VI (119 dps kinetic), insulting dps for the only large ballistic weapon.

KAC-200 (417 dps fragmentation) and KELLAM HCIWS-94 (500 dps fragmentation); these both seem to do too much damage given their ranges. Fragmentation ammo, while ineffective on armour, does do full damage once it gets to hull, it's a little scary.
Title: Re: Ascendency (Alpha 3 Released)
Post by: Psiyon on June 06, 2012, 01:01:29 PM
Thanks a bunch for the report. I'll do what I can to iron out the weapons, but keep a few things in mind: DPS isn't always the end-all-be-all of a weapon. You have to take into account damage type, accuracy, range, projectile speed (relates to accuracy), weapon turn rate, etc. So while you do make a valid point about DPS, weapon balance isn't solely dependent on it, though it still plays a sizable role.

Also, I've fixed the Savil, and I'll definitely be lowering the benefits for larger ships using the Multimode Scanner Array. I'll play around with the Iri too to see how much of a problem its shields are.
Title: Re: Ascendency (Alpha 3 Released)
Post by: cardgame on June 06, 2012, 01:07:07 PM
I thought the Savil did have large mounts.
Title: Re: Ascendency (Alpha 3 Released)
Post by: melnorme on June 08, 2012, 04:11:45 AM
Thanks a bunch for the report. I'll do what I can to iron out the weapons, but keep a few things in mind: DPS isn't always the end-all-be-all of a weapon. You have to take into account damage type, accuracy, range, projectile speed (relates to accuracy), weapon turn rate, etc. So while you do make a valid point about DPS, weapon balance isn't solely dependent on it, though it still plays a sizable role.

You're right, I did go a little dps crazy there. If I were to remake my point, it would be that there's no reason to fit large energy weapons when you could fit mediums with a range booster and have all the benefits and more damage for the same OP cost. I can appreciate that sniping weapons shouldn't be too powerful, so that strike ships have a chance to get in range. Maybe they are a bit too accurate as they are, since corvettes tend to go boom very quickly around cruisers.
Title: Re: Ascendency (Alpha 3 Released)
Post by: Psiyon on June 08, 2012, 11:18:55 AM
You're right, I did go a little dps crazy there. If I were to remake my point, it would be that there's no reason to fit large energy weapons when you could fit mediums with a range booster and have all the benefits and more damage for the same OP cost. I can appreciate that sniping weapons shouldn't be too powerful, so that strike ships have a chance to get in range. Maybe they are a bit too accurate as they are, since corvettes tend to go boom very quickly around cruisers.
Still a good point nonetheless. As I said before, I'll have a look and see what I can do about it. :)

I thought the Savil did have large mounts.
As did I, but apparently they were set to medium.
Title: Re: Ascendency (Alpha 3 Released)
Post by: Psiyon on June 08, 2012, 07:09:33 PM
KTA's gettin' real.


The Cerija-class Assaultship:

(http://img4.imageshack.us/img4/4483/cerija.png)

(http://img88.imageshack.us/img88/7277/cerija1.th.jpg) (http://img88.imageshack.us/img88/7277/cerija1.jpg)
(http://img4.imageshack.us/img4/7481/cerija2.th.jpg) (http://img4.imageshack.us/img4/7481/cerija2.jpg)

Not quite large and powerful enough to qualify as a battleship, but it's still too large and powerful to qualify as a cruiser. Regardless of whichever class it's closer to, this thing will annihilate you.

That thing took forever to detail.


Karitka-class Light Frigate:
(http://img402.imageshack.us/img402/4115/karitka.png)

(http://img9.imageshack.us/img9/6770/karitka.th.jpg) (http://img9.imageshack.us/img9/6770/karitka.jpg)

Small, relatively fast, and able to carry a lot of missiles.


And the Coalition's first female portrait:

(http://img411.imageshack.us/img411/1258/ecchick1.png)

Potential question: "But why does she have blue skin while the KTA portraits look grey/almost Caucasian?"

A: People from Esk are blue-ish/white because their world is mostly covered in arctic/tundra/taiga conditions, meaning their skin color gave them a slight advantage to blending in to their environment in the face of natural predators. On Bli and Nara, arctic conditions don't dominate the globe, so the original blue complexion of their ancestors could fade away without consequence. Same changes go for hair color as well.



Anyway. I've got a few things that I'm going to implement for the next release:

-Mercenary system. Lets you ally yourself with either Thiiei or the Coalition to fight for them, and also gives you a nice paycheck each month. The KTA, however, will always hate your guts, you cannot fight for them.

-Civilian / corporate presence. You should hopefully see transport ships going between worlds, and corporations like Okella, Naran Armories, or the Coalition's Armatrium-E doing stuff throughout the system.

-A new scrap metal resource. Why should CPU cores be the only thing salvageable from destroyed ships?
Title: Re: Ascendency (Alpha 3 Released)
Post by: IIE16 Yoshi on June 08, 2012, 11:07:55 PM
I'll never get to fly for the Gay Pride faction? I feel kinda sad now.  :'(
Title: Re: Ascendency (Alpha 3 Released)
Post by: Vandala on June 09, 2012, 12:53:28 AM
I'll never get to fly for the Gay Pride faction? I feel kinda sad now.  :'(

What the hell did I miss?
Title: Re: Ascendency (Alpha 3 Released)
Post by: IIE16 Yoshi on June 09, 2012, 05:09:14 AM
Oh nothing. Nothing at all. :D
Title: Re: Ascendency (Alpha 3 Released)
Post by: Psiyon on June 12, 2012, 02:33:58 PM
I'll never get to fly for the Gay Pride faction? I feel kinda sad now.  :'(
wat



Just a heads-up: I'm going to be releasing a smaller update hopefully later today or tomorrow. There was a crapload of work that needed to be done to bring it into the beta stage, and I decided to cut it into two releases. This next one will be Alpha 4, and next will be Beta 1.

This update will have:

-Mercenary system.
-Paychecks.
-2 portraits for each major faction, + a new version of Tysia.
-A full 3-way war with the Kraskae Treaty Alliance now involved.
-New KTA ships + weapons.
-Updated UI graphics.

Big content dump:
Spoiler

Final few portraits:

EC:

(http://img580.imageshack.us/img580/5283/ecdude1.png)

Thiiei:

(http://img818.imageshack.us/img818/3191/thiichick1.png)

(http://img855.imageshack.us/img855/4660/thiidude1.png)



And here's the contract icons for the mercenary system:

Coalition Contract:
(http://img838.imageshack.us/img838/9745/coalitioncontract.png)

Contract termination:
(http://img841.imageshack.us/img841/4821/coalitioncontractend.png)


Thiian Contract:
(http://img140.imageshack.us/img140/7829/thiicontract.png)

Contract Termination:
(http://img542.imageshack.us/img542/9653/thiieicontractend.png)


Standard Paycheck (varies by color):

(http://img94.imageshack.us/img94/8791/csixpaycheck.png)

[close]



So, how do the merc system and paychecks work?

A:

The mercenary system allows you to fight under the banner of either Thiiei or the Coalition. In order to sign a contract, go to the station of the entity you wish to fight for. Pick up the contract, and put it in your cargo--after the in-game day changes, the contract will be signed, and the opposing faction will become hostile to you. (Meaning if you work for Thiiei, the Coalition will become hostile once the contract is signed.) As long as you are working for them, you will receive a paycheck about once a month, valued at 12,000 credits. You can cash in paychecks at any station. You are able to terminate the contract at any time--just go back to that station, and put the "Terminate Contract" item in your cargo. After one in-game day, you will no longer work for your faction, and you will no longer receive paychecks. The opposing faction will still remain hostile to you for a bit of time, but they will eventually call off the hunt for you (You're a mercenary--why kill you when they can hire you to kill your former employers?). Once the opposing faction has returned to neutral status with you, you may choose to work for them if you wish. In addition to paychecks from working for a faction, you will always receive a somewhat smaller paycheck from Ceni Six once every little-less-than-a-month, so long as you do not betray them.

Be warned: if you attack either Thiiei or the Coalition without a contract with their opposing faction, you will be labeled as permanently hostile, and no contracts will be able to be signed with them. If you choose to work for the other faction, also be aware that after you terminate a contract with them, the faction you attacked originally will NOT regain neutrality with you.

All of the above was accomplished with a metric fuckton of "if" statements.



So, yeah. Soon.
Title: Re: Ascendency (Alpha 3 Released)
Post by: WKOB on June 13, 2012, 06:47:48 AM
Very cool.
Title: Re: Ascendency (Alpha 3 Released)
Post by: Upgradecap on June 13, 2012, 06:48:53 AM
Psiyon, you forgot the SoonTM. ;)
Title: Re: Ascendency (Alpha 3 Released)
Post by: Uomoz on June 13, 2012, 08:03:19 AM
Ha, I know something like that: my new Diplomacy scripts. MADNESS.
Title: Re: Ascendency (Alpha 3 Released)
Post by: Upgradecap on June 13, 2012, 08:27:21 AM
Ha, I know something like that: my new Diplomacy scripts. MADNESS.

You constructed that script completely by yourself, only using other scripts as refrence? ;)
Title: Re: Ascendency (Alpha 4 Released)
Post by: Psiyon on June 13, 2012, 04:23:36 PM
Alpha 4 released!

Full Version: https://dl.dropbox.com/u/71512473/ascendency-A.4-full.zip
No music: https://dl.dropbox.com/u/71512473/ascendency-A.4-lite.zip
Linux/Mac users: Please let me know if it works on your system!

A.4 Changes:

-Mercenary system added, allows you to fight for either Thiiei or the Coalition.
-Paychecks added.
-The Kraskae Treaty Alliance is now involved in the war, creating a 3-way conflict.
-3 new KTA ships + 1 KTA weapon.
-UI updates.
-Portraits for the 3 major factions.
-Various balance/gameplay changes, too many to list.


@Uomoz: Yeah, diplomacy is annoying. I sort of half-looked through yours and Warstalker's scripts to get an idea as to how to do it, but in the end mine turned out a lot different. Still, it works perfectly as far as I'm aware, though I fully encourage anyone to try to break it if they can because I probably screwed up somewhere.
Title: Re: Ascendency (Alpha 4 Released)
Post by: cardgame on June 13, 2012, 04:26:47 PM
Downloading now, will let you know how everything works for Mac.
Title: Re: Ascendency (Alpha 4 Released)
Post by: Heavy Weapons Pony on June 14, 2012, 12:07:12 AM
Aren't I the one who tells you if it works for Mac?

Oh noes! I've been replaced ;-;

EDIT: Everything seems fine, I've only played it for about an hour though.

HUZZAH! THE EDIT HATH BEEN DOUBLED!: The spawn rate for everyone is incredibly crazy, the entire sector is made of triangles!

Title: Re: Ascendency (Alpha 4 Released)
Post by: IIE16 Yoshi on June 14, 2012, 03:59:55 AM


HUZZAH! THE EDIT HATH BEEN DOUBLED!: The spawn rate for everyone is incredibly crazy, the entire sector is made of triangles!



HUZZAH!

EDIT: Now I can play Starfarer again without worrying about Harpoons or Sabots. I fiddled with the weapon_data too much and gave all missile launchers regenerating ammo. This had the unintended side effect of giving those 1 and 3-shot small launchers unlimited ammo, with the ability to shoot a volley every second. Ships just die if any other ship decides to use their missiles. Ineveraskedforthis.jpg.

DOUBLE EDIT: Oh, my god. Randomly kept my headset plugged in while playing Starfarer, and oh god, I never realised how awesome the engine fx are. Something as simple as listening to the engines. Ignore everything else, acquire engine SFX.

TRIPLE EDIT:
http://puu.sh/AY1S
Crashed into KTA while talking on Steam. Derp.

http://puu.sh/AYmG
Spoiler
(http://i.imgur.com/YCszo.png)
[close]
Title: Re: Ascendency (Alpha 4 Released)
Post by: Psiyon on June 14, 2012, 05:58:53 PM
Holy Jesus you done *** that fleet. That's not good.

What loadout were you using for the Iri, or was it its default?

Either way, I think some balancing is in order...

(Also, the engine sounds are different in the mod, though Starfarer's default engine sounds are pretty nice sounding too.)
Title: Re: Ascendency (Alpha 4 Released)
Post by: IIE16 Yoshi on June 14, 2012, 10:06:15 PM
Default weapons loadout on the Iri, with some hullmods for extra damage instead of speed. I think I was stacking Multinode Scanners with Microprocessors, for extra range. Also played the entire battle safe, having the two destroyers escort me while I lumbered over to a sensor array, which I just sat on top of for the battle, as there were no other sensor arrays. Loving my Iri now, don't change her.  :D

EDIT:
http://puu.sh/B2IY
Actually no, not entirely default I don't think. And the missiles have been removed for the extra OP to use elsewhere, but that's how I had my Iri before I bumped the KTA. (Minus the KTA superlaser which I scav'd from them after the fight)

DOUBLE EDIT:
Photobombed by my friend again. Damnit.

TRIPLE EDIT:
Totally breaking my Iri now. For slightly less DPS and half the OP, I can use the KTA two-shot energy weapons instead of the standard heavy lasers of the Iri. Changing out all the heavy lasers for those two-shot guns frees up, what, 40-50 OP? Which I can then throw into extra damage on energy weapons with more elite mods, or throw it all into the capacitor and give the Iri one helluva shield. Now it's just a case of killing enough KTA carriers to scav the two shooters. The C.SIX station just doesn't have enough ships, or manpower, to fuel attacks on KTA Armadas with like 3-4 battleships in them. (or Assaultships, if you wanna be PC (Wouldn't they be Battlecruisers?))

QUADRA EDIT: Ok, so one Iri, plus two Orolas (I think that's their name, C.SIX Dessie) escorting > Thiian fleets

AN ENEMY IS GODLIKE: http://puu.sh/B5a2  :D

AN ENEMY IS LEGENDARY: http://puu.sh/B6FS

AN ENEMY IS LEGENDARY: After getting the final KTA two shooter, I've managed to squeeze all this into my ship.
http://puu.sh/B6P8
Roughly +50% weapons range and damage, a mild speed boost and ok-ish shielding. That said, I barely use the shields after noticing that most weapons are kinetic or frag and practically ping off the armour.
Title: Re: Ascendency (Alpha 4 Released)
Post by: Psiyon on June 15, 2012, 11:25:24 AM
Well. Uh. Thanks for breaking the mod, I guess. I think I might shift my focus to balance for a little while and release another smaller update.
Title: Re: Ascendency (Alpha 4 Released)
Post by: IIE16 Yoshi on June 15, 2012, 11:41:19 AM
http://youtu.be/9-19kMXEBw8

 :D

EDIT:
Question, is there a reason why the Ceni Six are the only ones to use shield technology, as well as being the only ones to field something like the Iri, unlike everyone else, who get things like the Ritiak or the Cerija? Just something I found curious... I think you may have explained it in earlier posts, but I'm just not in the mood to look back. Yay, laziness. And I've never quite noticed just how huge the Ritiak actually is. I was always finding it silly that Thiian ships use a ton of crew for ships that are smaller than the Iri. Always figured that, what with the ships being smaller, the crew requirements would be lessened. Although, I think the Ceni Six have the most advanced ship which implies either the Ceni Six ships are very intuitive to commandeer, or have banks of AI systems in place.
Title: Re: Ascendency (Alpha 4 Released)
Post by: Psiyon on June 15, 2012, 02:06:12 PM
Question, is there a reason why the Ceni Six are the only ones to use shield technology, as well as being the only ones to field something like the Iri, unlike everyone else, who get things like the Ritiak or the Cerija? Just something I found curious... I think you may have explained it in earlier posts, but I'm just not in the mood to look back. Yay, laziness. And I've never quite noticed just how huge the Ritiak actually is. I was always finding it silly that Thiian ships use a ton of crew for ships that are smaller than the Iri. Always figured that, what with the ships being smaller, the crew requirements would be lessened. Although, I think the Ceni Six have the most advanced ship which implies either the Ceni Six ships are very intuitive to commandeer, or have banks of AI systems in place.

Yep, answered before :P
http://fractalsoftworks.com/forum/index.php?topic=642.msg35879#msg35879

The other factions will get capital ships in the future.

As for crew compliments, you're correct: Thiian ships aren't as technologically advanced as Ceni Six, so their vessels require a bit more crew to operate.
Title: Re: Ascendency (Alpha 4 Released)
Post by: Xareh on June 15, 2012, 02:40:17 PM
A few words
1. Runs fine on OS X.
2. Unbelievably good.
Title: Re: Ascendency (Alpha 4 Released)
Post by: cardgame on June 15, 2012, 03:47:31 PM
A few words
1. Runs fine on OS X.
2. Unbelievably good.

Yes indeed.

Now for some more indepth feedback... the KTA are no longer a joke, either through a direct buff or a nerf of the Kio. I fought three of their ships with two Kios and was severely threatened, losing about 80% of my hull integrity on the flagship.

The Thiian Scugs and Viktra class ships also seem stronger than in A3, which is good because they were fodder before. The Okouth guys still are fodder, but I think this is simply because most of their fleets consist of spammed quantities of Rela Suppression Frigates, which are absolutely terrible against Ceni ships (like using Needlers on an Onslaught). I think they should get one weapon at least that can do something.



Title: Re: Ascendency (Alpha 4 Released)
Post by: IIE16 Yoshi on June 16, 2012, 02:22:58 AM
I think most non-energy weapons deal either kinetic or frag. Which is kinda nice. Armour means that much more, and missiles are far more dangerous because they're one of the only sources of HE damage. Although it does give a massive edge to the C.SIX and the Coalition, as they use energy weapons which always deal 100% of their damage to anything (not taking mitigation into account) whereas kinetic does like 50% damage, same with frag. And frag does 50% damage to shields too. Although frag ruins hull if your armour is starting to give way.


The other factions will get capital ships in the future.


I always figured that ships like the Ritiak WERE their capital ships. They were just....small...and not very capital sized...  :D
Title: Re: Ascendency (Alpha 4 Released)
Post by: LaughingSmirk on June 16, 2012, 04:53:58 AM
It works on OSX really well, the music is nice, the game plays well, the factions are really good (apart from the Okouth) nice to play around in the ships, none of the sounds are out of sync which is really good.

Overall well done I love this mod.
Title: Re: Ascendency (Alpha 4 Released)
Post by: IIE16 Yoshi on June 16, 2012, 01:11:53 PM
Perhaps the only sound effect I don't like is the hull-on-hull impact sound. (hurhurhur, hull on hull action, hurhur)
I think that's just because I like having the volume cranked up so I can enjoy the SFX, then a wrecked fighter or corvette smashes into my hull and I hear those deafeningly loud screeches and scrapes. Although, I think the ballistic-on-shield sfx, the energy-on-shield, ballistic-on-armour, energy-on-armour, hull/asteroid on shield are still default, I never really hear those over the din of a fight and that awesome wtfboom ships have.

And yeah, the Okouth do feel a bit like cannon fodder because they field a lot of frigates. So it's hilarious having a small fleet of Okouth frigates bump my Iri with it's two frigates (because all my destroyers have been caught out while escorting  :().
Title: Re: Ascendency (Alpha 4 Released)
Post by: Psiyon on June 16, 2012, 09:02:36 PM
The Okouth guys still are fodder, but I think this is simply because most of their fleets consist of spammed quantities of Rela Suppression Frigates, which are absolutely terrible against Ceni ships (like using Needlers on an Onslaught). I think they should get one weapon at least that can do something.
Yeah, but they're somewhat intended to be early-game fodder. They'll probably get a destroyer or two in the future that'll be able to murder Ceni ships.

I always figured that ships like the Ritiak WERE their capital ships. They were just....small...and not very capital sized...  :D
Nah, those are cruisers.

Perhaps the only sound effect I don't like is the hull-on-hull impact sound. (hurhurhur, hull on hull action, hurhur)
awww yeaaah, baby
I think that's just because I like having the volume cranked up so I can enjoy the SFX, then a wrecked fighter or corvette smashes into my hull and I hear those deafeningly loud screeches and scrapes.
Yeah, that can get kind of annoying at times I suppose. Maybe I'll lower the volume of the sound effect a little.

Although, I think the ballistic-on-shield sfx, the energy-on-shield, ballistic-on-armour, energy-on-armour, hull/asteroid on shield are still default, I never really hear those over the din of a fight and that awesome wtfboom ships have.
All shield impact SFX I made myself; the rest that you mentioned are still the originals though.


@Everyone in general: Thanks for the compliments, I appreciate them :)
Title: Re: Ascendency (Alpha 4 Released)
Post by: IIE16 Yoshi on June 17, 2012, 03:16:10 AM
The Okouth guys still are fodder, but I think this is simply because most of their fleets consist of spammed quantities of Rela Suppression Frigates, which are absolutely terrible against Ceni ships (like using Needlers on an Onslaught). I think they should get one weapon at least that can do something.
Yeah, but they're somewhat intended to be early-game fodder. They'll probably get a destroyer or two in the future that'll be able to murder Ceni ships.
:(


I always figured that ships like the Ritiak WERE their capital ships. They were just....small...and not very capital sized...  :D
Nah, those are cruisers.
But the Ritiak is already a massive ship. It's like, fractionally smaller than the Iri, and much bulkier. I kinda want to see how big a Thiian battleship would be, but at the same time, I don't, I know it's gon' have so much dakka. And the Ritiak already has impressive dakka.


EDIT:
http://puu.sh/Bz3h
Look what I spied while sitting on the menu. :D

DOUBLE EDIT:
http://puu.sh/BQm4
http://puu.sh/BQq3
*meanwhile* http://i.imgur.com/6ll4g.png
http://puu.sh/BQuV

TRIPLE EDIT:
Randomly checked out some of the Thiian ships I'd managed to salvage in fights and noticed their weapons had no ammo count. Ecstatic at the thought, I went and started a new game to play as the Thiians, then discovered that some of their weapons do have ammo counts, and some do not, so I kinda took the liberty of removing ammo counts from all weapons, aside from things like the DRFL or missiles. May remove missile ammo counts too, I dunno. It's always something that's pushed me away from any ballistic oriented ship is the prospect of being forced out of a battle, simply because I'm running low on ammo, which is not a concern that ships like the C.SIX ships have. Not entirely sure if it's intended, because it looks like some of weapons have no ammo (the guns on the Scug), while the bad boys on the Ritiak do have ammo.

QUADRA EDIT:
I don't know if I'm high or something, but when a fighter wing lands on the Esk carrier (forgotten it's crazy name), the wings of the carrier seem to tear themselves apart and fly towards the landing bays. And when they take off, pieces fly back towards the wings. I think I'm really high, but if I can screenshot it, I'll try. Either high, or I really need to sleep.
Title: Re: Ascendency (Alpha 4 Released)
Post by: Psiyon on June 23, 2012, 06:57:19 AM
Just a little update:


The main focus as of now is balancing and polishing. One of the largest changes, however, is my return to the original KTA concept, which had them using both kinetic and energy weapons. This means, of course, that KTA ships now have a mix of all 3 weapons types on them.

Some of their new ballistic weapons:

-Mortar: A long range weapon that obliterates strike craft, but has very limited ammunition and required careful aiming.
-(S/M/L) Repeater: A simple kinetic weapon that fires a burst of projectiles at a rapid rate.
-Area Suppression Weapon: A double barreled CIWS that can handle itself fairly well. If you thought the Okouth light CIWSs filled the area with lead, this thing is 2x that.
-Distributed Burst Weapon: Essentially a shotgun, made specifically for point defense purposes. It is generally ineffective against anything else.


Other stuff:

The Coalition has a new ship, a heavy frigate, and the main menu has a new music track that I made myself. I think I like it enough to keep it there.

Quote
DOUBLE EDIT:
http://puu.sh/BQm4
http://puu.sh/BQq3
*meanwhile* http://i.imgur.com/6ll4g.png
http://puu.sh/BQuV
lol. Believe it or not, it's been on my to-do list to rearrange that ship's weaponry, though with recent tests, it makes the most sense to remove those two back turrets altogether and maybe throw a medium or two somewhere else on it.


Quote
TRIPLE EDIT:
Randomly checked out some of the Thiian ships I'd managed to salvage in fights and noticed their weapons had no ammo count. Ecstatic at the thought, I went and started a new game to play as the Thiians, then discovered that some of their weapons do have ammo counts, and some do not, so I kinda took the liberty of removing ammo counts from all weapons, aside from things like the DRFL or missiles. May remove missile ammo counts too, I dunno. It's always something that's pushed me away from any ballistic oriented ship is the prospect of being forced out of a battle, simply because I'm running low on ammo, which is not a concern that ships like the C.SIX ships have. Not entirely sure if it's intended, because it looks like some of weapons have no ammo (the guns on the Scug), while the bad boys on the Ritiak do have ammo.
Yeah... it was hard to make up my mind entirely regarding ammo counts. Right now the idea is that the large slugs that the medium and large weapons fire take up a lot of storage space, while the smaller slugs are small enough to store a massive amount. I don't know, but this was also on my list of things to take a look at. Either a: most ballistics well get ammo, but it'll be a pretty high amount, or b: I'll remove ballistic ammo entirely for most weapons.


Quote
QUADRA EDIT:
I don't know if I'm high or something, but when a fighter wing lands on the Esk carrier (forgotten it's crazy name), the wings of the carrier seem to tear themselves apart and fly towards the landing bays. And when they take off, pieces fly back towards the wings. I think I'm really high, but if I can screenshot it, I'll try. Either high, or I really need to sleep.
lolwut. I'd love a screenshot of that.
Title: Re: Ascendency (Alpha 4 Released)
Post by: IIE16 Yoshi on June 23, 2012, 08:25:36 AM
http://puu.sh/D57A

Look towards the rear guns. You can see pieces of the armour in the wrong spot. (specifically, far left gun and center right) It's hard to point out with a picture. But it IS happening. No idea what causes it. Just fighters landing and taking off. I knew I wasn't tripping!

Massively biased towards having no ammo count on ballistic weapons. But that's just me. I can understand ammo counts on weapons like burst PDs, like the DRFL, then again, could also make them have no ammo and lower their RoF somewhat but that needs a fair bit of tweaking to get right.



Hrm, the Mortar. Works well against strikecraft... Would it be fair to call it a giant flak gun? Long range + big gun + fighters + solid shot = fairly ineffective PD. So it sounds like it would be a flak gun.

EDIT:
Curiousity killed the cat, are there plans for any more factions in the near, or distant future? Cos there's like 3 uninhabited planets in the system of God....
Title: Re: Ascendency (Alpha 4 Released)
Post by: Psiyon on June 23, 2012, 11:11:42 AM
http://puu.sh/D57A

Look towards the rear guns. You can see pieces of the armour in the wrong spot. (specifically, far left gun and center right) It's hard to point out with a picture. But it IS happening. No idea what causes it. Just fighters landing and taking off. I knew I wasn't tripping!
That's really goddamned weird. I haven't a clue either as to what would be the cause of it, but I'll take a look regardless.

Massively biased towards having no ammo count on ballistic weapons. But that's just me. I can understand ammo counts on weapons like burst PDs, like the DRFL, then again, could also make them have no ammo and lower their RoF somewhat but that needs a fair bit of tweaking to get right.
I'll take it into consideration. As for the Rapid Fire Lasers, they were just as you described in an earlier version, but they sucked really hard as a PD weapon. Then I increased their RoF before .52a (Meaning no ammo regen), and they just blew the crap out of anything that came close. Right now, the limited ammunition allows them to fire in powerful bursts to take out missiles and light fighters, but not be too much of a threat to anything else, which is exactly where I want them.

Hrm, the Mortar. Works well against strikecraft... Would it be fair to call it a giant flak gun? Long range + big gun + fighters + solid shot = fairly ineffective PD. So it sounds like it would be a flak gun.
Yeah, a giant flak gun would be accurate. The original idea was to make it a huge artillery piece that worked well against large ships, but sadly, any weapon with a proximity burst grants it the ability to tear fighters to shreds, provided the detonation range is high enough. Still, even with the changed role, I really like the gun, it's pretty fun to shoot. Loading a Thiian destroyer with four of them makes for some great fighter-killing fun. Until it runs out of ammo and dies terribly, that is.


Curiousity killed the cat, are there plans for any more factions in the near, or distant future? Cos there's like 3 uninhabited planets in the system of God....
Yeah. There's one more minor faction, the Lyseti Trading Corporation. Their main purpose is to supply the K.T.A. and Esk Coalition with unique weapons and ships made by smaller corporations. This means that their weapons and ships are kind of all over the place, as they come from many different sources. They'll add some nice variety with their oddball assets, I feel.

There might also be some civilian "sub-factions" for the main three, which are essentially just small corporate fleets, (ie, the company that makes Thiian ships, company that makes Coalition weapons, etc). The civilian presence would be minimal, however.
Title: Re: Ascendency (Alpha 4 Released)
Post by: IIE16 Yoshi on June 23, 2012, 11:43:41 AM
Hrm, 'kay. Kinda like the idea of the Lyseti. Personally, I wouldn't mind seeing another ballistic faction. I mean, there's the KTA, the Esk and the C.SIX. And then there's the Thiians and the Okouth in the ballistic corner. And the Okouth is only like half a faction, because they only field frigates en-masse. Unless that's their ethic. In fact, it probably is, going by how their guns work. Drown everything in everything else.  :D

I quite like the idea of civilian ships, might make the system seem more alive, rather than just a ton (or several tonnes, for that matter) of warships going at it all the time.

http://puu.sh/D8Is
There it is again. It's only the wings. The rest of the hull is untouched and nothing happens to it. Just bits of the wings flying back and forth as fighter wings take off and land. I don't think the Thiian carrier does it, I'ma go check. As for replicating it, there's no special instructions. Just go get an Esk carrier, get some fighters, and go duke it out with some fleet at random.
Title: Re: Ascendency (Alpha 4 Released)
Post by: cardgame on June 23, 2012, 03:26:58 PM
Really like the sound of this next update you're working on :)
Title: Re: Ascendency (Alpha 4 Released)
Post by: Psiyon on June 23, 2012, 09:59:16 PM
Really like the sound of this next update you're working on :)
Thanks, it should hopefully refine the gameplay into something much more pleasant.


@Yoshi: Just a quick verification: You're playing on full damage, correct? Not half? Just curious for the purpose of taking your balance feedback into account.
Title: Re: Ascendency (Alpha 4 Released)
Post by: IIE16 Yoshi on June 23, 2012, 11:27:11 PM
For the Iri that outranges everything? That's on half damage. Lemme go set it on full and take it for a spin against the KTA.

EDIT: Welp, using the transforming Esk carrier that still outranges and outhurts (if that's not a word, it is now) everything and a fleet of fighters, managed to mess up a KTA Patrol Group.
http://puu.sh/Dgbc
Will try again in a little while against a bigger roaming KTA fleet, then maybe one of the super fleets guarding the Citadel. Again, my only tactic being to rush for a sensor array, then sit on top of it so that it can't be uncapped.

DOUBLE EDIT:
Managed to take down a Thiian Task Force. I think that's the biggest roaming Thiian fleet, isn't it? Took pretty bad damage in that fight though. Survived with about 30% hull and like half of the fighters gone. Can't provide a screenshot as Puush seems to be having a derpy moment.
Title: Re: Ascendency (Alpha 4 Released)
Post by: Psiyon on June 25, 2012, 06:29:47 PM
For the Iri that outranges everything? That's on half damage. Lemme go set it on full and take it for a spin against the KTA.
Ah, okay. I had a feeling. It was pretty overpowered anyway; it must have been invincible on half damage.


EDIT: Welp, using the transforming Esk carrier that still outranges and outhurts (if that's not a word, it is now) everything and a fleet of fighters, managed to mess up a KTA Patrol Group.
http://puu.sh/Dgbc
Will try again in a little while against a bigger roaming KTA fleet, then maybe one of the super fleets guarding the Citadel. Again, my only tactic being to rush for a sensor array, then sit on top of it so that it can't be uncapped.
Yeah, patrol groups really aren't a major threat. That situation's outcome is somewhat expected, though I'm surprised you didn't lose more '84s. Also, the carrier no longer outranges everything, so sensor-camping won't work all that well anymore. Sorry :P

(I also think I figured out what was up with the pieces of the carrier flying off--some of the ship bounds weren't aligned all that well so they crossed through some of the sprite (intentional, as I figured it didn't matter much). I haven't checked, but I think it should be fixed now.)


---

Aside from balancing and other polish, there's some new stuff content-wise.

I've given the Okouth a bit of love. They now have the ability to ruin your day with a nice destroyer and a new heavy fighter.

Saldara-class Destroyer:
(http://img411.imageshack.us/img411/4286/saldara.png)
(http://img819.imageshack.us/img819/4938/saldara.th.jpg) (http://img819.imageshack.us/img819/4938/saldara.jpg)


Vasir-class Assaultcraft (Unmanned drone):
(http://img705.imageshack.us/img705/4746/vasir.png)
(http://img207.imageshack.us/img207/893/vasir.th.jpg) (http://img207.imageshack.us/img207/893/vasir.jpg)

I, personally, love the look of how this one turned out. Looks pretty nasty.


And the Coalition had an unused ship laying around, so I was like "what the hell" and put it in-game:

Telanitan-class Heavy Frigate:
(http://img220.imageshack.us/img220/7310/telanitan.png)
(http://img407.imageshack.us/img407/6110/telan.th.jpg) (http://img407.imageshack.us/img407/6110/telan.jpg)
It's got a large mount, some small slots, and two medium missile slots. It's a decent frigate, but its OP count is low, meaning with a full loadout, there's almost no room for additional hullmods.

---

Man, I'm really liking the new title track. I've been trying to make a theme song for this universe for years, and I think I've finally done it. Something cinematic and elegant-sounding. If anyone wants to hear it, I could upload it to utub or something.
Title: Re: Ascendency (Alpha 4 Released)
Post by: IIE16 Yoshi on June 25, 2012, 06:39:09 PM
Aha, all the new tight fittings  :D
I wonder what could have provoked all this  ::)

Hm. New frigate has missiles, so I could probably squeeze some extra hullmods in there. That's where most of my stuff comes from, removing the missiles, and downsizing the guns.

EDIT:
Will you be doing any tweaking to some of the heavier weapons? The Esk have a medium weapon, I think it's the PIC, or something like that. The large version is double the fitting costs, for a minor increase to range and damage. I could mount those, or I could mount the next size down, and fit a ton of damage and range hullmods to augment all of the weapons on my ship.
Title: Re: Ascendency (Alpha 4 Released)
Post by: Psiyon on June 25, 2012, 08:15:35 PM
Will you be doing any tweaking to some of the heavier weapons? The Esk have a medium weapon, I think it's the PIC, or something like that. The large version is double the fitting costs, for a minor increase to range and damage. I could mount those, or I could mount the next size down, and fit a ton of damage and range hullmods to augment all of the weapons on my ship.
Weapons of all sizes have been tweaked a lot already. The dual Pulsed Ion Cannon now is roughly twice the power of the single medium version, so those extra ordnance points are worth it now.
Title: Re: Ascendency (Alpha 4 Released)
Post by: IIE16 Yoshi on June 26, 2012, 11:27:53 AM
Hrm, sounds awesome. Maybe I'll stick to using the right size guns in the right size mounts  :D
Title: Re: Ascendency (Alpha 5 Released)
Post by: Psiyon on June 29, 2012, 01:53:31 PM
Alpha 5 released!

Full Version: https://dl.dropbox.com/u/71512473/ascendency-A.5-full.zip
No music: https://dl.dropbox.com/u/71512473/ascendency-A.5-lite.zip
As usual, for Linux/Mac users, let me know if it works on your system.

Well, this release doesn't add a whole ton content-wise, but it should hopefully make the mod a lot more enjoyable.

(Rough) Patch notes:

-KTA now utilize a mix of ballistic and energy weapons.
-9 new weapons.
   -L/M/H Repeaters, Mortar, Minigun, Dispersion Cannon, Long-range Plasma Cannon, Long-range Coil Gun, Dual Magnetic Rail Gun.
-2 new Okouth ships, the Saldara (destroyer), and the Vasir (unmanned fighter), 1 new Coalition ship, the Telanitan (frigate).
-Massive balance changes all across the board, major changes include:
   -The range gap between small and large weapons has been slightly reduced to prevent large ships from dominating smaller ones based solely on weapon range.
   -Missiles generally have a little more ammo.
   -OP values for weapons should now more accurately reflect the strength of that weapon.
   -"Reroute" hullmods have been changed, the impact to speed and maneuverability is now greater, and the benefits lesser. The benefits gained before from the reduction of ship speed was simply too great at such a little cost.
   -Paychecks from Thiiei and the Coalition now arrive a bit sooner, and provide more money.
   -Fuel's price has been raised so you now can get more money from selling it.
   -Marginal increase in prices of frigates.
   -Ipelak/Falshiiker gunships now come in squads of 3.
   -Madenus HP/Armor increased, now has a forward-mounted SRM.
-New music tracks:
   -"Beyond Familiar Stars" -New title track made specifically for Ascendency.
   -"Rain Geometries & "Indigo Room", by H.U.V.A. Network, taking the places of the 1st and 3rd campaign tracks.
-New fuel/supplies icons.
-New chrome look for Okouth weapons to match their ships.
-The random battle mission is now truly random: objective locations are now randomized along with fleet compositions.
-Weapon slots on a few ships have been re-arranged to be more logical. (This was only a problem when assigning weapon groups on the refit screen, as weapons on some ships were in no logical order)
-Some fighters/corvettes now have hullmods to boost their strength.
-Spawn rates in the campaign have been tweaked, major factions are now a bit more equal.



And Yoshi, when you manage to break the mod again, I'm curious if you'd be interested in helping me out in the balance department. Balance was never one of my strong points.
Title: Re: Ascendency (Alpha 5 Released)
Post by: Upgradecap on June 29, 2012, 01:58:06 PM
May i ask who made that music track that was specifically designed for this mod? :D
Title: Re: Ascendency (Alpha 5 Released)
Post by: Psiyon on June 29, 2012, 02:36:58 PM
I made it; it was originally based off of this track: http://www.youtube.com/watch?v=wyaJi0fU9kM, but over the months, it diverged quite significantly. There are still some similar elements like the main synth pad and the beats-per-minute, but that's about it.
Title: Re: Ascendency (Alpha 5 Released)
Post by: IIE16 Yoshi on July 01, 2012, 10:14:36 AM
And Yoshi, when you manage to break the mod again, I'm curious if you'd be interested in helping me out in the balance department. Balance was never one of my strong points.

I would love to, but lately, this laptop has been slowly dying on me. The backlight on the monitor turns off at random, with the lid still open, making the screen pitch black, though still turned on, and barely visible. Don't know what's causing it, and I don't know how to fix. Not sure if it's wiring gone bad, or the video card, or something on the laptop's mobo.


EDIT:
I'll try and put some playtime in, see how stuff goes.
Really liking some parts of the patch notes, new weapons seem interesting (namely LRPC and LRCG), ranges being fiddled with... heh, the OP reassessment. Really liking that the Madenus has more HP and armour along with an SRM. Perhaps now it can be the little tank I expected it to be. Curious on the chrome  Okouth ships. I envision ships, with indistinguishable edges from the amount of glare reflecting off their hulls.  :D

DOUBLE EDIT: (And so, the edit train sets off)
Dayum! Esk Carrier really has had some tweaking. 2 small energy guns removed, 2 medium added. Some large guns moved about, and the OP has been tightened up significantly, considering the new medium guns. Flew off to the Thiian station, liked the look of the Ipelak and Falshiiker in their 3 wing formats, but then Starfarer crashed on me. Nothing new there, though. So tempted to fiddle with save and add a few zeroes to that 5000 starting cash, so I can buy all the things and try them out. Also, you mentioned about adding that other faction, why not make them the yellow guys? Give the K-44 some friends to chill with, seeing as (by lore), it's become fairly universal as a freighter.

TRIPLE EDIT:
You seem to have 'removed' the Esk Carrier's 6th large gun, by placing the medium energy turret directly on top of it, making it in-accessible.
http://puu.sh/F7pU
Title: Re: Ascendency (Alpha 5 Released)
Post by: Psiyon on July 01, 2012, 08:10:28 PM
Also, you mentioned about adding that other faction, why not make them the yellow guys? Give the K-44 some friends to chill with, seeing as (by lore), it's become fairly universal as a freighter.
I'd actually planned on making the new faction's color yellow :P But, yeah, the Lyseti will have a few civilian-ish ships, so the K-44 will have some friends to hang with.

You seem to have 'removed' the Esk Carrier's 6th large gun, by placing the medium energy turret directly on top of it, making it in-accessible.
http://puu.sh/F7pU
Huh, I guess that was a slight oversight--but the Kaeomdus is only supposed to have 5 large energy mounts now, so I don't see it as needing a fix.

Thanks for the feedback, and good luck with fixing up your laptop. :)
Title: Re: Ascendency (Alpha 5 Released)
Post by: Vind on July 04, 2012, 11:11:07 AM
Just installed mod and this is a totally great new game! Without shields to rely on gameplay totally different and i like this change after countless hours of original starfarer. Incredible work here, big thank you and keep it up!
Title: Re: Ascendency (Alpha 5 Released)
Post by: Psiyon on July 04, 2012, 08:35:34 PM
Just installed mod and this is a totally great new game! Without shields to rely on gameplay totally different and i like this change after countless hours of original starfarer. Incredible work here, big thank you and keep it up!
Glad you're enjoying it :)
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on July 05, 2012, 07:10:22 PM
A minor update:

5.1 Patch: https://dl.dropbox.com/u/71512473/Asc_5.1_Patch.zip

(Rough) Patch notes:

A.5.1 Changes:

-Campaign balancing, factions are more even.
-Increased crew requirements for destroyers slightly, decreased crew requirements of Saldara.
-Reverted to an older version of the rank icons.
-Fiddled with the PIC 880's accuracy, gave it more spread.
-Gave the two new long-range weapons role descriptions in descriptions.csv.
-Fixed a bug with the Makalan's variant that caused both of its guns to be in the same weapon group.


Unless there are any major issues or something, the mod will probably be on a short hold until Starfarer .53a comes out. I need a break, and more importantly, an excuse to finally get back to writing.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: cardgame on July 07, 2012, 12:13:23 AM
Anyone else using OSX found the 5.1 patch to be a Mainstage (Garage Band) application?

I can't use it :P
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on July 07, 2012, 08:43:39 PM
Anyone else using OSX found the 5.1 patch to be a Mainstage (Garage Band) application?

I can't use it :P
lulwut. That's strange. You can't just rename the file extension?
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: cardgame on July 07, 2012, 09:17:25 PM
Anyone else using OSX found the 5.1 patch to be a Mainstage (Garage Band) application?

I can't use it :P
lulwut. That's strange. You can't just rename the file extension?

Well, what's the original extension? It's reading it as a .patch


Title: Re: Ascendency (Alpha 5.1 Released)
Post by: flopsies on July 07, 2012, 11:16:10 PM
"in the orbit of god" isnt this a mod for Homeworld 2? I remember seeing this on Moddb...
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Strifen on July 07, 2012, 11:19:31 PM
"in the orbit of god" isnt this a mod for Homeworld 2? I remember seeing this on Moddb...
Ascendency can be considered a sequel to the original In the Orbit of God, a conversion for the game Homeworld 2: http://www.moddb.com/mods/in-the-orbit-of-god
yes

Also, great mod, eagerly awaiting future versions that will come as Stararer progresses.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on July 08, 2012, 08:13:52 AM
Well, what's the original extension? It's reading it as a .patch
It's just a .zip file. I'll rename the download though so your computer doesn't confuse it for something it isn't.

Edit: https://dl.dropbox.com/u/71512473/Asc_5.1_Patch.zip

There, that should work.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Tarkets on July 08, 2012, 12:48:02 PM
Your mod owns, it's easily my favorite out of everything the community has put out so far.

Random question, is there a reason the pc portrait got changed? Not that there's anything wrong with the newer one
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: cardgame on July 08, 2012, 01:35:13 PM
Well, what's the original extension? It's reading it as a .patch
It's just a .zip file. I'll rename the download though so your computer doesn't confuse it for something it isn't.

Edit: https://dl.dropbox.com/u/71512473/Asc_5.1_Patch.zip

There, that should work.

Thank you, that works fine.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on July 08, 2012, 02:12:09 PM
@cardgame: Good to hear.

Your mod owns, it's easily my favorite out of everything the community has put out so far.

Random question, is there a reason the pc portrait got changed? Not that there's anything wrong with the newer one
Glad you like it. :)

I changed the portrait because the earlier one sucked and was just an experiment using Saints Row III's character creator for reference material. All the current portraits in the game used EVE Online's character creator for reference, which is much better. Still, I'm not 100% happy with Tysia's current portrait. Something irks me about it. Oh well.

---

I know I said I was shifting away from Ascendency for a little while, but I got the sudden urge to re-master the background with my improved painting skills.

(Warning: ungodly huge image)

(http://img696.imageshack.us/img696/6151/basicbgth.jpg) (http://img17.imageshack.us/img17/5787/basicbg.jpg)


The Milky Way now actually looks like a galaxy, the nebula looks better, and the strangely absent Small Magellanic Cloud is now there.

Maybe I'll release 5.2 with the new backgrounds in a day or so.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Vind on July 09, 2012, 05:27:26 AM
I noticed a small oversight - Esk Luxara-class Assault cruiser have 121/115 OP by default. Also it looks like Telanitan-class heavy frigate is never sold at Esk base, maybe i just unlucky with this particular ship :]
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on July 12, 2012, 11:32:12 AM
I added the new high-rez background download to the first page.

High-rez Background: https://dl.dropbox.com/u/71512473/Asc_5.1_Background.zip
(Warning - 5200x5200 image file, there's a possibility that this will not work on older graphics cards.)


I noticed a small oversight - Esk Luxara-class Assault cruiser have 121/115 OP by default. Also it looks like Telanitan-class heavy frigate is never sold at Esk base, maybe i just unlucky with this particular ship :]

Thanks for that, I'll be sure to fix both for the next version.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Xumtosis on July 13, 2012, 07:27:48 PM
Might have found a bug.
-There may be an issue with the High-Rez background. When using that graphic, Right after I exit a battle, It seems the background goes white, and the main menu's background seems to have it's colors inverted. Works fine without the High-Rez textures though.-

Now that we got that out of the way, I do have to say, Well done with the mod. I personaly prefer a more gritty, and rough style, somewhat like in the vanilla game, But I do have to say it looks great. The style is quite nice, The lore and backstory is a nice touch, and it's all around well done. The gameplay feels rather polished and slick. It's a nice mod to play when I don't feel like the usual massive Battleships and such. The emphasis on speed and precision over brute force and amror feels different, In a good way.

So I would suggest anyone thinking about trying the mod to do it. It's a well thoughout, and well made mod.

Enough of my rambling. Good job, Well Done, Keep up the good work, and all that.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on July 13, 2012, 08:35:16 PM
Thanks for the compliments :)

Yeah, the high-rez background might be screwy for some people. Alex said it might not work so well due to its size; apparently he was somewhat correct, though it works fine for me.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on July 25, 2012, 07:51:01 PM
so i herd u liek capital ships

(http://img268.imageshack.us/img268/5087/thibb.jpg)

Hopefully that'll get turned into Thiiei's battleship eventually.



Anyway, stuff is happening again.

I've simplified the paycheck system immensely--you no longer have to cash your checks at stations; the funds are instead deposited directly into your account.

The next release will probably be the beta. I'm hoping to get the Lyseti in-game, as well as perhaps muck around with diplomacy and relations, and also contract-related stuff. After the beta, I'll probably cease adding any major content into Ascendency, for good.

So what comes after Ascendency is finished?

Dominion.

Dominion will take place about 20 years after the inter-orbital war in the eskel's system, and will be centered on a war in which the Lemurian Empire and their Thiian Confederation allies fight for their lives against the ruthless cybernetic-infused abominations known only as the Terrans, hailing from the Milky Way.

While I can't give many specifics as Starfarer's incomplete state leaves much of the concept fuzzy, I can say this: it'll be the same gritty and brutal combat you're familiar with. Many eskel ships will probably get cut out to make room for Lemurian and Terran ships; existing ships will be upgraded, and some new state-of-the-art eskel ships will be added.

If possible, the story will revolve around the player, an immortal Lemurian Fleet Lord, and their efforts to save the Large Magellanic Cloud from the Terran threat. I'd love to have concrete victory/defeat endings, and base the campaign on a sort of race against time, in which you have to do everything in your power to stop the Terrans before your civilization is completely annihilated.

But, that all remains to be seen. For now, I'm still focusing on Ascendency.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: robokill on July 25, 2012, 08:16:53 PM
this mod is great but it needs a pirate like faction thats always hostile im thinking reavers like
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on July 26, 2012, 07:20:37 PM
this mod is great but it needs a pirate like faction thats always hostile im thinking reavers like
The Okouth and KTA are always hostile to you.




herp derp Lyseti ships:

Interceptor:
(http://img703.imageshack.us/img703/2912/lysfighter.png)

Shuttle:
(http://img837.imageshack.us/img837/6971/lyssmallshuttle.png)

Frigate:
(http://img832.imageshack.us/img832/1782/lysafrig.png)


Would anyone object to me removing the VES-1330s as a standalone unit? They'd be better as PD drones for an Okouth ship system, in my opinion. I hate those drones.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: robokill on July 27, 2012, 04:57:12 PM
look im a noob i downloaded ascedancy ignored the update readme and accidently deleted a file marked "ACM" from the mods folder i then correctly installed ascedancy. i have a lot of mods installed and i dont know how to look at the starfarer log and i just relized i scheduled two important things at the same time. and i havent found a spriter for my mod.  I AM ***
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on July 27, 2012, 05:10:59 PM
look im a noob i downloaded ascedancy ignored the update readme and accidently deleted a file marked "ACM" from the mods folder i then correctly installed ascedancy. i have a lot of mods installed and i dont know how to look at the starfarer log and i just relized i scheduled two important things at the same time. and i havent found a spriter for my mod.  I AM #!%
I believe the "ACM" folder is the Ironclads mod, so you might want to re-download that.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Vind on July 27, 2012, 10:45:50 PM
VES-1330 is excellent drone - too excellent and maybe even OP with only 2 fleet points for wing. It is deserved tranformation to ship system :]
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: robokill on July 28, 2012, 08:12:14 AM
go you know how to open the starfarer error log
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on July 28, 2012, 09:05:43 AM
VES-1330 is excellent drone - too excellent and maybe even OP with only 2 fleet points for wing. It is deserved tranformation to ship system :]
Hmm. Maybe they just seem like garbage to me because I only ever seem to face them with shielded ships. Either way, they'd be better as a ship system in my eyes.

go you know how to open the starfarer error log
With Notepad.



Also:

Lyseti Emite-class Transport:
(http://img515.imageshack.us/img515/3913/emite.png)

(http://img11.imageshack.us/img11/7512/emite.th.jpg) (http://img11.imageshack.us/img11/7512/emite.jpg)

Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on July 30, 2012, 01:41:11 PM
dakka dakka dakka

Thiian Ithia-class Battleship (Ritiak to the right for size comparison):
(http://img812.imageshack.us/img812/2918/ithia.png)(http://img594.imageshack.us/img594/3912/ritiak2.png)


The Ritiak goes for quality over quantity, boasting five large mounts. However, the Ithia goes for quantity over quality, with three large mounts, 6 medium mounts, 11 small mounts, 4 medium missile mounts, and a single fight deck. Overpowered? Yes. Rare? Yes. Expensive as hell? Double-yes.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Thule on July 30, 2012, 02:36:45 PM

Thiian Ithia-class Battleship
(http://img812.imageshack.us/img812/2918/ithia.png)


The Ritiak goes for quality over quantity, boasting five large mounts. However, the Ithia goes for quantity over quality, with three large mounts, 6 medium mounts, 11 small mounts, 4 medium missile mounts, and a single fight deck. Overpowered? Yes. Rare? Yes. Expensive as hell? Double-yes.

sweeeet cosmos, nice sprite you have there.
really really good, nice depth and AA and all, really well done.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: robokill on July 30, 2012, 03:54:42 PM
i having some trouble updating ascedany can you give me a step by step
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on July 30, 2012, 05:30:06 PM
i having some trouble updating ascedany can you give me a step by step
Go to your Starfarer mods directory, and open the Ascendency folder. In there, you'll see three other folders: Data, Graphics, and Sounds. Now, open up the .zip file for the patch. Copy the data and graphics folder from the .zip file into Ascendency's main folder, clicking yes to overwrite/merge.


sweeeet cosmos, nice sprite you have there.
really really good, nice depth and AA and all, really well done.
Glad you like it :)
The "Deutsch-saucer" sprites that you made for your own mod are really nice too.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: robokill on July 30, 2012, 06:17:35 PM
im still getting an error
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on July 30, 2012, 07:36:23 PM
Then I'd suggest re-downloading it and doing a clean install; there's really not much else I can do to help you.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on July 31, 2012, 10:47:09 AM
Well, I know combat music doesn't currently work and Alex doesn't plan on implementing it in .53a, but I made this track: http://www.youtube.com/watch?v=psXIoG2-Dg8

It's a remix from an old game called Fury 3, but god damn, it had some amazing music. The main title theme was also inspired by the game Hellbender, which was Fury 3's sequel. Maybe I should try to make something original next time. Oh well. I still think it'll be a nice track to fight to, even if it lacks originality :P

Or maybe I could just make it a campaign track if anyone wants.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Alex on July 31, 2012, 07:14:46 PM
Well, I know combat music doesn't currently work and Alex doesn't plan on implementing it in .53a

Pssst - it'll actually work in 0.53a. Just got that working today - was touching some related code anyway.


That sounds great, btw. I think it also really goes with the feel of Ascendency - for some reason, something techno-like just seems appropriate. Don't ask me why :)
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on July 31, 2012, 07:39:48 PM
Pssst - it'll actually work in 0.53a. Just got that working today - was touching some related code anyway.
Alex, I believe I've said this before, but: I love you.


That sounds great, btw. I think it also really goes with the feel of Ascendency - for some reason, something techno-like just seems appropriate. Don't ask me why :)
Thanks, glad you enjoy it  :) And as for the genre--I wouldn't have it any other way. I can't tell you how many games I turn the music off in just because they have the same sad, wailing orchestral soundtrack with no defining characteristics whatsoever (Not to say I hate all orchestral music; Dawn of War 1/2's soundtracks were good). It's nice to hear something out of the ordinary in video games and movies, and that's what I'm trying to do here.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Alex on July 31, 2012, 07:51:41 PM
I probably shouldn't tell you that there's also a hullmod that adds shields to a shieldless ship, or you'll start stalking me :)

... I was waiting for some sounds from Stian and had a bit of time to do some lower-priority things.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on July 31, 2012, 09:31:47 PM
Oh God that makes me so happy. Is that an actual hullmod going into the game, or is it just that such a hullmod is now a possibility?

Any other "things" I should know about?  :D
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Alex on August 01, 2012, 08:14:37 AM
It's a hullmod - adds frontal shields, and pretty bad ones at that. You can make your own version of it, though - any type of shields and relevant shield stats. These shields can also be modified by shield-affecting hullmods.


Nothing else I can think of at the moment, no :)
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on August 01, 2012, 10:21:40 AM
Ah, that's cool. Sounds like it won't even need much modification to meet my needs :)
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: IIE16 Yoshi on August 02, 2012, 07:20:20 AM
dakka dakka dakka

Thiian Ithia-class Battleship (Ritiak to the right for size comparison):
(http://img812.imageshack.us/img812/2918/ithia.png)(http://img594.imageshack.us/img594/3912/ritiak2.png)


The Ritiak goes for quality over quantity, boasting five large mounts. However, the Ithia goes for quantity over quality, with three large mounts, 6 medium mounts, 11 small mounts, 4 medium missile mounts, and a single fight deck. Overpowered? Yes. Rare? Yes. Expensive as hell? Double-yes.

After being away for some time, I come back to find the Ritiak has a big brother. Someone needs to make that ship Orky.  :o
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Xareh on August 02, 2012, 07:21:54 AM
dakka dakka dakka

Thiian Ithia-class Battleship (Ritiak to the right for size comparison):
(http://img812.imageshack.us/img812/2918/ithia.png)(http://img594.imageshack.us/img594/3912/ritiak2.png)


The Ritiak goes for quality over quantity, boasting five large mounts. However, the Ithia goes for quantity over quality, with three large mounts, 6 medium mounts, 11 small mounts, 4 medium missile mounts, and a single fight deck. Overpowered? Yes. Rare? Yes. Expensive as hell? Double-yes.

After being away for some time, I come back to find the Ritiak has a big brother. Someone needs to make that ship Orky.  :o
IIE16! YAY
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: IIE16 Yoshi on August 02, 2012, 08:33:25 AM
Now if only cruisers like the Ritiak responded to escort commands. One could create roaming death squads with Ithia and a pair of Ritiaks.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: WKOB on August 02, 2012, 08:38:39 AM
Have I mentioned that I love the Thiiei ships? 'cause I do.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: IIE16 Yoshi on August 02, 2012, 08:44:48 AM
Biased towards the Esk Coalition, because I can destroy them with lazers (http://www.youtube.com/watch?v=NKTpWi5itOM).
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Trylobot on August 02, 2012, 10:05:43 AM
@Psiyon RE: new ships
Goddamn Psiyon, you're really getting good at this. Those latest three Lyseti ships, and your new Ithia-class battleship especially, look fantastic. Keep it up brother
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on August 02, 2012, 10:39:01 AM
Nice to see that you guys like the new ships :)

I think I might make a video of the Ithia vs a Cerija. It's a short, fairly even engagement, but holy hell is it loud.

And nice to see you again, Yoshi. It'll be comforting to know that when I release the first beta, you'll be there to break it. :P
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: IIE16 Yoshi on August 02, 2012, 01:56:40 PM
Haven't yet figured a way of going David vs Goliath on big fleets without playing the numbers game and fielding a swarm of fighters. Hrm......
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on August 02, 2012, 05:05:22 PM
Okay, so .53a totally broke the mod. I removed all download links on the first page. As stated before, Beta 1 is on its way, and it should be out next week-ish. But I promise it will be awesome. Super, super awesome.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: IIE16 Yoshi on August 02, 2012, 05:08:44 PM
Oh god, there needs to be a Hyperion in Ascendancy.  ;D

Next week? But I'm jonesing now~!
***. What do for a week? D:
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on August 02, 2012, 05:09:47 PM
What do for a week? D:
Play the vanilla game like everyone else? :P
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: IIE16 Yoshi on August 02, 2012, 05:13:53 PM
*gets a Medusa and a Hyperion*
*clones Hyperion a couple times*
*now has blink death squad*

This is me, right now.

(http://images.wikia.com/cnc/images/8/88/Scrin_Shock_Troopers_1.jpg)
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on August 04, 2012, 05:40:55 PM
Lyseti's Daratok-class Missile Destroyer:

(http://img232.imageshack.us/img232/4579/daratok.png)

(http://img96.imageshack.us/img96/1228/daraw.th.jpg) (http://img96.imageshack.us/img96/1228/daraw.jpg)

Pending on how you outfit this ship, it can throw missiles like you wouldn't believe. 2 small, 4 medium, and 2 large missile slots (+2 small energy and 1 small ballistic).


After this, only one more Lyseti ship to go, and it's a rather strange one (Pending on if I can get it to work properly). The idea is that it's essentially an unmanned platform that launches shield drones in a wide radius. Friendly ships could move in close to the platform to stay out of direct enemy fire.

Also, Lyseti is pretty much established in the campaign now. They don't have a defined station, rather, small convoys spawn from Esk, Bli, and Nara, and deliver their trade goods to the system's various stations (Except for Thiiei's--Lyseti opposes them, and arms the Coalition/KTA with their weapons/ships instead). They also have shuttle groups moving from moon to moon, as one of the services they provide is escorted transportation.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on August 05, 2012, 01:13:55 PM
Final Lyseti ship is done:

The Unmanned Auxiliary Platform--Shield Defense Grid:

(http://img839.imageshack.us/img839/5362/uapn.png)

(http://img43.imageshack.us/img43/5301/sdrones.th.jpg) (http://img43.imageshack.us/img43/5301/sdrones.jpg)

It serves as a defensive unit that your ships can rally behind. The shield drones will soak up some damage, but not enough to make you invulnerable. It really excels as a missile screen--only Anti-Ship and Splinter missiles can easily get through it. Against kinetic weapons, though, it kind of sucks.

Not sure how the AI will do with it, but I figure it'll be nice in a player's hands.

(In case you're wondering--the shields drones are classified as fighters, meaning you/the enemy can move through their shields without impacting them.)

And with that, we've now got 53 ships ingame. And to think--my original plans only called for 35-40. lol.


I also redid Tysia's portrait, because the other one looked... off. But this one is a bit more natural:

Spoiler
(http://img525.imageshack.us/img525/4003/tysia2.png)
[close]

Thank God I took multiple screenshots of each character I made in EVE.
Title: Re: Ascendency (Alpha 5.1 Released)
Post by: Psiyon on August 07, 2012, 03:00:27 PM
I've added a fun little script that spawns a pirate fleet every once in a while. Pirate fleets come in three sizes: small, flotillas, and full fleets. Destroying a small fleet will reward you with 5000 credits, 8000 for a flotilla, and 12000 for a fleet. Nothing incredibly major, but it's a fun little way to make some extra money.


Here's the horribly unoptimized and poorly formatted script, if anyone's interested:
Spoiler
Quote

@SuppressWarnings("unchecked")
public class marauders extends BaseSpawnPoint {
public boolean firstalertissued;
public boolean alive;
public String fleettype;

   public marauders(SectorAPI sector, LocationAPI location,
                           float daysInterval, int maxFleets, SectorEntityToken anchor, boolean firstalertissued, boolean alive, String fleettype) {
      super(sector, location, daysInterval, maxFleets, anchor);   
   }
   @Override
   public CampaignFleetAPI spawnFleet() {
   
      StarSystemAPI system = getSector().getStarSystem("God");
      FactionAPI player = getSector().getFaction("player");
      FactionAPI marauders = getSector().getFaction("marauders");
      
      SectorEntityToken playerf = system.getEntityByName("Fleet");         
      CargoAPI cargoplayer = playerf.getCargo();

      int reward = 0;

      CampaignFleetAPI fleet = null;   
      

      
if (((float) Math.random() > 0.95) && (!alive)) {


      if ((float) Math.random() > 0.60) {      
      fleettype = "fleetsm";

      } else if ((float) Math.random() > 0.25) {   
      fleettype = "fleetmed";      
   
      } else {
      fleettype = "fleetlrg";
         
      }      


      player.setRelationship(marauders.getId(), -0.01f);   
      SectorEntityToken mtoken;

      if ((float) Math.random() > 0.5) {
      mtoken = system.createToken((10000 + ((int)(Math.random() * 5000))) * -1, (10000 + ((int)(Math.random() * 5000)))  * -1);   
      } else {
      mtoken = system.createToken(10000 + ((int)(Math.random() * 5000)), 10000 + ((int)(Math.random() * 5000)));   
      }
      

      
      fleet = getSector().createFleet("marauders", fleettype);
      getLocation().spawnFleet(mtoken, 0, 0, fleet);
            fleet.setPreferredResupplyLocation(mtoken);
         
         fleet.addAssignment(FleetAssignment.RAID_SYSTEM, null, 1000);
         fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, mtoken, 1000);         
         
         
         
         
      Global.getSectorAPI().addMessage("SYSTEM-WIDE ALERT:", Color.red);         
      if (fleettype == "fleetsm") {            
      Global.getSectorAPI().addMessage("A small band of pirates has been detected in-system.", Color.red);         
      } else if (fleettype == "fleetmed") {          
      Global.getSectorAPI().addMessage("A medium-sized band of pirates has been detected in-system.", Color.red);         
      } else {         
      Global.getSectorAPI().addMessage("A large band of pirates has been detected in-system.", Color.red);         
      }
      
      if (!firstalertissued) {
      Global.getSectorAPI().addMessage("A reward will be issued to anyone who eliminates them.", Color.red);
      firstalertissued = true;
      }      
         
         alive = true;   
      
}





   
      if (fleettype == "fleetsm") {
      reward = 5000;
      } else if (fleettype == "fleetmed") {
      reward = 8000;      
      } else if (fleettype == "fleetlrg") {      
      reward = 12000;      
      } else {
      reward = 0;
      }



SectorEntityToken marauderf;
   

   
   if ((fleettype == "fleetsm")) {
      marauderf = system.getEntityByName("Group ");   
   } else if ((fleettype == "fleetmed")){      
      marauderf = system.getEntityByName("Flotilla ");   
   } else {
      marauderf = system.getEntityByName("Fleet ");
   }      


if (!alive){   
      player.setRelationship(marauders.getId(), 0);   
}
   
if ((player.getRelationship(marauders.getId()) < -0.01f)   && (marauderf == null)) {
      Global.getSectorAPI().addMessage("Your actions against the pirate forces are commended.", Color.cyan);
      Global.getSectorAPI().addMessage(reward + " credits have been transferred to your account.", Color.cyan);
      cargoplayer.getCredits().add(reward);   
}

if ((marauderf == null)) {
      player.setRelationship(marauders.getId(), 0);            
      alive = false;         
}
         
         
   //Global.getSectorAPI().addMessage("HERP DERP TEST", Color.cyan);
   

      
      return fleet;   
            
            }            

}


[close]
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: Psiyon on August 09, 2012, 08:25:22 PM
New video showing some Lyseti ships and the new Thiian battleship: http://www.youtube.com/watch?v=ttkFpRGpi0w

As for release, everything's pretty much complete. Just waiting for the 0.53.1 patch to come out.
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: conorano on August 10, 2012, 01:11:08 AM
man that ship sure can take a pounding
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: Zagiel on August 11, 2012, 03:09:37 AM
my best starfarer mod, nebula, dust, and ship models look amazing, can't wait for new version i hope will be released soon :)
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: IIE16 Yoshi on August 11, 2012, 06:14:20 AM
A question of curiousity....

Now that it's possible, will any factions be getting differently coloured engine exhausts?
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: Plasmatic on August 11, 2012, 09:28:17 AM
from what I can read this mod was made ready for 0.53, but front page says it broke with 0.53 and the download links are removed..

Whats happening?
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: IIE16 Yoshi on August 11, 2012, 09:35:53 AM
The old version, the pre-0.53a version broke, and the download links for that were removed. Psiyon says this version is pretty much ready to go, just waiting for the 0.53.1a patch, to fix some issues, and hopefully not break the mod again.
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: Psiyon on August 11, 2012, 09:36:40 AM
my best starfarer mod, nebula, dust, and ship models look amazing, can't wait for new version i hope will be released soon :)
Thanks :)  Sadly, however, it probably won't be released as soon as I thought--I'll be leaving on vacation tomorrow, and I'll be gone for a week. I'll have my laptop with me and, if 0.53.1a is released, I'll see if there's anything I can do, but don't count on it.


A question of curiousity....

Now that it's possible, will any factions be getting differently coloured engine exhausts?
Well well well, look who's unbanned? That dirty mouth of yours... :P

Yes, the Coalition has purple-ish engines, Ceni Six has orange high-tech-ish engines, and Okouth will be getting red engines. The rest are fine--midline engines fit Thiiei well, and low-tech engines fit the KTA well.



from what I can read this mod was made ready for 0.53, but front page says it broke with 0.53 and the download links are removed..

Whats happening?
It wasn't made ready for 0.53a, it's being made ready for 0.53a. However, I cannot release it until Starfarer 0.53.1a is completed, as a few fighters are currently broken due to this problem: http://fractalsoftworks.com/forum/index.php?topic=3591.0 (Same bug that prevents the sensor drones from using ion cannons). Additionally, a ship system also depends on the new update.

Sorry I can't release it sooner, but I hope you can understand that it's simply not possible--I'm not going to give you guys a broken product.
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: IIE16 Yoshi on August 11, 2012, 09:50:53 AM
Ceni Six with orange engines? Hrm....I was expecting whitish engines, or green, just because of their color scheme....
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: Xareh on August 11, 2012, 09:55:42 AM
Sorry I can't release it sooner, but I hope you can understand that it's simply not possible--I'm not going to give you guys a broken product.
I'm not going to give you guys a broken product.
a broken product.
Are you actually Alex in disguise?
lol
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: IIE16 Yoshi on August 11, 2012, 09:58:48 AM
Perhaps that's why this mod is so much concentrated awesome. Alex is secretly making a game in a game under the guise of Psiyon.
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: Psiyon on August 11, 2012, 10:09:15 AM
a broken product.
Are you actually Alex in disguise?
lol
Nyet! (Aww, the forum doesn't support the Russian alphabet.)

I mean, uh, no.

Ceni Six with orange engines? Hrm....I was expecting whitish engines, or green, just because of their color scheme....
Actually they're kind of golden now that I look at them again:

(http://img860.imageshack.us/img860/7994/iriengines.jpg)


And here's the Coalition's engines:

(http://img267.imageshack.us/img267/1887/kaeengines.th.jpg) (http://img267.imageshack.us/img267/1887/kaeengines.jpg)

And the white engine burn:

(http://img841.imageshack.us/img841/1063/engineburn.th.jpg) (http://img841.imageshack.us/img841/1063/engineburn.jpg)
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: IIE16 Yoshi on August 11, 2012, 10:15:21 AM
Yeah, that's how I imagined the Ceni to have their engines. A near-silvery colour. And I really like the white-out engine burn.
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: Plasmatic on August 11, 2012, 11:46:22 AM
my best starfarer mod, nebula, dust, and ship models look amazing, can't wait for new version i hope will be released soon :)
Thanks :)  Sadly, however, it probably won't be released as soon as I thought--I'll be leaving on vacation tomorrow, and I'll be gone for a week. I'll have my laptop with me and, if 0.53.1a is released, I'll see if there's anything I can do, but don't count on it.


A question of curiousity....

Now that it's possible, will any factions be getting differently coloured engine exhausts?
Well well well, look who's unbanned? That dirty mouth of yours... :P

Yes, the Coalition has purple-ish engines, Ceni Six has orange high-tech-ish engines, and Okouth will be getting red engines. The rest are fine--midline engines fit Thiiei well, and low-tech engines fit the KTA well.



from what I can read this mod was made ready for 0.53, but front page says it broke with 0.53 and the download links are removed..

Whats happening?
It wasn't made ready for 0.53a, it's being made ready for 0.53a. However, I cannot release it until Starfarer 0.53.1a is completed, as a few fighters are currently broken due to this problem: http://fractalsoftworks.com/forum/index.php?topic=3591.0 (Same bug that prevents the sensor drones from using ion cannons). Additionally, a ship system also depends on the new update.

Sorry I can't release it sooner, but I hope you can understand that it's simply not possible--I'm not going to give you guys a broken product.

No problem, completely understandable :)
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: IIE16 Yoshi on August 11, 2012, 01:22:48 PM
Wait, I just noticed something. At first I thought it was just a pretty cool screenshot with fighters doing fly-bys. But, are those fighters actually now drones~?


EDIT:
Also, at any point, will the Coalition be thinking of fielding new, bigger, badder pewpew, in light of the Thiiei's new, bigger, badder dakkadakka~?
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: Psiyon on August 11, 2012, 02:46:41 PM
Yeah, the Esk carrier's system is an F-01 escort. The F-01s are still standard fighter squadrons, though. Same thing with the Saldara and its VES-1330 escort.

As for increased Coalition power, their carrier has actually been upgraded to a capital ship, kind of--this was mainly to make it act less like a carrier, and more of a combat ship in the AI's eyes. The Luxara light cruiser also received a little buff to help fill the gap. They might get a true capital ship in the future, but I'm not certain yet.
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: IIE16 Yoshi on August 11, 2012, 05:18:02 PM
Upgraded~? Has it had any changes to it's weapons? And how's the Luxara been buffed~?
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: Psiyon on August 11, 2012, 05:57:50 PM
Upgraded~? Has it had any changes to it's weapons? And how's the Luxara been buffed~?
No weapon changes, the upgrade was just its OP amount and hull/armor. Same for the Luxara; just some simple stat buffs.
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: IIE16 Yoshi on August 11, 2012, 06:03:12 PM
Hrm, I might try flying the Luxara. Been kind of put off of it, because the Esk Carrier (I still haven't learnt it's name :3) is more versatile. And has far more utility due to it's landing bays. I like the arrangement of the heavier weapons on the Luxara, from the looks of it in the shop, it looks like it has a nice lefty and righty kind of arrangement, which'll be pretty awesome, cos I love getting into fights with more ships than what I have.
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: Rybread on August 12, 2012, 10:28:27 PM
Here's looking forward to the 0.53a release. This is a great and challenging mod, and I love the mercenary system.

Cheers!
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: Psiyon on August 17, 2012, 08:09:42 PM
Well, even while touring the Great Smoky Mountains, I've managed to add in a new system to the mod: a Warp Node.

Lore-wise, a warp node is a massive structure that allows near-instantaneous travel via hyperstream between two relatively close points in space. While a very powerful piece of technology, it can be easily inhibited with certain devices. Thus, a fleet cannot hope to jump right into the perfect place above a planet to initiate an orbital bombardment.

Ceni Six has a warp node orbiting Ujionla, and it can take you to to the four near-corners of the map, putting you close to the outer moons (Loth, Esk, Greshio, Bli). It can also be used for a quick escape, or to intercept a fleet near the exit coordinates.

(http://img703.imageshack.us/img703/1676/itemsjd.jpg)

(http://img189.imageshack.us/img189/6856/maphs.jpg)

A jump costs 1,200 credits to cover the massive energy requirements.

Also, do note that the jump takes place instantly--you don't have to wait for the day to change. As soon as you close the station's screen, you will be teleported.


Beta 1 is done, by the way. It's just not possible to upload the ~90mb file from my current location, as my upload rate is practically nonexistent. I'll be home on Monday, so expect it early next week.
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: Verrius on August 17, 2012, 08:11:28 PM
+1337 points for adding a FEATURE! Holy hell, nobody ever does that these days. Very nice :)
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: cardgame on August 18, 2012, 07:12:59 PM
Looking to be pretty awesome! Can't wait :)

Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: Trylobot on August 18, 2012, 08:36:20 PM
@Psiyon: Would you like to collaborate on a piece of code that would cause the "warp" process to be a tween rather than an instant jump?
http://hosted.zeh.com.br/tweener/docs/en-us/misc/transitions.html (http://hosted.zeh.com.br/tweener/docs/en-us/misc/transitions.html)

I'm thinking "easeInOutCubic" would be very appropriate to control the distance between Origin and Destination over say a ~500ms duration to make it look neat. Too bad there's no way to do a smear effect on the starmap.
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: Psiyon on August 18, 2012, 09:33:04 PM
Certainly. It shouldn't be too difficult. The only problem that I forsee is the jump being interrupted by running into a hostile fleet. Another, more complex idea would be to create a way to allow the player to choose their own destination. Having two resources, say "+1000 X" and "+1000 Y" would allow the player to manipulate their destination by purchasing various amounts of those two resources.

Edit: "-1000 X" and "-1000Y" would be needed too, unless we manipulate the code in a way that makes the origin in the bottom left of the map.
Title: Re: Ascendency (Beta 1 Coming Soon)
Post by: Trylobot on August 18, 2012, 09:55:41 PM
Sounds like it would be too clunky for the player. At the moment, coordinates are not exposed, but they would have to be for the player to use the system to any benefit. And, the player would not only know about them, but have to understand them really well, and be good at gauging distances and so on.

The only feasible use I could see for this would be: "Escape (Immediate)" which would teleport you some distance from the station (corresponding to resources purchased), but in a randomized direction.
Title: Re: Ascendency (Beta 1 Released)
Post by: Psiyon on August 20, 2012, 09:11:33 PM
@Trylobot: Yes, it would be really clunky, but I'm used to clunky stuff. For the most part, pretty much any feature you try to add to the game in its current state is going to be clunky.

---

Beta 1 is released! Sorry it took so long, but as I said, I didn't want to release something broken.

Full version: https://dl.dropbox.com/u/71512473/ascendency-beta1-full.zip
No Music: https://dl.dropbox.com/u/71512473/ascendency-beta1-lite.zip


B.1 Changes:


-Added the Lyseti Trading Corporation. Includes 6 ships: AC-03 interceptor, Light Shuttle, Kalion Frigate, Shield Defense Platform, Emite Transport, Daratok Destroyer. Also includes 6 weapons: Light Flak, L+H Anion Pulse Cannons, Light Machine Gun, Short Range Missile, Anti-Ship Missile.
   -Lyseti doesn't have their own station. Instead, their goods are shipped all across the system--except for Thiiei's station, as the two are enemies.

-Added ship systems to some ships.
   -Systems:

      -Thiian:
      Falshiiker/Ipelak: Light Flares
      Vicerus: Fast Missile Systems (Increases missile ROF)
      Viktra: Ammunition Belt Overdrive (Increases ballistic ROF)
      Seteth: Teriat Escort (A wing of Teriats protects the ship)
      Ithia: Maneuvering Jets

      -Coalition:
      Adjutrus: Engine Burn (Massive forward speed boost until flux levels top off)
      Ajliot: Maneuvering Jets
      Pialtu: Fast Missile Systems
      Velithan: Overcharge (Increased energy ROF + Damage, in exchange for more armor damage taken)
      Luxara: Disruptors (Similar to seeker flares)
      Kaeomdus: F-01 Escort (A wing of 7 F-01s protects the ship)

      -Kraskae Treaty Alliance:
      Makalan: Overcharge
      Karitka: Fast Missile Systems
      Ulnatan: Maneuvering Jets
      Kartuaa: Engine Burn

      Ceni Six:
      -No systems. Technically, shields could be thought of as their primary ship system.

      -Okouth:
      Savil: Fast Missile Systems
      Saldara: VES-1330 Escort (A wing of VES-1330s protects the ship.)
      Kresh-44: Engine Burn

      -Lyseti:
      Light Shuttle: Light Flares
      Emite: Engine Burn
      Shield Defense Platform: Shield Drones (Projects a weak shield that friendly ships can hide under)
      Daratok: Hyperstream Drive (Teleports the ship from one place to another)

-Added Thiiei's Ithia-class battleship + the Heavy Rapid Magnetic Coil Gun.
-Added combat music, + 1 new campaign track.
-Added Warp Node orbiting Ujionla that allows you to warp to any corner of the map.
-Added rare pirate spawns. You are rewarded with credits for defeating them.
-Added the Shield Generator hullmod--Very expensive, but equips a ship with shielding. Do note, this doesn't work well on all ships. Ships with high flux capacities are a good candidate.
-Added new, re-mastered backgrounds.
-Cleaned up the paycheck system. Your paycheck is now now deposited directly into your account, instead of having to cash it.
-New portrait of Tysia.
-New engine flare colors for the Coalition, Okouth, and Ceni Six.
-Ceni Six will now show up as friendly instead of neutral. Additionally, Thiiei or the Coalition will appear is friendly if you are employed by them.
-Went over ship names to make many of them sound less stupid.
-Added relevant tips to the main menu to help new players.
-Increased the strength of fighters. Most have more HP/Armor and slightly larger weapon arcs.
-Vasir Assaultcraft now come in wings of 5.
-New explosion sounds.
-The hyperon beam on the Makalan and Ulnatan is now built-in.
-Adjusted spawn rates/fleet sizes for all factions.
-Weapons, like everything else, are now occasionally removed from stations, though this is rare.
-Misc balancing:
   -The Kaeomdus is now considered a captial ship. It is now slightly more powerful, and the Luxara received a buff to help fill the gap.
   -Ships now have lower maximum crew and cargo capacities.
-As usual, loads of other small edits I can't remember.



The mod will be updated for as long as it makes sense, but for the moment, it's pretty much feature-complete. At some point this will be dropped, and, time permitting, Dominion will begin development.
Title: Re: Ascendency (Beta 1 Released)
Post by: Sunfire on August 21, 2012, 05:13:57 AM
um, with the shield adding hull mod, doesn't that mean that if you put a shield on a non shielded ship with a system that it's now more powerful than the ceni 6 ships? unless the shields on the ceni 6 ships are much better than the other shields, if not, how about putting flares or something like that onto the ceni 6 frigates, on the destroyers, how about a terminator drone like drone and on the capital, how about sensor drones, or whatever you decide
Title: Re: Ascendency (Beta 1 Released)
Post by: Psiyon on August 21, 2012, 07:52:01 AM
um, with the shield adding hull mod, doesn't that mean that if you put a shield on a non shielded ship with a system that it's now more powerful than the ceni 6 ships? unless the shields on the ceni 6 ships are much better than the other shields, if not, how about putting flares or something like that onto the ceni 6 frigates, on the destroyers, how about a terminator drone like drone and on the capital, how about sensor drones, or whatever you decide
The shields are somewhat worse, yes. The hullmod also eats up a crapload of OP. 10 for a frigate, 20 for a destroyer, 40 for a cruiser, and 50 for a capital. So even if the shields were just as good as Ceni's, there would still be a lot of firepower sacrificed for survivability. Ceni Six has both survivability and firepower; I don't think they need to become even more powerful with additional ship systems. :P

Besides, I don't feel that all ships need a system. I put systems on ships that I felt needed them--anything else would be a frivolous (and probably imbalanced) addition in my mind.
Title: Re: Ascendency (Beta 1 Released)
Post by: Sunfire on August 21, 2012, 02:59:57 PM
um, with the shield adding hull mod, doesn't that mean that if you put a shield on a non shielded ship with a system that it's now more powerful than the ceni 6 ships? unless the shields on the ceni 6 ships are much better than the other shields, if not, how about putting flares or something like that onto the ceni 6 frigates, on the destroyers, how about a terminator drone like drone and on the capital, how about sensor drones, or whatever you decide
The shields are somewhat worse, yes. The hullmod also eats up a crapload of OP. 10 for a frigate, 20 for a destroyer, 40 for a cruiser, and 50 for a capital. So even if the shields were just as good as Ceni's, there would still be a lot of firepower sacrificed for survivability. Ceni Six has both survivability and firepower; I don't think they need to become even more powerful with additional ship systems. :P

Besides, I don't feel that all ships need a system. I put systems on ships that I felt needed them--anything else would be a frivolous (and probably imbalanced) addition in my mind.

Alrighty then, sounds like you've got it covered!
Title: Re: Ascendency (Beta 1 Released)
Post by: muther22 on August 21, 2012, 05:35:20 PM
The beta of the mod seems to be crashing the game (version .35.1a) with an error saying "Fatal: Invalid value (1281)"  Here's (some of) the log file. 
Spoiler
45227 [Thread-6] ERROR com.fs.starfarer.combat.String  - org.lwjgl.opengl.OpenGLException: Invalid value (1281)
org.lwjgl.opengl.OpenGLException: Invalid value (1281)
   at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
   at org.lwjgl.opengl.WindowsContextImplementation.setSwapInterval(WindowsContextImplementation.java:113)
   at org.lwjgl.opengl.ContextGL.setSwapInterval(ContextGL.java:232)
   at org.lwjgl.opengl.DrawableGL.setSwapInterval(DrawableGL.java:86)
   at org.lwjgl.opengl.Display.setSwapInterval(Display.java:1117)
   at org.lwjgl.opengl.Display.setVSyncEnabled(Display.java:1130)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.oOOO.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
There are also a bunch of lines referring to ship systems that are prefaced with [WARN].  Not sure what to do here.  Any ideas?
Title: Re: Ascendency (Beta 1 Released)
Post by: Alex on August 21, 2012, 06:21:53 PM
First of all, you did mean 0.53.1a, right? Assuming that's true - I'd suggest a graphics driver update.
Title: Re: Ascendency (Beta 1 Released)
Post by: muther22 on August 22, 2012, 11:38:34 AM
I did mean .53.1a, sorry.  I'm running the latest drivers for my (integrated) graphics card. 
Title: Re: Ascendency (Beta 1 Released)
Post by: Psiyon on August 22, 2012, 01:05:46 PM
Are you on Linux/Mac? Because it works fine on my two Windows computers. Either way, could you attach the whole Starfarer.log file so I could have a look at it?
Title: Re: Ascendency (Beta 1 Released)
Post by: muther22 on August 22, 2012, 01:43:44 PM
I'm running windows vista with whatever the latest service pack is.  The log is too large to attach.  I'll upload it to mediafire.  http://www.mediafire.com/?gi8eb07qq0d4q1v
Title: Re: Ascendency (Beta 1 Released)
Post by: Psiyon on August 22, 2012, 01:52:47 PM
Ah, yeah, a couple people have had this error in the past, the crash after loading "fs.common/graphics/particlealpha32sq.png". Never found out what caused it, but it seemed to randomly go away. Not sure if it's related to the mod or the game itself. The only thing I can recommend is reinstalling the game.
Title: Re: Ascendency (Beta 1 Released)
Post by: muther22 on August 22, 2012, 02:40:18 PM
I'll try that.

EDIT: It did not work.
Title: Re: Ascendency (Beta 1 Released)
Post by: Wriath on August 22, 2012, 07:44:04 PM
I've got the same problem, running xp with an onboard graphics card.
Title: Re: Ascendency (Beta 1 Released)
Post by: Psiyon on August 22, 2012, 09:01:05 PM
Okay, thanks to IIE16 Yoshi, we managed to find the issue:

It was the massive planet textures. Apparently they don't cooperate well with integrated graphics cards. I'll release a small fix with scaled-down textures for people getting this error shortly.


Edit:

The fix:

https://dl.dropbox.com/u/71512473/smallplanettextures.zip

Just take this and copy it over the planets folder in the ascendency/graphics folder. Should load up fine then. Let me know if it works.
Title: Re: Ascendency (Beta 1 Released + Crash Fix)
Post by: Wriath on August 22, 2012, 10:09:40 PM
Works! Quite impressive work here!
Title: Re: Ascendency (Beta 1 Released + Crash Fix)
Post by: muther22 on August 23, 2012, 08:23:26 AM
Works here too.
Title: Re: Ascendency (Beta 1 Released + Crash Fix)
Post by: Psiyon on August 23, 2012, 09:22:09 AM
Good to know it works; sorry for trying to destroy your graphics cards with lots of 2048x1024 and 4096x2048 textures :P
Title: Re: Ascendency (Beta 1 Released + Crash Fix)
Post by: Wriath on August 23, 2012, 10:11:03 AM
If I had a graphics card to destroy it wouldn't have been an issue X_X
Title: Re: Ascendency (Beta 1 Released + Crash Fix)
Post by: zetagundam12 on August 25, 2012, 08:38:11 PM
Do I have to delete the planets folder in graphics first?
Title: Re: Ascendency (Beta 1 Released + Crash Fix)
Post by: Psiyon on August 25, 2012, 09:38:36 PM
Do I have to delete the planets folder in graphics first?
No, just overwrite the files in the old folder with the files in the new folder.
Title: Re: Ascendency (Beta 1 Released + Crash Fix)
Post by: zetagundam12 on August 25, 2012, 10:37:33 PM
Do I have to delete the planets folder in graphics first?
No, just overwrite the files in the old folder with the files in the new folder.

the install folder or the planets folder or both?
Title: Re: Ascendency (Beta 1 Released + Crash Fix)
Post by: Psiyon on August 26, 2012, 05:52:06 AM
The planets folder. "Install" is a text file with installation instructions.
Title: Re: Ascendency (Beta 1 Released + Crash Fix)
Post by: zetagundam12 on August 26, 2012, 11:12:56 AM
thanks man sorry for being so stupid there but I was trying to do that @ 1AM
Title: Re: Ascendency (Beta 1.1 Released)
Post by: Psiyon on August 27, 2012, 04:46:14 PM
No worries, I know the feeling :P


---

1.1 Patch: https://dl.dropbox.com/u/71512473/ascendency_beta1patch.zip



(Rough) Patch notes:

B.1.1 Changes:


-Fixed a bug that prevented heavy anion pulse cannons from being delivered.
-Reduced mercenary service paychecks back to 12,000 per month.
-Miscellaneous campaign-related tweaks.


To install, simply copy this data folder into the original data folder in Ascendency, overwriting everything.
Title: Re: Ascendency (Beta 1.1 Released)
Post by: Vanguard on September 01, 2012, 02:31:38 PM
I just created an account so i can write this =]

I really love this mod, it's one of the best mods out there...
but i have one complaint: the enemy tends to retreat too soon... after a get my 100 cap fleet (using c.six ships) get to a point that pretty much everything i atacck tends to retreat after one or 2 ships are destroyed... vanilla game have this kind of problem on the 0.51. i'm not sure it's intentional or not... or if i'm doing something wrong... (and sorry for the bad english i'm from Brazil).


Anyways thanks for all the fun you guys gave me with this mod it's awsome =]
Title: Re: Ascendency (Beta 1.1 Released)
Post by: Psiyon on September 01, 2012, 04:07:30 PM
Glad you enjoy the mod :)

Sadly, there isn't a whole lot I can do about retreating--because in reality, the AI is playing it pretty smart. A 100-FP fleet of Ceni Six ships is extremely powerful. If you want to mop up retreating ships, I'd suggest investing in a few Lyseti Daratoks, as they can teleport over pretty large distances.
Title: Re: Ascendency (Beta 1.1 Released)
Post by: IAmSogard on September 12, 2012, 03:51:48 AM
I'll just leave this here:

http://www.youtube.com/watch?v=EWNh6kkfSx4

Quick 5 minute video of me showing off some large fleet combat with the mod. I'll probably do more as it progresses. I'm addicted to this mod.
Title: Re: Ascendency (Beta 1.1 Released)
Post by: Psiyon on September 12, 2012, 11:18:31 AM
Nice video; added it to the first post.

You should try refitting your Ithia. While its default variant is good, there's a ton of neat stuff you can do with the ship.
Title: Re: Ascendency (Beta 1.1 Released)
Post by: IAmSogard on September 12, 2012, 11:35:57 AM
Nice video; added it to the first post.

You should try refitting your Ithia. While its default variant is good, there's a ton of neat stuff you can do with the ship.

Thanks!

I had just recently bought it in the video, haven't quite dived into refitting yet, but you can bet I will!
Title: Re: Ascendency (Beta 1.1 Released)
Post by: Catattack998 on October 10, 2012, 10:30:39 PM
Hey Psiyon, how's the mod coming? Made any progress behind the scenes? Don't worry, I don't expect anything other than "been busy with life".
Title: Re: Ascendency (Beta 1.1 Released)
Post by: silentstormpt on October 11, 2012, 05:16:44 AM
Like almost everyone modding right now, its more of "waiting for the new patch"
Title: Re: Ascendency (Beta 1.1 Released)
Post by: Psiyon on October 11, 2012, 10:00:25 AM
Hey Psiyon, how's the mod coming? Made any progress behind the scenes? Don't worry, I don't expect anything other than "been busy with life".
Like almost everyone modding right now, its more of "waiting for the new patch"
Kind of a little bit of both, really. I'm rocking 18 credit hours at my university this semester so I don't have a massive amount of free time anymore. However, you can be assured that when Starfarer updates, I'll be updating this as well. Just keep in mind that there won't be any more major chunks of content to be introduced, as the mod is pretty much complete.

If there's anything you guys would like to see in the upcoming versions, don't hesitate to let me know. I've stopped doing concepts for new content/features in the mod, but that doesn't mean I'm not open to good suggestions.
Title: Re: Ascendency (Beta 1.1 Released)
Post by: Psiyon on October 29, 2012, 09:29:45 PM
It's time for Ascendency to move to its next phase: Dominion

The Terran Dominion:

Through the eyes of the Eskel and Lemurian peoples, the Terrans can only be described as being one thing: abominations. Their Dominion in the Milky Way Galaxy spans several hundred light-years and is ruled ruthlessly by a miniscule upper-class. Only members of this upper-class can be considered completely human. The lower classes are forcibly altered with cybernetic components for the purpose of unreciprocated servitude to the Elite. The primary Terran workforce is composed of human-machine hybrids--their heads are severed, and replaced with an advanced self-contained processing unit that controls the body in the manner that it is ordered. While the bodies of the people composing the middle class are mostly intact, cybernetic implants installed in their brains continually flood the mind with addictive chemicals--as long as their work is satisfactory to the Elite.

Dominion weaponry consists of extremely potent particle cannons that can rip through magnetic plating in seconds. In regards to their spacecraft, they seem to pay tribute to unknown deities, as symbols, hieroglyphics, and pure gold geometric shapes plaster their outer hulls.

Little else is known about the Dominion, except for this: they threaten the very core of all human civilization in the Large Magellanic Cloud.

And they must be stopped--at any cost.





Abydos-class Subjugation Cruiser:
(http://img507.imageshack.us/img507/1774/abydos.png)

(http://imageshack.us/a/img5/51/abydos1.th.jpg) (http://imageshack.us/a/img5/51/abydos1.jpg)

(http://imageshack.us/a/img705/927/abydos2.th.jpg) (http://imageshack.us/a/img705/927/abydos2.jpg)




The Sobaal system: A Lemurian fringe-colony that lies near the Thiian Confederation's sphere of influence:

(Missing planetary satellites)
(http://imageshack.us/a/img820/2025/sobaal.jpg)

Terasat -- I like how this gas giant turned out. It's nice to have a gas-band cloud layer to work with.
(http://imageshack.us/a/img401/1933/sobaal2.jpg)
Title: Re: Ascendency (Beta 1.1 Released)
Post by: LordMord on November 03, 2012, 04:07:57 AM
Sounds awesome. Love your mod.
Title: Re: Ascendency (Beta 1.1 Released)
Post by: Erick Doe on November 03, 2012, 08:44:21 AM
I like that ship. If that's the style for the Terrans, I'm in love. Great to see that they're not your "moderate" faction, or "goodly". Nope, humanity at its worst/most realistic.  :)

And the name? Oh, that's so fitting. Will the Dominion of Terrans also feature mass driver weaponry?
Title: Re: Ascendency (Beta 1.1 Released)
Post by: Psiyon on November 03, 2012, 11:48:44 AM
I like that ship. If that's the style for the Terrans, I'm in love. Great to see that they're not your "moderate" faction, or "goodly". Nope, humanity at its worst/most realistic.  :)
Yep, all Terran ships will have a powerful Ancient-Egyptian feel to them. As far as their lack of ethics goes, they're certainly the most extreme, but all human factions in this universe are morally corrupt. There is no good, only varying degrees of evil.


Will the Dominion of Terrans also feature mass driver weaponry?
Probably not. The Lemurian Empire is slated to use massdriver weaponry, while the Thiian Confederation will probably use a balance of both kinetic and energy weapons. And, of course, all factions utilize missiles.

Oh, and I'm making another one of these:
(http://imageshack.us/a/img819/412/domintro1.th.jpg) (http://imageshack.us/a/img819/412/domintro1.jpg)
Some Lemurian frigates flying past their homeworld.

This video will be a lot longer, probably--it'll be fully voiced, and will actually have sound (explosions, engines, etc) other than music this time around.
Title: Re: Ascendency (Beta 1.1 Released)
Post by: Psiyon on November 08, 2012, 08:54:43 PM
More intro video stills:

A Lemurian Somlaan-class Fleet Carrier with escort.
(http://imageshack.us/a/img521/1215/domintro2.th.jpg) (http://imageshack.us/a/img521/1215/domintro2.jpg)

The Lemurian emissaries are welcomed by the Thiian Confederation, and brought to Thtiu.
(http://imageshack.us/a/img202/4760/domintro3.th.jpg) (http://imageshack.us/a/img202/4760/domintro3.jpg)

Title: Re: Ascendency (Beta 1.1 Released)
Post by: Arkangelmark5 on November 10, 2012, 03:00:05 AM
Love your 3D skills what program do you use?
Title: Re: Ascendency (Beta 1.1 Released)
Post by: Psiyon on November 11, 2012, 12:51:07 PM
I use Adobe Photoshop, After Effects, Wings 3D, and 3ds Max. I use Wings to model all my 3D stuff, 3ds Max to render and texture them, Photoshop to touch up all those renders, and then I composite all those final 2D images in After Effects to create the animatic.
Title: Re: Ascendency (Beta 1.1 Released)
Post by: Psiyon on November 19, 2012, 07:58:50 PM
Some of the Thiian Confederation's fleet for Dominion:

Ritiak II:
(http://imageshack.us/a/img809/9286/ritiakii.png)

Setrii Interceptor (left), Calsra Fighter-bomber (right)
(http://imageshack.us/a/img152/1406/tcfighters.png)

Kio Rv-4:
(http://imageshack.us/a/img809/4105/kion.png)

Niathus Rv-2:
(http://imageshack.us/a/img163/8986/niathustc.png)


(Note: Most ships from Ascendency won't be returning in Dominion. The K.T.A., Coalition, and Lyseti factions are all wiped out. Ceni Six and Okouth have been absorbed into Thiiei's military and corps of engineers, and are continually working together to develop new spacecraft designs. Some ships are still considered useable some decades after the war; however, the majority have been modified with the latest technology.)

And more intro video stuff:

The Lemurian fleet halts in awe of the Nexus before being shot into the Milky Way:
(http://imageshack.us/a/img171/863/domintro4.th.jpg) (http://imageshack.us/a/img171/863/domintro4.jpg)


Short sequence depicting an asteroid getting whacked: http://www.youtube.com/watch?v=IhSAOP7FbaQ
Title: Re: Ascendency (Beta 1.1 Released)
Post by: Strifen on November 23, 2012, 03:45:40 AM
(Note: Most ships from Ascendency won't be returning in Dominion. The K.T.A., Coalition, and Lyseti factions are all wiped out. Ceni Six and Okouth have been absorbed into Thiiei's military and corps of engineers, and are continually working together to develop new spacecraft designs. Some ships are still considered useable some decades after the war; however, the majority have been modified with the latest technology.)

Totally wiped out, no chance of hidden caches or fleets? I have a fondness for the Coalition and Lyseti factions.
Are 'Ascendency' and 'Dominion' separate mods?
If not,
 - What happens with all those sprites?
 - If Starfarer develops in a manner where you can set up events to occur(Dominion invasion and takeover in this case) at certain points in time, would you consider making a Ascendency mod that shifts into Dominion?
Title: Re: Ascendency (Beta 1.1 Released)
Post by: Psiyon on November 23, 2012, 09:25:58 AM
Totally wiped out, no chance of hidden caches or fleets? I have a fondness for the Coalition and Lyseti factions.
They will both have some ships left in existence, however, they are very few in number, provided Thiiei didn't co-opt their designs for itself. Some Coalition ships will be returning, like the Niathus, the Carrier, and perhaps another frigate or two. Not sure about the K.T.A. stuff yet--I might leave a few ships laying around for lulz, or I might not. Really, it depends on whether or not there are gaps to fill in between the modern ships. Lore wise, yeah, most of these ships are still going to be around in some capacity or another, it's only been a few decades.

Are 'Ascendency' and 'Dominion' separate mods?
Yes. I just haven't made a new thread for Dominion because there isn't much content to show, and it certainly won't be playable any time soon. Once I finish the intro video, I'll post the thread for it, but that might not be until next year.

Ascendency is pretty much done, though--it'll be updated with relevant stuff as Starfarer progresses, but content-wise, it's got all that I wanted originally. Once multiple systems are introduced, I'll open up the rest of the Eskel system to the player.

- If Starfarer develops in a manner where you can set up events to occur(Dominion invasion and takeover in this case) at certain points in time, would you consider making a Ascendency mod that shifts into Dominion?
That's actually a pretty interesting idea, but lore-wise, it wouldn't really work out--there's a ~25 year period of peace after the war, and the player really wouldn't have anything to do during the transition from conflict to conflict. However, this is just my observation at the moment--if modding capabilities eventually make this possible in an acceptable way, I'll definitely consider doing it.
Title: Re: Ascendency (Beta 1.1 Released)
Post by: Sunfire on November 24, 2012, 12:24:39 PM
Will you leave ascendency up? and or bring it into line with the new patch or is that out of the question?
Title: Re: Ascendency (Beta 1.1 Released)
Post by: Psiyon on November 24, 2012, 01:18:27 PM
I'm currently working on updating the mod right now--however, it won't be done for a few weeks, probably.

What to expect:
-New aptitudes--Strategics, Logistics, and Tactics.
-Probably some new/reworked hullmods.
-Exceptionally difficult campaign. Now that player progression and iron mode are in the game, I will have no mercy on you.
-The potential for massive battles. 100 fleetpoints isn't going to be the limit any longer.
-Possibly voice acting, giving voice cues when you lose a ship in combat, run out of supplies, destroy an enemy capital ship, capture an objective, and potentially a few other things.
Title: Re: Ascendency (Beta 2 In Development)
Post by: Psiyon on December 04, 2012, 10:36:28 AM
Some Lemurian ships for Dominion:

Isrizel-class Assault Frigate:
(http://imageshack.us/a/img59/7153/isrizel.png)


Cordelphia-class Assaultcarrier:
(http://imageshack.us/a/img850/6788/cordelphia.png)
This is the biggest non-terran ship you'll be able to fly.


3D size comparison:
(http://imageshack.us/a/img338/1396/shipsx.th.jpg) (http://imageshack.us/a/img338/1396/shipsx.jpg)


As for Ascendency, the new update will be released sometime after Alex releases the patch for .54a.
Title: Re: Ascendency (Beta 2 In Development)
Post by: Uomoz on December 04, 2012, 10:41:17 AM
Psiyon, you always deliver.
Title: Re: Ascendency (Beta 2 In Development)
Post by: Psiyon on December 22, 2012, 04:56:35 PM
Just want to ask a general question to those who have played this: Does anyone actually take advantage of the mercenary system? Or do you guys just sort of ignore it and always fight Okouth/The KTA?

Because now there's this:

(http://img163.imageshack.us/img163/7839/factionsj.jpg)

And I'm wondering if I should even bother updating the Merc system to work for Okouth as well.
Title: Re: Ascendency (Beta 2 In Development)
Post by: Alex on December 22, 2012, 06:42:48 PM
Totally random note: I love the UI color scheme you've got going on.

Carry on, then :)
Title: Re: Ascendency (Beta 2 In Development)
Post by: Tarkets on December 22, 2012, 09:26:05 PM
I tend to hire out under the Thiians, (jokes on them I'd shoot Okouths for free). That said it's mainly just something I do for the extra paycheck
Title: Re: Ascendency (Beta 2 In Development)
Post by: LordMord on December 23, 2012, 12:13:20 AM
Same as Tarkets.

But being able to choose a Faction is a really cool feature.
Title: Re: Ascendency (Beta 2 In Development)
Post by: Psiyon on December 23, 2012, 09:43:49 AM
Alright then, I'll re-implement the mercenary system for Ceni Six and Okouth. Thanks for the responses.

@Alex: reeeeeeeeeeeeeeeeeeeed. And I guess a little bit of pink too, with the text. Yeah. Thanks :P
Title: Re: Ascendency (Beta 2 In Development)
Post by: The Soldier on December 23, 2012, 01:44:44 PM
Why haven't I heard of this mod until now? ???

Sounds epic, but the link's down.  Damn the incompatibility. -_-
Title: Re: Ascendency (Beta 2 In Development)
Post by: Psiyon on December 24, 2012, 08:07:49 PM
Sounds epic, but the link's down.  Damn the incompatibility. -_-
Yeah, .54a kind of annihilated all the poor coding I did in the form of making a certain widely-used method crash the game.


Anyway, considering you can now choose your faction, you can now choose which dude you want to play as (or chick if you're into that sort of thing):

(http://imageshack.us/a/img22/7339/dudess.jpg)

You can see the new portraits for Ceni Six and Okouth in there. Lyseti won't be showing up any time soon because the player can't choose to be their faction.

And after like, a week of periodic head-to-desk sessions I got the skill tree working, even though it's a bit small:

(http://imageshack.us/a/img4/298/skillzzg.jpg)

Still need to go through and do all the hullmod unlocks and perks, but that's not a big deal.

It'll be out before the end of the year, but sadly it won't be a Christmas gift. Hopefully a late Christmas gift will be acceptable.
Title: Re: Ascendency (Beta 2 In Development)
Post by: The Soldier on December 24, 2012, 08:28:59 PM
Perfectly fine as a late christman gift. :)

I hope you know you can add skill and aptitude points to the "Waste Points Here" part.  Change it to something useful, it's fine and makes the game more interesting.

P.S. - Aren't Tactics and Strategies generally the same thing?
Title: Re: Ascendency (Beta 2 In Development)
Post by: Psiyon on December 24, 2012, 09:05:54 PM
What you're seeing there is not final. The unused fourth aptitude will be completely removed when I finally get around to it.

As for the difference between strategy and tactics, strategy deals with the big picture--large procedures and operations that serve to accomplish a large-scale goal. Tactics deal with the small-scale methods used to accomplish the subgoals that are set up by an overall strategy. In Ascendency, this translates to strategics providing wide-range benefits throughout your whole fleet, while tactics generally benefits only your ship (and probably other specific things in the future).
Title: Re: Ascendency (Beta 2 Released - .54a Compatible)
Post by: Psiyon on December 31, 2012, 02:19:52 PM

Beta 2 Released!

Full version:
https://dl.dropbox.com/u/71512473/ascendency-beta2-full.zip

Lite Version (No music):
https://dl.dropbox.com/u/71512473/ascendency-beta2-lite.zip

Warning: if you have an old or integrated graphics card and get a startup crash, please download the following fix:
https://dl.dropbox.com/u/71512473/smallplanettextures.zip



Sorry it took so long. But hey, I did say I'd release it before the end of the year. It's just I released it about 7 hours before the end of the year. Yep.


B.2 Changelog:


Major Changes:

-Added new skill tree.
-You may now choose which faction to play as.
   -Ceni Six is considered "easy" mode. All other factions are significantly more difficult.
   -Ceni Six and Okouth have the mercenary system available to them. (Okouth players can fight for the KTA)
   -You receive a paycheck from your faction. Amount varies.
   -You will have a personal dockyard that you can store items in for free, and it will get deliveries of free resources and ships from time to time
   -Added an easy start option allows you to start the game with multiple ships. Ideal for new players, or those who hate starting out with nothing.
   -You may now choose your portrait, as Tysia is no longer the mod's main character.
   -You will spawn by your faction's homeworld.
   -Your dockyard will spawn around a world your faction controls
-Elite fleets. In response to the player's increased power via the skill system, some AI controlled fleets (Identified by an "(E)" in their fleet name) will use elite ship variants--they will wreck you.
-One new combat track. (http://www.youtube.com/watch?v=EsVz1ykt9Yw)
-Three new hullmods.
   -Positronic Ammunition - Increases damage to enemy shields by 35%. Ideal for anyone playing a faction with Ceni Six as their enemy.
   -Redundant Systems - Increases the health of weapons and engines by 75%
   -Targeting computer - Increases autofire accuracy by 15%


Lesser changes:

-Four new portraits. Two for Ceni Six, two for Okouth.
-Pretty new splash screen and cursor.
-Some UI sounds.
-One new combat background.
-Added Lyseti ships to the random battle.


Balance Changes:

-Calthiiker bombers are now equipped with a forward-firing Tarna CIWS.
-OAC-78 bombers are now equipped with a forward-firing RFL.
-Fighters and corvettes are now more maneuverable.
-Most ships have slightly increased flux capacities.
-Most ballistic weapons no longer have ammo.
-Probably a lot of other minor edits I cannot remember.



It might not seem like it, but this is a really significant update. I didn't think it would matter all that much, but being able to play as different factions really does a lot for the mod, in my opinion.
Title: Re: Ascendency (Beta 2 Released - .54a Compatible)
Post by: The Soldier on December 31, 2012, 03:21:26 PM
Hmm.  I'm going on this now. :D

God, how much space does the music take up that you have to make a lite version? ;D
Title: Re: Ascendency (Beta 2 Released - .54a Compatible)
Post by: The Soldier on December 31, 2012, 04:06:51 PM
Well, what I notice is that (at least for Ceni Six so far) the paycheck says it gives you 5000 credits, yet only gives 4000.

And a patrol?  A player should be able to prey on those, but the KTA patrols have 3 frigates and a fighter. -_- Still fun to play, working out my contracts right now. :D
Title: Re: Ascendency (Beta 2 Released - .54a Compatible)
Post by: Psiyon on January 01, 2013, 10:44:33 AM
God, how much space does the music take up that you have to make a lite version? ;D
~59 megabytes :P Normally I wouldn't bother with a lite version, but I remember some people have really bad internet here.

Well, what I notice is that (at least for Ceni Six so far) the paycheck says it gives you 5000 credits, yet only gives 4000.
Whoops. Fortunately that typo is only present for Ceni Six.

And a patrol?  A player should be able to prey on those, but the KTA patrols have 3 frigates and a fighter. -_- Still fun to play, working out my contracts right now. :D
IIRC, Hegemony patrols in the vanilla game were way stronger than that. When just starting off, you generally want to prey on damaged fleets just escaping combat. Much of the time, there'll be ships that the enemy can't use in combat because of too little crew.
Title: Re: Ascendency (Beta 2 Released - .54a Compatible)
Post by: The Soldier on January 01, 2013, 11:25:21 AM
Woops, not a patrol, a scout. o.0 Those things are HARD to take down with just a frigate and maybe that shield platform of yours (which is really epic, btw).
Title: Re: Ascendency (Beta 2 Released - .54a Compatible)
Post by: Acolnahuacatl on January 01, 2013, 04:24:12 PM
Something is wrong with the faction system, in that at least some faction information from an existing character is carried over when a saved game is loaded.

The problem doesn't occur if, rather than merely exiting to the main menu or loading from within a running game, you quit the game entirely. I would guess that the faction information isn't initialised when you load a save, or when you exit to the main menu, but only when you start a new game entirely. Anything more specific than that, I can't say: I know nothing about Java generally, or Starfarer specifically.

To reproduce:
Title: Re: Ascendency (Beta 2 Released - .54a Compatible)
Post by: Psiyon on January 01, 2013, 04:54:41 PM
That's incredibly strange... I think I might know the cause of it, though. I have the player's faction choice stored in data/asc/factionData.java, rather than one of the core campaign files, so your guess is probably correct. It should be fixable, though it'll require a some modifications of the code dealing with factions. Or maybe I can cheat and do it an easier way... hmm. Will require some testing.

Thank you for bringing this to my attention. When I test, I usually never load previously saved games--I test everything in one sitting until I encounter a bug, upon which I then exit, fix it, and start a new game.


Needless to say, this is very much patch-worthy, so for those of you who are playing this, don't get too attached to your saved games.
Title: Re: Ascendency (Beta 2 Released - .54a Compatible)
Post by: The Soldier on January 01, 2013, 05:09:24 PM
Ah, just got the chance to do a good playthrough on it. :) From the start, I can tell that it's much harder to destroy ships, either because of increased armor/hull, or decreased weapon DPS compared to vanilla.  This is both good and bad, good for the strategic and cagey player who wish to meticulously plan thier battles out and suffer no casualties (like me :D), yet bad for the player who wants to jump in for combat, for the obvious lack of swift and quick endings.

There's also the variety of special and peculiar ships.  The Auxilary Ship, for example, is a portable drone shield!  Now, I'm only two months into the game (though I seem to be lacking my second paycheck - I'll have to see if I missed it on the popup bar), and that ship with it's shield drones has saved me more than once from a very *** off destroyer or frigate. :)

And finally, destroying a ship is now more of a celebration than "oh goodie, there's another one of the thousands of wimps they're thowing at me".  Strike ships prove much mroe valuable than they were before, as they can end a fight before it goes bad (at least on your end.  There's none to say about the guy on the other end of the torpedo. :))
Title: Re: Ascendency (Beta 2 Released - .54a Compatible)
Post by: ValkyriaL on January 01, 2013, 05:32:25 PM
Well, you need to slow down the orbit on the planets by a lot, the fleets can't resupply. and you can barely catch up to them.
Title: Re: Ascendency (Beta 2 Released - .54a Compatible)
Post by: Psiyon on January 01, 2013, 09:36:47 PM
@Acolnahuacatl / anyoneelsewhosinterested

Putting it simply, fixing that error was no easy task. The main problem was that the player's faction choice wasn't getting stored in the save file, so when the player loaded up a save, it took either the previous faction choice, or the defaults. Looking through the save files, it appeared that non-static class data members from spawn points were stored. So, I spent a lot of time on the internet browsing through Java-oriented websites and forums to help look for an answer--I needed to transform my static variables into non-static variables so that they could be stored in the save file. However, I never found a definite answer.

So, after furthering my understanding of Java, I used that newly acquired knowledge to do absolutely nothing and implemented a hackjob that stores your faction choice as an item in an invisible station.


Yep. Patch will be out tomorrow.


Alex (if you read this), for the future, it would be super, super awesome if there were some way to store widely-used static variables in save files. If there's currently a way, my limited knowledge of Java and programming in general isn't showing it to me.


Well, you need to slow down the orbit on the planets by a lot, the fleets can't resupply. and you can barely catch up to them.
They don't orbit that fast, you can still easily catch up to them. In fact, they orbit at an incredibly slow rate for most natural satellites. All of Jupiter's Galilean moons orbit in less than twenty days, with Io making one complete orbit in a little under two days. Most of the moons' orbits in this mod are greater than a hundred days.
Title: Re: Ascendency (Beta 2 Released - .54a Compatible)
Post by: ValkyriaL on January 02, 2013, 02:21:32 AM
These guys have been trying to resupply at the planet for an entire cycle, their fleets are so large they won't ever catch up to it. ;D
Spoiler
(http://i.imgur.com/iGLIC.jpg)
[close]

Oh and the music doesn't loop for some reason.
Title: Re: Ascendency (Beta 2 Released - .54a Compatible)
Post by: Psiyon on January 02, 2013, 08:52:43 AM
Hmm. Never encountered that before--but it seems you're right. I'll lower the orbit speeds for the resupply locations a little; thanks.
Title: Re: Ascendency (Beta 2.1 Released - .54a Compatible)
Post by: Psiyon on January 02, 2013, 01:08:54 PM

Beta 2.1 Released!

>:::After downloading either the full or lite version, download and apply this patch:::<
https://dl.dropbox.com/u/71512473/ascendency_Beta2_patch.zip
(Overwrite everything in the Ascendency mod folder)



B.2.1 Changes:

Major Changes:

-Faction data is now properly saved.
-Most corvettes now provide their own hangar space.
-The moons orbit at a slower rate.
-Fixed a typo that said the Ceni Six paycheck was 1000 credits more than it was actually worth.
Title: Re: Ascendency (Beta 2.1 Released - .54a Compatible)
Post by: The Soldier on January 02, 2013, 01:11:03 PM
I'd like to ask, what does Vehicle Militarization do?  It's a free hullmod, I think it's a bit OP. :/
Title: Re: Ascendency (Beta 2.1 Released - .54a Compatible)
Post by: Psiyon on January 02, 2013, 01:24:20 PM
I'd like to ask, what does Vehicle Militarization do?  It's a free hullmod, I think it's a bit OP. :/
It makes it so your weapons and engines don't get disabled after a few hits. You can try to play without it in a non-shielded ship if you want, but something tells me you'll be putting it back on very fast :P
Title: Re: Ascendency (Beta 2.1 Released - .54a Compatible)
Post by: The Soldier on January 02, 2013, 01:45:33 PM
Ah, I see.  No wonder it's a tad hard to disable them.  Hm.
...
Oh, and BTW, I was checking out the hullmods.cvs to see the Vehicle Militarization stats.  Nice ID for it. :P
Title: Re: Ascendency (Beta 2.1 Released - .54a Compatible)
Post by: Tarkets on January 02, 2013, 02:51:37 PM
It's a lot of fun KTAing it up, I've got new sympathy for the purple bastards

This is probably related to the faction issue (just now seeing the new patch) but the Cygni were spawning defense fleets for my KTA orbital station. I'll see if it keeps happening after I patch
Title: Re: Ascendency (Beta 2.1 Released - .54a Compatible)
Post by: Psiyon on January 02, 2013, 03:04:10 PM
It's a lot of fun KTAing it up, I've got new sympathy for the purple bastards

This is probably related to the faction issue (just now seeing the new patch) but the Cygni were spawning defense fleets for my KTA orbital station. I'll see if it keeps happening after I patch
Haven't played a full game through as the KTA yet, but I fully intend to at some point. I find the Coalition to be really fun, but maybe that's just because I like their ships the most.

As for the issue, correct, this is because of faction data not being saved before the patch. The default faction choice was Ceni Six, so the dockyard defense script was reading the default, and then spawning in their fleets. Just make sure you start a new game after you patch, or the issue probably won't be fixed.

Oh, and BTW, I was checking out the hullmods.cvs to see the Vehicle Militarization stats.  Nice ID for it. :P
I could make a lot of dirty jokes here, but all of them would probably get me banned :(
Title: Re: Ascendency (Beta 2.1 Released - .54a Compatible)
Post by: Spardok on January 03, 2013, 01:22:04 AM
Not to sound unappreciative towards other modders, but this is by far and above my favorite mod. And now my favorite mod has been updated to .54a :D. I love the design towards longer battles over having a capital ship two-shot a frigate, and the whole feeling of having shield generators be some incredibly advanced technology. The giant cost reduction in fighters is great, I always felt if a fighter wing is going to cost as much as a mid-top line destroyer then it should act as such. I have been waiting to see if someone is capable of removing the fleet point cost on fighters and only having them cost hangar points, imo it would give more of a feel for fighters as a support role instead of just point captures and making carriers truly unique. I've noticed that some of the ballistic weapons still in fact have ammunition, I'm not sure if you intended to actually leave some of those weapons like that or not.

As far as balancing goes I really don't see any huge gaps between factions, especially their capital ships. The only real beef I have is with the fighter AI, they seem pretty suicidal. They will just solo rush into a fleet of 10 ships and get annihilated, though I'm guessing that is part of the API and can't be changed with modding at the moment. Though as I said before luckily they are pretty cheap to replace. Forgot to mention the Kartuaa will burndrive right into other ships and continue to ram into them.
Title: Re: Ascendency (Beta 2.1 Released - .54a Compatible)
Post by: sirboomalot on January 03, 2013, 03:48:10 AM
Uh oh, looks like I found myself a bug! I was in the middle of a fight against the... er... pink enemies when suddenly the whole game crashed.

Spoiler
6076821 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.Õ00000(Unknown Source)
   at com.fs.starfarer.combat.ai.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
   at com.fs.starfarer.combat.ai.system.drones.DroneAI.ÒÕ0000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.OOoO.ÕØÒ000(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

I had been using quite a few of those useful auxilery frigates (the ones with swarms of shield drones) along with a few of the cenii frigates, and was up against one of the large carriers and a few of its fighters.

Edit: It was the KTA that I was up against.
Title: Re: Ascendency (Beta 2.1 Released - .54a Compatible)
Post by: Psiyon on January 03, 2013, 10:14:21 AM
@Spardok: Glad you'd enjoying it :)
I have been waiting to see if someone is capable of removing the fleet point cost on fighters and only having them cost hangar points, imo it would give more of a feel for fighters as a support role instead of just point captures and making carriers truly unique.
That's an interesting idea, actually. I might toy around with it and see how it works, though I feel it might require a fair bit of rebalancing.


I've noticed that some of the ballistic weapons still in fact have ammunition, I'm not sure if you intended to actually leave some of those weapons like that or not.
Some still have ammo, like the mortar and the spammable PD weapons, but most of the major offensive ballistic weapons are now ammo free--mainly Thiiei's weapons and the KTA's repeater weapons.

The only real beef I have is with the fighter AI, they seem pretty suicidal. They will just solo rush into a fleet of 10 ships and get annihilated, though I'm guessing that is part of the API and can't be changed with modding at the moment. Though as I said before luckily they are pretty cheap to replace. Forgot to mention the Kartuaa will burndrive right into other ships and continue to ram into them.
Mm, yeah, fighters need to be ordered around quite a bit so they don't suicide into the enemy fleet. Sadly, there's really not a lot I can do to change that. Although...

Wait, crap. This just made me realize I didn't add in a skill to increase your command points, which are locked at four.

And [email protected] the kartuaa. I don't even want to begin to re-write the burn drive AI code from scratch, so we'll just call this a 'feature' :P


Uh oh, looks like I found myself a bug! I was in the middle of a fight against the... er... pink enemies when suddenly the whole game crashed.

Spoiler
6076821 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.Õ00000(Unknown Source)
   at com.fs.starfarer.combat.ai.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
   at com.fs.starfarer.combat.ai.system.drones.DroneAI.ÒÕ0000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.OOoO.ÕØÒ000(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

I had been using quite a few of those useful auxilery frigates (the ones with swarms of shield drones) along with a few of the cenii frigates, and was up against one of the large carriers and a few of its fighters.

Edit: It was the KTA that I was up against.
Yep, there seems to be an issue in .54a with unarmed drones that might cause a crash. I brought this up to Alex and he said he probably fixed it: http://fractalsoftworks.com/forum/index.php?topic=5239.0

Best I can recommend is that if you use the drone frigates, save your game very often.

Also, were you retreating when you got this crash? Or was it just randomly in the middle of combat?
Title: Re: Ascendency (Beta 2.1 Released - .54a Compatible)
Post by: sirboomalot on January 03, 2013, 11:31:05 AM
I had actually just told one of the drone frigates to retreat, since it had taken a beating and was one of the more useful ships in my fleet.
Title: Re: Ascendency (Beta 2.1 Released - .54a Compatible)
Post by: Spardok on January 03, 2013, 02:21:53 PM
That's an interesting idea, actually. I might toy around with it and see how it works, though I feel it might require a fair bit of rebalancing.
Aye I could see that requiring a fair bit of rebalancing.

Wait, crap. This just made me realize I didn't add in a skill to increase your command points, which are locked at four.
Actually I added that into one of the fleet skills and set it to +900 ><. Was actually going to post about that missing but completely forgot I was the one who modified the CP, rofl.

And [email protected] the kartuaa. I don't even want to begin to re-write the burn drive AI code from scratch, so we'll just call this a 'feature' :P
Funny story, I setup my entire fleet as Kartuaas to see if I could ram the enemy fleet to death. Well it certainly worked, but my crew were a bit sad :'(... in space.
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Psiyon on January 05, 2013, 05:33:21 PM

Beta 2.2 Released!
Full version:
https://dl.dropbox.com/u/71512473/ascendency-Beta_2_2-full.zip

Lite Version (No music):
https://dl.dropbox.com/u/71512473/ascendency-Beta_2_2-lite.zip

Warning: if you have an old or integrated graphics card and get a startup crash, please download the following fix:
https://dl.dropbox.com/u/71512473/smallplanettextures.zip




B.2.2 Changes:

Major:

-.54.1a compatibility.
-New logistics skill - "Command" - increases max fleet points.
-A significant number of new sound effects, mainly UI.
-Heavily damaged ships will now have EMP arcs shoot across their hull (purely visual).


Minor:

-Fixed a bug that caused sekrit items to be placed in your dockyard if you were a teamkiller.
-Removed all the unused skills.
-Removed Herobrine.




Next up (tentatively):
-Kamakazi fighters
-Voice acting
-New weapons



I had actually just told one of the drone frigates to retreat, since it had taken a beating and was one of the more useful ships in my fleet.
Thought so. Should be fixed now, though.


Funny story, I setup my entire fleet as Kartuaas to see if I could ram the enemy fleet to death. Well it certainly worked, but my crew were a bit sad :'(... in space.
I need to try that.
Title: Re: Ascendency (Beta 2.2 Released)
Post by: silentstormpt on January 05, 2013, 06:38:53 PM
Quote
-Removed Herobrine.

nope...

herobrinespawner.system
Title: Re: Ascendency (Beta 2.2 Released)
Post by: The Soldier on January 05, 2013, 07:45:27 PM
Any particular reason, as Esk, my dockyard is oribing around Greshieo?
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Psiyon on January 05, 2013, 08:18:43 PM
Any particular reason, as Esk, my dockyard is oribing around Greshieo?
Just to reduce clutter around the homeworlds; things can get hard to click on with the giant armadas around. As the KTA, your dockyard orbits Nara.

Quote
-Removed Herobrine.
nope...
herobrinespawner.system
aw damn i guess ill have to get it next time.
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Jonlissla on January 06, 2013, 12:09:50 PM
Never got around to try this mod before but now I finally did. Have to admit I'm really impressed, it does feel as a proper total conversion. Was a bit confused when I first saw the prices for all the different ships but considering how brutal combat is now I can understand that you have to replace ships a little bit more often.

Really nice mod, keep up the good work.
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Sunfire on January 08, 2013, 04:00:31 PM
I've been getting a missing value 1281, I am using the full version 2.2 on version 0.54.1 of Starfarer, I mean Starsector (neither of which the forum recognizes as words). Know what's up?
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Psiyon on January 08, 2013, 05:54:43 PM
I've been getting a missing value 1281, I am using the full version 2.2 on version 0.54.1 of Starfarer, I mean Starsector (neither of which the forum recognizes as words). Know what's up?
Can't say, can you provide any details about the crash, or the starfarer.log file?
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Sunfire on January 08, 2013, 06:53:40 PM
I've been getting a missing value 1281, I am using the full version 2.2 on version 0.54.1 of Starfarer, I mean Starsector (neither of which the forum recognizes as words). Know what's up?
Can't say, can you provide any details about the crash, or the starfarer.log file?

The load bar gets completely full, but then instead of the main menu, all I get is a crash. I think this is the problem:

35418 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id overdrive_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id disruptors_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id burndrive2_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id f01escort_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id missileoverdrive_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hyperstream_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id magplating_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id jets_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id overcharge_SHIP_SYSTEM not found
35420 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
35420 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id sdrones_SHIP_SYSTEM not found
35420 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id teriatescort_SHIP_SYSTEM not found
35420 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id swarmers_SHIP_SYSTEM not found
35441 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
35446 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 154.44 MB of texture data so far
35563 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.lwjgl.opengl.OpenGLException: Invalid value (1281)
org.lwjgl.opengl.OpenGLException: Invalid value (1281)
   at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
   at org.lwjgl.opengl.WindowsContextImplementation.setSwapInterval(WindowsContextImplementation.java:113)
   at org.lwjgl.opengl.ContextGL.setSwapInterval(ContextGL.java:232)
   at org.lwjgl.opengl.DrawableGL.setSwapInterval(DrawableGL.java:86)
   at org.lwjgl.opengl.Display.setSwapInterval(Display.java:1117)
   at org.lwjgl.opengl.Display.setVSyncEnabled(Display.java:1130)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Psiyon on January 08, 2013, 08:30:31 PM
Try applying the small planet textures fix, under the red text on the main page. If that doesn't work, which operating system are you running?
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Sunfire on January 09, 2013, 07:26:26 AM
Try applying the small planet textures fix, under the red text on the main page. If that doesn't work, which operating system are you running?

It worked like a charm! Thank you very much.
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Isimiel on January 13, 2013, 04:11:28 PM
How will this mod handle other systems out of curiosity  ;D
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Psiyon on January 13, 2013, 04:47:50 PM
How will this mod handle other systems out of curiosity  ;D
There are a few other planets in the Sovereign system that I intend to open up once multiple systems are available.

Moroba - A hellish hothouse world that lies close to the system's star.
Asylia - A barren but resource-rich world that has flows of molten gold running across its surface. One moon.
Kresh - A barely habitable desert. It has a breathable atmosphere, but temperatures are hostile to life anywhere that isn't near the poles.
God - durr
Trith - A frozen wasteland with two moons.
Pialtu - A barren world with virtually no atmosphere.
Vicerus - A small, cold world on the edge of the system.
Title: Re: Ascendency (Beta 2.2 Released)
Post by: The Soldier on January 13, 2013, 04:50:59 PM
I think he's asking about multiple systems, once it comes out. :) But the more planets, the merrier! :D If a faction controls that planet, will fleets spawn form them?
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Psiyon on January 13, 2013, 04:56:26 PM
I know, but there won't be multiple systems, only various planets/objects in the Sovereign system. But, I can assure that there will be a lot of lively places to go, so despite being only one star system, it won't feel small.

If a faction controls that planet, will fleets spawn form them?
I really don't know as of yet, as I have no idea how the multiple system thing will even work.
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Isimiel on January 14, 2013, 07:36:18 PM

why not they seem to have FTL drives ? ( im not complianing i just want to know more about the lore  :) )
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Psiyon on January 14, 2013, 07:52:06 PM
why not they seem to have FTL drives ? ( im not complianing i just want to know more about the lore  :) )
While they do have FTL drives, their ships don't have the necessary energy to jump to another system. They can make it to other systems with specially designed vessels, but exploration hardly receives priority funding in a wartime economy.

They primarily use their FTL for moving essential war assets around the system, as well as precision military strikes. Only ships with massive fusion cores have the ability to enter FTL, so most ships smaller than cruisers don't have the capability.
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Spardok on January 14, 2013, 11:43:38 PM
With the new mod that you're working on as a sequel to Ascendency (don't recall the name) the Coalition is coming from a DIFFERENT solar system right?
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Psiyon on January 15, 2013, 08:25:13 AM
With the new mod that you're working on as a sequel to Ascendency (don't recall the name) the Coalition is coming from a DIFFERENT solar system right?
Nope--in Dominion, the Eskel team up with their Lemurian buddies (who are from a different solar system, yes) in order to fight off the Terran invasion fleets that are wreaking havoc through the Large Magellanic Cloud.
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Spardok on January 15, 2013, 02:33:38 PM
Where did the Terran invasion fleets come from? Did the Lemurians get to another solar system through sub-light drives?
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Psiyon on January 15, 2013, 03:00:43 PM
No, the Lemurians have no relation to the Eskel--they come from a system about 400 light-years away. The Terrans, of course, come from Earth, in the Milky Way.

These'll explain more in-depth:
http://fractalsoftworks.com/forum/index.php?topic=642.msg72741#msg72741
And this page: http://fractalsoftworks.com/forum/index.php?topic=642.345
Title: Re: Ascendency (Beta 2.2 Released)
Post by: Spardok on January 15, 2013, 07:12:48 PM
My mistake I used the wrong name, when I said Coalition I was talking about the Terran Dominion. Since they came all the way from the Milky Way I assume they have FTL drives.
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on February 10, 2013, 08:13:41 PM

Beta 3 Released!
Full version:
https://dl.dropbox.com/u/71512473/ascendency-Beta_3-full.zip

Lite Version (No music):
https://dl.dropbox.com/u/71512473/ascendency-Beta_3-lite.zip

Warning: if you have an old or integrated graphics card and get a startup crash, please download the following fix:
https://dl.dropbox.com/u/71512473/smallplanettextures.zip


B.3 changes:

-New ship systems:

   -Magnetic plating:
      -Trades weapon power for increased armor.
      -Niathus, Luxara, Telanitan.
      -Note: Flux management on these ships is now important.

   -Assault Mode:
      -Trades speed and armor for significant weapon power.
      -Scug, Theiper
      -Note: Flux management on these ships is now important.

   -Auxiliary Thrust:
      -Trades armor power for increased speed.
      -Sikiraa, Ulnatan

   -Fire Control Array:
      -Projects a field around the ship that provides an accuracy and range bonus to friendly ships.
      -Cerija

All systems have full AI support.

-New sounds for heavy weapon impacts.
-Probably some other things I can't remember.
Title: Re: Ascendency (Beta 3 Released)
Post by: zeno0010 on March 11, 2013, 08:32:33 PM
Where did teh updates go =(
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on March 12, 2013, 02:12:25 PM
Eh, no real need to update it. It's feature-complete for Starsector's current state of development.
Title: Re: Ascendency (Beta 3 Released)
Post by: zeno0010 on March 12, 2013, 07:03:34 PM
but...but... :'(
Title: Re: Ascendency (Beta 3 Released)
Post by: elite24 on March 31, 2013, 01:57:44 PM
Ahh, there's always more to do :P.

And btw, what's up with the LPC-600 and the LPC-600x2. Something seems a little off there.

Balancing is just a fun time isn't it :).
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on March 31, 2013, 07:11:05 PM
Ahh, there's always more to do :P.
Yes, but not until the game is updated :P

And btw, what's up with the LPC-600 and the LPC-600x2. Something seems a little off there.
The LPC-600 X2 is basically two LPC-600s slapped together with some slightly improved stats, namely less OPs.
Title: Re: Ascendency (Beta 3 Released)
Post by: zeno0010 on April 14, 2013, 07:08:28 PM
Alrighty  im curious to see what you got planned next,  when i first started this mod i was like "almost no ones got shields anyone with balistics

is gonna screw up my ships, better be thiiei!" then that evolved to " missles all the way with darkoth spam.". now its "lyseti lazors plus KTA

missiles = win." I find that FC-LPAC to be the most efficient energy weapon, enough to replace my meidium mounts with. Is the ESK arsenal gonna

expand or get buffed? its just a little strange a shuttle and transport company has such advanced hardware over a military based almost entirely

on energy.

(on a side note i tried playing HW2 in the orbit of god, it dun work >_<. when i try to start a skirmish it just quits. title screen comes up fine)




Title: Re: Ascendency (Beta 3 Released)
Post by: elite24 on May 05, 2013, 02:14:49 PM
Quote
And btw, what's up with the LPC-600 and the LPC-600x2. Something seems a little off there.
The LPC-600 X2 is basically two LPC-600s slapped together with some slightly improved stats, namely less OPs

The LPC-600x2 does the same amount of damage per second as the LPC-600, but the LPC-600x2 uses 25 flux per second rather than the 18 flux per second used by the LPC-600. The LPC-600x2 also turns slower than the LPC-600. The LPC-600x2 does a little more emp damage, but is this really worth the 3 extra op when you consider the aforementioned downsides.

Sorry to be the critical guy here. The truth is I think this mod is fabulous, and I've been thoroughly impressed by the detail you've put into it. I love the combat style that you created by taking shields out of the equation, and the artwork is amazing. My aim is only to try to improve the mod, and I'm sorry if it comes across as annoying.
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on May 05, 2013, 10:21:02 PM
The LPC-600x2 does the same amount of damage per second as the LPC-600, but the LPC-600x2 uses 25 flux per second rather than the 18 flux per second used by the LPC-600. The LPC-600x2 also turns slower than the LPC-600. The LPC-600x2 does a little more emp damage, but is this really worth the 3 extra op when you consider the aforementioned downsides.
Hmm, looking at the stats now, you're right. I'll make a note to fix that up.

Sorry to be the critical guy here. The truth is I think this mod is fabulous, and I've been thoroughly impressed by the detail you've put into it. I love the combat style that you created by taking shields out of the equation, and the artwork is amazing. My aim is only to try to improve the mod, and I'm sorry if it comes across as annoying.
No need to apologize, I don't cry when people tell me I did something wrong :P Thanks for your interest and feedback.


Alrighty  im curious to see what you got planned next,  when i first started this mod i was like "almost no ones got shields anyone with balistics

is gonna screw up my ships, better be thiiei!" then that evolved to " missles all the way with darkoth spam.". now its "lyseti lazors plus KTA

missiles = win." I find that FC-LPAC to be the most efficient energy weapon, enough to replace my meidium mounts with. Is the ESK arsenal gonna

expand or get buffed? its just a little strange a shuttle and transport company has such advanced hardware over a military based almost entirely

on energy.

(on a side note i tried playing HW2 in the orbit of god, it dun work >_<. when i try to start a skirmish it just quits. title screen comes up fine)

For what I have planned next, I can't really say at the moment. As I've said quite a bit now, Ascendency is mostly done. The content that I want is all there, and while there may be a fair bit of tweaks and edits once 0.6 releases, there probably won't be a drastic amount of new content.

One thing I'll probably be doing in the future is merging Dominion and Ascendency into a multi-layered mod, giving the user the choice of what time period they want to play the campaign in. Once I truly start working on Dominion, it will probably be best if both mods were built into each other, as they use the same basic framework.

As for Lyseti, yeah, they're kind of weird. I might be nerfing some of their stuff in the future.


Edit: Don't play the Homeworld 2 mod. It's terrible.


Also, just feel like bouncing an idea around: does anyone have an opinion on RPG-like "build-quality" for weapons? For example, a Coalition Light Pulse Cannon might have three different versions, each one better than the last in basic statistics. Think of Mass Effect 1's weapon system, where each gun had like 10 different versions, the higher the better. I'm kind of torn between going that route, or going the opposite route, and removing several of weapons and making the ones that still exist more defined.
Title: Re: Ascendency (Beta 3 Released)
Post by: zeno0010 on May 06, 2013, 01:27:53 AM
Balancing is cool, when I think about it there isn't really much to *expand* on.

As for weapon variants (just throwing this out there) maby when you join a faction you would have access to like a military station only in said faction, like the commercial station but has the better updated versions of said weapons. Like say you join kta, a military station would spawn near their world near the regular station and has advanced hardware that the normal station doesn't.

you already integrated elite fleets so maybe the only way the other factions could get premium hardware would be to raid those fleets or the storage fleets moving to the military stations. It would be cool if you could somehow restrict access from other stations, that way you could still have supply fleets but that seems a lot to code so then yeah you can only raid elite fleets.

I would be totally down for expensive variant's.
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on May 06, 2013, 09:57:36 PM
Balancing is cool, when I think about it there isn't really much to *expand* on.

As for weapon variants (just throwing this out there) maby when you join a faction you would have access to like a military station only in said faction, like the commercial station but has the better updated versions of said weapons. Like say you join kta, a military station would spawn near their world near the regular station and has advanced hardware that the normal station doesn't.

you already integrated elite fleets so maybe the only way the other factions could get premium hardware would be to raid those fleets or the storage fleets moving to the military stations. It would be cool if you could somehow restrict access from other stations, that way you could still have supply fleets but that seems a lot to code so then yeah you can only raid elite fleets.

I would be totally down for expensive variant's.


Interesting idea. Restricting access to other stations is on my to-do list.


For now, though, a bit of progress:

(http://imageshack.us/a/img822/7183/newhullmodsys.jpg)

This is the new hullmod system. Hullmods are now separated into five categories: Offensive, Defensive, Auxiliary, Augmentation, and Support. You can only have one hullmod from each category at once, though some skills might change this.

Why did I choose to switch to this system? It's mainly a balance issue. Now, people can no longer get extremely overpowered ships by spamming hullmods, which was a major, major issue. Second, it allows for a much wider array of hullmods now that they can be balanced more effectively. It also facilitates more interesting character progression with new perks such as "Allows two offensive hullmods to be equipped." So, bottom line: makes the game more balanced, and empowers character creation by deepening the link between skills and hullmod unlocks.


Related to hullmods, I'm going to get rid of the Vessel Militarization hullmod and just get the same effect on all ships by using a plugin. Makes things cleaner.
Title: Re: Ascendency (Beta 3 Released)
Post by: zeno0010 on May 06, 2013, 11:07:47 PM
good idea, ill miss stacking auxiliary plating.

cant wait ^_^.......well I guess I can......you know what I mean.
Title: Re: Ascendency (Beta 3 Released)
Post by: Silver Silence on May 08, 2013, 07:37:33 AM
AUG: Engines to Ballistics
DEF: Auxiliary Plating
OFN: Elite Magnetic Coils
SPRT: Multinode Scanner Array

Now gimme a Ritiak and lemme pew away.
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on May 19, 2013, 03:34:08 PM
Got a fair amount of work done over the past few days. Sadly, none of this will be released until 0.6a comes, but I'll post the notes for the things that I have completed.


Spoiler
-Changed the mod's name to "Obsidian Void", color scheme changed to purple. This is in preparation for the Dominion mod, which will run on Ascendency's framework. It is easiest for me to have both mods merged into one, rather than to work on separate mods that share a massive amount of content.

(http://imageshack.us/a/img844/7303/screenshot009rt.th.jpg) (http://imageshack.us/a/img844/7303/screenshot009rt.jpg)

-Changed primary font.
-Heavy Hyperon Beams now cause extensive EMP damage, and have a slight chance of causing a short overload to the targeted ship.

-Massive hullmod mechanic change:
   -Hullmods are divided into 5 categories: Augmentations, Auxiliary, Support, Offense, and Defense.
      -Augmentation hullmods boost the effectiveness in one area while removing effectiveness from another. They have low OP costs.
      -Auxiliary hullmods provide failsafes that help rescue ships from bad situations.
      -Support hullmods are more general in nature, and don't necessarily directly impact combat performance.
      -Offensive hullmods directly affect the weapons of the vessel.
      -Defensive hullmods directly affect the defensive capabilities of the vessel.

   -New Hullmods:
      -Support: Latch Points: Increases hangar space of the vessel, pending on hull size.
      -Support: LIDAR Array: Increases sensor range by 50%

   -Removed Vessel Militarization hullmod. Stat bonuses for weapon and engine health are now applied via plugin.


-New original music for campaign. (Note: all music in the mod is now original)
-Target drones added to simulations.

Combat overhaul:

-Anti-fighter weapons are now significantly more effective at taking down strike craft, and somewhat less effective versus larger ships.

-Critical hit system:

   -Only Kinetic, Energy and High Explosive damage types can cause critical hits. Fragmentation does not.
   -Basic crits occur occasionally. About a 1-2% chance for small projectiles. Higher chances for stronger projectiles.
   -Moderate crits occur infrequently. Small weapons have exceptionally small chances of triggering them. Chance increases for projectile strength.
   -Crippling crits occur very rarely, maybe three or four times per sizable engagement. Small projectiles have virtually no chance of triggering them.

      -Basic Critical Hits:
         -Armor Pierce/Secondary Explosion: deals a large amount of HE damage to the affected area. Kinetic only.
         -Conduit Rupture: causes a few low-damage EMP arcs to shoot out from the damaged spot. E/HE/K

   
      -Moderate Critical Hits:
      -Can only occur if a ship is below 100% health.   
         -Coolant Line Rupture: Can do different things. E/HE/K
            -Can reduce engine power.
            -Can reduce weapon fire rates.
            -Can reduce flux dissipation rates.
         -Sensor Damage: Reduces sensor range, reduces autofire accuracy. E/HE/K
         -Internal Fire: Skyrockets the crew loss multiplier. HE/K
         -Conduit Overload: Causes a momentary flux overload. No more than 5 seconds. E
   

      -Crippling Critical Hits: (All damage types, excluding frag)
      -Can only occur if a ship is below 35% health.
         -Fusion Core Breach: Speed and weapon ROFs cut drastically. If a ship has shields, they are disabled.
         -Energy Containment Failure: Total overload, ~8 seconds, all weapons knocked offline.
         -Shield generator destruction: If a ship has shields, they are disabled.
         -Computer failure: Weapon ranges reduced by 25%, as is autofire accuracy.
         -Compromised Energy Grid: Flux dissipation is 70% slower.


-Fighters now pack more of a punch with the critical hit system, but due to anti-fighter weaponry, are somewhat weaker against certain weapons.
[close]
Title: Re: Ascendency (Beta 3 Released)
Post by: Silver Silence on May 20, 2013, 07:40:54 AM
That critical hits idea sounds kinda awesome with spamtastic weaponry like those of the Okouth.

Title: Re: Ascendency (Beta 3 Released)
Post by: Sproginator on May 20, 2013, 07:44:40 AM
Sounds promising!
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on May 27, 2013, 12:31:55 PM
Some Dominion-related stuff:

(http://imageshack.us/a/img694/8157/cordpromo.th.jpg) (http://imageshack.us/a/img694/8157/cordpromo.jpg)
This is the reworked Cordelphia, for the Lemurian Empire. It now doesn't look *** in 3D.


(http://imageshack.us/a/img827/6614/alone2w.th.jpg) (http://imageshack.us/a/img827/6614/alone2w.jpg)
Subsequently, I made this. It'll probably be the main loading screen image from now on.



Also, added a new Augmentation hullmod:
-AG: Cargo Space to Crew Quarters - Reduces cargo capacity of the ship by 50%, but increases crew capacity by 35%


Will probably make a hullmod that does the reverse.
Title: Re: Ascendency (Beta 3 Released)
Post by: zeno0010 on May 27, 2013, 10:25:40 PM
so many mysteries to dominion. they shall unravel!
Title: Re: Ascendency (Beta 3 Released)
Post by: Levik on May 29, 2013, 10:43:52 AM
created a ship for your mod
Spoiler
(http://i1161.photobucket.com/albums/q509/mrmrkek/owl_zps73d30bf7.png) (http://s1161.photobucket.com/user/mrmrkek/media/owl_zps73d30bf7.png.html)
[close]
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on May 29, 2013, 02:02:22 PM
created a ship for your mod
Spoiler
(http://i1161.photobucket.com/albums/q509/mrmrkek/owl_zps73d30bf7.png) (http://s1161.photobucket.com/user/mrmrkek/media/owl_zps73d30bf7.png.html)
[close]
That's pretty goddamned awesome, I must admit.

I might very well add it in. It probably won't be a common ship (Thiiei has a ton of ships already), but I certainly wouldn't mind having it exist in the mod in some capacity.
Title: Re: Ascendency (Beta 3 Released)
Post by: Vinya on May 29, 2013, 04:52:55 PM
10/10 would fly.
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on May 30, 2013, 10:59:58 PM
I made a few adjustments to the ship to match the Thiian style a bit more:


(http://imageshack.us/a/img341/1693/thiianship.png)


I like how it looks. Now I just need to name it. Nonetheless, expect its appearance in Beta 4. Performance-wise, I'm aiming to make it an alternative to the Ritiak, specializing in more weapons over better weapons. Gunmounts are not final.
Title: Re: Ascendency (Beta 3 Released)
Post by: Levik on May 30, 2013, 11:52:15 PM
Psiyon, not bad

here is my yesterday's work. It may be useful.
http://www.mediafire.com/download/d8my0ns7gx11bp7/ascendency-B.3-lite.rar
Spoiler
(http://i1161.photobucket.com/albums/q509/mrmrkek/java2013-05-3115-42-39-99_zps79cbfdd1.png) (http://s1161.photobucket.com/user/mrmrkek/media/java2013-05-3115-42-39-99_zps79cbfdd1.png.html)
[close]
Title: Re: Ascendency (Beta 3 Released)
Post by: Levik on June 01, 2013, 12:28:40 AM
This early version of the missile cruiser needs refinement.
Spoiler
(http://i1161.photobucket.com/albums/q509/mrmrkek/i1ri_zps54b4adc5.png) (http://s1161.photobucket.com/user/mrmrkek/media/i1ri_zps54b4adc5.png.html)
[close]
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on June 01, 2013, 10:00:44 AM
Psiyon, not bad

here is my yesterday's work. It may be useful.
http://www.mediafire.com/download/d8my0ns7gx11bp7/ascendency-B.3-lite.rar
Spoiler
(http://i1161.photobucket.com/albums/q509/mrmrkek/java2013-05-3115-42-39-99_zps79cbfdd1.png) (http://s1161.photobucket.com/user/mrmrkek/media/java2013-05-3115-42-39-99_zps79cbfdd1.png.html)
[close]
Glad you approve of the modifications.

I'll probably have to redo the ship file, sadly--but the CSV data will be nice to have. Thank you :)

This early version of the missile cruiser needs refinement.
Spoiler
(http://i1161.photobucket.com/albums/q509/mrmrkek/i1ri_zps54b4adc5.png) (http://s1161.photobucket.com/user/mrmrkek/media/i1ri_zps54b4adc5.png.html)
[close]
Interesting design. I'll see what I can do with one of them.



Also, I'm really appreciative of you helping with ship design--anything that eases the workload is welcome :)
Title: Re: Ascendency (Beta 3 Released)
Post by: Silver Silence on June 01, 2013, 10:25:58 AM
The Ritiak already has a fair few weapons on it, those 5 big kinetic cannons and the various PD. If that mystery ship is to have more guns than the Ritiak and be something of a baby Ithia, it'll need to live and breathe weapon hardpoints. Or just follow a more Orkish tradition and put as much dakka in one weapon as possible. Like the Ithia's main guns.
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on June 01, 2013, 11:41:14 AM
Right--I was thinking of giving it a boatload of small turrets, and a few medium ones. I might make one or two scaled-down versions of the Ithia's main guns for this ship. Lots and lots of dakka. :P
Title: Re: Ascendency (Beta 3 Released)
Post by: phyrex on June 01, 2013, 12:11:55 PM
Right--I was thinking of giving it a boatload of small turrets, and a few medium ones. I might make one or two scaled-down versions of the Ithia's main guns for this ship. Lots and lots of dakka. :P

if it dosent work, MOAR DAKKA !
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on June 01, 2013, 03:14:39 PM
Levik, I did some work with the Ceni Six ship you made. I like the result. Should fit the game well as a rarer csix missile destroyer.
(http://imageshack.us/a/img827/1351/hirodika.png)

Also, it's about time the Okouth got a capital ship, so I did that.
(http://imageshack.us/a/img835/6361/aryab.png)

The Arya-class Tactical Carrier has two flight decks, and a capable armament for going onto the front lines.

Think of it as a lesser, ballistic version of the Coalition's carrier.
Title: Re: Ascendency (Beta 3 Released)
Post by: Silver Silence on June 01, 2013, 09:19:28 PM
Considering the Okouth's penchant for the stellar equivalents of miniguns, that carrier is probably gonna have a ton of dakka on it. I count, what, 11 small mounts for standard Okouth dakka. Those mounts above the hangars might be large, I don't quite remember, I haven't played Ascendancy in so long, but if they are, those big kinetic artillery pieces the Okouth destroyer uses can mount there. Potential to be quite the monster. Won't be able to bully those Okouth destroyer-and-frigate-only fleets.
Title: Re: Ascendency (Beta 3 Released)
Post by: Levik on June 01, 2013, 10:07:24 PM
nice,

may want to change the runway
(http://i1161.photobucket.com/albums/q509/mrmrkek/aryab_zpsb7647100.png) (http://s1161.photobucket.com/user/mrmrkek/media/aryab_zpsb7647100.png.html)
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on June 02, 2013, 03:20:03 PM
Hmm... that's not too bad, actually. Looks a bit flimsy though. I might add some more supports towards the front and then just run with that. Thanks again :)
Title: Re: Ascendency (Beta 3 Released)
Post by: Silver Silence on June 02, 2013, 03:23:59 PM
I think I prefer the larger runways to the thinner ones. Then again, I like the almost-obnoxiously placed runway that sits at a funny angle on the KTA carrier. Not knocking Psiyon's spriting, but it's like he went "F**k it, that'll do." I love it. KTA carrier is like the portal turret. "I'm different."

EDIT: Ninja'd.
Title: Re: Ascendency (Beta 3 Released)
Post by: Levik on June 03, 2013, 01:22:35 AM
How many new ships are ready? Do you need more ships? Should I do them?
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on June 03, 2013, 11:11:05 AM
I got the Okouth Carrier ready and in-game so far, but I haven't tackled your ships yet. They're next on my list though.

Really, though, I don't need too many ships. If you want, you could do an additional ship each for the KTA and Coalition--that would make 1 new ship for all important factions, and round it out nicely. But any more past that, and I don't really know where I'd put them.

Additionally, you could help with weapons if you so choose. I need some good large and medium weapons of both energy and ballistic types. I can adapt their appearance to any faction on my own, but I'll probably just end up making them Lyseti products.

I'll give you freedom as to what kind of weapons to design, and I encourage them to be more on the exotic end--not just your basic cannons.

So, feel free to do however much of the above that you want. Anything helps me out a great deal; and of course, thanks again :)


EDIT:

I think I prefer the larger runways to the thinner ones. Then again, I like the almost-obnoxiously placed runway that sits at a funny angle on the KTA carrier. Not knocking Psiyon's spriting, but it's like he went "F**k it, that'll do." I love it. KTA carrier is like the portal turret. "I'm different."

EDIT: Ninja'd.
I added a few support beams to the far end, and the thinner profile of the main runway looks significantly better in my opinion:

(http://imageshack.us/a/img11/9580/aryaq.png)

lol, for the Kartuaa, I figured the angled launch pad would allow the ships to enter the hangar bay while easily avoiding the carrier's point defense weaponry:

(http://imageshack.us/a/img542/9208/kartp.th.jpg) (http://imageshack.us/a/img542/9208/kartp.jpg)

And since the KTA's ships are technically supposed to be vertically oriented, it made sense. But in 2D it does look kind of odd :P
Title: Re: Ascendency (Beta 3 Released)
Post by: Silver Silence on June 04, 2013, 10:46:20 AM
I would love to see many of the 3d models of the ships in Ascendancy even if they are all untextured.
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on June 04, 2013, 11:25:25 AM
Pretty much every non-Thiian ship is untextured, but I'll post what I have, despite many of the models being outdated or inaccurate.

http://www.moddb.com/mods/in-the-orbit-of-god/images - Images from the Homeworld 2 version. The Thiian race was the only race completed, though. There's a lot of similar stuff, as well as some things that didn't make it into the Starsector version.

http://psiyon.deviantart.com/art/Vicerus-WIP-2-264624795 - Vicerus Frigate

http://psiyon.deviantart.com/art/Coalition-Starships-260025502 - Esk Coalition starships

http://psiyon.deviantart.com/art/Lemurian-Starships-260045015 - Ceni Six / Okouth ships. Yeah, they say Lemurian, but those were the old Lemurian ship designs. I decided to make sure of the old stuff and use them as ships in Ascendency. Size is not identical to in-game scales. Singularity Battlecruiser = Okouth Destroyer; Quasar Destroyer = Ceni Six Destroyer; Morningstar = Ceni Six Light Frigate; Planetfall = Ceni Six Onari Corvette; Cometfall = Okouth Gara corvette.

http://psiyon.deviantart.com/art/Lament-207453214 - Ceni Six Kio, crashed.

http://psiyon.deviantart.com/art/Overlord-Dreadnaught-208461261 - Ceni Six Iri.

http://psiyon.deviantart.com/art/AMSC-Scout-208502446 - Ceni Six C.SIX-84, but without wings. Was originally intended to be a hovercraft for another project.

That's about all I have uploaded, though. Most of the remaining ships are garbage and incredibly low-detail, as they were made specifically for Ascendency.
Title: Re: Ascendency (Beta 3 Released)
Post by: Silver Silence on June 05, 2013, 07:03:57 PM
(http://i.imgur.com/mgpYsOX.gif)


Aha~!
Found the Ritiak (http://media.moddb.com/cache/images/mods/1/16/15660/thumb_620x2000/rit1.jpg)!

Always nice to have a feel for what the ships would look like in 3d space. More so that all these ships are made with 3d models to begin with.
Title: Re: Ascendency (Beta 3 Released)
Post by: elite24 on June 09, 2013, 09:00:32 PM
You should make a capital ship or cruiser for the Lyseti faction that uses the big FC-HPAC-1220 so that it's used in the campaign (besides on elite velithans, so I guess I should say used on a lyseti ship).

Okouth is also begging for a large missile that can be used on the Vicerus-class frigate.

Speaking of the Vicerus, it feels a little under-powered. I know it's supposed to be an older, cheaper ship, but compared to the other missile-boats in the game it doesn't really have much else to offer. The loading screen seems to show two medium missile mounts next to the large missile mounts, and I feel like an addition of something along those lines would help it to fit a more unique role in a fleet among the other missile-boats.
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on June 11, 2013, 02:05:33 PM
You should make a capital ship or cruiser for the Lyseti faction that uses the big FC-HPAC-1220 so that it's used in the campaign (besides on elite velithans, so I guess I should say used on a lyseti ship).
Potentially. I was kind of staying away from giving Lyseti any big ships, because most smaller ship-building corporations wouldn't have the extensive resources for building a capital ship available to them.

Okouth is also begging for a large missile that can be used on the Vicerus-class frigate.
They do have their splinter missiles, but I suppose those are a bit of a niche weapon for killing Ceni's shields. I might give them their own standard SRM/MRM/LRM set.

Speaking of the Vicerus, it feels a little under-powered. I know it's supposed to be an older, cheaper ship, but compared to the other missile-boats in the game it doesn't really have much else to offer. The loading screen seems to show two medium missile mounts next to the large missile mounts, and I feel like an addition of something along those lines would help it to fit a more unique role in a fleet among the other missile-boats.
I actually had them set up that way in an extremely early version of the mod about a year ago. They wrecked everything with four MRM batteries, and no other frigate could even hope of standing up to them. What I might do is add two small missile mounts--it'll make them a bit better, which, I agree they could use a bit of a buff. That way you could add some SRMs to do some extra light damage to strike craft, or you could mount some rockets for increased damage against larger ships.
Title: Re: Ascendency (Beta 3 Released)
Post by: phyrex on June 11, 2013, 03:27:43 PM
im writing this here because i just thought of it.
there should be a ship that looks like a huge Y with parallel prongs and in the middle, a built-in, 1 ammo missile launcher that launch a wolf-sized intergalactic cruise-missile kinda thing  ;D
Title: Re: Ascendency (Beta 3 Released)
Post by: Silver Silence on June 11, 2013, 03:36:37 PM
You realise that a missile the size of a Pilum is a ship killer in this mod, right? What the hell use would you have for a missile that big?  :P
Title: Re: Ascendency (Beta 3 Released)
Post by: phyrex on June 11, 2013, 05:59:34 PM
You realise that a missile the size of a Pilum is a ship killer in this mod, right? What the hell use would you have for a missile that big?  :P

nothing. truth be told, i wrote that here because i was too lazy to put it somewhere else. i just wrote that on the spur of the moment. sorry.
honestly i havent really checked what ascendency is about.

...

i guess that just makes me a spammer. just delete those posts
Title: Re: Ascendency (Beta 3 Released)
Post by: ValkyriaL on June 11, 2013, 06:16:27 PM
(http://i.imgur.com/0cetINu.png) <--- "Big Missile" :)
Title: Re: Ascendency (Beta 3 Released)
Post by: elite24 on June 11, 2013, 08:42:29 PM
You should make a capital ship or cruiser for the Lyseti faction that uses the big FC-HPAC-1220 so that it's used in the campaign (besides on elite velithans, so I guess I should say used on a lyseti ship).
Potentially. I was kind of staying away from giving Lyseti any big ships, because most smaller ship-building corporations wouldn't have the extensive resources for building a capital ship available to them.
Yeah, after making that comment I realized that lore-wise a Lyseti capital ship wouldn't make sense (as cool as it would be ;)). Maybe the addition of some sort of destroyer would make more sense. It's a shame that such a cool weapon isn't utilized by its respective faction.

Earlier in the thread you mentions adding a new ship to both the KTA and Coalition factions. As needless as my opinions regarding what roles those ships should fill are, I will state them here anyways.

The KTA are really in need of some sort of heavy cruiser. Their fleets are a little soft, being based around the powerful, but long-range hyberon beams, and are really in need of some backbone. The Cerija-class assault-ship does fill this role somewhat, but the Cerija-class isn't exactly the heaviest capital ship in the game (and that's not it's intended role). Adding a powerful cruiser would really strengthen and round out the fleet.

As far as the Coalition goes, I not totally sure what role their ship should fill. It could fill in the gap between the Luxara and the Kaeomdus, but that doesn't seem entirely necessary. I could also be a destroyer, as the game doesn't have a huge abundance of basic destroyers. It would be cool to see some sort of Coalition dreadnought, but this may be too over-powered (but still cool ;)).

And just in case I have blabbered enough, the Viktra could use a little buff as well. It's not a bad ship, but it's weapons package is a little sub-par, especially for the 6 fleet points it's worth. The Makalan also fit's into this category, but the hyperon beam buff may help alleviate this issue.

After staring at the Lyseti heavy pulsed anion cannon for awhile, I feel like it is a little op compared to the other energy weapons, but this is debatable. My only reason for thinking this is the difference in base damage between the energy weapons grows significantly as the flux level of a ship increases. Now, since most energy weapon wielding ships in the game have a way to naturally increase their flux level, the benefit of using a higher damage energy weapon quickly outweighs the cons of the higher flux cost and slightly higher op (not to mention the Lyseti heavy pulsed anion cannon has great range comparatively).
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on June 11, 2013, 09:37:16 PM
im writing this here because i just thought of it.
there should be a ship that looks like a huge Y with parallel prongs and in the middle, a built-in, 1 ammo missile launcher that launch a wolf-sized intergalactic cruise-missile kinda thing  ;D
While it's a cool idea, I don't really think that such a ship or weapon would work in this mod.



honestly i havent really checked what ascendency is about.
Making Starsector newbies scream in tormented agony, mostly.


(http://i.imgur.com/0cetINu.png) <--- "Big Missile" :)
me gusta



Yeah, after making that comment I realized that lore-wise a Lyseti capital ship wouldn't make sense (as cool as it would be ;)). Maybe the addition of some sort of destroyer would make more sense. It's a shame that such a cool weapon isn't utilized by its respective faction.
A destroyer is more likely, yes. Either that or a sort of heavy frigate.

The KTA are really in need of some sort of heavy cruiser. Their fleets are a little soft, being based around the powerful, but long-range hyberon beams, and are really in need of some backbone. The Cerija-class assault-ship does fill this role somewhat, but the Cerija-class isn't exactly the heaviest capital ship in the game (and that's not it's intended role). Adding a powerful cruiser would really strengthen and round out the fleet.
I was planning on having the KTA's new ship be a cruiser, so we're in agreement here :)

As far as the Coalition goes, I not totally sure what role their ship should fill. It could fill in the gap between the Luxara and the Kaeomdus, but that doesn't seem entirely necessary. I could also be a destroyer, as the game doesn't have a huge abundance of basic destroyers. It would be cool to see some sort of Coalition dreadnought, but this may be too over-powered (but still cool ;)).
Truthfully I don't even know if I'm going to add a new ship to the Coalition or not after thinking about it for a while. They've already got two larger ships, a capable destroyer, and a well-rounded complement of frigates. I was thinking on perhaps a new fighter or corvette, but a destroyer could be interesting too. A dreadnaught could be really fun, though.... we'll see.

And just in case I have blabbered enough, the Viktra could use a little buff as well. It's not a bad ship, but it's weapons package is a little sub-par, especially for the 6 fleet points it's worth. The Makalan also fit's into this category, but the hyperon beam buff may help alleviate this issue.
Fortunately the critical hit system saves the Viktra; its heavy autocannons now tear fighters to shreds. In the current build, it can easily take down quite a few fighter squadrons, assuming they don't swarm the ship all at once. It's also exceptionally good at taking down corvettes too. As for the Makalan, you're correct, the hyperon beam's buff makes it much more valuable since it can now, though rarely, disable ships for a few seconds by overloading them.


After staring at the Lyseti heavy pulsed anion cannon for awhile, I feel like it is a little op compared to the other energy weapons, but this is debatable. My only reason for thinking this is the difference in base damage between the energy weapons grows significantly as the flux level of a ship increases. Now, since most energy weapon wielding ships in the game have a way to naturally increase their flux level, the benefit of using a higher damage energy weapon quickly outweighs the cons of the higher flux cost and slightly higher op (not to mention the Lyseti heavy pulsed anion cannon has great range comparatively).
It's totally OP, there's no "little" about it. I haven't gotten around to fixing it yet, though.
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on June 12, 2013, 06:14:21 PM
(http://img221.imageshack.us/img221/3016/sotvaan.png)

yaaaaaaaaaaaay crusur

The KTA's Sotvaan-class Hunter-killer Cruiser has an impressive armament and frightening speed, but it comes at a cost--the ship is rather fragile. If you want to 1v1 smaller ships, this is your guy. But don't expect it to hold up for long under heavy fire. That's what the Cerija's for.

This ship is more ballistic-oriented than most KTA ships.
Title: Re: Ascendency (Beta 3 Released)
Post by: Silver Silence on June 12, 2013, 07:24:14 PM
Except for the part where it's almost impossible to "1v1 me, bruh" in Ascendancy.  ::)
Title: Re: Ascendency (Beta 3 Released)
Post by: ValkyriaL on June 13, 2013, 01:38:12 AM
If he is fragile.. does that mean....

That if i send this missle (http://i.imgur.com/uIjP981.png) in his general direction, he wont survive it yes? ::)
Title: Re: Ascendency (Beta 3 Released)
Post by: phyrex on June 13, 2013, 09:01:50 AM
If he is fragile.. does that mean....

That if i send this missle (http://i.imgur.com/uIjP981.png) in his general direction, he wont survive it yes? ::)

haha, i love it
Title: Re: Ascendency (Beta 3 Released)
Post by: elite24 on June 13, 2013, 08:11:12 PM
That cruiser looks awesome. Sounds like the KTA can deal out some serious damage now.

I'm interested to see how the addition of the critical hit system and the hyperon beam buff balance out some of the ships. I have a feeling relas are a lot scarier now, and shielding is even more important.

IT also occurred to me Okouth could use another fighter. There are a lot in the game, but it feels like they need some sort of heavy fighter or corvette with the new carrier they've got.

Title: Re: Ascendency (Beta 3 Released)
Post by: elite24 on June 13, 2013, 08:12:09 PM
If he is fragile.. does that mean....

That if i send this missle (http://i.imgur.com/uIjP981.png) in his general direction, he wont survive it yes? ::)

BIGGER MISSILE!
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on June 14, 2013, 10:31:10 AM
Except for the part where it's almost impossible to "1v1 me, bruh" in Ascendancy.  ::)
mang u crazy i destroy noobs in 1v1 all the time by failing into bronze league and 6-pool oh wait wrong game.

If he is fragile.. does that mean....

That if i send this missle (http://i.imgur.com/uIjP981.png) in his general direction, he wont survive it yes? ::)
A missile that big probably won't move so fast, so actually, provided it is coming at the Sotvaan head-on, it'll probably be shot down before impact. From the back, though, that's another story.


That cruiser looks awesome. Sounds like the KTA can deal out some serious damage now.
It's pretty fun to fly in-game, really. For the default variant, I've got two heavy repeaters in the large ballistic slots in front. That, and the ship can reach speeds of about 80 units per second with an elite fusion core (not counting 0-flux boost).

I'm interested to see how the addition of the critical hit system and the hyperon beam buff balance out some of the ships. I have a feeling relas are a lot scarier now, and shielding is even more important.
In reality, the critical hit system isn't meant to alter balance in any significant way. Its goal is to add a small degree of randomness into battles so that the mod isn't so hard-countered. For example, a Kio is obviously stronger than a Rela, and can usually beat it with minimal damage each time. With the critical hit system, the goal is not to make it so the Rela has a chance of beating the Kio in 1v1, but rather gives it the ability to lose a bit less. So instead of the Kio winning with about 80% health left, it might win anywhere from 95% hull remaining to 65% hull remaining, and it might come out of the 1v1 with some minor impairments to its systems, like a reduction in sensor range or less autofire accuracy.


IT also occurred to me Okouth could use another fighter. There are a lot in the game, but it feels like they need some sort of heavy fighter or corvette with the new carrier they've got.
Eh, I think Okouth are good in strike craft. They've got four already. The VES-1330s serve as interceptors, the Vasirs serve as heavy fighters, the Zetils serve as heavy bombers, and the Garas serve as anti-fighter/general support.
Title: Re: Ascendency (Beta 3 Released)
Post by: Silver Silence on June 14, 2013, 10:58:46 PM
I don't find myself in that many 1v1 situations and if I am in them, one of us is seriously crippled from a fight. Even the smallest fleets roll with 3-4 frigates and a fighter wing or two. In the case of the Okouth, they typically have that fighter wing with beam weapons. The extremely slow flux dissipation of C.Six ships means that getting hit by that WILL build up flux on shields, or you can lower it and take a surprisingly scary amount of damage because energy weapons do pretty well on the hull too.
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on June 15, 2013, 08:00:52 PM
I didn't mean a 1v1 in the sense of an enemy fleet of one ship vs your fleet of one ship, I just meant standard 1v1 situations in normal fleet battles. The new cruiser is good for breaking off from the main engagement and hunting down stray ships. Having only the cruiser in your fleet would invite inevitable death. :P
Title: Re: Ascendency (Beta 3 Released)
Post by: Silver Silence on June 15, 2013, 08:10:13 PM
But that's how you have to start. One lone ship. So every fight is crippling damage because you have to fight 3-4 frigates at a time. I started and died 3 times before capturing a lone uncrewed Kartuaa and filling it with Thiian rocket bombers.
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on June 15, 2013, 08:54:54 PM
You don't have to start with one ship. The easy start option gives you a couple frigates and fighters to start you off without too much pain. I might just make a system that lets you create your own starting fleet with a set number of points or something for the next version.
Title: Re: Ascendency (Beta 3 Released)
Post by: Silver Silence on June 15, 2013, 10:25:02 PM
I started with an easy C.SIX start and got rolled over in the first fight I had with the Okouth. Then I sulked and restarted as Thiians with another easy start and got rolled over by the Lyseti because I totally forgot that the Thiians are like the only people that the Lyseti don't like.  ::)
Still suffering losses and I've bought all the fighters from the Thiian station, even the little fighters. Those rocket bombers work a treat on most frigates except that er... the Savil? The KTA missile frigate. That thing sadly chews up strikecraft faster than they can chew it up because missiles.
Title: Re: Ascendency (Beta 3 Released)
Post by: Levik on June 17, 2013, 11:11:22 PM
when the new version is released?
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on June 18, 2013, 08:34:19 AM
I started with an easy C.SIX start and got rolled over in the first fight I had with the Okouth. Then I sulked and restarted as Thiians with another easy start and got rolled over by the Lyseti because I totally forgot that the Thiians are like the only people that the Lyseti don't like.  ::)
Still suffering losses and I've bought all the fighters from the Thiian station, even the little fighters. Those rocket bombers work a treat on most frigates except that er... the Savil? The KTA missile frigate. That thing sadly chews up strikecraft faster than they can chew it up because missiles.
Alright, I think I get your point. I'll see about adding in some smaller 1-2 ship "fleets" for each faction so starting off isn't quite as brutal. But do understand, I don't want to make the mod too easy--the difficulty is sort of central to it.

when the new version is released?
Sometime a bit after 0.6a. A lot of the stuff I'm adding in--namely the critical hit system--is partially broken in the current version, and requires the fixes\features of 0.6a to make it work.
Title: Re: Ascendency (Beta 3 Released)
Post by: Silver Silence on June 19, 2013, 01:50:18 AM
You know, Psi, on a topic completely unrelated to the mod, how do you use Wings3D?
My intentions were to create spaceborne versions of the red ships (http://taesc.tauniverse.com/images/TAESC_BIGSHOT_004.png), but all I can do is deform a cube and make it hurt my mind as I invert it's faces inside itself.....
Title: Re: Ascendency (Beta 3 Released)
Post by: silentstormpt on June 19, 2013, 07:42:03 AM
Been getting some ideas for a few days for a critical system that instead of just being a crit it also "penetrates" armor or shield depending on the weapon damage type, not only that, by using the smoke effect coded by xenoargh i can have it doing a burn effect on crits that penetrated the armor or doing a small emp effect on a certain zone if the crit was done by a kinetic damage type. To finalize, when a ship goes into overload, to penalize, there will be low EMP shooting from the ship that might hit itself but also enemies close (specially dangerous to fighters and drones)
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on June 19, 2013, 11:53:37 AM
You know, Psi, on a topic completely unrelated to the mod, how do you use Wings3D?
My intentions were to create spaceborne versions of the red ships (http://taesc.tauniverse.com/images/TAESC_BIGSHOT_004.png), but all I can do is deform a cube and make it hurt my mind as I invert it's faces inside itself.....
First off, find a copy of the Manifoldlabs version of Wings 3D. It's got a lot of extra features, namely boolean operations. As for actually using the program, my methods are as such:

1: Hotkey all the widely used commands. I use the 1-3 keys for moving things along either the X Y or Z planes, E for extrude: normal, V for bevel, B for bridge, and C for cleanup.

2: Mash a lot of different objects together. You're going to have a really rough time deforming a single cube into what you want. Make multiple cubes or 3D objects, shape them into the components you want, and then put them all together. It doesn't matter if faces are inside of other objects (Assuming you're not putting them in a 3D game where optimization is important.) If the overlapping objects really bother you, make use of the boolean union command in the Manifoldlabs version.

3D modeling takes a lot of time to learn, and I must say, even after ~3 years of doing it occasionally, I'm still terrible at it.


Been getting some ideas for a few days for a critical system that instead of just being a crit it also "penetrates" armor or shield depending on the weapon damage type, not only that, by using the smoke effect coded by xenoargh i can have it doing a burn effect on crits that penetrated the armor or doing a small emp effect on a certain zone if the crit was done by a kinetic damage type. To finalize, when a ship goes into overload, to penalize, there will be low EMP shooting from the ship that might hit itself but also enemies close (specially dangerous to fighters and drones)
That sounds pretty cool, but I don't want to over-complicate the critical hit system, at least not at first. I also don't want to use the burn effect because of performance issues--large-scale battles in this mod already annihilate low-end computers and put a strain even on relatively modern systems. While the smoke effects would be nice to have, not everyone's computer can handle the extra load.
Title: Re: Ascendency (Beta 3 Released)
Post by: Silver Silence on June 19, 2013, 06:15:09 PM
You know, Psi, on a topic completely unrelated to the mod, how do you use Wings3D?
My intentions were to create spaceborne versions of the red ships (http://taesc.tauniverse.com/images/TAESC_BIGSHOT_004.png), but all I can do is deform a cube and make it hurt my mind as I invert it's faces inside itself.....
First off, find a copy of the Manifoldlabs version of Wings 3D. It's got a lot of extra features, namely boolean operations. As for actually using the program, my methods are as such:

1: Hotkey all the widely used commands. I use the 1-3 keys for moving things along either the X Y or Z planes, E for extrude: normal, V for bevel, B for bridge, and C for cleanup.

2: Mash a lot of different objects together. You're going to have a really rough time deforming a single cube into what you want. Make multiple cubes or 3D objects, shape them into the components you want, and then put them all together. It doesn't matter if faces are inside of other objects (Assuming you're not putting them in a 3D game where optimization is important.) If the overlapping objects really bother you, make use of the boolean union command in the Manifoldlabs version.

3D modeling takes a lot of time to learn, and I must say, even after ~3 years of doing it occasionally, I'm still terrible at it.
And that's only the half of it. Then I still need to render a perfect overhead view. And then colour it in Paint.NET The orthogonal view seems to be a blueprint-style view rather than with a point of view putting things outta shape. But the camera isn't restricted any way so you can just make the camera upside down and such. And is there a symmetrical option? So a manipulation on one side also happens on the other side? Or can that simply be done by just selecting the appropriate points on both sides of the shapes?
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on June 19, 2013, 06:49:19 PM
You're probably not going to want to use Wings 3D for doing your renders, since it has no rendering suite. I'd try Blender or some other freeware renderer. Even Google Sketchup might be able to do it well. But, if you absolutely need to render (and by that I mean take a screenshot of the working view) it from wings, you can turn on orthographic view and press 'y' on your keyboard, and that will switch to the top-down camera.
Title: Re: Ascendency (Beta 3 Released)
Post by: Silver Silence on June 19, 2013, 08:45:07 PM
The render's only for the rough shape.
Actually rolling with your guide (http://fractalsoftworks.com/forum/index.php?topic=654.0) for pointers.
Could Blender open a wings model, or would I just need to start over in Blender instead?
Title: Re: Ascendency (Beta 3 Released)
Post by: Psiyon on June 20, 2013, 12:51:10 PM
You'd need to export the model as a different file type; I usually use .obj since most applications support it. I haven't used Blender before though, but it should be easy enough to look up some tutorials and figure out how to render a top-down view with ambient occlusion.
Title: Re: Obsidian Void (ASC: B3) (DOM: Indev)
Post by: Psiyon on July 31, 2013, 07:22:32 PM
So Obsidian Void is happening.

To be clear: Ascendency and Dominion are two separate, but similar mods. Instead of developing them separately, I decided to combine them into a single, multi-component mod. That mod is Obsidian Void. An early iteration of Dominion will make an appearance in the next release.

From now on, the topic's title will have two bits of information. (ASC: B3) - this denotes that the Ascendency component is in Beta 3 stage. (DOM: Indev) indicates that the Dominion component is in development, and hasn't been released as of yet.

For those who don't want to look at the front page:

(http://img209.imageshack.us/img209/4530/5wai.jpg)

(http://imageshack.us/a/img708/7893/hx4r.jpg)
Take control of the Lemurian Fleet as an immortal admiral, and fight against the Terran Dominion for your civilization's survival.

(http://imageshack.us/a/img194/5849/wqk1.th.jpg) (http://imageshack.us/a/img194/5849/wqk1.jpg)(http://imageshack.us/a/img545/1286/h86l.th.jpg) (http://imageshack.us/a/img545/1286/h86l.jpg)(http://imageshack.us/a/img541/4126/am84.th.jpg) (http://imageshack.us/a/img541/4126/am84.jpg)


Dominion has not been released. This component of Obsidian Void is a work-in-progress.


It was an accident. A bad call, as some might say. When the Immortal Fleet Lord stared into the maw of the Nexus, she knew nothing of what was to come. Her fleet was ripped from the Large Magellanic Cloud, and then scattered throughout its parent galaxy: the Milky Way.

She was adrift in unknown waters. There was only one thing that could be done: find her fleet, and return home.

A task of impossible difficulty.

Within days, the nature of the Orion Arm was revealed to her: the Dominion reigned like a corrupt and hateful God, crushing those below for no other reason than simply possessing the means to do so. The Immortal found herself in the middle of one of the Dominion's many fiery purges: the extermination of the Rend, another offshoot of humanity.

Weeks passed. Alliances were formed. Ships were annihilated. Countless human lives were obliterated at the hands of a nuclear holocaust spanning many worlds.

When the Immortal found that the Dominion planned on invading the Large Magellanic Cloud, she faced a decision: either to strike hard with unyielding fury, or to escape through the Dominion's Nexus at full strength to warn her civilization of its imminent doom.

The Immortal, however, transcended her more common brethren. She did not see in black and white. She chose both options.

And she succeeded. She always succeeded.

The Dominion's manufacturing worlds were set ablaze. Population centers were set ablaze. Shipyards were set ablaze. Infrastructure was set ablaze.

She made the Dominion pay for their sins against their own kind.

But it came at a price: the destruction of almost every ship attempting to return home. The guaranteed extinction of the Rend subspecies. And an inevitable war that would leave a wake of catastrophe throughout the endless obsidian void.

The Dominion cannot die, for they are the apotheosis of mankind.

Spoiler
RELAY: QCS-COMM RELAY X9921-A
RECIPIENT Q-ADDR: (VERIFIED: ISDF-SCOM)
SENDER Q-ADDR: (VERIFIED: LORD ISANOA KEL EIYNAN; KEIROM STATION)
CLASSIFICATION: IMPERIAL SECURITY PRIMARY
SUBJECT: DOMINION THREAT ANALYSIS

::Decrypt in progress.
::Decrypt complete. File reconstituted. Displaying.

Forgive me if this report is a bit less formal than you’re used to, but I’m pretty pressed for time over here, with, you know, an impending invasion and all that. I’ll keep this brief, and will task one of my surviving officers with creating the statistic-ridden version in time.

The entity known as the “Terran Dominion” is the largest threat the empire has ever faced. They are more advanced than us. They have more numbers than us. They have total unity. And they have one purpose: to expand their power.

Their internal politics are a mystery, even to the Rend. Commodore Ecamen told me as much as she could once our fleets unified. They have an elite ruling class: they’re human. Surprisingly like us, apparently. Though that’s just in appearance. I only saw one. The rest of their people are slaves, and really, it would be a kindness calling them “people.” Their soldiers and ship operators are augmented with an extensive amount of cybernetic equipment, giving them superior intellect, strength, and response times. But the most interesting cybernetic “enhancement” they receive is a self-contained computational unit in place of their head. Yes, I said “in place.” Their heads are removed and replaced with some creepy-as-hell triangular computer. Whatever shred of humanity they had is totally gone. It’s easy to see how the elite class holds control over them—their subjects are machines. They can’t revolt. So these elite use them to execute their will—which, as we witnessed with the Rend’s genocide, is to kill or enslave all opposition to them. After what we did to them in the Milky Way, and almost did to their homeworld… they no doubt see us as opposition.

Their spacecraft had may as well be invincible. In small numbers, they’re manageable, but their total number of ships is estimated to be in the tens of thousands. Sensor logs from the Fury detected at least nine hundred individual combat-capable spacecraft, and we had only visited a small fraction of their territory.

Dominion weaponry is mainly energy-based. Their ionic particle slugs dent the armor on impact, and then proceed to melt it away. Tungsten plates layered into our spacecraft’s armor is a must against these weapons. Fortunately the Fury had some. Most other ships did not.

As for Dominion defenses, the armor on their larger ships is at least seven or eight meters of layered metals. Internal hulls aren’t as difficult to get through, though. The only reason we were able to do well against them in combat was the Rend’s long-range beam weaponry—it would melt off the armor, and let our railguns and missiles hit deep. Recommend immediate reverse-engineering and salvage of Commodore Ecamen’s surviving vessel.

The best tactic I can recommend against Dominion ships is to simply stay as far away from them as possible. Their weaponry isn’t accurate at long ranges. Softening them up at a distance and then moving in for the kill is generally the best way to disable their ships.

Truly, though, I can’t stress enough how absolutely f--ked we are if they come through that Nexus with guns blazing, in full force. We need the Thiians. Anasi told me that he would do his best to convince the council to prepare for war. He could use the help. Even with them, I still don’t think the outcome is too promising. We either need some sort of superweapon that can give us an edge, or we need to start thinking of a mass exodus from our galaxy. I prefer the former. So tell IRD to get on it.

Also, I need a new ship. My list here shows that the next Cordelphia-class is almost completed at Hijtu. Paint it red. Name the ship “Retribution.” Crew it with the best and brightest. And then send it out here.

I hope my less-than-stellar reputation within the ISDF won’t lessen the impact of this message. Time to see if you’re really the best of the Defense Force, I guess.

Welcome to wartime, kiddies.

::Isanoa Kel Eiynan; Immortal Lord of the Fleet; IDN: ISDF-IL-01
::Message end.
::Self-deletion protocol enabled – 1 day
[close]


The Dominion component of Obsidian void takes place approximately 20 years after the Ascendancy War in the Eskel domain. There are four major players:

The Thiian Confederation:
Thiiei was able to assume control of the Sovereign system through brute force, deception, convenient alliances, and careful diplomacy. Their victory in the Ascendancy War did not result in the brutal, totalitarian regime many expected. Instead, the four worlds were given a surprisingly large capacity to self-govern, and a ruling council was formed that consisted of officials from each former government. In the year following the war, contact was made with the Lemurian Empire--humans whose homeworld was several hundred light-years away. A strong relationship was built between the two over the next twenty years. Without a hint of animosity, the two powers are proud to call themselves allies.

The Lemurian Empire:
The Empire has existed in one capacity or another for thousands of years. One political faction would rise up, take over the planet, and declare themselves the Lemurian Empire. The cycle continued until interstellar travel was perfected. At that point, the victors of the last planet-wide war held on to power for a long stretch of time. Only one major rebellion broke out as the Empire expanded outward. It was crushed. Lemurians, as a people, embrace the power of human reason. They prefer facts over emotions, experiences over simulations, and aren't afraid of their technology's rapid advancement. They live in a socialistic environment with an extremely strong government and military presence.
Spoiler
(http://imageshack.us/a/img35/2756/iixw.png)(http://imageshack.us/a/img837/6031/mxj5.png)
(http://imageshack.us/a/img62/3439/a2fc.png)
[close]

The Rend:
The Rend are natural warriors, hailing from the Milky Way. With dark grey skin and green eyes, their powerful muscles and a frightening agility make them exceptionally fit for physical activity. The Rend, due to their aggressive nature, weren't fortunate enough to expand to the stars under a single government. Independent colonies struggled to survive, and those that did offered a life that mirrored hell. Through the centuries, though, they pulled through, and came out with an impressive population and a powerful combined space navy. It was about this time that they met the Dominion. All they could do was watch as their planets burned.

The Dominion:
Coming from a planet called Earth deep in the Orion Spur of the Milky Way, the Dominion are a cybernetically corrupt offshoot of humanity. An elite ruling class presides over a population of literal drones, controlled by computers. With only the will of the elite coursing through the silicon pathways of the population, the Dominion was able to expand and advance themselves at an alarming rate. In 2472, the former Terran Union extended about sixty light-years. By 2821, the Dominion had expanded to almost three-hundred light years.
Spoiler
(http://img69.imageshack.us/img69/8966/qx19.png)(http://imageshack.us/a/img850/517/hm9m.png)
(http://imageshack.us/a/img59/2047/k6cl.png)(http://imageshack.us/a/img855/4595/8z58.png)
[close]
Title: Re: Obsidian Void (ASC: B3) (DOM: Indev)
Post by: The Soldier on August 01, 2013, 03:28:47 AM
Oh, I was wondering why this name changed. ;) Congratz!
Title: Re: Obsidian Void (ASC: B3) (DOM: Indev)
Post by: Sproginator on August 01, 2013, 06:28:53 AM
Hehehe, sweet
Title: Re: Obsidian Void (ASC: B3) (DOM: Indev)
Post by: Psiyon on August 22, 2013, 03:16:26 PM
(http://imageshack.us/a/img546/1401/1d6k.th.jpg) (http://imageshack.us/a/img546/1401/1d6k.jpg)

Hey look a space ship.
Title: Re: Obsidian Void (ASC: B3) (DOM: Indev)
Post by: MShadowy on August 22, 2013, 03:49:23 PM
Shiiiiiny.
Title: Re: Obsidian Void (ASC: B3) (DOM: Indev)
Post by: Erick Doe on August 22, 2013, 04:11:26 PM
That's a sleek ship! Good job.
Title: Re: Obsidian Void (ASC: B3) (DOM: Indev)
Post by: Psiyon on September 04, 2013, 12:03:39 PM
The sprite for the Alorum:
(http://imageshack.us/a/img856/5387/yh9x.png)


And another ship, the Kadan-Ihr Battlecruiser:
(http://imageshack.us/a/img571/8559/e7ar.png)

No fancy 3D render though, didn't feel like it.
Title: Re: Obsidian Void (ASC: B3) (DOM: Indev)
Post by: Silver Silence on September 04, 2013, 01:49:54 PM
And are these the "good guy" ships? The gold and black ships are the bad guys, right? If so, I think I will fly pink the entire time I play this mod.

When it comes out anyway. 0.6 soon(tm)
Title: Re: Obsidian Void (ASC: B3) (DOM: Indev)
Post by: Psiyon on September 04, 2013, 06:21:09 PM
And are these the "good guy" ships? The gold and black ships are the bad guys, right? If so, I think I will fly pink the entire time I play this mod.

When it comes out anyway. 0.6 soon(tm)
If by "good guys" you mean "elitist regime that suppresses colonial independence and thrives off of an overwhelmingly deep gap in wealth between social classes," then yes. And if by "bad guys" you mean "collective of highly intelligent individuals who comprehend the horrors of human nature and work solely to eliminate its adverse effects throughout a vast population with their only purpose in life being the deification and purification of the human race," then yes.

Remember, there is no such thing as "good" in this universe.

But you'll probably be flying pink anyway, as I don't really have any intention of letting the player use Dominion ships en-mass.
Title: Re: Obsidian Void (ASC: B3) (DOM: Indev)
Post by: Psiyon on September 07, 2013, 10:23:53 PM
So here's an actual video of how Dominion sort of plays: http://youtu.be/84u7sIyH_wc

And also I found this really cool website that lets you upload 3D models and show them to other people easily, so here's the 3D Kadan-Ihr: http://p3d.in/3LvME
Title: Re: Obsidian Void (ASC: Indev) (DOM: Indev)
Post by: Psiyon on September 22, 2013, 05:27:08 PM
So, in Ascendency, you'll have at least three different systems available to you to explore (including God):

Asylia:
(http://imageshack.us/a/img405/1589/l4l1.th.jpg) (http://imageshack.us/a/img405/1589/l4l1.jpg)

While its surface isn't blasted by Sovereign's intense heat to an extreme degree, Asylia's wafer-thin crust leads to an excess of heat and volcanic activity. Its surface is plastered with hardened flows of innumerable metals--the most common of which is, strangely, gold. Scientists from all four worlds are baffled as to why such a dense metal would continually make its way to the surface of the planet.

Thiiei uses Asylia's inhospitable environment to house a maximum security prison, namely for prisoners of war.

Asylia has one moon, a smouldering world with a runaway greenhouse effect.


Trith:
(http://imageshack.us/a/img89/6213/dzd1.th.jpg) (http://imageshack.us/a/img89/6213/dzd1.jpg)

Trith is a frozen wasteland of ice and rock. Its atmosphere is composed of mainly argon. Before the advent of the Ascendancy War, Trith's natural resources were routinely exploited by all of God's political entities. Its chief exports are were neodymium, samarium, scandium, and other rarer metals. Now, with the War in full force, Trith is a heated battleground as all the major powers fight to control Trith's cold veins of ore.

Trith has two barren moons.
Title: Re: Obsidian Void (ASC: B3) (DOM: Indev)
Post by: Vinya on September 22, 2013, 09:00:00 PM
If by "good guys" you mean "elitist regime that suppresses colonial independence and thrives off of an overwhelmingly deep gap in wealth between social classes," then yes.

Stop giving me sig material, like really.


On-topic, I'm excited to see how this mod will play out with 0.6a
Title: Re: Obsidian Void (ASC: Indev) (DOM: Indev)
Post by: Psiyon on October 03, 2013, 09:43:22 PM
I didn't really think Starsector's vanilla hyperspace system would work for the Ascendency component of Obsidian Void, so I wrote a new one:


(http://imageshack.us/a/img837/4092/9b8v.th.jpg) (http://imageshack.us/a/img837/4092/9b8v.jpg)
Title: Re: Obsidian Void (ASC: Indev) (DOM: Indev)
Post by: Trylobot on October 07, 2013, 10:15:56 AM
Cool stuff, Psiyon.
Title: Re: Obsidian Void (ASC: Indev) (DOM: Indev)
Post by: Piemanlives on October 18, 2013, 09:29:12 PM
Really looking forward to the next update Psiyon! Keep doing what you're doing :P
Title: Re: Obsidian Void (ASC: Indev) (DOM: Indev)
Post by: Psiyon on October 19, 2013, 09:45:45 PM
Would just like to let everyone know that the Ascendancy component is nearing completion. It's playable as it is, and it feels like a totally new mod. Most of the remaining work is just writing descriptions and a bit of playtesting.

As of this moment, there are 5 planets in total that you can visit (Well, 4, technically. You can visit Sovereign, the system's star, too). I'll probably add one or two more in before release, since I actually took the time to code things so that setting up new locations is really easy.

A question:

I said earlier that the first demo of Dominion would be released with the next update, but since Ascendancy will be finished while I work on Dominion, I figure it might be a better idea to just release it sooner rather than later. Unless there are any major objections to that. Are there?
Title: Re: Obsidian Void (ASC: Indev) (DOM: Indev)
Post by: Lictuel on October 20, 2013, 12:34:30 AM
I don't think anyone would object to playing your fine mod earlier ;)
Title: Re: Obsidian Void (ASC: Indev) (DOM: Indev)
Post by: zeno0010 on October 20, 2013, 03:32:14 PM
no objections here, if you feel its ready for release then go fer it. Id love to get my hands on this mod once again....i acidentaly deleted my origional copy Q_Q.......i miss not having shields.
Title: Re: Obsidian Void (ASC: Indev) (DOM: Indev)
Post by: elite24 on October 23, 2013, 05:41:39 PM
Oh come on Psiyon ;). I'm sure no one would object to having your awesome mod released a little earlier then planned. Go for it!
Title: Re: Obsidian Void (ASC: Indev) (DOM: Indev)
Post by: DornoDiosMio on October 23, 2013, 08:09:04 PM
I've got no objections to an early release. It looks great thus far! 
Title: Re: Obsidian Void (ASC: Indev) (DOM: Indev)
Post by: Piemanlives on October 23, 2013, 09:40:05 PM
The amount of want for this mod reminds me of the want we had during "In The Orbit of God" good times were had then.
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: Psiyon on October 28, 2013, 10:12:51 PM
Okay so here's Obsidian Void mk.1.

Probably could have used more testing time, but I don't have a lot of time on my hands. Let me know if things are hella broken.


Mk.1 Released!
https://dl.dropboxusercontent.com/u/71512473/OV%20MK1.zip
Includes: Ascendency Beta 4; Dominion Demo 1

Note: No more lite version. Without music, it's about 50 MB. If you have 56kbps, you're getting screwed with either version. So, you know. Sorry.

Warning! If you get a startup crash and have an old or integrated graphics card, please try the following texture fix:
https://dl.dropboxusercontent.com/u/71512473/smallplanettextures.zip





(Rough) Patch notes:

Spoiler

Mk.1:

Changes (ASC):

-I could write a book on the changes. I'm not going to. Main things:
--New planets
--New ships
--New weapons
--Cleaner code
--New look and feel
--New sounds
--Black magic
--Also, that critical hit system was trash. I removed it. It still applies for anti-fighter weapons, though.



Changes (DOM):

-Basic Lemurian and Dominion ships. Random battle added to missions.
[close]
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: MesoTroniK on October 28, 2013, 10:44:03 PM
I'll let you know if anything goes wrong, also...

Spoiler
(http://i492.photobucket.com/albums/rr285/darvus1/AWESOMESEAL-2.png)
[close]
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: Wunder on October 29, 2013, 05:17:59 AM
LET ME KISS YOU!!!!!!!!!!!!!!! :'(
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: Lictuel on October 29, 2013, 11:32:03 AM
I have to say, i love this mod. This mod is what brought me to Starfarersector in the first place, i followed the old HW2 mod.
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: Trylobot on October 29, 2013, 12:10:47 PM
Wow Psiyon, big release eh? I'll give it a spin when I get back home :)
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: dmaiski on October 29, 2013, 01:37:50 PM
(http://i.imgur.com/ojE2bJP.jpg?1)
 :(I feel its trying to tell me something... but i cant quite see what it is :(

other then that, this is a very polished mod, if only we could port your skill tree into the main game it would be epic!

only complaint would be that the combat it a bit more of a slug fest, and feels slow (compared to vanilla)
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: Psiyon on October 29, 2013, 02:51:05 PM
Crap--hmm, looking at the code, the cause for this seems sort of strange. Did you just attack Thiiei to trigger this, or was there anything more to it?
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: elite24 on October 29, 2013, 07:54:27 PM
Awesome as always Psiyon. Only thing I've noticed is that the dockyard is charging me to take out my stuff, as if it was a faction's station. It makes storing cargo a little bit of a pain, considering how expensive it is ;).
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: Jonlissla on October 30, 2013, 02:42:47 AM
I seriously like how this mod radically changes combat with such a few tweaks. It can be a bit slow sometimes but overall I'm having a blast with it. Excellent mod, looking forward to see more updates.

However, I'm a bit confused with the Ascendancy and Dominions part. Will there be two seperate mods?
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: dmaiski on October 30, 2013, 04:28:18 AM
Crap--hmm, looking at the code, the cause for this seems sort of strange. Did you just attack Thiiei to trigger this, or was there anything more to it?

yea at the start i took my starter ship and blew up a whole carrier fleer in a single go

https://www.dropbox.com/s/z33yxabdlgrj639/save_pari_7194938181507957239.7z
thats the save
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: elite24 on October 31, 2013, 04:16:31 PM
Hey Psiyon,

Just went into my save file to do some experimenting. I found the Dockyard info in the file, and surprisingly free transfer was set to true.

<freeTransfer>true</freeTransfer>

This was the only one in the file, and it was contained inside the dockyard loop. I confirmed that it was in the right place by comparing it with a save file from the previous version, and they were the same. I then proceeded to load the previous version and sure enough, I could transfer items from the station to my inventory freely.

I transferred back over to the new version, and then proceeded to set the faction id of the Dockyard to neutral by deleting this line...

<owner reference="../../CampaignOrbitalStation[4]/owner"></owner>

... and replacing it with these lines.

<owner>
    <id>neutral</id>
</owner>

Surprisingly, this made it so I could transfer items freely between the dockyard and my inventory. From these results, it seems like either something in the new update is messing it up or the code didn't set my fleet as being a Ceni Six fleet, but I haven't figured out which yet. There is a lot of code to wade through XD.

Now to hack in a Cordelphia ;)
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: Wunder on November 01, 2013, 03:30:11 AM
With the The Lemurian Empire, I think to rise up against the enemies, you could create a super cap, mixing the top left pic and top right, left as bow, right as stern in the preview picture.
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: Shoat on November 01, 2013, 04:15:10 AM
With the The Lemurian Empire, I think to rise up against the enemies, you could create a super cap, mixing the top left pic and top right, left as bow, right as stern in the preview picture.

Now that you mention it, they actually look like they're two fitting halves of one huge ship...
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: Sabaton on November 01, 2013, 01:49:54 PM
 Shame on me for not noticing this mod earlier, the music blew me away, some of it reminds me on nexus. ;D
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: Wunder on November 02, 2013, 02:29:27 AM
With the The Lemurian Empire, I think to rise up against the enemies, you could create a super cap, mixing the top left pic and top right, left as bow, right as stern in the preview picture.

Now that you mention it, they actually look like they're two fitting halves of one huge ship...
Its only weakness i suppose is 6 sabots and a burn drive to the side.
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: Psiyon on November 02, 2013, 09:28:26 PM
Glad everyone seems to be enjoying it. Sorry some things were broken, I'll hopefully get a chance this week to fix up the errors. Until then, I suppose you should refrain from attacking any of the neutral big 3 factions if you're playing as Ceni Six or Okouth.
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: Levik on November 04, 2013, 11:40:53 AM
Finally, I built it. Well, sort of similar.
Spoiler
(http://i1161.photobucket.com/albums/q509/mrmrkek/SpaceEngineers2013-11-0504-20-02-12_zps5b341b42.jpg)
[close]
Title: Re: Obsidian Void (ASC: B4) (DOM: D1) - 0.6.1a
Post by: Psiyon on November 07, 2013, 10:45:11 AM
Updated:

https://dl.dropboxusercontent.com/u/71512473/OV%20MK1.1.zip



Fixed the bug where you'd continually be yelled at if you attacked one of the big 3 factions while playing as a mercenary.

However, does not fix the bug with the dockyard being non-free transfer, as this is a bug with the base game. Sorry, but you'll have to deal with it until 0.6.2a.

Also, Levik, that's really cool :)
Not too far off from the actual Theiper.
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Piemanlives on November 10, 2013, 01:39:49 AM
If possible I would recommend updating the front page of the thread so people don't have to go digging through comments to find recent builds.
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Psiyon on November 10, 2013, 08:33:55 AM
Don't worry, I updated the front page when I posted the new build :)
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: zeno0010 on November 23, 2013, 07:55:29 PM
Im putting this back on the front page where it belongs
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Sproiet on November 23, 2013, 09:23:08 PM
Im putting this back on the front page where it belongs

Don't encourage this, else threads will be filled with spam making it Number 1 on the Mods list, it will not be beneficial to the modders nor the community.
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: zeno0010 on November 25, 2013, 02:47:23 AM
not spamming, first time doing this. im not starting the bump crimes.

calm down.
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Doogie on November 25, 2013, 12:35:11 PM
Tis still not a good thing to do though.
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: zeno0010 on November 25, 2013, 02:32:26 PM
Then ill do it constructively

Its been a while since ive been on the forums and i hope the progress of this mod continues.

i apologize.
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Toxcity on January 19, 2014, 10:50:13 AM
Are you going to change anything for the 0.6.2a update?
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Psiyon on January 19, 2014, 12:04:58 PM
Yeah, maybe. The version on my end has some pretty critical updates, mainly dealing with strike and PD weapons not shooting anything. Dunno when I'll get a 0.6.2 version made, but it's not really on my top list of priorities because nobody really plays this anyway :P
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: haloguy1 on January 19, 2014, 12:48:02 PM
Yeah, maybe. The version on my end has some pretty critical updates, mainly dealing with strike and PD weapons not shooting anything. Dunno when I'll get a 0.6.2 version made, but it's not really on my top list of priorities because nobody really plays this anyway :P

really this mod is one of my favourite  total conversion mods out there. i would love to see your mod updated because of the awesomenessnessness.
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Vind on January 23, 2014, 07:47:37 AM
A very good mod and new ships is awesome. I play mostly random battles with new ships. Dominion ships is seriously overpowered but fighting against them in really tough and fun.
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Piemanlives on February 01, 2014, 12:58:01 PM
Yeah, maybe. The version on my end has some pretty critical updates, mainly dealing with strike and PD weapons not shooting anything. Dunno when I'll get a 0.6.2 version made, but it's not really on my top list of priorities because nobody really plays this anyway :P

Oh come on Psiyon, don't put yourself down like that :P Still though, will be happily awaiting the next update.
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Toxcity on February 21, 2014, 04:04:12 PM
Does this work with 0.6.2a?
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Piemanlives on February 21, 2014, 08:06:06 PM
I'd assume not, we're still waiting on him to release it.
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Sabaton on February 22, 2014, 08:26:02 AM
nobody really plays this anyway :P

 What are you talking about? You have a good and popular mod! Thread wouldn't be 36 pages otherwise.
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Psiyon on February 22, 2014, 11:46:24 AM
Does this work with 0.6.2a?
Nope.

I'd assume not, we're still waiting on him to release it.
Update is in the works, but it's going slowly. Can't give an estimate as to when I'll finally get around to releasing it, as I have two game projects I'm currently working on at my university.


Fun note: If the lead dev of my university's game studio accepts the game pitch I made, you guys might be seeing a prequel to this mod as a full-fledged game.
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: haloguy1 on February 22, 2014, 12:32:54 PM
Does this work with 0.6.2a?
Nope.

I'd assume not, we're still waiting on him to release it.
Update is in the works, but it's going slowly. Can't give an estimate as to when I'll finally get around to releasing it, as I have two game projects I'm currently working on at my university.



Fun note: If the lead dev of my university's game studio accepts the game pitch I made, you guys might be seeing a prequel to this mod as a full-fledged game.



that sounds pretty good if that happens ill be buying it LoL.
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Piemanlives on February 22, 2014, 01:02:26 PM
Are we talking about the Lemurian Admiral Story or are we talking about a remake of In The Orbit Of God mod we had for HW2?
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Psiyon on February 22, 2014, 01:28:01 PM
Are we talking about the Lemurian Admiral Story or are we talking about a remake of In The Orbit Of God mod we had for HW2?
Neither, it'll be centered on the birth of the Terran Dominion, and how the entire human population in the old Terran Union became cybernetically enslaved.
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Piemanlives on February 22, 2014, 05:14:08 PM
Now that sounds very interesting.
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: xXTallmanXx on April 12, 2014, 09:28:51 PM
Really wish this could be re-released again, Played it a few months ago...
deleted it (Don't know why) and now it's gone!
Should have left the download link
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Levik on May 05, 2014, 08:42:51 PM
I want a new version
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Psiyon on May 05, 2014, 10:54:09 PM
Eventually. Maybe. Idk.

Just finished with final exams today and will be moving out within the week. My summer will mainly be dedicated to freelancing and indie development, but there's a chance I might be able to squeeze in an update for this. If the record holds, you can expect it a few days before the next version of the game comes out, and then we can start the whole cycle of waiting for another update again! Yay!

But really though, honestly, the more I look at this mod, the more I want to just save my effort for a full-fledged game. I've been tossing around the idea of a kickstarter project, but... meh. I don't like Kickstarter. That, and having to appease all the backers with steady progress on top of university and other development work... implications are unpleasant.

Damn it. So many excellent ideas, no time or money to execute them. But I guess that's pretty much the standard for developing games while in college XD.
Title: Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
Post by: Psiyon on July 15, 2014, 09:30:45 PM
I don't normally like to make promises like this, but: I'll be releasing an update tomorrow.

There, I said it. Now I've actually got a shred of obligation to follow through and release this thing.


Just know that the update won't be anything spectacular, and updates from here on out will basically just be bringing things into line with the latest version of Starsector. Sadly, I can't really devote my time to this any longer.


Most of the patch notes for the upcoming version I've completely forgotten. I know that a lot of the Lemurian ships got ship systems, but the Dominion component doesn't have a working campaign yet (and probably won't ever). There were also some fixes for point defense weapons not shooting stuff.

Oh, and you can now board hostile stations and attempt to steal supplies or fuel. So if you get stranded in hostile space and have marines with you, you might be able to steal enough fuel to jump out (without direct combat with enemy fleets, that is). Your ships can totally get damaged in the process, stations aren't defenseless.
Title: Re: Obsidian Void (ASC: B5) (DOM: D2) - 0.6.2a
Post by: Psiyon on July 16, 2014, 06:05:19 PM

New release, actually playable now! Yay!
Download: https://dl.dropboxusercontent.com/u/71512473/Obsidian%20Void%20-%20MK2.zip



(Rough) Patch notes:

Spoiler

Mk.2:

Changes:

-Stuff
-Things
-That garbage Hirodika CSIX ship is now a small carrier like the Thiian Seteth.
-You can board hostile stations and do a smash and grab for fuel and supplies. Just check how many hostile marines there are, otherwise things will end bad.
-Probably some other significant stuff that I don't recall whether it was in the last version or not.
[close]


Enjoy it while it lasts, this might very well be the last time this mod sees the light of day.
Title: Re: Obsidian Void (ASC: B5) (DOM: D2) - 0.6.2a
Post by: zeno0010 on July 18, 2014, 10:47:02 AM
says im out of memory  :'(

wat do wrong

Spoiler
34126 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture /graphics/ships/luxara.png (using cast)
34229 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id lemburndrive_SHIP_SYSTEM not found
34230 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id empguns_SHIP_SYSTEM not found
34230 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
34230 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id heatsinks_SHIP_SYSTEM not found
34230 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
34230 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id tempestescort_SHIP_SYSTEM not found
34230 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
34230 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id sensordomination_SHIP_SYSTEM not found
34231 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id focusfire_SHIP_SYSTEM not found
34232 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
34236 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 342.26 MB of texture data so far
34237 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
34530 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - org.lwjgl.opengl.OpenGLException: Out of memory (1285)
org.lwjgl.opengl.OpenGLException: Out of memory (1285)
   at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
   at org.lwjgl.opengl.WindowsContextImplementation.setSwapInterval(WindowsContextImplementation.java:113)
   at org.lwjgl.opengl.ContextGL.setSwapInterval(ContextGL.java:232)
   at org.lwjgl.opengl.DrawableGL.setSwapInterval(DrawableGL.java:86)
   at org.lwjgl.opengl.Display.setSwapInterval(Display.java:1129)
   at org.lwjgl.opengl.Display.setVSyncEnabled(Display.java:1142)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: Obsidian Void (ASC: B5) (DOM: D2) - 0.6.2a
Post by: Psiyon on July 18, 2014, 03:15:56 PM
You've probably got to change your vmparams file so that it has 1024 mb of memory instead of 512.
Title: Re: Obsidian Void (ASC: B5) (DOM: D2) - 0.6.2a
Post by: Piemanlives on July 18, 2014, 11:18:44 PM
Hey Psiyon, I'd rather not say goodbye so instead:

Thanks for the release, I wish you good luck in your future endeavors!
Title: Re: Obsidian Void (ASC: B5) (DOM: D2) - 0.6.2a
Post by: Sabaton on July 19, 2014, 11:08:49 AM
Why not say that it's okay for other modders to update this instead of leaving it to an uncertain fate.
Title: Re: Obsidian Void (ASC: B5) (DOM: D2) - 0.6.2a
Post by: zeno0010 on July 19, 2014, 06:00:23 PM
Dont know what exactly happened to my starsector but a clean install worked.

Thanks Psiyon :P
Title: Re: Obsidian Void (ASC: B5) (DOM: D2) - 0.6.2a
Post by: Psiyon on July 24, 2014, 09:40:00 PM
Why not say that it's okay for other modders to update this instead of leaving it to an uncertain fate.
I guess it's fine if I officially declare this project dead at some point in the future, but I'm pretty sure one look at the internals of this mod would scare anyone away.

Thanks for the release, I wish you good luck in your future endeavors!
No problem, thanks!
Title: Re: Obsidian Void (ASC: B5) (DOM: D2) - 0.6.2a
Post by: Vind on July 26, 2014, 11:12:52 PM
Thanks for the update.
Title: Re: (ded) Obsidian Void (ASC: B5) (DOM: D2) - 0.6.2a
Post by: Silver Silence on April 19, 2019, 04:13:20 PM
The dropbox link on this mod is dead, does anyone happen to have the files for this mod laying around? I'd like to be able to play around with the ships from this mod, even if not the total conversion itself.
Title: Re: (ded) Obsidian Void (ASC: B5) (DOM: D2) - 0.6.2a
Post by: elite24 on April 19, 2019, 07:28:01 PM
I actually think I may have the original mod files lying around somewhere, let me look. Any thoughts on the best way to upload them?

Highly suggest playing through the mod as well, even though the starsector mechanics are dated, the combat is unique from the standard starsector combat (lack of shields changes a lot of mechanics) and the cohesiveness of the mod as a whole is excellent.
Title: Re: (ded) Obsidian Void (ASC: B5) (DOM: D2) - 0.6.2a
Post by: Silver Silence on April 19, 2019, 08:06:36 PM
Oh yeah no, I've played this mod plenty in the past but I've gone through several computer changes over the years so I no longer have the files or older versions of the game around anymore. Something like mediafire, dropbox or google drive would be ways to upload.
Title: Re: (ded) Obsidian Void (ASC: B5) (DOM: D2) - 0.6.2a
Post by: elite24 on April 21, 2019, 04:34:40 PM
Sorry for the delay, here's the most up to date version of the mod, Obsidian Void Mark 2. Didn't have the original file, but just zipped it up from my mods folder, so it should work fine. Let me know if you have any issues!

Get it here: http://www.mediafire.com/file/1uollrdaaqm1o3a/Obsidian_Void_-_MK2.zip/file

(obviously folks will also need the version of starsector listed in the first post - 0.6.2a)