Fractal Softworks Forum

Starsector => Mods => Topic started by: Sleepyfish on July 26, 2013, 08:36:07 PM

Title: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Sleepyfish on July 26, 2013, 08:36:07 PM
(http://i.imgur.com/VuALmgS.png)

      Approximately 206 cycles ago, the inconceivable happened. What was it, you ask? Imagine, a river in a desert, flowing with sweet life, nourishing the dawning civilizations among it’s banks. Imagine that river, nourishing the environment with its pure and sustaining waters. That very river, which has let us thrive for so many years, is gone. There used to be a time where our survival was guaranteed by the Domain. It was that Domain that let our colonies flourish in these alien environments. It was a time of prosperous and peaceful life. But that epoch is over, and our umbilical cord was cut prematurely. And to this day, we forget not the tragedy of a thousand stars. We forget not the struggle to survive, fought by so many of our ancestors. We forget not our story, which shall be preserved in our generation's minds for the millennia to come. And with those lessons in mind, we forge our path in a scarred realm, our Pandora's box.

-Board Member "Draeger", an excerpt from her "Our Story" speech made just before the launch of the first Citadel fleet.


Click Here for More Lore! (https://docs.google.com/document/d/1lZr4Bl8iDthTaW4_AegCEbJwvPR0ZTuq_D8pXN5CcDU/edit?usp=sharing)




Features
The Citadel (corporation/fleet/conglomerate) is a new mercenary group in the sector. This mod adds 17 ships that tend to rely on greater mobility to survive. Most ships are designed to fill a specific role (Attack, Defense, ect), so their variants will reflect their strengths.



Ships
Pros
-Many universal weapon slots
-Hidden weapon slots are impossible to disable
-Good mobility
-Good flux stats

Cons
-Poor Hull
-Poor Armor
-High Logistics Recovery Cost
-High Deployment Cost
-High Credit Cost

Spoiler

Fighters
Arrowhead: (http://i.imgur.com/xVC4oNj.png) Heak: (http://i.imgur.com/VDlfqhZ.png) Firewall: (http://i.imgur.com/0RCU7MR.png) Neutron: (http://i.imgur.com/hWicxIh.png) Proton: (http://i.imgur.com/IDxfvST.png) Mako: (http://i.imgur.com/eRhZPOH.png)


Frigates
Particle-Class Corvette: (http://i.imgur.com/Ew7Br7W.png) Porter-Class Drone: (http://i.imgur.com/jLSnSDd.png) Aural-Class Skirmisher: (http://i.imgur.com/5kukDHR.png) Conduit-Class "Superfrigate": (http://i.imgur.com/6f86nH8.png) Rondure Standard Frigate: (http://i.imgur.com/QsTYzqY.png)Stable: (http://i.imgur.com/0IlRBdw.png)  

Destroyers
Ayre: (http://i.imgur.com/RxVpRL0.png) Modem (and drone): (http://i.imgur.com/hXa3q0K.png)(http://i.imgur.com/TKSabj3.png) Comet: (http://i.imgur.com/nO7oRUl.png) Tacit: (http://i.imgur.com/LnkHVT1.png)


Cruisers
Inland: (http://i.imgur.com/ud4su8B.png) Torus:(http://i.imgur.com/ozmd2kT.png)  Nova: (http://i.imgur.com/tV3OaaH.png) Driver: (http://i.imgur.com/4FNWUXs.png) Adumbral: (http://i.imgur.com/DjYMxdg.png)


Capitals
Projector: (http://i.imgur.com/Kik5bo0.png) Monolith: (http://i.imgur.com/cwEBeMY.png)

Misc
(http://i.imgur.com/3NJ6rmy.png)
Hull-Meatship:
If you're wondering why this ugly thing is in here, then wonder no more! Meatships are primarily used for testing weapons and ships against since they have no speed or weapons. They also come in an armored and shielded version (not shown).

[close]


Weapons

Citadel also adds in 26 unique weapons for you smite your enemies with. Many of them try to fill niches not found in vanilla. (Note: the texts below each weapon are not the in-game descriptions.)

Spoiler


(http://i.imgur.com/UjGgHOR.png)
Revolver AC
    A space cowboy never parts with his trusty sixgun.
(http://i.imgur.com/B0ANj5t.png)
Copperhead Light Assault Gun (LAG)
    For when you need to poke the enemy into submission.
(http://i.imgur.com/FDtn75m.png)
Meteor SRM
    Does not actually contain large amounts of space rock.
(http://i.imgur.com/yKeIcJo.png)
Viper Assault Gun (AG)
    Two barrels for twice the fun. Not fun for you enemies, though.
(http://i.imgur.com/KQ8hBBp.png)
Diode PD
    What are you trying to do, tickle the enemy? At least it's cheap.
(http://i.imgur.com/DJnLzAP.png)
eFlak
    Disclaimer: Is not as awesome as real flak. Disclaimer: You'll learn to love it anyways.
(http://i.imgur.com/g5sLk95.png)
Parabola MRM
    Funny things happen when you strap a calculator and a rocket together.
(http://i.imgur.com/3BMZvAR.png)
Calidity
    Whoa, what? A flamethrower in space? Oh, wait. That's just a plasmathrower.
(http://i.imgur.com/9S91FBq.png)
K-Barrage
    Good things come in small packages. Small packages with serious drawbacks.
(http://i.imgur.com/cRUJ3z1.png)
E-Barrage
    Im'ma firin' my lazors. Pew pew pew pew pew pew pew pew- I'll stop now.
(http://i.imgur.com/qhqlP5W.png)
Supernova (Built-in)
    We recommend MKIII Autoshades for the amount of pure awesome. And deadly radiation.
(http://i.imgur.com/I32XItR.png)
Aegis PD (Built-in)
    It's so ugly it makes missiles hesitate. Or it might just be the graviton beam it shoots.
(http://i.imgur.com/80rQuVW.png)
Ion Repeater
    Oh dear god, why is it that big. -Everyone ever.
(http://i.imgur.com/HntUzGi.png)
Striker SRM
    Like the Meteor SRM, but on steriods. Still does not contain rocks.
(http://i.imgur.com/wF5g2Qe.png)
Rotunda Accelerator
    Ring around the rosey supermagnet... we all fall down the enemy's shields.
(http://i.imgur.com/ysvYvLh.png)
Cobra Autogun
    *BRRRRRRRRRRRRRR* It's never been more satisfying to destroy armor.
(http://i.imgur.com/l0rPy8o.png)
Plasma Blaster
    Receive plasma! Sort of like an upgraded pulse laser, but fires in volleys.
(http://i.imgur.com/onysqsh.png)
Plasma Projector
    Citadel is an equal opportunity weapon design company! A close support plasma weapon.
(http://i.imgur.com/I0E6ZBv.png)
Blitz Torpedo Tube
    Fires a single ultra fast torpedo. What could be worse? A guided torpedo?
(http://i.imgur.com/h4DzZ8E.png)
Rotunda Battery
    Three mass drivers? What could possibly go wrong?
(http://i.imgur.com/fqPHbvE.png)
Blitz Array
    If you've ever wanted some venting capital ship to explode, try this.
(http://i.imgur.com/OaJzGel.png)
Large eFlak
    In this case, bigger is better. A lot better, in fact. Only on the Monolithtm-class.
(http://i.imgur.com/KmC8V06.png)
Concussion Beam
    It'll give you much more than a concussion if you're hit by it.
(http://i.imgur.com/qpvW5Hh.png)
Kinetic Chirped Pulse Laser (KCPL)
    It's the badass grandmother of graviton and phase beams.
(http://i.imgur.com/i1vzZTT.png)
Zeus
    Thunder, lightning, very very frighting! Perhaps the largest railgun ever designed.
(http://i.imgur.com/KmC8V06.png)
Siege Beam(art still WIP)
    It's cyclopean gaze melts the armor of your foes with impunity.

-There's a handful more of built-ins for fighters.

[close]




<click the flag to download Citadel's development build for 0.7.2a; requires Blaze's patch below.>
(http://i.imgur.com/aKWor0f.png) (https://bitbucket.org/Foxer360/version-checker/downloads/Citadel%200.8.3b.zip)

Hi, Foxer here - I'm sorry to say this mod is on hiatus indefinitely due to life circumstances. Feel free to play/patch with this messy-excuse-of-a-mod just like this kind fellow did: Click here for Blaze's patch. (http://fractalsoftworks.com/forum/index.php?topic=6442.msg180191#msg180191)


REQUIRED: Citadel needs Lazywizard's LazyLib mod. Click HERE (http://fractalsoftworks.com/forum/index.php?topic=5444.0) to download LazyLib

EXTRA: Citadel is featured in Dark.Revenant's Starsector+ mod! Click HERE (http://fractalsoftworks.com/forum/index.php?topic=7679) to check it out!

EXTRA: Citadel is compatible with Dark.Revenant's ShaderLib mod. Click HERE (http://fractalsoftworks.com/forum/index.php?topic=7958.0) to download ShaderLib

EXTRA: Citadel is compatible with Histidine's Nexerelin mod. Click HERE (http://fractalsoftworks.com/forum/index.php?topic=9175) to download Nexerelin




Changelog
Code
0.8.3
+Exerelin's Corvus mode compatible! Don't forget to change Nexerelin's mod_info (you'll see what to change).
+2 new random missions from MesoTroniK. Thanks!
+2 new Rip Drive system variants, light and heavy. Both have less charges, more cooldown and less time.
+New hull explosion sounds! CH-BOOOM! KRK-POW!
-Engine style changes. Now smokey instead of glowing!
-Ship balancing: Torus is more tanky, less offensively capable. Driver's flux stats boosted. Tacit buffed.
-Many other changes in many fields. It's irresponsible of me to not document them. >.>
-Sound updates: Most medium/small weapons have new sounds as well as the Concussion Beam and Zeus.
-Sprite Updates: Porter-class and Ayre class.
-Significantly buffed Plasma Blasters. Now, they deal good damage and taper out as they fire for longer.
-Changed Meteor and Striker. Larger volleys, faster speed but a slow reload. Also improved graphics.
-Removed the Cobra's ammo mechanic. Not fun enough.
-Nerfed K-Barrage by decreasing its accuracy limit and increasing its accuracy loss rate. Also nerfed ammo.
-Nerfed Parabola's range from 6000 to 2000. Effectively an MRM, but still able to go very far (with inertia).
-Buffed Heavy eFlak. It now features a larger blast radius.
-Buffed Plasma Launcher on the Conduit with a larger blast radius. Still iffy on this one.

0.8a
-SHIPS
    Many universal slots removed, some slot size changes, some turret arc changes
    Shield efficiencies reduced across the board
    Flux values nerfed on some ships
    Hull values for a few ships redone
    Ship system changes for Aural, Comet, Nova and Monolith
    Rip Drive- Now allows for shield deployment and gives a efficiency bonus, but disables weapons
    Arrowheads: Replaced Burn Drive with Berserker system
    Improved art for Aural, Seirra, Nova and Torus
WEAPONS:
    Hypermatter: Higher ROF, less damage (sorta like a stat badass pulse laser)
    K/E-Barrage: Accuracy (now very low), range, DPS and ROF modified
    Rotunda Battery: Reduced flux cost, slower ROF, shorter charge-up
    Zeus: Higher ROF, reloads completely after a while
    Supernova: Grants one charge after a long period of time
OTHER:
    Increased Bastion Shield system cooldown by 5 seconds
    Increased Ionic Generator system cooldown by 15 seconds
    Reduced All fighter speeds substantially
    Increased FP cost for cruisers
    New sound: Rip Drive
    Modified Plasma Blaster sounds to be shorter

0.7.6
~SHIPS
-Bastion Shield AI fixed
-Ionic Generator AI fixed

~WEAPONS
-Updated nearly all weapon descriptions

~MISC
+Version Checker mod is now compatible with Citadel
*Reduced overload/vent speed boost for Flux Alligned Engines
*Changed the scale of the Citadel system
*Buffed all of the markets in Citadel
*Missing market descriptions... again!
*Updated market descriptions
0.7.5
~SHIPS
+New Rodure class frigate. A more stereotypical jack-of-all trades frigate.
-Added "High Maintenance" hullmod to Nova.
-Added "High Maintenance" hullmod to Conduit.
-Bastion Shield has been changed so that it will deploy immediately for 5 seconds. Still powerful, but requires some careful thinking to use.
-Buffed Vixen Drone's shield and speed

~WEAPONS
-Nerfed Conduit's main weapon charge range.
-Buffed all Blitz Torpedo tracking/turn speed.
-Reduced Heavy eFlak's charge regeneration rate.
-Buffed Plasma Projecter from 300 damage per shot to 500 damage per shot
-Buffed Meteor missile: Faster projectiles and a very slow ammo regeneration.
-Diode has slower ROF. Balance of stats is roughly the same though.
-Plasma Blaster now fires slower and has an interruptable burst.
-The Seige Beam (you are lucky if you find this) can now turn slowly.
-Revolver AC fires slower yet more powerful volleys. Reduced to 4 OP from 7 OP.

~MISC
+Flux Alligned Engines now gives you ship a signifigant engine boost when overloaded/venting.
*Planet/Station Illustrations would not show up
*Missing market descriptions.
*Citadel flag becomes red/black

0.7.4 (WIP)
+Added Citadel Prime/Citadel Station interaction dialogue pictures, courtesy of tryingtofly @ deviantart
-Adjusted ship stats to match vanilla changes
-Nerfed the Bastion Shield system by increasing the hard flux generation rate
-Improved the stats of the Seirra to compensate for the Bastion Shield nerfs.
-Updated missile engines to use new trails
-Buffed all missiles to match vanilla
-Buffed Diode PD to match vanilla missile buffs
-Fixed Plasma Blaster hardpoint barrel offsets
-Buffed Neutron/Proton bomber wings to be faster/flux capable
-Zeus is now a large energy
*Fixed Power Cruise AI Bug
0.7.3 dev 3
-Java integration of the market systems provided by the amazing David.
0.7.3 dev 2
+Added a pirate base in the asteroid belt of the Citadel system
-Made Citadel hostile to Hegemony, Diktat and pirates
-Changed Conduits Berserker system to have a beam damage bonus, added some description in the status
0.7.3 dev
+Now compatible with 0.65a (barely)
-Another Vixen Drone nerf, substituted Ion Repeater for Ion Cannon
-Comet now has the Power Cruise system
-Fixed Zeus/Plasma Blaster offsets, fixed plasma blaster turret barrels not showing up
-Reduced KBarrage flux to make it a viable option
-reduced detonation range of eFlak, reduced its damage, increased projectile speed
-reduced EMP of plasma projector
-Ion Repeater now fires bursts
-Revolver now has a longer burst delay and thinner shell.
-Parabola has a 2x longer cooldown
-Concussion Beam has more DPS and more charges
-Buffed shield efficiency of a few ships
-Tacit is now less wacky in base flux stats
-Ionic Generator system now states it does friendly fire
0.7.3
+Now compatible with 0.65a (barely)
-Another Vixen Drone nerf, substituted Ion Repeater for Ion Cannon
-Comet now has the Power Cruise system
-Fixed Zeus/Plasma Blaster offsets, fixed plasma blaster turret barrels not showing up
-Reduced KBarrage flux to make it a viable option
-reduced detonation range of eFlak, reduced its damage, increased projectile speed
-reduced EMP of plasma projector
-Ion Repeater now fires bursts
-Revolver now has a longer burst delay and thinner shell.
-Parabola has a 2x longer cooldown
-Concussion Beam has more DPS and more charges
-Buffed shield efficiency of a few ships
-Tacit is now less wacky in base flux stats
-Ionic Generator system now states it does friendly fire

0.7.2
+New trading station in the Corvus system for easier access. Orbits next to the abandonded storage.
-Moved the Citadel system a bit closer to all of the rest of the systems
-Fixed Hypermatter sprites. What was I thinking!?!
-Probably forgot some other minute change.

0.7.1
+Normals, Materials and Surface maps added thanks to Dark.Revenant.
-Viper, Copperhead and Hypermatter sprites from HELMUT
-Various placements of ship engines, shields and weapons have been fixed.
-Balances!
  =Porter has been nerfed via supplies being increased to 2/day
  =Parabola has had its ammo count reduced
  =The Vixen drone is no longer stupidly broken with a fortress shield. Now has a phase skimmer.
  =Inland's Ionic Generator is now MUCH quicker to fire and resets your flux. Kinda fun to pilot the carrier now!
-Bug fixes of the boring sort!

0.7
+Gedune mod interactions! Gedune station will now spawn in the Citadel system.
+New ship: Sierra-Class Battlecruiser (Sub-Capital). Two flight decks and a powerful weapons array.
+New wing: Firewall H?fing: An heavily shielded pair of fighters outfitted with a Heavy eFlak.
+New bomber: Neutron bomber. A fragile bomber that carries a single Blitz torpedo.
+New bomber: Proton bomber. A hardier bomber equipped with a plasmathrower. Better than the Neutron.
+New weapon: Rotunda Battery: An kinetic autopulse equivalent. Generates massive flux and damage.
+New weapon: Plasma Projector (A energy based Hypervelocivty Driver)
+New weapon: Heavy eFlak: An energy based flak cannon with a huge flux cost. It is very effective though.
+New weapon: K-Barrage: An expensive small weapon designed to offer supreme kinetic DPS.
+New weapon: E-Barrage: An expensive small weapon designed to offer supreme energy DPS.
+New weapon: Calidity: A small mount flamethrower akin to the Anitmatter Blaster.
+New weapon: Diode PD: A weak and cheap PD that only offers slight armor peircing  and a small impact force.
+New weapon: Parabola LRM: A missile launcher that uses flux to fire two kinetic warheads with a long range.
+New text all around.

-New color scheme on all ships.
-Driver, Inland, Conduit and Stable have completely redesigned sprites.
-Inland now has a powerful Ionic Generator, which charges up to release an EMP shockwave.
-Rip Drive behavior changed, Longer, but slower, bursts of speed. The system has been given 3 charges from 2.
-Power Cruise behavior changed, on activation it drops the speed to zero, then slowly gets to 230 SU.
-Beserker system changed, signifigantly nerfed in speed and firepower.
-Weapon Balance Changes;
Plasma Blaster (Hypermatter) now fires weaker bursts, but generates less flux.
Rotunda buffed to 189 DPS.
Viper, Copperhead both have increased ammo storage. (Their projectiles are more visible now too)
Revolver Autocannon fires faster, deals more damage and has siginifigantly reduced range.
Plasma Launcher (Plasma Lance) is now a massive energy flak gun. Fighters beware...
-A whole lot of little changes everywhere else. Y'know, the Torus's flux capactiy has been buffed, ect ect...

*REMOVED Parlance-Class cruiser. Go find it in the Gedune mod!

0.6.4
+Lights update! Citadel now requires ShaderLib.
-Fixes under the hood for future updates.
-No more custom Exerelin files, use the url: https://bitbucket.org/Zaphide/exerelin/get/master.zip

0.6.3
+You can now use these very mod files to play in Dark Revenant's Starsector+ mod! Check it out!

-Revolver NERFED, now it deals 38 DPS but is highly accurate (very fast projectiles).
-Zeus NERFED, 1500 from 3000 energy damage.
-Striker Pod BUFFED, more projectile HP and launch speed (projectile look also changed).
-Driver-Class Seigecraft has less engines, and won't spin furiously if hit by a salamader.
-Changed some ship stats
-Driver has slightly different turret arcs, built in Meteor missiles changed to swarmers.
-Parlance has 650 from 600 flux dissipation, 75 from 50 top speed, and .7 from .8 shield efficiency
-Porter has 200 top speed from 130, flux buffs, shield buffs.
-Conduit's Berserker buffs reduced from 200% to 150%
-Monlith's Bastion Shield system now absorbs 1.5x damage, or 50% less damage.
-Meathships now have a system that burns them directly to the player.
-Shielded Meathship will not blow up when hit by asteroids anymore, hull and armor buffed.

0.6.2
+New ship, the Parlance-class Prototype cruiser. A certain alien race cooperated with the Citadel shipbuilders,
and the color scheme of green and purple should indcate which race. Anyways, it is a slower but more
maneuverable ship compared to the previously spotlighted Nova-class. It also boasts more weapons,
 better turret coverage and a decent shield generator. Although, it is pretty "squishy" for a cruiser.
+New ship, Arye-class light carrier. It has a good sheild, OP, but poor speed, poor health and only one flight
deck. It also has a medium universal for any kind of weapon you could want.
+New ship, the Hauler-class freighter. It's a small freigter that tries to get through in numbers. It is slightly
faster than the tarsus, but has no shield. The only weapon slots are two small energys, along with 4 built
in tac-lasers for some attack strength.
+New Large Weapon: Seige Laser. A powerful HE laser that has quite a large charge up time. It cannot turn
and has a very expensive OP cost (30 OP). It is very flux hungry too, the Sunder cannot handle it.
+New Small Weapon: Copperhead. A single barrel version of the Viper. It is easier to fit on ships, as well as
slighly better in everything but DPS.
-New art for ships and weapons! Ships courtesty of HELMUT.
-The Monolith has been nerfed. It only has 3 avalible large mounts, and lots of mounts have built-in mining
weapons to show it is a civillian ship. It's only a mobile autofactory, not a ROFL-stomper.
-New sounds for some weapons from SniZipGun.
-Even more ship stat tweaking! (I could still use some more input, pretty please)
-Weapon stat tweaking
-Meteor is more useful, now kinetic damage.
-Striker pod is also more useful, also changed to kinetic damage.
-The Hypermatter is buffed, but the accuracy decreases noticably during extended firing periods.
-Campaign fleet  composition tweaking. They should actually go in systems now, if they stop chasing pirates.
Sorry for being so vague, but a LOT of the content was changed.
0.5.4
* 0 Flux beam weaponry glitch!
- Major ship balance pass
- Plasma Lance is now a beam
- Cleaned up the Light Destroyer sprite a bit
+,- Misc. Stuff
-----
0.5.3
Changed the Campaign fleet indicator color to the a light blue. Very flashy!
Stats changed across the board. Is it good? Any changes you would recommend changes of any sort? Please do!
 -Armor standardized
 -Shields reduced, some shields nerfed/improved
Weapon price changes!
Fixed weird projectile behavior with Rotunda Accelerator!
The viper has a much beefier sound now!
Added a new ship, the Quasar strike frigate. It won't be in Exerelin until there is an update on Zahpide's part. (Dude, it has a plasma flamethrower!)
Changed the weapons for the Arrowhead wing into something less pathetic.
Switched up some things here and there...
-----
Version 0.5.2 BETA
Small weapon changes
Bugfix for campaign
All variants now make sense!
-----
Version 0.5.1 BETA
New weapon for the Supernova cruiser. Giant kinetic lances are awesome!
Meteor missile is now a large EMP burst. I will flesh out this line of AOE EMP missile next time!
Slight changes to Rip Drive behavior
More changes all around the block
-----
Version 0.5 BETA
Exerelin compatibility, at last!
New weapon: Ion Repeater, an attempt to make EMP damage useful until feature mechanics.
Carrier has gotten plastic surgery!
Minelayer has gotten a face lift!
A slight redo of all ship stats for hull, armor, flux dissipation, and flux capacity.
Cocktail Party is now a bit harder, you must do more with less now.
Slight weapon changes for projectiles, stats and behaviors.
There is more, but they are relatively unimportant.
------
Version 0.3 BETA
New weapons! Rotunda Accelerator, Cobra Autogun and the Meteor Rocket!
New ship, Marathon-class Medium Destroyer! (Plus a little experiment, which is hidden!)
Updated Art: Nebulae-class PD Platform and the Juggernaut-class Seige Cruiser!
Tweaks: Stats for weapons and ships.
YAY! Lazywizard has helped me fix up the new system for this mod: Citadel! (It's quite a trip, bring some fuel!)
Many small tweaks, that I can't remember!
------
Version 0.9
Redid art; now a small mod in terms of content!
New weapons! Supernova Rocket, Zeus Railgun, Mini-Flak, Light ACEL (Available at Defenders Station)
Buffed Supernova Cruiser with built-in weapons
New dialog, still WIP.
New mission, Defenders VS Defenders
Changed mission, Cocktail Party is now easy!
------
Version 0.7
One new mission, random battle with a random vanilla fleet
Redid art effects, used paint.net dream effect.
Rebalanced some prices a bit.
Strengthened the Resonance destroyer.
Redid the frigate art, looks much better now.
------
Version 0.6
Fixed convoy.
Fixed Station orbit.
Balanced spawning rate.
Added a new WIP minelayer ship.
Rebalanced all of the ships and their turret mounts.
Added station inventory.
Updated the variants.
New non-stereotypical names!
One new mission.
                                                                 


Credits:
Interaction Paintings: tryingtofly (http://tryingtofly.deviantart.com/)

Sounds:
-Dartoxian Space Weapons: jonccox
-Rotunda Accelerator Chargeup: Dan Oberbauer
-MesoTroniK
-Freelancer
-Cycerin
-SniZipGun

Coding: Lazywizard, Dark.Revenant

Sprite Improvement: HELMUT

Advice: Dark.Revenant, MesoTroniK, the mod squad (you know who you are)

Original Game: Alex, David, Stian

Ship Editor: (http://i.imgur.com/LusZPub.png)  (http://fractalsoftworks.com/forum/index.php?topic=375.0)
Title: Re: [0.54.1a] Citadel Defenders v0.3
Post by: Sleepyfish on July 26, 2013, 09:20:51 PM
[Reserved]
Title: Re: [0.54.1a] Citadel Defenders v0.3
Post by: phyrex on July 26, 2013, 10:21:12 PM
Simple yet classy sprite, these are the kind of designs i came up with for my first mod but didint have the balls to post (i thought they were ugly).
Seeing yours firsthand makes me realize how wrong i was...

also, im curious about your lore, has the government evolved into what they are because the entire population is xenophobic or only the "elected" officials are xenophobic douchebags and the whole culture is actually under an oppressive rule they dont agree with ?
Title: Re: [0.54.1a] Citadel Defenders v0.3
Post by: Sleepyfish on July 26, 2013, 10:39:57 PM
Thank you phyrex! It really means a lot to me to see that you like it. Yeah, I'm not the best writer. ::) What I meant was pirate attacks on civillian ships led to xenophobia, which in turn caused the public to elect increasingly xenophobic leaders. I came to the point where outsiders are fired upon. So yes, they are all xenophobic, but even if they wanted to change, they couldn't.  For now, I left them neutral twoards the player just in case they are too overpowered.
Title: Re: [0.54.1a] Citadel Defenders v0.3
Post by: phyrex on July 27, 2013, 09:45:34 AM
Thank you phyrex! It really means a lot to me to see that you like it. Yeah, I'm not the best writer. ::) What I meant was pirate attacks on civillian ships led to xenophobia, which in turn caused the public to elect increasingly xenophobic leaders. I came to the point where outsiders are fired upon. So yes, they are all xenophobic, but even if they wanted to change, they couldn't.  For now, I left them neutral twoards the player just in case they are too overpowered.

Hey, youre not a bad writer, i just wasent sure.
And i know how it goes when you release your own mod. Im still kinda sad ive never been able to finish mine but i simply didint have the time to work on it anymore.

Here's one of the biggest tip i can give : make missions for your faction that gives people the opportunity to try all your ships. Some mod makers only integrated theire faction to the campaign and leave it at that, when you just want to fool around with a new faction, lacking missions to do so is crippling.
Title: Re: [0.54.1a] Citadel Defenders v0.3
Post by: Sleepyfish on July 27, 2013, 10:01:55 AM
I never considered that! Hrmmm, time to get to work!
Title: Re: [0.54.1a] Citadel Defenders v0.3
Post by: phyrex on July 27, 2013, 10:13:46 AM
I never considered that! Hrmmm, time to get to work!


you'll thank me later, doing this will allow people to quickly pick up your work, try it out and give you feedback on what might be wrong/over/underpowered with your ships
Title: Re: [0.54.1a] Citadel Defenders v0.3
Post by: HELMUT on July 27, 2013, 10:18:51 AM
Surprisingly i never look at the missions, always going directly with campaign mod. But i guess it depends of the person.

I'll download it, won't be able to play for some time though (too much to do). A good thing to do however would be to make it compatible with Uomoz's corvus mod, as it is one of the biggest compilation of mods and most people always play with it on. Personally i rarely even bother trying a mod if it isn't compatible with this one.
Title: Re: [0.54.1a] Citadel Defenders v0.3
Post by: Sleepyfish on July 27, 2013, 11:40:18 AM
How would it not be compatible? I have pretty inconspicus numbers, like 99.17 in the ship_data file. Also, my variants are straightforward and labled induvidually. Everything I label has Fox"..." or Multi"..." in front of it. So it should be compatible with other mods. Especially because I test it among mods like Blackrock, Neutrino and Valkyrians.
Title: Re: [0.54.1a] Citadel Defenders v0.3
Post by: phyrex on July 27, 2013, 12:05:15 PM
How would it not be compatible? I have pretty inconspicus numbers, like 99.17 in the ship_data file. Also, my variants are straightforward and labled induvidually. Everything I label has Fox"..." or Multi"..." in front of it. So it should be compatible with other mods. Especially because I test it among mods like Blackrock, Neutrino and Valkyrians.

making it "compatible" just means double-checking no file names conflict with those already in Uumoz corvus and other tidbits like that

Surprisingly i never look at the missions, always going directly with campaign mod. But i guess it depends of the person.

 :-[ oops

personally its the opposite, i always go for the mission first to get a quick hold of what the mod's ship are about and see if i like it or not. kinda like a quick testdrive.

i guess i talked out of my ass
Title: Re: [0.54.1a] Citadel Defenders v0.3
Post by: HELMUT on July 31, 2013, 10:03:49 AM
Ok i tried it and... No ships in the station? Might need to fix that.

I brawled with them a bit. I think they are a bit too powerful right now. However i'll wait for an update with a working station to see how they fare against the rest of Corvus.
Title: Re: [0.54.1a] Citadel Defenders v0.6- Bugfixes and more!
Post by: Sleepyfish on August 05, 2013, 04:24:33 PM
OK, there is a new version out. More balancing, more bug-fixing, more awesome stuff. (And an experimental weapon found at the new station!)

@HELMUT Thanks! The new update above should fix that stuff.
Title: Re: [0.54.1a] Citadel Defenders v0.6- Bugfixes and more!
Post by: Sleepyfish on August 09, 2013, 09:29:07 AM
Version v0.7 now released! Yay! Now I was considering some balancing fixes, such as the Mako Gunship to only have one ship per wing. Please, tell me what you think! Some more fighters and mission are coming next update, so stay tuned.
Title: Re: [0.54.1a] Citadel Defenders v0.9- Bugfixes and more!
Post by: Sleepyfish on August 28, 2013, 10:14:09 AM
0.9 is out, get it now! What do you thnk of the new weapons?
Title: Re: [0.54.1a] Citadel Defenders v0.9- Bugfixes and more!
Post by: HELMUT on August 28, 2013, 11:58:51 AM
Hum? Something must have gone wrong when you uploaded the last version, it only weight 22b. And i can't even extract anything from it. Other than that, kudos for the new ship sprites.
Title: Re: [0.54.1a] Citadel Defenders v0.9- New Weapons and Art!
Post by: Sleepyfish on August 28, 2013, 05:19:38 PM
Alright, fixed the download link, I'm so sorry about that failzor move!  :D
Title: Re: [0.54.1a] Citadel Defenders v0.9- New Weapons and Art!
Post by: Sleepyfish on September 14, 2013, 09:28:37 AM
What do you think of this? It's shape is basic, but I was thinking it could be smaller as a compensation.
(http://i.imgur.com/JGAhMs1.png)
Title: Re: [0.6a] Citadel Defenders BETA v0.3- New ships, Updated ships and more weapons!
Post by: Sleepyfish on September 29, 2013, 11:44:13 PM
It's a bit quiet here... is everything OK?

Anyways, check the original post for the new version. It comes with a new system, rading parties, weapons, ships and misc. tweaks.

Kinda losing faith on this mod, but I really love it. :/ Oh well, onwards!
Title: Re: [0.6a] Citadel Defenders BETA v0.3- New ships, Updated ships and more weapons!
Post by: NITROtbomb on September 30, 2013, 06:29:10 AM
don't worry this will light up soon, A good way to get some followers it to create some deep lore for your faction, character backstories, how they were birthed, you know stuff.
Title: Re: [0.6a] Citadel Defenders BETA v0.3- New ships, Updated ships and more weapons!
Post by: Sleepyfish on October 04, 2013, 10:09:09 PM
Just for your information, this is going to be updated slower than normal.
Don't think of it as me being all moody and such, but this mod has a long road ahead of it. School, lack of ideas, motivational issues with spriting and you name it. Eventually, there will be a full release available for everyone to download, so no worries. Also, a complete lore change is in the works! But until then, enjoy what I cooked up for 'yall!
Title: Re: [0.6.1a] Citadel Defenders - Announcement
Post by: Trylobot on October 08, 2013, 11:18:12 PM
Since you have a working download for the current version of the game, would you like me to move this to the Mods subforum?
Title: Re: [0.6.1a] Citadel Defenders - Announcement
Post by: Sleepyfish on October 09, 2013, 12:43:07 AM
Sure, even though I feel that it isn't mature yet, I would be fine with that. Always need good criticism!
Title: Re: [0.6.1a] Citadel Fleet - Beta v0.3 - Exerelin coming soon!
Post by: MesoTroniK on October 14, 2013, 10:10:30 PM
That sig...

Well anyways that repeating ion gun, and acceleration drive ship system we discussed sounds very interesting Mr. Foxer.
Title: Re: [0.6.1a] Citadel Fleet - Beta v0.3 - Exerelin coming soon!
Post by: Sleepyfish on October 24, 2013, 07:12:29 AM
New update soon! ;D

-Graphical tweaks to most weapons/projectiles
-New repeating Ion cannon, a medium mount that costs as much as a large mounts OP
-The Minelayer has a new Vixen drone, a large and deadly thing with a repeating ion cannon built in.
-There are some engines with hidden jets, namely the Light Destroyer and the Crusier
-Some more stuff I can't recall right now!
Title: Re: [0.6.1a] Citadel Fleet - Beta v0.3 - Exerelin coming soon!
Post by: Sleepyfish on October 29, 2013, 09:50:49 PM
The work goes on, with a reworked carrier image a well as a new system for the supernova cruiser! A very potent ability indeed!

The Citadel don't like fighters because they lose to many crew in the process. I will be adding some more fighters and weapons for the upcoming Exerlin update... think 0.5 shortly after 0.4!
Title: Re: [0.6.1a] Citadel Fleet - Beta v0.3 - Exerelin coming soon!
Post by: ciago92 on October 30, 2013, 12:03:44 AM
I keep expecting mass effect :-( lol
Title: Re: [0.6.1a] Citadel Fleet - Beta v0.3 - Exerelin coming soon!
Post by: Sleepyfish on October 30, 2013, 12:13:30 AM
Guh... that's a good point!  Sorry for your lost hopes on Mass Effect!
Title: Re: [0.6.1a] Citadel Fleet - Beta v0.3 - Exerelin coming soon!
Post by: ciago92 on October 30, 2013, 07:55:13 AM
no worries, I just chuckle every time I see the name
Title: Re: [0.6.1a] Citadel Fleet - Beta v0.5 - Exerelin Compatibility!
Post by: Sleepyfish on November 06, 2013, 08:31:49 PM
Woo! New version with OP updated!

Have fun in Exerelin!
Title: Re: [0.6.1a] Citadel Fleet - Beta v0.5.1 - Exerelin, New Lore and More!
Post by: Sleepyfish on November 11, 2013, 06:20:25 PM
Okay, the 0.5.1 update brings more changes and adjustments. Slightly updated the mod lore as well, it's easier to read in some parts, and bit more vanilla friendly in terms of storyline.

Please, please, please- I would like *SOME* feedback!  :'(

I need it, it's so lonely around here!

EDIT:

I have a few questions...

1. What am I doing wrong? No one seems to want to share their opinions and feedback!
2. What aspects could I do better in terms of presentaion of the mod?
3. Am I updating too slow?
4. Finally, are there any requests for custom ships/weapons that people want? (Dual Cobras, anyone?)
Title: Re: [0.6.1a] Citadel Fleet - v0.5.1- Exerelin, Lore & More! (Feedback wanted!)
Post by: TimeDiver on November 12, 2013, 10:15:03 AM
Man, I'm the only (non-author) poster remotely willing to comment?

Just one bug report, and one semi-criticism (applicable to v0.5.1):

1. The bug: in 'data\scripts\world\citadel\DefendersConvoySpawnPoint.java', line 100: had a crash that pointed to this line, changed it to: "FoxMinelayer_Hull", and haven't gotten that particular crash afterwards.

2. The criticism: most of the 'Elite' ship variants are way, way too loaded with hullmods; just... far too many. Not seeing the rationale there, compared with just about every other Starsector mod available.
Title: Re: [0.6.1a] Citadel Fleet - v0.5.1- Exerelin, Lore & More! (Feedback wanted!)
Post by: Sleepyfish on November 12, 2013, 12:05:05 PM
Thanks!


I will spend this afternoon creating sensible variants for all of the craft.
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Lore & More! (Feedback wanted!)
Post by: Sleepyfish on November 12, 2013, 05:37:33 PM
Alrighty, a new update is here! Check OP, or get it HERE! (http://www.mediafire.com/download/m7m3o2sbab81wp6/Citadel_v0.5.2.zip)

Let me know If I forgot something. I'm in a hurry ATM!

0.5.2 brings us:
+Supernova tweaks, missiles are now AOE dummies, but it's not like they were guided before.
+Fatal campaign bug fixes!
+Complete variant rework...

-Cheap is more durable, heavy armor, and reenforced bulkheads are common. All weapons are vanilla.
-Midline is a good balance, all vanilla weapon loadouts. (The better ones)
-Elite is more specialized, all weapons are of Citadel origin (Except the built-in ones), and is mostly better than the previous levels.
+Even more smaller changes!
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: Erick Doe on November 13, 2013, 03:20:46 AM
I will test this for compatibility with other mods and see if I can integrate it with the Modded Starsector package.
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: Sleepyfish on November 13, 2013, 06:29:02 AM
Thank you, Eric!  :)

Next update should add 2 new ships, a heavy close support cruiser, and a missile support cruiser. The AOE EMP missile line will be fleshed out, as well as other additions to the weapon family.
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: Sproiet on November 13, 2013, 08:08:18 AM
So, no real feedback yet since I kind of burnt myself out of starsector but a little qualm. Your mod faction has a similar color to that of the independents....I don't know if I just didn't see the difference but while I was playing exerelin I thought that hyperspace was full of independent traders :P
When really it was your faction rolling everything. I suggest a light blueish color will do the faction well. Gray is kind of boring anyway   :)
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: Sleepyfish on November 13, 2013, 08:19:05 AM
Thanks man! I will take your advice and change it into a slightly bluish color. Next update, for methinks it shouldn't be that disrupting.
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: HELMUT on November 13, 2013, 09:36:59 AM
Do you plan updating the Crusader and Monolith sprites too?

I have to say i never really was a fan of the art style of the faction, that's why i never really played them. Now that they are into Erick's compilation, i'll probably be able to give you some feedback sooner or later.

Have you tried to do some kitbash from the Supernova? Could get some interesting results.
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: Sleepyfish on November 13, 2013, 10:22:11 AM
I would say that those particular ships are not on the top of the To-Do list, mostly because their shape is boring and they aren't very effective in combat. I have two other ships in the worksto replace them anyways, and they are the opposite boring\unconventional.

I look forward to your reveiw!
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: Jambo on November 14, 2013, 11:12:38 PM
I just tried out your mod on a few runs of exelerin (with every compatible mod).  An interesting experience.. as a start..

A few things I'd like to note.

1. The stations seemed to stop producing troop transports and superfreighters or not even at all ( perhaps design some of your own instead of using vanilla?)

2.  I had one game where my starting station refused to spawn any boarding fleets ( perhaps linked to the above issue) leading to me desperatly making everyone hate me by keeping them off the empty stations in my area (this got boring fast. And I ended up losing my only station to a massive zorg invasion.

3. It seems the stations produce very few weapons and I am constantly mixmatching random bits and loot just to keep my fleet equipped. ( and even finding your own faction weapons is hard enough.

4. It seems as if the ai wants me to lose. Had one game where I miraculously expanded to 3 stations before boarding fleet production flatlined. The problem is the station produced one defence fleet and ceased to do much else. Which got wrecked by an invasion and thus lead to my eventual loss.

Other then that I am in love with the universal slots and sleek ships. And look forward to some large size ships sporting large universals. Also moar weapons!
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: Sleepyfish on November 14, 2013, 11:37:47 PM
Hi there, and welcome to the forums! I'm honored to be your first post!

1. The station inventory is completely random, and I suggest dropping off rare ships in the omnifactory to help your fleet expand. In time, there will be some custom freighters\troop transports, and I'm very glad your excited for them!

2. Unfortunately, ship spawns are not in my control... :( But those zorg rushes are always unstoppable anyways! :3

3. Again, the omnifactory is a pretty much must have. The same thing happens on my test runs as well! The weapons are delivered based on variants, so I might have to talk to zaphide about increasing weapon amounts just for the Citadel.

4. Ahh, Exerelin be trollin'. Zaphide said he was going to give the player an easier start nex
update. We're not the only ones to have noticed the difficulty!
Also, thank you for your response, again. It really helps the mod mature and become larger in size. I know there is still a lot of work to be done, so I thank you for looking past those grey areas for now. I hope you enjoy your future business with the Citadel!
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: HELMUT on November 15, 2013, 07:51:35 AM
Couldn't play my Citadel campaign for very long (blame Vayra's Kadur ;D) but i was at least able to play with the frigates. The frigates by themselves aren't incredibly originals (the Dwarf and the Expedition) but they are still very good hit & run ships and i like the fancy weapons, especially the deadly EMP missiles and the flak with huge AOE. The sound of the light autocannon (Meteor? Can't remember its name) is pretty weak though but that's my personal point of view.

By the way i never knew you made weapons for your mod, you should definitely post the sprites in the OP, they are quite cools.
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: Sleepyfish on November 15, 2013, 07:58:30 AM
Incredibly original? I'm not sure what that means, but their shape is supposed to be made out of triangles as part mod lore.

Yes,the sound should be redone in the next version, our at least improved!

Thanks for your feedback, Helmut!
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: HELMUT on November 15, 2013, 08:04:08 AM
Wasn't really talking about the shape, more about the flying style of those frigates which doesn't stand out from others... But then, they are supposed to be just frigates, so in the end it's dumb of me.

And of course, i barely played the other two, so i might be wrong.
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: Sleepyfish on November 16, 2013, 08:24:15 PM
Right now I'm starting on a small frigate version of the marathon destroyer, mainly as a starting purpose for exerelin. I think it should have a special weapon(s), but what should it be? Any suggestions? It's gonna be a hyperion type-thng, with a 6 charge phase skimmer.

I also have plans for a strike frigate, with a storm needler and a regenerating torpedo.
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: entropy on November 17, 2013, 02:38:36 PM
Foxer,

I have to say I love the mod! It is really fun for Exerelin so TY for the time you have put in. I like the art style, very stealthy looking.

If there is one thing I would like more of it's Capital ships! Otherwise great fun. Good job!

-entropy
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: Sleepyfish on November 17, 2013, 05:52:54 PM
Haha, thanks entropy! I hope you enjoy future content as well. There will be some capitals coming up, but they are WIP.

Spoiler
(http://i.imgur.com/eByxlvRl.jpg)

The heavy cruiser thingy
[close]

Spoiler
(http://i.imgur.com/H9AaQFyl.jpg)

the new Capship thingy
[close]
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: HELMUT on November 18, 2013, 10:02:39 AM
Hum for your new ships, do you plan to add them just like that or is it only the shape? Coz' that's kinda... Weird?

Played a bit more of Citadels, i think they could be considered as overpowered. The supply cost is negligible, same with the CR cost. Would they have extremely bad ships i could understand, but they are actually close to high-tech levels, especially the weapons.

Are you using Codex 20? That mod is always handy for balancing. I would be surprised if it rate them as balanced right now though (i don't know if Codex can rate the weapons, that could explain everything actually).

Another thing, but that's more a personal point of view here. Why the Citadel system is so far? To get there from Corvus you have to fly like 1 or 2 minute. Personaly i hate waiting stuffs like that, that's why i usually change the positioning of modded systems like the Zorgs, Nomads and Citadels to be closer to Corvus.

Then again i repeat, it's a personal opinion and if there's some lore explanation for the distance, it's fine for me. It's just that i find boring to have your system on the edge of the map as the player won't often go there.
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: Sleepyfish on November 18, 2013, 12:19:30 PM
Thanks for the input, Helmut!

Of course, they are only the outlines. I would be crazy to put them in like that.

Thanks for the tip on OP. I planned to redo the logistical stats for all of my stuff anyways. They should have midline stats in my opinion. It's just fitting for the lore, for they are low tech\high tech mashups. You can remove all armor plates for any ship, and rreplace them in an instant, but the engines would take longer than that.

The lore implies that Citadel is a relatively remote system, kinda like PACK. That was necessary to have an isolated startup.

Did you even read the lore? Just wondering...
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: HELMUT on November 19, 2013, 07:05:21 AM
Did you even read the lore? Just wondering...

I did, quickly. Well, very quickly i have to admit. I just remembered that they were basically mercenaries...

Then again, after reading more thoroughly the lore, i don't see why they should be so far from anyone. After the collapse, most of the sector map would have needed to be redone and because of the lack of Citadel space presence, they ended up unnoticed, which explain the lack of visitors like the Hegemony and the Tri-Tachyons. They don't need to be far away to be unnoticed, space is big enough for this.  And the comparison with PACK worlds is weird as Canis isn't really that far from Corvus (in USs that is, don't remember in vanilla).
Title: Re: [0.6.1a] Citadel Fleet - v0.5.2- Exerelin, Variant Changes! (Feedback wanted!)
Post by: Sleepyfish on November 19, 2013, 08:12:44 PM
New update is up!

Grab the latest version here! (http://www.mediafire.com/download/b97e5nmhhzf4mah/Citadel_v0.5.3.zip)

Changes:
Changed the Campaign fleet indicator color to the a light blue. Very flashy!
Stats changed across the board. Is it good? Any changes you would recommend changes of any sort? Please do!
 -Armor standardized
 -Shields reduced, some shields nerfed/improved
Weapon price changes!
Fixed weird projectile behavior with Rotunda Accelerator!
The viper has a much beefier sound now!
Added a new ship, the Quasar strike frigate. It won't be in Exerelin until there is an update on Zahpide's part. (Dude, it has a plasma flamethrower! And yes, it is a tiny version of the Marathon. Will include lore/reasons in a short while.)
Spoiler
(http://i.imgur.com/OFLIx4q.png)
[close]
Changed the weapons for the Arrowhead wing into something less pathetic.
Switched up some things here and there...
Title: Re: [0.6.1a] Citadel Fleet - v0.5.3- Exerelin, new logistics! (Feedback wanted!)
Post by: HELMUT on November 20, 2013, 08:58:25 AM
I just noticed, all your fighters wings have a CR cost of 25% so they barely have any ship replacement. For comparison the Talon have a 4% CR cost. Also, the Wayfarer is named as a frigate but the game consider it as a Destroyer (it can have 20 OP in flux).

I played more of the campaign until i encountered a very annoying bug. I don't know if it come from your mod though. Basically your flagship engines suddenly stop working in the battle, i can turn, strafe and go backward but not forward. The only way to fix it is to enable the autopilot but sometimes it goes autopilot enabled and autopilot disabled at the same time, preventing the AI to take control of it. The problem still persist when i switch flagship during battle.

I played with the Exigency mod and the Altari, so it could come from there, as MesoTroniK use a gazillion scripts for his mod and some bugs may still be here. I don't know for etherealblade though.

Title: Re: [0.6.1a] Citadel Fleet - v0.5.3- Exerelin, new logistics! (Feedback wanted!)
Post by: MesoTroniK on November 20, 2013, 03:57:02 PM
Helmut I doubt that error came from my mod, I've never seen anything like that even with very long campaign plays. Its true my mod is scripted like crazy, but even if they contained bugs they should not do anything like you described.
Title: Re: [0.6.1a] Citadel Fleet - v0.5.3- Exerelin, new logistics! (Feedback wanted!)
Post by: Sleepyfish on November 20, 2013, 04:59:43 PM
My mod doesn't use any scripts at all, and MesoTroniK's doesn't play with the controls... I don't know what I can do about it!
Title: Re: [0.6.1a] Citadel Fleet - v0.5.3- Exerelin, new logistics! (Feedback wanted!)
Post by: HELMUT on November 20, 2013, 05:20:51 PM
I diasbled your mod, haven't seen the bug since. Welp, maybe because i was screwing around with dev-mode, the game didn't liked it...
Title: Re: [0.6.1a] Citadel Fleet - v0.5.3- Exerelin, new logistics! (Feedback wanted!)
Post by: Sleepyfish on December 06, 2013, 11:53:18 PM
Hoo boy, there is a LOT of stuff being changed in the dev version. Also, I would in debt to the person who reports/reveiws the ship strengths. I am really frustrated with the balance Codex, its been pooping all over my computer, complaining about harpoon mrm projectiles when I haven't even touched them!

Ah, well, time to start working on the Crusader destroyer I guess. It's about time I fill in the gap of destroyers. Speaking of which, I am going to make the dwarf class frigate bigger, cause it is really tiny for a frigate. There is a civilian freighter planned, which will replace the current buffaloes as a dedicated logistics ship.

Until next time...
Title: Re: [0.6.1a] Citadel Fleet - v0.5.3- Exerelin, new logistics! (Feedback wanted!)
Post by: Sleepyfish on December 11, 2013, 09:04:22 PM
New version, updated link is in OP.

0.5.4
* 0 Flux beam weaponry glitch!
- Major ship balance pass
- Plasma Lance is now a beam
- Cleaned up the Light Destroyer sprite a bit
+,- Misc. Stuff, new sound for revolver autogun, weapon stats


I have many plans, but life is slow going, and I want to get this balance update out!
Title: Re: [0.6.1a] Citadel - v0.5.4- Balance Update! (Feedback wanted!) [Exerelin]
Post by: Sleepyfish on January 14, 2014, 11:40:07 PM
Argh... must... finish... dreadnaught... sprite... Then I may rest in peace.  :'(

Also, stuff has been added/tweaked. How's that for vague? Finally, sorry for the month long wait. I have been extremely busy in RL with finals, SATs and the whole lot. :(

Reveiws are still very much appreciated!
Title: Re: [0.6.1a] Citadel - v0.5.4- Balance Update! (Feedback wanted!) [Exerelin]
Post by: Sleepyfish on February 06, 2014, 09:17:55 PM
I'll just leave this here...

Spoiler
(http://i.imgur.com/T4Fy45b.jpg) (http://imgur.com/T4Fy45b)
[close]

Kitbash help is from HELMUT. He is way to awesome.
Title: Re: [0.6.1a] Citadel - v0.5.4- Balance Update! (Feedback wanted!) [Exerelin]
Post by: Shellster on February 06, 2014, 09:31:27 PM
Those look fantastic! Nice job to you and HELMUT :)
Title: Re: [0.6.1a] Citadel - v0.5.4- Balance Update! (Feedback wanted!) [Exerelin]
Post by: Sleepyfish on February 06, 2014, 10:15:07 PM
Thanks Shellster! I really like how the Marathon turned out myself.
Title: Re: [0.6.1a] Citadel - v0.5.4- Balance Update! (Feedback wanted!) [Exerelin]
Post by: SpaceRiceBowl on February 07, 2014, 08:32:42 PM
Man, they all look really good
 ;D
Edit: Any work on the implementing the new sprites?
Title: Re: [0.6.1a] Citadel - v0.5.4- Balance Update! (Feedback wanted!) [Exerelin]
Post by: Debido on March 28, 2014, 09:47:16 PM
Let's play video of Citadel vs SS Vanilla ships in 1080p.
(Dev version)
(http://s5.postimg.org/mvxypzed3/citadel_Mission1.jpg)

A 16 minute firefight, steel on steel, plasma melting armour and all manner of pretty laser light shows.

http://youtu.be/r_zx3t4r1jc (http://youtu.be/r_zx3t4r1jc)
Title: Re: [0.6.1a] Citadel - v0.5.4- Balance Update! (Feedback wanted!) [Exerelin]
Post by: SpaceRiceBowl on March 29, 2014, 01:10:20 PM
Hot damn son... when is it gonna be released?   :o
Title: Re: [0.6.1a] Citadel - v0.5.4- Balance Update! (Feedback wanted!) [Exerelin]
Post by: Sleepyfish on March 30, 2014, 07:30:41 PM
Soontm!
Title: Re: [0.6.1a] Citadel - v0.5.4- Balance Update! (Feedback wanted!) [Exerelin]
Post by: Sleepyfish on April 09, 2014, 08:36:00 PM
New New New! ;D

0.6
+New ship, the Parlance-class Prototype cruiser. A certain alien race cooperated with the Citadel shipbuilders,
and the color scheme of green and purple should indcate which race. Anyways, it is a slower but more
maneuverable ship compared to the previously spotlighted Nova-class. It also boasts more weapons,
 better turret coverage and a decent shield generator. Although, it is pretty "squishy" for a cruiser.
+New ship, Arye-class light carrier. It has a good sheild, OP, but poor speed, poor health and only one flight
deck. It also has a medium universal for any kind of weapon you could want.
+New ship, the Hauler-class freighter. It's a small freigter that tries to get through in numbers. It is slightly
faster than the tarsus, but has no shield. The only weapon slots are two small energys, along with 4 built
in tac-lasers for some attack strength.
+New Large Weapon: Seige Laser. A powerful HE laser that has quite a large charge up time. It cannot turn
and has a very expensive OP cost (30 OP). It is very flux hungry too, the Sunder cannot handle it.
+New Small Weapon: Copperhead. A single barrel version of the Viper. It is easier to fit on ships, as well as
slighly better in everything but DPS.
-New art for ships and weapons! Ships courtesty of HELMUT.
-The Monolith has been nerfed. It only has 3 avalible large mounts, and lots of mounts have built-in mining
weapons to show it is a civillian ship. It's only a mobile autofactory, not a ROFL-stomper.
-New sounds for some weapons from SniZipGun.
-Even more ship stat tweaking! (I could still use some more input, pretty please)
-Weapon stat tweaking
   -Meteor is more useful, now kinetic damage.
   -Striker pod is also more useful, also changed to kinetic damage.
   -The Hypermatter is buffed, but the accuracy decreases noticably during extended firing periods.
-Campaign fleet  composition tweaking. They should actually go in systems now, if they stop chasing pirates.


Download Here! (http://www.mediafire.com/download/i7d44dfctb6ptyj/Citadel_0.6_B.zip)
Title: Re: [0.6.1a] Citadel - v0.5.4- Balance Update! (Feedback wanted!) [Exerelin]
Post by: Nanao-kun on April 09, 2014, 08:44:51 PM
Might be a good idea to update the OP with pictures of the current ships. It's quite a difference.
Title: Re: [0.6.1a] Citadel - v0.6- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Sleepyfish on April 09, 2014, 08:59:13 PM
All in good time, I had to do this post in a rush!
Title: Re: [0.6.1a] Citadel - v0.6- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Nanao-kun on April 09, 2014, 09:06:09 PM
All in good time, I had to do this post in a rush!
Looking at the ship_data, the Monolith is designated as a Mobile Autoactory, rather than Mobile Autofactory.

EDIT: Typo.
Title: Re: [0.6.1a] Citadel - v0.6- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Sleepyfish on April 09, 2014, 09:16:00 PM
Thanks, will change in the hotfix!
Title: Re: [0.6.1a] Citadel - v0.6- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Nanao-kun on April 09, 2014, 09:18:50 PM
Thanks, will change in the hotfix!
Dreadnaught and Seige are also misspelled (Dreadnought and Siege), but changing that would also require Exerelin players to wait for an Exerelin update.

Also, what are these MeatShips?
Title: Re: [0.6.1a] Citadel - v0.6- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Sleepyfish on April 09, 2014, 09:32:32 PM
Boy, am I on a misspelling spree! (Thanks Mr.Nano!) Exerelin will be updated soon, so no worries.

The meatships are for testing your variants against, that's all. Like a buffalo Mk2 with no weapons, just to beat up repeatedly.
Title: Re: [0.6.1a] Citadel - v0.6- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Nanao-kun on April 09, 2014, 10:04:48 PM
Oh. The mod_info file also lists the mod as version 0.5b.
Title: Re: [0.6.1a] Citadel - v0.6- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Erick Doe on April 10, 2014, 03:26:53 AM
Thanks, will change in the hotfix!
Dreadnaught and Seige are also misspelled (Dreadnought and Siege), but changing that would also require Exerelin players to wait for an Exerelin update.

Also, what are these MeatShips?

Not necessarily a misspelling. The USS Dreadnaught was a ship, just like the HMS Dreadnought and the USS Dreadnought.
USS Dreadnaught (http://en.wikipedia.org/wiki/USS_Dreadnaught_%28YT-34%29)
USS Dreadnought (http://en.wikipedia.org/wiki/USS_Dreadnought_%28SP-584%29)
HMS Dreadnought (http://en.wikipedia.org/wiki/HMS_Dreadnought_%281906%29)

This may be a play on the word naught / nought. In British English nought is the preferred spelling. While in the USA naught is usually used.
Title: Re: [0.6.1a] Citadel - v0.6- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: kupan9 on April 10, 2014, 05:01:20 AM
Wow, I like the new look.
So I downloaded the mod and tried to use it with the newest commit of Exerelin and had some issues. It seems that you changed the naming convention from FoxDreadnaught to Fox_Dreadnaught. So I had to change that in the citadeldefenders.faction (http://depositfiles.com/files/5zc1rmdgt) and citadeldefenders.json (http://depositfiles.com/files/tw1bg46f2) to get the game to start with both mods enabled (corrected versions of the files in the links of the file names).
So after doing that I started a new char, and the description for the Aural class seems to refer to itself as the Bolt, and use ? instead of ' throughout the description.

The new ships look nice, I am looking forward to trying a campaign out with them.
Title: Re: [0.6.1a] Citadel - v0.6- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Sleepyfish on April 10, 2014, 06:52:52 AM
@kupan9 Thank you! And yes, I restructured the entire mod's hull ID. I also wrote those descriptions quite a while ago, so I apologize for any mistakes I made with naming inconsistencies.

@Eric Doe Wow, that is an interesting bit of history there. I too also like dreadnought, because the second  "a" in dreadnaught makes it feel less serious/menacing. Anyways, the ship is pretty terrifiying, but not necessarily a combat ship lore-wise. (Just very well defended, since it's the Citadel's only means of long range operation) Nobody is supposed to see the hull ID anyway, which might convey its purpose as a combat craft.
Title: Re: [0.6.1a] Citadel - v0.6- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Nanao-kun on April 10, 2014, 10:28:49 AM
to itself as the Bolt, and use ? instead of ' throughout the description.
I think that's a vanilla bug.

Quote
Bugfixing:
  • Fixed smart quotes in descriptions (would display as question marks); loading code now replaces those with regular quotes automatically
Title: Re: [0.6.2a] Citadel -v0.6.1b- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Sleepyfish on April 10, 2014, 05:55:53 PM
Here comes the hotfixes! I also added in a few Exerelin files that you can replace the old files with, courtesy of Kupan9!

0.6.1
-Bugs fixed
-Changes made to descriptions/spelling
-Hypermatter was rebalanced a little. Still feels a little powerful IMO.
+Added some small stand-in descriptions for new content

Get it here! (http://www.mediafire.com/download/n1fyn7g2v0xxb5u/Citadel_0.6.1_B.zip)
Title: Re: [0.6.2a] Citadel -v0.6.1b- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: snull on April 10, 2014, 11:06:09 PM
I like your new ship skins! Nice :)
Title: Re: [0.6.2a] Citadel -v0.6.1b- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: JDCollie on April 16, 2014, 01:14:56 PM
I know it isn't your job to ensure compatability with other mods, but since you do seem to be working to make Citadel compatible with Exerelin, I wanted to mention that I got this error when attempting to load the game:

Code
fatal: ship hull variant or fighter wing with id: [FoxDreadnaught_elitevariant] not found! 

Not sure what that means, but yeah. . .   Oh! And I am running Exerelin 0.633 (the development build) if that is useful to you. Cheers! :D


(I'm also completely willing to admit that the fault may be on my end, so, if it is, disregard this post :)  )


Update:

Yes, it was probably my fault. I deleted the Citadel folder and downloaded the hotfix version in the post just above mine and then put the .json and .faction files in their appropriate Exerelin folders. The game loaded without the above error. So, carry on, nothing to see here :D


Oh, the mod description for your 0.6.1B hotfix still lists itself as 0.6B in the mod list.
Title: Re: [0.6.2a] Citadel -v0.6.1b- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Sleepyfish on April 16, 2014, 04:03:54 PM
@JDCollie I'm glad you got it working! Don't get too busy, because there is a large balance update coming from Mr.Dark.Revenant! It's won't break your save files, but it might increase some supply usages/burn speeds. Also, thanks for the error in the mod version!

Title: Re: [0.6.2a] Citadel -v0.6.1b- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Sabaton on April 17, 2014, 01:09:40 AM
I love your new sprites, they're a far cry from the originals.
Title: Re: [0.6.2a] Citadel -v0.6.1b- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Sleepyfish on April 17, 2014, 06:38:25 AM
@Sabaton Thanks! Now I just need to make them more size proportionate to actual ingame cruisers. The heavy cruiser is the same size as a destroyer!
Title: Re: [0.6.2a] Citadel -v0.6.1b- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Sleepyfish on April 17, 2014, 08:48:33 AM
@SniZipGun Yeah, Helmut is amazing at fixing up anything! Also, I wanna thank you for the sounds. (You're in both credit files)
Title: Re: [0.6.2a] Citadel -v0.6.1b- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: etherealblade on April 19, 2014, 10:09:56 PM
I have a confession to make. When you first posted this mod. I didn't like the design of the ships at all. However, I didn't say anything as it would have come from a guy(myself) who couldn't even put his ships in the campaign without console command. Let me just say that I love your new art design and sound effects for weapons. 
Title: Re: [0.6.2a] Citadel -v0.6.1b- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Sleepyfish on April 19, 2014, 11:15:13 PM
@etherealblade Well that's quite alright to say that the old sprites were not well done. Now that the art has changed so much (for the better), I too accept the fact that the old sprites had little to offer. On a lighter note, I'm glad you are enjoying the mod!

Also, Dark.Revenant and I are working on a overhaul of so many little things, though it is mostly him who is revamping it. Don't forget to check it out in SS+!
Title: Re: [0.6.2a] Citadel -v0.6.1b- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Gotcha! on April 20, 2014, 04:46:50 AM
Your ships look amazing. I feel envy. :)
The sole exception being the Parlance. I think the teal colouring should not be there.
Title: Re: [0.6.2a] Citadel -v0.6.1b- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Nanao-kun on April 20, 2014, 09:17:23 AM
Your ships look amazing. I feel envy. :)
The sole exception being the Parlance. I think the teal colouring should not be there.
Wasn't the Parlance a part Gedune design?
Title: Re: [0.6.2a] Citadel -v0.6.1b- NEW CONTENT & ART REDESIGN! (Feedback still wanted!)
Post by: Sleepyfish on April 20, 2014, 10:19:15 AM
Indeed, the Parlance is of Gedune orgin.
Title: Re: [0.6.2a] Citadel -v0.6.2b- Polish Update!
Post by: Sleepyfish on April 23, 2014, 04:08:35 PM
Alright, the new polish update from Dark.Revenant is out in the FP!  ;D

Alternatively, you can grab it HERE (http://www.mediafire.com/download/c8o9quvv6bw39ti/Citadel_0.6.2_B.zip).

Don't forget to check Citadel out in Starsector Plus (http://fractalsoftworks.com/forum/index.php?topic=7679) (Featuring Citadel and Blackrock)! ***It is essentially the same mod, but don't try to use this thread's mod files for his mod. He has a special version of Citadel right below his main download link that has different internal naming and script integration.***
Title: Re: [0.6.2a] Citadel -v0.6.2b- Polish Update!
Post by: Lopunny Zen on May 01, 2014, 05:42:44 PM
when can this be in the Exerilin mod?
Title: Re: [0.6.2a] Citadel -v0.6.2b- Polish Update!
Post by: Nanao-kun on May 01, 2014, 06:09:49 PM
when can this be in the Exerilin mod?
It already is. What version of Exerelin are you using?
Title: Re: [0.6.2a] Citadel -v0.6.2b- Polish Update!
Post by: Sleepyfish on May 01, 2014, 06:47:56 PM
Yes, Citadel is in Exerelin- just out of date. The files citadeldefenders.faction and citadeldefenders.json are included in the download to replace the current files in Exerelin, which are outdated and won't work.

Redownload the mod's .zip again just to make sure you have the latest version and replace the current citadeldefenders.json/faction files in the exerelin mod with the ones provided.
Title: Re: [0.6.2a] Citadel -v0.6.3b- Starsector+!
Post by: Sleepyfish on May 12, 2014, 09:20:21 PM
New release! This version brings compatibility with the latest version of Starsector+, as well as a few balance changes.  ;D

Also, I may or may not be working on making Citadel ShaderLib compatible...  :-X

Get it  HERE  (http://www.mediafire.com/download/0vxy9h6xgg54gq1/Citadel_0.6.3_B.zip) or check out the OP (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

0.6.3b
+You can now use these very mod files to play in Dark Revenant's Starsector+ mod! Check it out!

-Revolver NERFED, now it deals 38 DPS but is highly accurate (very fast projectiles).
-Zeus NERFED, 1500 from 3000 energy damage.
-Striker Pod BUFFED, more projectile HP and launch speed (projectile look also changed).
-Driver-Class Seigecraft has less engines, and won't spin furiously if hit by a salamader.
-Changed some ship stats
   -Driver has slightly different turret arcs, built in Meteor missiles changed to swarmers.
   -Parlance has 650 from 600 flux dissipation, 75 from 50 top speed, and .7 from .8 shield efficiency
   -Porter has 200 top speed from 130, flux buffs, shield buffs.
   -Conduit's Berserker buffs reduced from 200% to 150%
   -Monlith's Bastion Shield system now absorbs 1.5x damage, or 50% less damage.
   -Meathships now have a system that burns them directly to the player.
   -Shielded Meathship will not blow up when hit by asteroids anymore, hull and armor buffed.
Title: Re: [0.6.2a] Citadel -v0.6.3- Starsector+ compatibility update & More!
Post by: Sleepyfish on May 13, 2014, 03:45:33 PM
Hotfix is up, there was a reference error for one of the hullmods!

http://www.mediafire.com/download/0vxy9h6xgg54gq1/Citadel_0.6.3_B.zip

The OP's link will also work.
Title: Re: [0.6.2a] Citadel -v0.6.3- Starsector+ compatibility update & More!
Post by: Lopunny Zen on May 20, 2014, 08:16:26 PM
I like the way this team is looking....there are some issues though...like the small carrier only has one flight deck for its high price and low amount of mounts for guns and the monolith despite saying is has a mobile station to repair ships it has no flight deck and when it costs over 1 MILLION you should expect maybe 3-4 flight decks and more to give...like the ability to heal other ships around him in combat...not the armor but the hull hitpoints a little bit. But I truly like that look of this team and the way it plays...i hope to see more ships to help them combat the other factions :)
Title: Re: [0.6.2a] Citadel -v0.6.3- Starsector+ compatibility update & More!
Post by: Sleepyfish on May 20, 2014, 10:13:40 PM
@Lopunny Zen

Why thank you! I plan to update HELMUT's graphics sooner or later, just with some minor shading/detail changes.

The small carrier is meant to be an important backbone in a small fleet, offering cargo space and fighter support with a high burn speed. That ability makes it really powerful, hence the high price. Also, the scarce weapon mounts are meant to show its support role.

The Monolith is a CR support ship, but its mobile autofactory hullmod only fuctions if Starsector+ is installed. It will have up to a thousand supplies at 100% CR, and any ships deployed will not lose their CR, but the CR of the Monolith will go down depending on how many supplies it takes to deploy the said ship. It's complicated, but Dark.Revenants SS+ page will explain it in better detail. Lore wise, the Monolith is a mobile station, and isn't meant to deploy fighters like a combat ship. Perhaps I will add 1-2 flight decks, but it is supposed to be one of the best support ships in SS+, not the best ship in the game.
Title: Re: [0.6.2a] Citadel -v0.6.3- Starsector+ compatibility update & More!
Post by: Nanao-kun on May 21, 2014, 01:29:09 AM
I keep imagining Heavy Frigate Wings coming from it.
Title: Re: [0.6.2a] Citadel -v0.6.2b- Polish Update!
Post by: Taverius on May 31, 2014, 09:32:28 AM
Yes, Citadel is in Exerelin- just out of date. The files citadeldefenders.faction and citadeldefenders.json are included in the download to replace the current files in Exerelin, which are outdated and won't work.

Redownload the mod's .zip again just to make sure you have the latest version and replace the current citadeldefenders.json/faction files in the exerelin mod with the ones provided.
placing the .faction in the relevant directory in exerelin (new file, there's no faction file with the name) crashes on load, replacing the one in citadel also crashes me, are they still necessary?
Title: Re: [0.6.2a] Citadel -v0.6.3- Starsector+ compatibility update & More!
Post by: Sleepyfish on May 31, 2014, 10:02:24 AM
In the dev version, I don't think so. I'll take a look when I have the time :)
Title: Re: [0.6.2a] Citadel v0.6.4 - Now with ShaderLib!
Post by: Sleepyfish on May 31, 2014, 11:36:56 AM
Ok, new UPDATE!

0.6.4 brings new light features from Dark.Revenant's ShaderLib mod. Also, you no longer have to use any custom files for Exerelin!

See the original post for the download!

(I forgot to change the mod's version in the mod_info file! Don't hurt me!)
Title: Re: [0.6.2a] Citadel v0.6.4 - Now with ShaderLib!
Post by: ValkyriaL on May 31, 2014, 11:38:39 AM
Soon, everyone will have the shaders! IT IS THE NEW FUTURE!
Title: Re: [0.6.2a] Citadel v0.6.4 - Now with ShaderLib!
Post by: Sleepyfish on May 31, 2014, 05:17:09 PM
I may or may not make a guide of how to "disable" shaders on mods. Delete some code and then ya' shouldn't need it anymore!
Title: Linux issues. Sorry 'bout the list, figure you'd like to know. ^^
Post by: Lakis on June 07, 2014, 09:23:33 PM
fox_lightacel_base.png, fox_lightacel_hp_base.png, fox_lightacel_hp_barrel.png, & Fox_lightacel_barrel.png - Capital 'F' fox - fox_ >> Fox_

MeatShip_Shield.png & MeatShip_Armor.png - Capitalize .png - .png >> .PNG

Those are the only issues that I've come across using the newest ver. of this mod.

Hope it helps, I also love the sprites and lore that you've got going on. Really do.
Title: Re: [0.6.2a] Citadel v0.6.4 - Now with ShaderLib!
Post by: Sleepyfish on June 07, 2014, 10:00:30 PM
fox_lightacel_base.png, fox_lightacel_hp_base.png, fox_lightacel_hp_barrel.png, & Fox_lightacel_barrel.png - Capital 'F' fox - fox_ >> Fox_

MeatShip_Shield.png & MeatShip_Armor.png - Capitalize .png - .png >> .PNG

Those are the only issues that I've come across using the newest ver. of this mod.

Hoo-boy. I knew that sometime or later, I was going to get yelled at me because of reference errors! ::) I'll upload a fix on the 'morrow.  (Man, I gotta get in the habit of creating consistent file names for the sake of y'all Linux users!)

Hope it helps, I also love the sprites and lore that you've got going on. Really do.

Thanks! Your comment means a lot to me, even if my joyousness is lost among my jumbled internet-speak. It's my goal for people to enjoy Starsector with a little modding fun on the side  :)
Title: Re: [0.6.2a] Citadel v0.6.4 - Now with ShaderLib!
Post by: Lakis on June 08, 2014, 04:36:04 PM
Any time, I'm more than happy to help make a mod better. Though, I have no real coding skills myself, I learn well enough.

edit: T'was myself rambling a little near the end. ^^;
Title: Re: [0.6.2a] Citadel v0.6.4 - Now with ShaderLib!
Post by: Foss456 on June 30, 2014, 07:42:32 AM
I've tried downloading your mod but Chrome marks it "Harmful" and when I open it with firefox WinRar tells me it's corrupted. Maybe it's on my side but I'd be glad if you'd check on it  :)
Title: Re: [0.6.2a] Citadel v0.6.4 - Now with ShaderLib!
Post by: Sleepyfish on June 30, 2014, 08:28:41 AM
I've tried downloading your mod but Chrome marks it "Harmful" and when I open it with firefox WinRar tells me it's corrupted. Maybe it's on my side but I'd be glad if you'd check on it  :)

Well, I have just checked all of the files. Nothing seems to be out of the ordinary! I believe the files of Starsector Ship Editor left inside the mod files have triggered your browser's alarm, and I assure you there is no foul play.

Thank you for choosing Citadel's mercenary services. Please contact a sales representative if you have any more questions.

[//END TRANSMISSION//]
Title: Re: [0.6.2a] Citadel v0.6.4 - Now with ShaderLib!
Post by: Foss456 on July 01, 2014, 09:27:12 AM
Thanks for checking. It's working now.
All I had to do is choose "download" instead of "open" in Firefox (kind of silly thing).
Anyway, I'm off to play.  ;)
Title: Re: [0.6.2a] Citadel v0.6.4 - Now with ShaderLib!
Post by: Sleepyfish on July 20, 2014, 08:05:28 PM
Teaser :O

Flux Aligned Drives

(http://i.imgur.com/kjH3yum.jpg)

All Citadel craft have unique engine modules in the fact that flux conduits run along thruster components. A confusing number of devices within the flux cables work together to supercharge the exhaust through an unknown method. However, Citadel scientists were able to ascertain one noticeable effect: higher flux levels amplify engine power by a significant amount.


Title: Re: [0.6.2a] Citadel v0.6.4 - Now with ShaderLib!
Post by: HELMUT on July 21, 2014, 03:06:29 AM
So the more flux you have, the faster you go? That's an interesting idea but would it be better than the normal speed boost at 0 flux?
Title: Re: [0.6.2a] Citadel v0.6.4 - Now with ShaderLib!
Post by: Sleepyfish on July 21, 2014, 08:05:45 AM
So the more flux you have, the faster you go? That's an interesting idea but would it be better than the normal speed boost at 0 flux?

Not quite, but you do get better maneuverability. I guess you could call it passive maneuvering jets!

BTW: Next update comes a whole new ship, weapons, portraits and more!
Title: Re: [0.6.2a] Citadel v0.6.4 - Now with ShaderLib!
Post by: Sleepyfish on August 02, 2014, 10:31:47 PM
(http://i.imgur.com/TwoIqYj.png)

Say hello to the Sierra-class Battlecruiser!

The Sierra class is a heavily armed carrier meant to be the backbone of large Citadel fleets. Mobile and well armed, the Sierra is a foe well respected among the admirals of the Sector. Two large mounts make this monstrosity able to dish out large amounts of grade-A hurt. Two fighter bays supplement the Sierra's offensive capabilities, and are unseen in such great amounts in Citadel forces.

While the lack of shielding is the only drawback of the Sierra models, Citadel engineers made sure the efficiency of the relatively small generator was great enough to counterbalance its scarcity. Only in situations where the Sierra class is completely surrounded is its weak armor exposed, but hopefully the Sierra and its escorts will have overpowered the enemy before it is exposed as such.

---

Also, notice anything different about this particular picture?  ;D
Title: Re: [0.6.2a] Citadel v0.6.4 - Now with ShaderLib!
Post by: Nanao-kun on August 02, 2014, 11:18:05 PM
Is it a new shampoo? ;)
Title: Re: [0.6.2a] Citadel v0.6.4 - Now with ShaderLib!
Post by: Sleepyfish on August 02, 2014, 11:48:07 PM
Indeed!

http://i.imgur.com/t6qwnec.png

Here is the plain sprite. Hopefully this new style suits Citadel well!
Title: Re: [0.6.2a] Citadel v0.6.4 - Now with ShaderLib!
Post by: Nanao-kun on August 03, 2014, 10:55:20 PM
Looks nice!
Title: Re: [0.6.2a] Citadel v7.0 - Muh-muh-muh-Massive Update! And an update video?! [8/29]
Post by: Sleepyfish on August 29, 2014, 07:14:04 PM
Oh golly, here comes the DROP!

BBBBOOOOOOOOMMMMMMM!!!!!Citadel has been updated! I should really end the onomonopias.

Check the OP or here. (http://www.mediafire.com/download/3gvey9mu3uo9rj9/Citadel_0.7.zip)

Also, there is a shiny new update video made by yours truly:
http://www.youtube.com/watch?v=T_GwNilmdjY
Title: Re: [0.6.2a] Citadel v0.7 - Muh-muh-muh-Massive Update! And an update video?! [8/29]
Post by: Nanao-kun on August 29, 2014, 07:46:33 PM
Oh man. Those look great.
Title: Re: [0.6.2a] Citadel v0.7 - Muh-muh-muh-Massive Update! And an update video?! [8/29]
Post by: Sundog on August 30, 2014, 10:19:27 AM
That looks like some really good stuff. What editor did you use to make the video?
Title: Re: [0.6.2a] Citadel v0.7 - Muh-muh-muh-Massive Update! And an update video?! [8/29]
Post by: Sleepyfish on August 30, 2014, 10:25:50 AM
@sundog I used Cyberlink's Power Director 12. Pretty expensive, but much more powerful than WMM
Title: Re: [0.6.2a] Citadel v0.7 - Muh-muh-muh-Massive Update! And an update video?! [8/29]
Post by: Sundog on August 30, 2014, 10:31:11 AM
Ok, thanks. Guess I should have figured it was spendy ::)
Title: Re: [0.6.2a] Citadel v0.7 - Muh-muh-muh-Massive Update! And an update video?! [8/29]
Post by: Noxxys on August 30, 2014, 01:51:37 PM
You forgot to rename it 0.7 in the mods selection menu  ;)
Title: Re: [0.6.2a] Citadel v0.7 - Muh-muh-muh-Massive Update! And an update video?! [8/29]
Post by: HELMUT on September 06, 2014, 02:57:38 PM
Okay, i played the new Citadel version a bit and while the balance seemed good, there were still some little details that will need some fix.

The first thing i noticed is that the Stable freighter is unavailable in the Citadel station. Late game it's not a problem as Citadel cruisers offer plenty (too much?) cargo space for your supplies. Early on however, your frigates will struggle holding all the loot. Also no ship description.

For the Frigates, i have a soft spot for the Porter drone, the fortress shield make it one of the best tank in the game and you can even try some fancy loadout with all the universals mounts available. Unfortunately, as it is an unnamed craft, the max CR is very limited and it will quickly be unusable after one or two battles. But given it's pretty cheap and fast, it overall balance the thing.

The Aural is okay, it fills the role of proper "combat" frigate and even have a decent cargo storage. Pretty good in early game frigate knife fight but tends to die when bigger ships looks at it too long. Later on, it will get replaced with the Mako in most fleets.

The Particle don't have real utilities other than a cheap early game flagship thanks to its speed, in the hand of the AI however...

The Conduit feels a bit like the Tempest, it's fast and can mount quite a lot of guns, the Plasma launcher is the ultimate bane of missiles and fighters. It would actually make a much better PD ship than the Porter as the main gun AOE can wreck entire wings in a single shot. Not that great against bigger ships tough. I also noticed that when the Berserk system is used, the sounds are "muffled" like the Fortress shield, is it intended? I would also like to know more about the buff it give rather than "improve the performances across the board" that give the description, we want numbers!

In the destroyer category, the Ayre is basically a high tech Condor with more customization possibilities. The sensor drone is handy when you have LRMs.

The Comet remind me of the Mule, only faster. Not much to say about it, only that the Elite variant weapons group aren't complete and lack autofire (nearly all Citadels ships suffer from this, you might need to re-check this).

I liked quite a lot the Modem even though the cheap/Elite variant seems quite wonky. Unguided missiles aren't ideals when used on broadsides hardpoints, i'm also surprised that no variant use the Parabola lrm, that ship was built for them! No description on the ship nor on the ship system, i'm curious to know what kind of guns the very useful Vixen drone use. All in all, the (lrm) Modem is a damn good long range support.

While the Comet is a semi-utility ship, the Tacit is the fully militarized variant. It's pretty much the same as its little brother, just meaner.

For the cruisers, i had quite a lot of trouble using the Nova. As it is more of a broadside ship when using its system, i can't fly and aim the shield at the same time (i use the strafe and turn to cursor). I'm not sure either what kind of large weapon it should use as i found the Chirped pulse pretty underwhelming at its job. I won't say much as i can't fly this ship correctly so i'm probably the one who do this wrong.

The Torus might be on of my favorite Citadel cruiser. It's incredibly tanky but unfortunately the vent AI from SS+ doesn't work very well with its role. When well supported, this ship just won't die, it's good battle partner with the Driver cruiser as it kinda lack firepower for its size. Speaking of the Driver, the large weapon usually stick out of the shield radius, just an aesthetic issue.

The Adumbral is a cruiser sized Hyperion and it show. It can have a pretty nasty broadside if you switch the eFlak for another plasma blaster but it also explode if you blow on it. Not sure about the side srms, i guess those are just free damage added for the hell of it? Hard to use correctly though.

Haven't really used the Inland but i'm quite underwhelmed by this one. Only one flight deck, weapons can't focus fire on a single target and the ionic generator take ages to fire and only work at relatively short range. Honestly this ship might benefit from a second launch bay to be useful, of course it would need to be much more expensive as a result.

For the capital ships, i couldn't afford the Monolith in my campaign however i'm wondering what's with all those built in mining lasers?

The Sierra carrier is pretty good, something between the Odyssey and the Astral. It work surprisingly well as a long range support with Tachyon lances. For brawling however? Not really. If you want to get up close and personal, Drivers/Toruses are much safer bet.

I don't have much to say for the fighters. Arrowheads and Heaks do their job without being specials, the two bombers kinda suck as their description suggest it, the only one worthy of talking is the Mako. Later on it's probably better to sell your frigates (with the exception of Porters) and replacing them with Makos. I noticed something funny, as they are fighters, they lack a collision radius and sometimes i could see groups of Makos "stacking" themselves over each others and covering their teammates with their own shields, making the group extremely hard to take down without large weaponry. It's more of a random thing than a proper trick though.

That's all, not much else to say, it's seemed pretty well balanced to me. Just some "?" in the descriptions, some missing descriptions for some ships and all the little details i said. Just one thing about the plasma blaster, it's pretty oversized and the sprite itself is... Erhh... Bland? I can offer you to rework this one if you want, i like this weapon.
Title: Re: [0.6.2a] Citadel v0.7 - Muh-muh-muh-Massive Update! And an update video?! [8/29]
Post by: Nanao-kun on September 06, 2014, 05:20:41 PM
When I saw the Mako, I hoped I could pilot it. But nope. :-[
Title: Re: [0.6.2a] Citadel v0.7.1 - The Not-So-Hot hotfix with Shaderlib Maps![9/22]
Post by: Sleepyfish on September 22, 2014, 05:46:31 PM
The lukewarm update. Also, just a note, the "?"'s in the descriptions are a bug with the vanilla game. I apologize if they annoy you! Also, the next few months are not going to be very modding intensive with school and such.

<Download> (http://www.mediafire.com/download/pi0qvvc16vqv34q/Citadel_0.7.1.zip)
**WARNING** The plasma blaster sprites are muy broken. Another fix is coming! **WARNING**

0.7.1 Changelog
+Normals, Materials and Surface maps added thanks to Dark.Revenant.
-Viper, Copperhead and Hypermatter sprites from HELMUT
-Various placements of ship engines, shields and weapons have been fixed.
-Balances!
  =Porter has been nerfed via suppliesbeing increased to 2/day
  =Parabola has had its ammo count reduced
  =The Vixen drone is no longer stupidly broken with a fortress shield. Now has a phase skimmer.
  =Inland's Ionic Generator is now MUCH quicker to fire and resets your flux. Kinda fun to pilot the carrier now!
-Bug fixes of the boring sort!

Title: Re: [0.6.2a] Citadel v0.7.2 - Shaderlib Maps + Trading Station + Fixes [9/26]
Post by: Sleepyfish on September 26, 2014, 07:58:24 AM
New Hotfix! See changelog for details.

http://www.mediafire.com/download/ezkxl6e665ccjt0/Citadel_0.7.2.zip
Title: Re: [0.6.2a] Citadel v0.7.2 - Shaderlib Maps + Trading Station + Fixes [9/26]
Post by: OhNoesBunnies on September 28, 2014, 11:37:06 PM
This unfortunately no longer appears to work with Exerelin!

It's neat that the game told me that itself.
Title: Re: [0.6.2a] Citadel v0.7.2 - Shaderlib Maps + Trading Station + Fixes [9/26]
Post by: Sleepyfish on September 28, 2014, 11:45:51 PM
Oh yeah, totally forgot about exerelin! Zaphide should have that up and running soon, but I think the 0.7 download has a .faction file to use for exerelin. You can just use that one to replace the current exerelin .faction file for Citadel.

Apologies!

Title: Re: [0.6.2a] Citadel v0.7.2 - Shaderlib Maps + Trading Station + Fixes [9/26]
Post by: Zaphide on September 29, 2014, 01:54:53 AM
Oh yeah, totally forgot about exerelin! Zaphide should have that up and running soon, but I think the 0.7 download has a .faction file to use for exerelin. You can just use that one to replace the current exerelin .faction file for Citadel.

Apologies!

Wow yeah I had Citadel v6, so I was well out of date! :) I'll fix for the next Exerelin release.

The Exerelin-specific stuff no longer uses the .faction file; instead it uses it's own .json file in data/config/exerelinFactionConfig/citadel.json (for Citadel obviously). There is a check that runs on new/load game that will write any out-of-sync's between Exerelin and faction mods to the log file.

It looks like you renamed a heap of variants :)
Title: Re: [0.6.2a] Citadel v0.7.2 - Shaderlib Maps + Trading Station + Fixes [9/26]
Post by: Lopunny Zen on October 16, 2014, 09:40:11 AM
the inlands ionic device friendly fires....which is bad because since i dont have control over its direction it hits friendly ships and fighter nearby...might want to fix that
Title: Re: [0.6.2a] Citadel v0.7.2 - Shaderlib Maps + Trading Station + Fixes [9/26]
Post by: Sleepyfish on October 16, 2014, 03:32:51 PM
Lopunny, the firendly fire is intentional. It allows the player to disable enemies, but must be used wisely. 
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! [10/26]
Post by: Sleepyfish on October 27, 2014, 12:22:12 AM
(http://i.imgur.com/Rc3cplF.png)
Oooh, Shiny

Alright, here is the bare-bones compatibility update you've been waiting for! Please report any super broken things!

(http://i.imgur.com/aKWor0f.png) (http://www.mediafire.com/download/62echcuc4macdo3/Citadel_0.7.3.zip)
Note, untill the next SS hotfix,  you must edit the economy and starmap files in vanillato include all modded factions!  

^click^

0.7.3 Changelog
Spoiler
+Now compatible with 0.65a (barely), markets and new station graphics added in
-Another Vixen Drone nerf, substituted Ion Repeater for Ion Cannon
-Comet now has the Power Cruise system
-Fixed Zeus/Plasma Blaster offsets, fixed plasma blaster turret barrels not showing up
-Reduced K-Barrage flux to make it a viable option
-reduced detonation range of eFlak, reduced its damage, increased projectile speed
-reduced EMP of plasma projector
-Ion Repeater now fires bursts, costs less OP
-Revolver now has a longer burst delay and thinner shell.
-Parabola has a 2x longer cooldown
-Concussion Beam has more DPS and more charges, and is a pretty good weapon now
-Buffed shield efficiency of a few ships
-Buffed Seirra speed
-Tacit is now less wacky in base flux stats
-Ionic Generator system now states it does friendly fire in the description
[close]
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! [10/26]
Post by: ciago92 on October 27, 2014, 10:26:00 AM
do we have to add the code to the starmap and economy files? If so, what? I looked through the past couple pages but didn't see it and I've seen it on other mods so I'm assuming I need it but I'm not sure what it is, thanks
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! [10/26]
Post by: Sleepyfish on October 27, 2014, 11:11:42 AM
Ah, I guess you do. Thanks for reminding me!
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! [10/26]
Post by: Plasmatic on October 27, 2014, 11:57:18 AM
Noted I haven't played much with this mod, but from the little I've played and from what I've seen it seems pretty awesome!

Though I noticed that the Citadel doesn't have any enemies in the campaign.. so gaining favor with them is impossible? or am I doing something wrong? :)
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! [10/26]
Post by: Sleepyfish on October 27, 2014, 12:16:54 PM
I'm glad you are enjoying it, Plasmatic!

 True, they don't have enemies,  but you start out semi friendly with them and can trade with them to gain favors. I have plans for an opposing faction in their system, however...
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! [10/26]
Post by: Plasmatic on October 27, 2014, 12:42:26 PM
I'm glad you are enjoying it, Plasmatic!

 True, they don't have enemies,  but you start out semi friendly with them and can trade with them to gain favors. I have plans for an opposing faction in their system, however...

I can never figure out exactly what I need to be trading to gain favor.. is it over a certain credit limit or?

Either way I have the console commands mod so I just made everyone hate them :)

But for the sake of simplicity in replays, where do I find their relationship to other factions? I've looked and I can't seem to find anything in the faction/world files.. but I really don't know what I am looking for.
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! [10/26]
Post by: Nanao-kun on October 28, 2014, 09:44:18 AM
I'm glad you are enjoying it, Plasmatic!

 True, they don't have enemies,  but you start out semi friendly with them and can trade with them to gain favors. I have plans for an opposing faction in their system, however...

I can never figure out exactly what I need to be trading to gain favor.. is it over a certain credit limit or?

Either way I have the console commands mod so I just made everyone hate them :)

But for the sake of simplicity in replays, where do I find their relationship to other factions? I've looked and I can't seem to find anything in the faction/world files.. but I really don't know what I am looking for.
Have you tried checking the Factions tab in-game? It's in Intel, second tab.
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! [10/26]
Post by: Plasmatic on October 28, 2014, 10:25:50 AM
I'm glad you are enjoying it, Plasmatic!

 True, they don't have enemies,  but you start out semi friendly with them and can trade with them to gain favors. I have plans for an opposing faction in their system, however...

I can never figure out exactly what I need to be trading to gain favor.. is it over a certain credit limit or?

Either way I have the console commands mod so I just made everyone hate them :)

But for the sake of simplicity in replays, where do I find their relationship to other factions? I've looked and I can't seem to find anything in the faction/world files.. but I really don't know what I am looking for.
Have you tried checking the Factions tab in-game? It's in Intel, second tab.

Yes.. I know about that, but I am talking about the mod files that define their ingame relationships so that I can set the factions they are allies and enemies with.

For example setting them to dislike the tri-tachyon so that a non trader could hunt tri-tachyon in order to gain favor with them.
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! [10/26]
Post by: Sleepyfish on October 28, 2014, 12:27:16 PM
Plasmatic, the file with the defined relationships is in a ccomplied JAR. I'll upload a quick fix today to make them hostile with the Hegemony, Sindrian Diktat and pirates, while adding a pirate station in Citadel's asteriod belt
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! [10/26]
Post by: Plasmatic on October 28, 2014, 12:35:06 PM
Plasmatic, the file with the defined relationships is in a ccomplied JAR. I'll upload a quick fix today to make them hostile with the Hegemony, Sindrian Diktat and pirates, while adding a pirate station in Citadel's asteriod belt

Ah, so nothing I'll be tinkering with anytime soon :)

Thank you very much, that will help immensly!

On a side note, I just got a hold of the conduit.. I think the berserker system could do without the turning speed bonus, the ship together with it's already very fast turning gets pretty hard to control without using "aim at the mouse" thingy.. I noticed it increases fire rate, how does that work for beam type weapons? like the tactical laser?
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! [10/26]
Post by: Nanao-kun on October 28, 2014, 01:47:10 PM
On a side note, I just got a hold of the conduit.. I think the berserker system could do without the turning speed bonus, the ship together with it's already very fast turning gets pretty hard to control without using "aim at the mouse" thingy.. I noticed it increases fire rate, how does that work for beam type weapons? like the tactical laser?

I'm pretty sure it won't have an effect on beam weapons. Should work for burst beam weapons though.
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! [10/26]
Post by: Sleepyfish on October 28, 2014, 01:52:03 PM
Quote
Ah, so nothing I'll be tinkering with anytime soon

Actually, I included the source files of the jar inside my mod. Starting with an IDE like netbeans for the first time can be tricky, but maybe you already know how to code.

Quote
On a side note, I just got a hold of the conduit.. I think the berserker system could do without the turning speed bonus, the ship together with it's already very fast turning gets pretty hard to control without using "aim at the mouse" thingy.. I noticed it increases fire rate, how does that work for beam type weapons? like the tactical laser?

Ah, some feedback! Thank you! So anyways, I'll look to reducing the turn speed boost to something more manageable for players. I always use the shift key while playing, so I might be a prone to making small ships too maneuverable. As for the lasers, I guess giving them a damage bonus would help.




Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! [10/26]
Post by: Plasmatic on October 28, 2014, 02:05:59 PM
Quote
Ah, so nothing I'll be tinkering with anytime soon

Actually, I included the source files of the jar inside my mod. Starting with an IDE like netbeans for the first time can be tricky, but maybe you already know how to code.

Quote
On a side note, I just got a hold of the conduit.. I think the berserker system could do without the turning speed bonus, the ship together with it's already very fast turning gets pretty hard to control without using "aim at the mouse" thingy.. I noticed it increases fire rate, how does that work for beam type weapons? like the tactical laser?

Ah, some feedback! Thank you! So anyways, I'll look to reducing the turn speed boost to something more manageable for players. I always use the shift key while playing, so I might be a prone to making small ships too maneuverable. As for the lasers, I guess giving them a damage bonus would help.

I'm kind of half and half, it depends on what weapons I have and if they are mounted in turrets or not. if they are hard points then yea, shift it is, if they are turrets I prefer not using shift.

Is it possible to give specifically beams the damage bonus? otherwise the ROF and damage bonus could make projectile based weaponry too powerful. and between a damage bonus and a ROF bonus I definitely prefer seeing more "lead" flying rather than just each doing slightly more damage..
Aka, can you keep the ROF bonus for projectile based weapons, while giving beams a damage bonus to compensate?

As far as my coding ability goes.. I can read and make the most basic changes, for instance the uncompiled files Starsector has, .json and .java but I can't write any on my own. so, I doubt I could understand any of IDE or netbeans.. I can't edit the .class files (which I assume is what you are talking about) partly because I don't have the proper editor (just using Notepad++)
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (new dev [10/28])
Post by: Sleepyfish on October 28, 2014, 07:40:57 PM
Alright, Dev 2 is up!

0.7.3 dev 2 changelog:
Spoiler
+Added a pirate base in the asteroid belt of the Citadel system
-Made Citadel hostile to Hegemony, Diktat and pirates
-Changed Conduits Berserker system to have a beam damage bonus, added some description in the status
[close]

(http://i.imgur.com/aKWor0f.png) (http://www.mediafire.com/download/62echcuc4macdo3/Citadel_0.7.3.zip)

Note, untill the next SS hotfix,  you must edit the economy and starmap files in vanilla to include all modded factions!  
(Both of lines you need to add are called Citadel)
^click^
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (new dev [10/28])
Post by: Plasmatic on October 29, 2014, 02:46:48 AM
Spoiler
Alright, Dev 2 is up!

0.7.3 dev 2 changelog:
Spoiler
+Added a pirate base in the asteroid belt of the Citadel system
-Made Citadel hostile to Hegemony, Diktat and pirates
-Changed Conduits Berserker system to have a beam damage bonus, added some description in the status
[close]

(http://i.imgur.com/aKWor0f.png) (http://www.mediafire.com/download/62echcuc4macdo3/Citadel_0.7.3.zip)

Note, untill the next SS hotfix,  you must edit the economy and starmap files in vanilla to include all modded factions! 

^click^
[close]

Sweet, thanks!
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (new dev [10/28])
Post by: garfu on October 30, 2014, 06:20:20 PM
I just combed through the whole thread and was unable to find out what to put in the json files, eventhough you have this:

"Note, untill the next SS hotfix,  you must edit the economy and starmap files in vanilla to include all modded factions!" warning. I've done it with other mods, I've just never played this one so I don't know what the starsystem is called and whatnot...


Nevermind, went ahead and assumed it was Citadel... Heh.
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (new dev [10/28])
Post by: Sleepyfish on October 30, 2014, 06:34:27 PM
Sorry for the vague instructions. I should probably fix this entire mess and solve an future problems by making the market and starmap generations all in a JAR. Enjoy!
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (new dev [10/28])
Post by: TartarusMkII on November 01, 2014, 05:46:17 PM
Hiya, I am just putting this link here for the author of the mod to look at. I hope it can help, and I'd really appreciate it!

http://fractalsoftworks.com/forum/index.php?topic=8552.0

It is in regards to the current issue of having to edit files to get factions to work, from the perspective of an end-user.
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (new dev [10/28])
Post by: Sleepyfish on November 01, 2014, 06:01:10 PM
Sorry about the inconveniences you've had with Citadel, Tartarus. Real life has got me awfully bogged down, and I am trying really hard to find free time. Perhaps tomorrow I'll have an update to fix the economy, but I can't make any promises.
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (new dev [10/28])
Post by: TartarusMkII on November 01, 2014, 06:09:34 PM
No worries my friend, it's not meant as a complaint. I only wish I could code and produce art like the factional authors here. The least I can do is try my hand at assisting with these issues from my point of view.

I ended up giving the Citadel their own coordinates, and they seem to be working okay as far as I can tell.
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (new dev [10/28])
Post by: Sleepyfish on November 01, 2014, 07:20:44 PM
New hotfix courtesy of David! It fixes the memory leak problem caused by vanilla for the time being.

0.7.3 dev 3

(http://i.imgur.com/aKWor0f.png) (http://www.mediafire.com/download/62echcuc4macdo3/Citadel_0.7.3.zip)
^click^

Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: TartarusMkII on November 01, 2014, 07:30:19 PM
Thanks for the notification of the update! I don't mean to press, but if you did change the OP to reflect the new download, can we also have more information as to what files to edit to get the starmap and economy systems working properly? Or does this fix it?...
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: Sleepyfish on November 01, 2014, 07:34:17 PM
Sigh, another derp on my part. But yes, this dev fixes the memory problems and such. No more editing is needed!

All of the links have been updated because of the neato "replace" option mediafire has.
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: TartarusMkII on November 01, 2014, 08:03:02 PM
After applying your fix, I cannot start a game without a java exception. But even after removing your mod, as well as the entire mod folder, it still happens! I don't think it was your mods fault, but this is very strange. I shall re-install the game. =s
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: Darloth on November 03, 2014, 11:50:37 PM
I got a null reference exception with the previous (0.65a) version of Starsector and I'm reasonably sure it was this mod (I also had SCY and Shadowyards on, with shaderlib, lazylib, common radar, targetting pip).

While I don't have any useful logs or reproduction steps right now, I'm going to try again with the new version and hope it's all magically fixed itself, but if not I'll make another post here with some actually useful information.  It was happening for me on the main menu battle though, so if it is still there it should be pretty easy to find.
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: Sleepyfish on November 04, 2014, 11:02:41 AM
Sorry Darloth! Yeah, there is also a crash in the Clash of the Titans too. I'm starting to suspect the Nova AI or some other fancy script that didn't survive the update.
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: stormbringer951 on November 08, 2014, 09:01:21 AM
Just installed 0.7.3. No problems so far.

One minor point: two portrait files are inconsistently cased and should be renamed for Linux compatibility. The game looks for cit_port_1.png and cit_port_1.png under Citadel/graphics/defenders/portraits/, the files are actually named cit_port_1.PNG and cit_port_2.PNG.
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: Sleepyfish on November 08, 2014, 09:04:48 AM
Just installed 0.7.3. No problems so far.

Great! Hope you enjoy :)

One minor point: two portrait files are inconsistently cased and should be renamed for Linux compatibility. The game looks for cit_port_1.png and cit_port_1.png under Citadel/graphics/defenders/portraits/

Whoops, thanks for letting me know!
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: stormbringer951 on November 08, 2014, 02:54:33 PM
One minor point: two portrait files are inconsistently cased and should be renamed for Linux compatibility. The game looks for cit_port_1.png and cit_port_2.png under Citadel/graphics/defenders/portraits/

Whoops, thanks for letting me know!

For clarity's sake: just noticed I typo'd cit_port_2.png as cit_port_1.png again in my previous post, hope I didn't accidentally send you off looking for a further typo somewhere.
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: Sleepyfish on November 08, 2014, 06:22:18 PM

For clarity's sake: just noticed I typo'd cit_port_2.png as cit_port_1.png again in my previous post, hope I didn't accidentally send you off looking for a further typo somewhere.

Thanks for letting me know again!


The Nova and Comet's power cruise AI is broken! Hotfix coming soon! (Sorry)

If you want to fix AI problem now, simply find the ship_data.csv in Citadel/data/hulls and change the two "powercruise" lines under the ship system column both to "burndrive" (but leave out the quotation marks).


Fix is coming really soon. So sorry 'yall!



Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: TimeDiver on November 08, 2014, 07:23:58 PM
The Nova Cruiser's AI is broken! Do not engage an enemy fleet with one or even deploy one! Hotfix coming soon! (Sorry)
Does that include the Comet destroyer? Because they both share the same shipsystem (Power Cruise).

Would substituting Burn Drive in Power Cruise's place for both ships bypass the crash, but make their AI... well, wonky?
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: Sleepyfish on November 08, 2014, 09:38:15 PM
Oops, you're right TimeDiver! The Comet is also affected by the broken AI.

As for the fix, changing the "powercruise" line in the mods' ship_data.csv to "burndrive" will fix the problem.
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: dogamusprime on November 09, 2014, 10:37:51 AM
Changed the line in .csv, it just make the game crash. I'll just wait for the fix.
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: Nori on November 10, 2014, 09:19:08 AM
Is this power cruise problem related to the Comet being like a bat outta hell? That thing runs circles around my frigates it is so fast...
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: Sleepyfish on November 10, 2014, 09:39:15 AM
Is this power cruise problem related to the Comet being like a bat outta hell? That thing runs circles around my frigates it is so fast...

Haha, not quite! The problem lies with its AI, which crashes the game when trying to decided on whether to power cruise or not. And yeah, it is supposed to be ridiculously fast but quite underarmed.
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: Nori on November 10, 2014, 09:51:33 AM
Huh, well the few times I ran across it so far it has been rather frustrating since the cooldown time seems really low for the skill. I mean the thing is literally more maneuverable and faster than any frigate I've ever piloted.
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: Sleepyfish on November 10, 2014, 10:22:53 AM
I'll look into reducing the turn stats next update, thanks for your input :)
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: Regularity on November 14, 2014, 04:55:59 PM
Hi! I'm a big fan of the ships in your mod. However, I'd like to make a suggestion and/or request...

Your ships tend to use up a LOT more fuel than others. This seems reasonable, given that your ships are typically more powerful than the vanilla Starsector ships. However, if you play with multiple mods like I (and probably others) do, you find that other authors don't add a hefty fuel cost to their ships. So if you play with multiple mods, everyone else's mod ships will offer similar punch for much lower upkeep (fuel) costs. This can be pretty significant, since they seem to take up on average 5x the fuel that generic ships of the same class consume.

So I was hoping that maybe next release, you could offer an alternative version, or maybe a mini-patch to overwrite the main version. Something to bring your ships' fuel consumption more in line with other ships? That way your ships remain competitive to fly for those of us with multiple ship mods installed?

Just a suggestion. I really love some of your ship design concepts, and would like to be able to fly more of them without breaking my gas tank! So please consider it, and keep up the good work!
Title: Re: [0.6.5a] Citadel v0.7.3 - A Brave New World! (New economy fix dev [11/1])
Post by: Sleepyfish on November 14, 2014, 05:37:52 PM
Hi! I'm a big fan of the ships in your mod. However, I'd like to make a suggestion and/or request...

Your ships tend to use up a LOT more fuel than others.


Noted and changed!


...keep up the good work!

Thank you, I am happy to provide! New release is coming real soon, I'm sorry its taking so long to get ready.
Title: Re: [0.65.1a] Citadel v0.7.4 - Full Integration! [11/15]
Post by: Sleepyfish on November 15, 2014, 02:28:25 PM
New version! Mostly fixes and misc. changes in this update, but don't worry, new stuff will come!

0.7.4 Changelog:
Spoiler
Code
0.7.4
+Added Citadel Prime/Citadel Station interaction dialogue pictures, courtesy of tryingtofly @ deviantart
-Adjusted ship stats to match vanilla changes
-Nerfed the Bastion Shield system by increasing the hard flux generation rate
-Improved the stats of the Seirra to compensate for the Bastion Shield nerfs.
-Updated missile engines to use new trails
-Buffed all missiles to match vanilla
-Buffed Diode PD to match vanilla missile buffs
-Fixed Plasma Blaster hardpoint barrel offsets
-Buffed Neutron/Proton bomber wings to be faster/flux capable
-Zeus is now a large energy
*Fixed Power Cruise AI Bug
[close]

(http://i.imgur.com/aKWor0f.png) (http://www.mediafire.com/download/6umsipvagj1hbcm/Citadel_0.7.4.zip)
^click^

Title: Re: [0.65.1a] Citadel v0.7.4 - Full Integration! [11/15]
Post by: Regularity on November 15, 2014, 05:45:32 PM
Minor recommendation: Bump up the Stable-class freighter's fuel consumption to 2. Since it carries double the cargo of the largest small freighter, it should probably burn double the fuel for the sake of balance. Besides that... yeah, the rest of the changes look pretty inline with ship abilities.

EDIT: You may have also fudged the numbers with the Diode PD. Highest rate-of-fire and most energy efficient weapon in the game now, and requires very long recharge times. Not sure if that's intentional or not.
Title: Re: [0.65.1a] Citadel v0.7.4 - Full Integration! [11/15]
Post by: Sleepyfish on November 15, 2014, 07:41:40 PM
Hotfix for some minor issues that I overlooked. It was going to happen anyways, wasn't it!

0.7.4 Changelog:
Code
0.7.4
-Fixed unused Shaderlib files.
-Stable nerfed to a 125 from 200 supply cap and 900 from 1000 flux cap
-Nerfed the Bastion Shield system AGAIN by increasing the hard flux generation rate

(http://i.imgur.com/aKWor0f.png) (http://www.mediafire.com/download/6umsipvagj1hbcm/Citadel_0.7.4.zip)
^click^

Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: zoe_zucchini on November 19, 2014, 02:30:31 PM
File blocked for violation. I've noticed that mediafire has been taking down a ton of star sector mods, what gives?
Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: Sleepyfish on November 19, 2014, 06:04:57 PM
There does not seem to be a block on my end. Perhaps it is the country you live in? In any case, creating a mirror might help. I will get to it as soon as humanly possible!
Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: zoe_zucchini on November 19, 2014, 09:40:54 PM
Huh, well, now it's working. Weird.
Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: Sleepyfish on November 19, 2014, 09:48:30 PM
Huh, yeah that is wierd  ::)

Anyhoo, enjoy Citadel :)
Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: Regularity on November 21, 2014, 11:26:41 AM
This is more just my personal opinion than a bug or anything, but is there any chance you could boost the spawn rate for higher-end frigates on the Citadel worlds? Some of the best ones, like the Conduit or Aural, I've either never once seen for sale -- or they're so rare I never manage to find one until I'm past using frigates fleets and am already primarily using cruiser-based fleets. Don't know if this is just me or I'm plain unlucky.

Also, maybe consider nerfing the Stable's fuel capacity? I play several mods, and with the exception of tankers and that one phase frigate from vanilla, no other frigate-class ship has more than 80 fuel cap. At 150 fuel cap each, the few Stables I use for carrying loot or cargo also mean I never need to use tankers. The Stable already has a nearly 50% cargo advantage over the next best small freighter, so the huge fuel cap on top seems like it's going from awesome ship to outright overpowered. Maybe consider two variants of the Stable -- one that has nerfed cargo for its higher fuel cap, the other which keeps its current cargo.

And possibly bump up the initial purchase cost (or, its upkeep cost via logistics or crew requirements). As I mentioned it carries 50% more than its nearest competitor, but if it has almost identical purchase cost and upkeep cost, there's never any reason to buy any other small freighter besides the Stable.
Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: Velox on December 06, 2014, 05:24:57 PM

I like what I've seen of this so far; the relative strength of the content seems a bit high, although not insanely so.  I buy the "high cost" as a balancing factor to some extent - OP is a great way to limit powerful weapons/ships, but buying price doesn't really come into the equation when it's time to figure out who gets the hull breach.

I did just get ahold of a Conduit though, and as far as I can tell it's murder on (space) wheels.  I guess I need to try it out against more things but so far it seems crazily full of win. 


Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: Sleepyfish on December 06, 2014, 05:51:19 PM

I like what I've seen of this so far; the relative strength of the content seems a bit high, although not insanely so.  I buy the "high cost" as a balancing factor to some extent - OP is a great way to limit powerful weapons/ships, but buying price doesn't really come into the equation when it's time to figure out who gets the hull breach.

Why thank you! The ship powerfulness must be me compensating for my playstyle... Sorry! I would love to hear any feedback on how to tone them down (I'm leaning to nerfing the logisitcal capacities like supplies and fuel due to their small sizes, making freighters absolutely critical). I'm also adding a High-Matainence-like hullmod that makes the better (Nova, Conduit, ect) Citadel ships consume about a quarter of their supplies per day cost.



I did just get ahold of a Conduit though, and as far as I can tell it's murder on (space) wheels.  I guess I need to try it out against more things but so far it seems crazily full of win. 


It is probably the best anti-frigate/anti-superfrigate superfrigate in existence. Next update will probably increase its CR costs a bit. (Don't forget that new high matainence hullmod too).
Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: Ratheden on December 09, 2014, 04:47:51 PM
The following will sound like i am whining, but I am just looking for some advice.
Spoiler
I have been in Citadel star system for 2 weeks in game, and find it difficult to rack up some standing, my first 4 days in system was quite, then a large pirate fleet spent 2-3 days killing everything in-system, but me (i ran).  4 More days with out pirates, then a set of 3 small guys, only managed to catch one, the selling the loot then buying supplies was killer (trade disruption due to large fleet, 334 supply cost). During the last 6 days 5 pirates to fast to catch, and then the supplies ran out.  I should mention I only play the extra factions in SS+.

This is the 3rd time I have tried to start in Citadel space, can i assume it is a bad idea to start there or has it been 3 times bad luck?
[close]

Okay crying time over, starting there put aside, I love the Citadel faction. Their build suits my play style.  Faction raising later in game is not so bad, just time consuming due to slow pirate spawn and they are not visited by their enemies. 

As a suggestion, would you be willing to add another system, to allow Citadel to come into contact with the Hegemony and\or Sindrian Dikat or have them occasionally attack Citadel?

Thanks for a great mod,
Ratheden
Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: Sleepyfish on December 09, 2014, 06:30:31 PM
The following will sound like i am whining, but I am just looking for some advice.
Spoiler
I have been in Citadel star system for 2 weeks in game, and find it difficult to rack up some standing, my first 4 days in system was quite, then a large pirate fleet spent 2-3 days killing everything in-system, but me (i ran).  4 More days with out pirates, then a set of 3 small guys, only managed to catch one, the selling the loot then buying supplies was killer (trade disruption due to large fleet, 334 supply cost). During the last 6 days 5 pirates to fast to catch, and then the supplies ran out.  I should mention I only play the extra factions in SS+.

This is the 3rd time I have tried to start in Citadel space, can i assume it is a bad idea to start there or has it been 3 times bad luck?
[close]

Okay crying time over, starting there put aside, I love the Citadel faction. Their build suits my play style.  Faction raising later in game is not so bad, just time consuming due to slow pirate spawn and they are not visited by their enemies. 

As a suggestion, would you be willing to add another system, to allow Citadel to come into contact with the Hegemony and\or Sindrian Dikat or have them occasionally attack Citadel?

Thanks for a great mod,
Ratheden


Heh, no worries about complaining. The Citadel star system is pretty hard to start off in, and indeed pirates and trading are the obly ways to improve your standing with them.

To fix it, I guess I can add Hegemony bounties/named bounties to make it easier to improve standing while away from Citadel, while improving the in system pirate market would generate more fodder.
Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: Ratheden on December 10, 2014, 11:44:34 AM
I have finally got a bounty involving Citadel, an assassination.  The Sindrian Dikat put up the assassination bounty on a Citadel Admiral? I forget the rank, but it was odd as I had been in SD's star system and never saw them attack.
Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: Dark.Revenant on December 10, 2014, 01:14:38 PM
I have finally got a bounty involving Citadel, an assassination.  The Sindrian Dikat put up the assassination bounty on a Citadel Admiral? I forget the rank, but it was odd as I had been in SD's star system and never saw them attack.

That's from SS+; factions can put up assassination bounties on their enemies.
Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: Ratheden on December 12, 2014, 07:06:27 AM
SS+ is my most played mod, that and most of the mods that are integrated.
I rarely see assassinations being given, that day I had two, it is a nice feature.


In Citadel there is a nice heavy fighter, the Mako, to me it behaves oddly, as it swings from side to side and often doing a full 360 turn sometimes right in front of the enemy.

Is this intended? or is it due to weapon arc's and the cpu trying to keep all weapons on target(shot in the dark guess)?  Just found it to be a little odd, first time ever that I have seen a Mako.
Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: Sleepyfish on December 12, 2014, 07:44:19 AM
The fighter AI behaves in a strange manner, I cannot really tell you why it swerves randomly. If I recall correctly, the ASSAULT tag in the wing.csv should make it charge the enemy head on and keep itself fixed on the enemy, but maybe its already designated as such. 
Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: Ratheden on December 12, 2014, 09:26:30 AM
Odd indeed. Thanks for letting me know. 
Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: Velox on December 16, 2014, 02:17:40 PM

A couple of notes on the Porter-class, after following one around a battle in a needler/beam-equipped Medusa - I think this one needs some adjustment.  The bastion shield on a ship that can duck out of combat at will to vent flux makes it nearly un-killable, and really screws with allied AI.  Also - I like the idea of a dedicated point-defense escort, but despite the description you can fit it with three forward-facing assault guns or a railgun and pair of torpedo racks (!) - and that's on top of the two 7-point built-in shield breakers.  Changing the fittable slots from universal to ballistic might help but I think the number of slots/OP probably need to come down and the bastion definitely has to go.  Maybe three slots, 12-15 OP, and an ammo feeder to keep the firepower up?  Either that or just pre-define all of the weapons as your choice of PD and leave it at that.  At any rate, right now it's kind of a floating billiard ball that's far too hard to kill and far too threatening to ignore, even if you're not a missile/fighter.
Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: Sleepyfish on December 30, 2014, 08:35:37 PM
Sorry it took me so long to reply!



A couple of notes on the Porter-class, *snip*

Yeah, the Porter and the Bastion shield itself are both getting an overhaul. There is also a new frigate which should replace what the Porter cannot should not do (assault/general combat).
Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: Silver Silence on January 06, 2015, 06:54:21 AM
These ships have come quite a ways from the triangular ones you started with.
Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: Sleepyfish on January 06, 2015, 05:23:21 PM
To be honest Silver Silence, I feel the current art has lost my original vision of craft built from interchangeable and mass produced triangular-ish parts (they could have looked good, but they just weren't done well), but the later assets do a better job of blending in with vanilla.
Title: Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
Post by: Silver Silence on January 07, 2015, 01:58:24 AM
Blending in with vanilla is entirely up to you when we have the Mayorate looking quite clearly like 3d models viewed from above and before them, the geometric amalgamations of the IFed.
Title: Re: [0.65.1a] Citadel v0.7.5 - Some Elbow Grease for the New Year[1/26/2015]
Post by: Sleepyfish on January 26, 2015, 09:23:40 PM
Hey everyone!

(http://i.imgur.com/QsTYzqY.png)
The runt of the pack

Here is the first polish release of the new year! Woo!
Spoiler
Code
~SHIPS
+New Rondure class frigate. A more stereotypical jack-of-all trades frigate.
-Added "High Maintenance" hullmod to Nova.
-Added "High Maintenance" hullmod to Conduit.
-Bastion Shield has been changed so that it will deploy immediately for 5 seconds. Still powerful, but requires some careful thinking to use.
-Buffed Vixen Drone's shield and speed

~WEAPONS
-Nerfed Conduit's main weapon charge range.
-Buffed all Blitz Torpedo tracking/turn speed.
-Reduced Heavy eFlak's charge regeneration rate.
-Buffed Plasma Projector from 300 damage per shot to 500 damage per shot
-Buffed Meteor missile: Faster projectiles and a very slow ammo regeneration.
-Diode has slower ROF. Balance of stats is roughly the same though.
-Plasma Blaster now fires slower and has an interruptible burst.
-The Siege Beam (you are lucky if you find this) can now turn slowly.
-Revolver AC fires slower yet more powerful volleys. Reduced to 4 OP from 7 OP.

~MISC
+Flux Aligned Engines now gives you ship a significant engine boost when overloaded/venting.
*Planet/Station Illustrations would not show up
*Missing market descriptions.
*Citadel flag becomes red/black
[close]

Download:
(http://i.imgur.com/aKWor0f.png) (http://www.mediafire.com/download/b6x3n2qgr75x69g/Citadel_0.7.5.zip)

I would very much like your opinion on the speed boost Citadel ships receive upon overloading/venting!


edit: The Rondure's description is completely missing- will fix in the next super-fast update

Title: Re: [0.65.1a] Citadel v0.7.5 - Some Elbow Grease for the New Year[1/26/2015]
Post by: JohnDoe on January 27, 2015, 07:18:52 AM
It might be best if you could put all the contents of the zip file in a folder.
Title: Re: [0.65.1a] Citadel v0.7.5 - Some Elbow Grease for the New Year[1/26/2015]
Post by: Sleepyfish on January 27, 2015, 08:44:07 AM
Oh, my bad. I'll fix that right now  ;D

Spoiler
Download:
(the front page and the first update post will also work)
(http://i.imgur.com/aKWor0f.png) (http://www.mediafire.com/download/b6x3n2qgr75x69g/Citadel_0.7.5.zip)
[close]
Title: Re: [0.65.1a] Citadel v0.7.5 - Some Elbow Grease for the New Year[1/26/2015]
Post by: JohnDoe on January 27, 2015, 09:06:55 AM
Thanks!
Title: Re: [0.65.1a] Citadel v0.7.6 - The Polish Update Strikes Back [1/26/2015]
Post by: Sleepyfish on February 03, 2015, 09:52:25 AM
Hey everyone, I'm dropping on by with some of that delicious mod polish!

Changelog for 0.7.6:
Spoiler
Code
0.7.6
~SHIPS
-Bastion Shield AI fixed
-Ionic Generator AI fixed

~WEAPONS
-Updated nearly all weapon descriptions

~MISC
+Version Checker mod is now compatible with Citadel
*Reduced overload/vent speed boost for Flux Alligned Engines
*Changed the scale of the Citadel system
*Buffed all of the markets in Citadel
*Missing market descriptions... again!
*Updated market descriptions
[close]

Download:
(http://i.imgur.com/aKWor0f.png) (https://bitbucket.org/Foxer360/version-checker/downloads/Citadel%200.7.6.zip)



Title: Re: [0.65.1a] Citadel v0.7.6 - The Polish Update Strikes Back [1/26/2015]
Post by: Midgetaur on February 04, 2015, 08:17:44 PM
When I start a new game with v0.7.6, Citadel Prime's market has two and half stacks of 1,000,000 units of food for sale at 1 credit each, and 7,000,000 green recruits.

Its Market Info screen looks like this:
Spoiler
(http://i.gyazo.com/e055bc8fa9456dd92fc32c8a44d7659e.png)
[close]

The economy galaxy-wide is in disarray; supplies are going for 2,000 credits per unit in other systems.

Is this intentional? Maybe I didn't give it enough time to normalize. I didn't have this issue in v0.7.5

I'm using:
Starsector+ 2.5+
Citadel 0.7.6
Lazylib 2.0b
ZZ ShaderLib Beta v1.03

Also, I really like the new look of Citadel's system.
Title: Re: [0.65.1a] Citadel v0.7.6 - The Polish Update Strikes Back [1/26/2015]
Post by: Nanao-kun on February 04, 2015, 08:35:22 PM
I haven't played with the new Citadel yet, but the changelog mentions a buff to its market.
Title: Re: [0.65.1a] Citadel v0.7.6 - The Polish Update Strikes Back [1/26/2015]
Post by: Sleepyfish on February 04, 2015, 11:44:26 PM
Jeez, that was dumb of me. Market size 9 gave Citadel Prime way more oomph than it needed.  :P

As such, hotfix is here! (https://bitbucket.org/Foxer360/version-checker/downloads/Citadel%200.7.6a.zip) Or, you can snag it on the original post.
Title: Re: [0.65.1a] Citadel v0.7.6a - The Polish Update Strikes Back (Hotfix) [2/4/2015]
Post by: Taverius on February 05, 2015, 11:14:51 AM
Thanks for the fix - although now Version Checker is failing on it.
Title: Re: [0.65.1a] Citadel v0.7.6a - The Polish Update Strikes Back (Hotfix) [2/4/2015]
Post by: Sleepyfish on February 05, 2015, 04:29:09 PM
Thanks for the fix - although now Version Checker is failing on it.

Your welcome! Also, just fixed the Version Checker failing. Apparently, the .version file was a dead link, which is odd considering it said it uploaded fine. Huh.
Title: Re: [0.65.1a] Citadel v0.7.6a - The Polish Update Strikes Back (Hotfix) [2/4/2015]
Post by: Voiddweller on February 14, 2015, 06:20:55 PM
While i like ship sprites in this mod, i wonder why those sprites was cut so roughly?
Title: Re: [0.65.1a] Citadel v0.7.6a - The Polish Update Strikes Back (Hotfix) [2/4/2015]
Post by: Sleepyfish on February 14, 2015, 08:46:26 PM
While i like ship sprites in this mod, i wonder why those sprites was cut so roughly?

Thanks for playing!

I need to do an anti-aliasing pass on all of the ships, since they were originally kitbashed. When this new rebalancing update comes out, the sprites will probably have turret size/style changes too.
Title: Re: [0.65.1a] Citadel v0.7.6a - The Polish Update Strikes Back (Hotfix) [2/4/2015]
Post by: HeartofDiscord on February 14, 2015, 09:06:02 PM
Do you have an ETA on when Citadel will be updated for 65.2a?
Title: Re: [0.65.1a] Citadel v0.7.6a - The Polish Update Strikes Back (Hotfix) [2/4/2015]
Post by: Farlarzia on February 15, 2015, 05:27:54 AM
I only recently took the time to look at how this mod had changed, since last I saw it was almost new. The sprites in this mod are easily some of the best one the entire forum.
I'll have fun rediscovering this faction
Title: Re: [0.65.1a] Citadel v0.7.6a - The Polish Update Strikes Back (Hotfix) [2/4/2015]
Post by: Sleepyfish on February 15, 2015, 11:09:33 AM
Do you have an ETA on when Citadel will be updated for 65.2a?

Hehe, there is certainly a lot to do, but you can bet your space-butt that I'll be working on it as much as I can! As for the ETA, I can't really give one since balancing is not a particularly steady process.

I only recently took the time to look at how this mod had changed, since last I saw it was almost new. The sprites in this mod are easily some of the best one the entire forum.
I'll have fun rediscovering this faction

Thanks for taking a peek! You'll have to thank Helmut for helping with the latest art, he's a genius at integrating vanilla greebles. Also, I hope you have fun re-discovering it! (Don't forget this next release is going to be a major balance changer.)
Title: Re: [0.65.1a] Citadel v0.7.6a - The Polish Update Strikes Back (Hotfix) [2/4/2015]
Post by: Ahne on February 20, 2015, 06:43:54 PM
We all need an update man, i will not play starsector+ without your faction so i hope for an soon update. We all hope!

Greetings
Ahne
Title: Re: [0.65.1a] Citadel v0.7.6a - The Polish Update Strikes Back (Hotfix) [2/4/2015]
Post by: Sleepyfish on February 20, 2015, 07:44:50 PM
We all need an update man, i will not play starsector+ without your faction so i hope for an soon update. We all hope!

Greetings
Ahne

Hehe, you don't wanna rush me when I'm rebalancing everything! No more 14xClarent Aurals for you!

Title: Re: [0.65.1a] Citadel v0.7.6a - The Polish Update Strikes Back (Hotfix) [2/4/2015]
Post by: Ahne on February 21, 2015, 05:52:34 AM
Haha na no rushing man, only a little tip on your shoulder :p

I love to see rebalancing with great success!
Title: Re: [0.65.1a] Citadel v0.7.6a - The Polish Update Strikes Back (Hotfix) [2/4/2015]
Post by: cpmartins on February 22, 2015, 09:07:29 AM
I'm having conduit whithdrawl. Such an amazing little ship. No worries though, take your time and make it the best you can.
Title: Re: [0.65.1a] Citadel v0.7.6a - The Polish Update Strikes Back (Hotfix) [2/4/2015]
Post by: Sleepyfish on February 22, 2015, 11:40:16 AM
I'm having conduit whithdrawl. Such an amazing little ship. No worries though, take your time and make it the best you can.

Heh, sorry :)

I'm happy to report that the intial pass is done, and roughly 3/4 of the ships have been changed significantly. Ships like the Conduit, Porter and Particle are still the same, while most cruisers have been radically modified. Now comes the part where I try and plug them into a campaign situation and see how they perform!
Title: Re: [0.65.1a] Citadel v0.7.6a - The Polish Update Strikes Back (Hotfix) [2/4/2015]
Post by: Ahne on February 22, 2015, 02:25:28 PM
Nice to hear your progress Foxer360!
Title: Re: [0.65.1a] Citadel v0.7.6a - The Polish Update Strikes Back (Hotfix) [2/4/2015]
Post by: Ahne on March 06, 2015, 01:59:48 PM
How it's going man, any news coming this weekend?

greetings
Ahne


Title: Re: [0.65.1a] Citadel v0.7.6a - The Polish Update Strikes Back (Hotfix) [2/4/2015]
Post by: Sleepyfish on March 06, 2015, 02:14:29 PM
Been pretty busy with real life stuff, but I'm currently working on improving the art assets. Then after that, some housekeeping to tie it all off.
Title: Re: [0.65.1a] Citadel v0.7.6a - The Polish Update Strikes Back (Hotfix) [2/4/2015]
Post by: Ahne on March 06, 2015, 06:35:42 PM
Good to know, thx for the reply.
Title: Re: [0.65.1a] Citadel v0.7.6 - The Polish Update Strikes Back [1/26/2015]
Post by: Sleepyfish on March 22, 2015, 11:18:20 AM
Greetings all, and welcome to the new and improved nerfed Citadel mod! There were many changes in this version, so I apologize if there are little bits that don't make sense. Any feedback or complaints would be greatly appreciated!

Man, this update took me way longer than I expected. Have some spaceships.
Spoiler
(http://i.imgur.com/NrjTUw2.png) <- Old New -> (http://i.imgur.com/ozmd2kT.png)
(http://i.imgur.com/4iN7kKh.png) <- Old New -> (http://i.imgur.com/tV3OaaH.png)
(http://i.imgur.com/UvDqq6C.png) <- Old New -> (http://i.imgur.com/5kukDHR.png)
(http://i.imgur.com/adooNZL.png) <- Old New -> (http://i.imgur.com/Kik5bo0.png)
[close]

Changelog for 0.7.6:
Spoiler
Code
0.8a 
-SHIPS
    Many universal slots removed, some slot size changes, some turret arc changes
    Shield efficiencies reduced across the board
    Flux values nerfed on some ships
    Hull values for a few ships redone
    Ship system changes for Aural, Comet, Nova and Monolith
    Rip Drive- Now allows for shield deployment and gives a efficiency bonus, but disables weapons
    Arrowheads: Replaced Burn Drive with Berserker system
    Improved art for Aural, Sierra, Nova and Torus
WEAPONS:
    Hypermatter: Higher ROF, less damage (sorta like a stat badass pulse laser)
    K/E-Barrage: Accuracy (now very low), range, DPS and ROF modified
    Rotunda Battery: Reduced flux cost, slower ROF, shorter charge-up
    Zeus: Higher ROF, reloads completely after a while
    Supernova: Grants one charge after a long period of time
OTHER:
    Increased Bastion Shield system cooldown by 5 seconds
    Increased Ionic Generator system cooldown by 15 seconds
    Reduced All fighter speeds substantially
    Increased FP cost for cruisers
    New sound: Rip Drive
    Modified Plasma Blaster sounds to be shorter
[close]

Download:
(http://i.imgur.com/aKWor0f.png) (https://bitbucket.org/Foxer360/version-checker/downloads/Citadel%200.8.zip)
Title: Re: [0.65.2a] Citadel v0.8.0 - Rebalance-pocolypse [3/22/2015]
Post by: Nanao-kun on March 22, 2015, 11:22:47 AM
Awesome.
Title: Re: [0.65.2a] Citadel v0.8.0 - Rebalance-pocolypse [3/22/2015]
Post by: Ahne on March 22, 2015, 08:16:44 PM
Very nice man!
Title: Re: [0.65.2a] Citadel v0.8.0 - Rebalance-pocolypse [3/22/2015]
Post by: Histidine on March 23, 2015, 05:30:56 AM
To fix the Nexerelin crash, the Fox_Corvette_strike variant's empty string hullmod ("" on line 7) needs to be removed. Don't know why it doesn't also spontaneously explode in vanilla, but there it is.
Title: Re: [0.65.1a] Citadel v0.7.6 - The Polish Update Strikes Back [1/26/2015]
Post by: Sleepyfish on March 23, 2015, 06:44:34 AM
All right, quick fix for (n)Exerelin.

Download:
(http://i.imgur.com/aKWor0f.png) (https://bitbucket.org/Foxer360/version-checker/downloads/Citadel%200.8.1.zip)

Title: Re: [0.65.2a] Citadel v0.8.1 - Rebalance-pocolypse + (n)Exerelin fix [3/23/2015]
Post by: Remmahknik on March 23, 2015, 04:49:23 PM
Still getting the fox corvette hull ID missing error. Downloaded the fix from the download link ya posted above.
Title: Re: [0.65.2a] Citadel v0.8.1 - Rebalance-pocolypse + (n)Exerelin fix [3/23/2015]
Post by: Sleepyfish on March 23, 2015, 06:00:47 PM
Hmm, I just flipped through every single file and made sure there were no more similar errors. Let me consult my magic ball...
Title: Re: [0.65.2a] Citadel v0.8.1 - Rebalance-pocolypse + (n)Exerelin fix [3/23/2015]
Post by: Nanao-kun on March 23, 2015, 06:11:01 PM
Works for me in Nexerelin though.
Title: Re: [0.65.2a] Citadel v0.8.1 - Rebalance-pocolypse + (n)Exerelin fix [3/23/2015]
Post by: Dark.Revenant on March 23, 2015, 06:40:37 PM
It's probably because the starting variant for being in the Citadel faction no longer exists.  Just a guess.
Title: Re: [0.65.2a] Citadel v0.8.1 - Rebalance-pocolypse + (n)Exerelin fix [3/23/2015]
Post by: Nanao-kun on March 23, 2015, 07:34:17 PM
Ah, I haven't actually played as Citadel yet. :P
Title: Re: [0.65.2a] Citadel v0.8.1 - Rebalance-pocolypse + (n)Exerelin fix [3/23/2015]
Post by: Remmahknik on March 23, 2015, 07:50:41 PM
Ahh okay, sorry if I sounded a little rude. It may just be me continuing my save as a mayorate bounty hunter in nexerelin. Engaged a pirate bounty fleet and got the error after 10 seconds or so. Gonna try a new save just to make sure.

EDIT: After Starting a new game everything worked alright. Funny why it broke, citadel was wiped out in my mayorate save. Is it a possibility that the update breaks saves?
Title: Re: [0.65.2a] Citadel v0.8.1 - Rebalance-pocolypse + (n)Exerelin fix [3/23/2015]
Post by: Silver Silence on March 25, 2015, 06:18:57 AM
Perhaps a ship still had the bad variant in that pirate fleet? I know that variant updates are not retroactive, ships already generated and in play will not refresh themselves if their variant changes, just that ships from that point onwards will use the new variant.
Title: Re: [0.65.2a] Citadel v0.8.1 - Rebalance-pocolypse + (n)Exerelin fix [3/23/2015]
Post by: Lopunny Zen on March 26, 2015, 11:06:13 AM
I swear the monolith is useless...since its a none combat ship and has no flight decks all it does is take up a giant chunk of your Fleet space and unlike the nomad Oasis it doesn't provide a good reason to have...if it sustained and even produced more supplies and fuel then you used then I would use it...but I feel like it should loss a lot of weapons slot for a much lowered Logistics cost so I CAN afford to keep it in a fleet....other then that it takes up too valuable of space to even warrant carrying it around as luggage when I could instead use the space for more combat ships so I stand a chance against large fleets...which I need the money FROM them to maintain this station on boosters. If you can can you make it able to maintain you supplies and even produce them..then I would definitely use it more often...unless theres more your going to be doing with it that your not telling us :P
Title: Re: [0.65.2a] Citadel v0.8.1 - Rebalance-pocolypse + (n)Exerelin fix [3/23/2015]
Post by: Sleepyfish on March 26, 2015, 11:53:09 AM
You'd be right calling a Monolith useless, since it is basically a portable station. It's main function is to provide a CR buffer for other ships, so combat is the last thing you'd want to take it in. It's pretty much an AI fleet ship, serving as a boss of sorts. More features will come when SS gets its industry features fleshed out.

If you want a true combat capital with flight decks, check out the Sierra. It's fast, has two flight decks and a lot of weapons. You can also use the Bastion Shield system to avoid those Templars Priwen bursts or flanking bombers.
Title: Re: [0.65.2a] Citadel v0.8.1 - Rebalance-pocolypse + (n)Exerelin fix [3/23/2015]
Post by: Silver Silence on March 26, 2015, 06:51:30 PM
Last time I played with the Monolith (only the update before this one), I had triple Zeus cannons on it and lightning guns in all the medium slots so I could prod everything from a hearty distance. All those hidden mining blasters and, mining lasers and Guardians seem a little out of place. Do you plan on making those into built in Citadel weapons by any chance? And what am I supposed to do with the two 360 small slots? More mining lasers?  :P
Title: Re: [0.65.2a] Citadel v0.8.1 - Rebalance-pocolypse + (n)Exerelin fix [3/23/2015]
Post by: Sleepyfish on March 26, 2015, 07:12:12 PM
Last time I played with the Monolith (only the update before this one), I had triple Zeus cannons on it and lightning guns in all the medium slots so I could prod everything from a hearty distance. All those hidden mining blasters and, mining lasers and Guardians seem a little out of place. Do you plan on making those into built in Citadel weapons by any chance? And what am I supposed to do with the two 360 small slots? More mining lasers?  :P

Next update! Gonna have some custom weapons that better fit its look, but do roughly the same things as what each buult in weapon currently does. For example, Guardian PD -> eFlak XL (name wip, but you get the point).
Title: Re: [0.65.2a] Citadel v0.8.1 - Rebalance-pocolypse + (n)Exerelin fix [3/23/2015]
Post by: sotanaht on March 29, 2015, 09:50:29 AM
So I had the bright idea to equip a Monolith with Ballista LRMs (from Interstellar Imperium).  It has earned the nickname "macross".  It's surprisingly effective even solo, actually beats a paragon in sim (autopilot) without sustaining significant damage, but in a fleet specialized in taking down shields it's absolutely devastating.

Spoiler
(http://i.imgur.com/YDdMNnn.jpg)
(http://i.imgur.com/DYG44Tk.jpg)
(http://i.imgur.com/nnEvcWn.jpg)
(http://i.imgur.com/7qaSk5H.jpg)
(http://i.imgur.com/SFlZs2B.jpg)
[close]
Title: Re: [0.65.2a] Citadel v0.8.1 - Rebalance-pocolypse + (n)Exerelin fix [3/23/2015]
Post by: Silver Silence on March 29, 2015, 10:58:51 AM
Massed Ballistae are great fun, especially with how they all converge on a ship with their somewhat lazy guidance.
Title: Re: [0.65.2a] Citadel v0.8.1 - Rebalance-pocolypse + (n)Exerelin fix [3/23/2015]
Post by: Histidine on April 04, 2015, 07:41:38 AM
The mission images for cocktailparty, matterofhonor, fox_testbattle and fox_testbattle2 cause a crash on Linux due to case sensitivity (the file extensions should be changed to lowercase). Presumably troll mission too, although it doesn't actually cause a crash since it's not used.

(What's with the troll mission, anyway?)
Title: Re: [0.65.2a] Citadel v0.8.1 - Rebalance-pocolypse + (n)Exerelin fix [3/23/2015]
Post by: Sleepyfish on April 04, 2015, 10:13:48 AM
The Troll mission is just something for the filediggers. Utter nonsense, really, but still quite challenging sometimes.

Anyways, there is another release in the near future that will have fixed the Linux errors. Damn, I'm getting lazy.
Title: Re: [0.65.2a] Citadel v0.8.1 - Rebalance-pocolypse + (n)Exerelin fix [3/23/2015]
Post by: sotanaht on May 01, 2015, 01:17:52 AM
So the monolith...  IS it too powerful?

It's my favorite support ship by far, but it's also something I never want to pilot.  The universal slots make it ideal for mounting insane support weapons like LRMs or whatever long range cannons or beams are available.  It also has HUGE costs, to buy, to bring, and to deploy.  It also fits a lot of roles at the same time, with great cargo and crew capacity as well as the autofactory support.

A well equipped AI monolith can easily 1v1 a default sim Paragon (and maybe a couple of his destroyer friends at the same time).  It all depends on the equipment of course, but that comes back to the universal slots giving you access to everything worth having.

If the slots weren't universal it would be a LOT weaker.  One of its strengths right now is to be able to put everything into a single strategy, if it were forced to generalize more instead of minmaxing for a single approach it would actually struggle to keep up in battle.

I don't really know if I would change it, but in my personal opinion I would class it a tier 1 or 2 ship easily.
Title: Re: [0.65.2a] Citadel v0.8.2 - More Fine Tuning and Nexerelin Corvus-Mode[6/7/2
Post by: Sleepyfish on June 06, 2015, 11:42:32 PM
New Release! Not a major one with a boatload of new features, but an important quality-of-life and balance one nonetheless. The main post has been updated with a new Weapons section too, so go check that out!

I'd thought I'd show the sprite changes right here:
Spoiler
(http://i.imgur.com/RxVpRL0.png)<-NEW OLD->(http://i.imgur.com/4RQeqPv.png)

(http://i.imgur.com/jLSnSDd.png)<-NEW OLD->(http://i.imgur.com/drfx2tj.png)

(http://i.imgur.com/Ew7Br7W.png)<-NEW OLD->(http://i.imgur.com/QbGx2jF.png)

(http://i.imgur.com/xVC4oNj.png)<-NEW OLD->(http://i.imgur.com/QyySlBS.png)
(http://i.imgur.com/VDlfqhZ.png)<-NEW OLD->(http://i.imgur.com/AVoxQyo.png)
(http://i.imgur.com/eRhZPOH.png)<-NEW OLD->(http://i.imgur.com/RikgPpo.png)
[close]

Changelog:
Code
0.8.2
+Exerelin's Corvus mode compatible! Don't forget to change Nexerelin's mod_info (you'll see what to change).
+2 new random missions from MesoTroniK. Thanks!
+2 new Rip Drive system variants, light and heavy. Both have less charges, more cooldown and less time.
+New hull explosion sounds! CH-BOOOM! KRK-POW!
-Engine style changes. Now smokey instead of glowing!
-Ship balancing: Torus is more tanky, less offenseively capable. Driver's flux stats boosted. Tacit buffed.
-Many other changes in many fields. It's irresponsible of me to not document them. >.>
-Sound updates: Most medium/small weapons have new sounds as well as the Concussion Beam and Zeus.
-Sprite Updates: Porter-class and Ayre class.
-Signifingantly buffed Plasma Blasters. Now, they deal good damage and taper out as they fire for longer.
-Changed Meteor and Striker. Larger volleys, faster speed but a slow reload. Also improved graphics.
-Removed the Cobra's ammo mechanic. Not fun enough.
-Nerfed K-Barrage by decreasing its accuracy limit and increasing its accuracy loss rate. Also nerfed ammo.
-Nerfed Parabola's range from 6000 to 2000. Effectively an MRM, but still able to go very far (with intertia).
-Buffed Heavy eFlak. It now features a larger blast radius.
-Buffed Plasma Projector on the Conduit with a larger blast radius. Still iffy on this one.
Download: (Also on original post)
(http://i.imgur.com/aKWor0f.png) (https://bitbucket.org/Foxer360/version-checker/downloads/Citadel%200.8.2.zip)

Title: Re: [0.65.2a] Citadel v0.8.2 - More Fine Tuning and Nexerelin Corvus-Mode[6/7/2015]
Post by: sajberhippien on August 19, 2015, 05:09:31 AM
Is there any info on what the built-in weapons of the fighters do? I have no idea, for example, what the K-gatling, X-gatling, and Diode PDs of the Mako does. I know the fighter performs well (as it should at 14 DP) but I don't know what it _does_.
Title: Re: [0.65.2a] Citadel v0.8.2 - More Fine Tuning and Nexerelin Corvus-Mode[6/7/2015]
Post by: Sleepyfish on August 19, 2015, 10:06:26 AM
Heh, funny you bring that up, sajber! :)

In the current dev version on my end, some of the changes made are the descriptions of the fighters. They should now include a bit of text that explains how their weapons work! But, that being said, I plan to rework each fighter to make them better at performing their roles. Just different weapons mostly, because I feel that both the X-Gatling (High explosive gatling gun) and K-Gatling (Kinetic gatling gun) are rather strange and unbalanced weapons. It's not too much of a drastic change though, because each fighter will still do the job listed on the box they come in.

Title: Re: [0.65.2a] Citadel v0.8.2 - More Fine Tuning and Nexerelin Corvus-Mode[6/7/2015]
Post by: Creepin on August 27, 2015, 12:30:53 PM
Just wanted to point it out that download link in the post #239 (one with announcement of 0.8.3 release) actually leads to 0.8.1, while download link in start post leads to similarly outdated 0.8.2  ???
Title: Re: [0.65.2a] Citadel v0.8.2 - More Fine Tuning and Nexerelin Corvus-Mode[6/7/2015]
Post by: Sleepyfish on August 27, 2015, 01:29:07 PM
Just wanted to point it out that download link in the post #239 (one with announcement of 0.8.3 release) actually leads to 0.8.1, while download link in start post leads to similarly outdated 0.8.2  ???

... Huh, wow. That's pretty lame of me :p

Updating the links now, apologies! I hope version checker saved a lot of people from downloading the wrong one.
Title: Re: [0.65.2a] Citadel v0.8.2 - More Fine Tuning and Nexerelin Corvus-Mode[6/7/2015]
Post by: Draba on October 23, 2015, 12:46:02 PM
I've recently tried your mod the first time, I think my all time favorite SS weapon will be the zeus, awesome sound/visuals :)

A minor caveat in case you didn't notice: the massive emp damage makes it close to useless on AI ships (they'll almost never at shields to raise hard flux, only on exposed armor/hull).
I sticked 1 on 3 sunders and watched them for an entire 500k bounty battle with multiple capitals, they got less than 10 total shots off. My guess would be this is only the case when
damage type is not kinetic and EMP damage>normal damage. I've changed it to 7500 flux, 3500 energy, and 3500 emp/shot at 6 a minute, works like a charm.
Title: Re: [0.65.2a] Citadel v0.8.2 - More Fine Tuning and Nexerelin Corvus-Mode[6/7/2015]
Post by: Sleepyfish on October 23, 2015, 01:25:03 PM
I've recently tried your mod the first time, I think my all time favorite SS weapon will be the zeus, awesome sound/visuals :)

A minor caveat in case you didn't notice: the massive emp damage makes it close to useless on AI ships (they'll almost never at shields to raise hard flux, only on exposed armor/hull).
I sticked 1 on 3 sunders and watched them for an entire 500k bounty battle with multiple capitals, they got less than 10 total shots off. My guess would be this is only the case when
damage type is not kinetic and EMP damage>normal damage. I've changed it to 7500 flux, 3500 energy, and 3500 emp/shot at 6 a minute, works like a charm.

Thank you! I love to see that make people happy :)

And this is quite interesting feedback... Hah, kudos for catching that distinction in weapon damage types. Seems like a change is in order. :D

Speaking of change... have a indev changelog! (It's a little short, but school and other such things are keeping me quite busy)

Spoiler
-Revamped fighter balance and weapons
-Updated all fighter art
-Updated nearly all texts to conform better to Starsector's own writing style.
-Updated Meteor SRM art
-Playing with Plasma Blaster balance, should fire with more accuracy at the cost of some damage.
-Improved Rondure Sprite
-Buffed shields of Driver: (0.9 -> 0.6 flux per damage) (Dubious)
         Torus: (0.9 -> 0.6 flux per damage)   (Less dubious)
-Buffed flux cap of Nova: (12000 -> 13000)
          Adumbral: (9000 -> 11000)
-Nerfed weapons: Concussion Beam: Less damage (1/2), less charges (10 -> 3)
[close]
Title: Re: [0.65.2a] Citadel v0.8.2 - More Fine Tuning and Nexerelin Corvus-Mode[6/7/2015]
Post by: Garmine on November 10, 2015, 03:37:20 AM
Hi!

The mod does not work on Linux (or on anything using a case-sensitive file system) by default due to the usual upper/lowercase problem. :)

Problematic file(s) + referenced in code:

./Citadel/data/missions/cocktailparty/cocktails.PNG
data/missions/cocktailparty/cocktails.png

./Citadel/graphics/defenders/portraits/cit_port_1.png
graphics/defenders/portraits/cit_port_1.PNG

./Citadel/graphics/defenders/portraits/cit_port_2.png
graphics/defenders/portraits/cit_port_2.PNG

As always, renaming the files work.

Regards,
Garmine

p.s.:
Ugh, I found more:

./Citadel/data/missions/matterofhonor/personal.PNG
data/missions/matterofhonor/personal.png

./Citadel/data/missions/fox_testbattle/biggy.PNG
data/missions/fox_testbattle/biggy.png

./Citadel/data/missions/fox_testbattle2/biggy2.PNG
data/missions/fox_testbattle2/biggy2.png

Also renamed but did not test:
./internet_troll/forum_idiot_preview.PNG -> .png

This is going painfully slow, it would be nice if Alex implemented some warning mechanism for nonperfect matches on case insensitive filesystems (khmmm windows).
Title: Re: [0.65.2a] Citadel v0.8.2 - More Fine Tuning and Nexerelin Corvus-Mode[6/7/2015]
Post by: Sleepyfish on November 10, 2015, 02:17:36 PM
Hi!

The mod does not work on Linux (or on anything using a case-sensitive file system) by default due to the usual upper/lowercase problem. :)

Problematic file(s) + referenced in code:

[...]


This is going painfully slow, it would be nice if Alex implemented some warning mechanism for nonperfect matches on case insensitive filesystems (khmmm windows).

My apologies, it makes it hard to test for these things without a Linux playtester. I think most of those are fixed in the dev version, but I thank you regardlessly! Bleh, there is something to be said about sloppy work here.
Title: Re: [0.65.2a] Citadel v0.8.2 - More Fine Tuning and Nexerelin Corvus-Mode[6/7/2015]
Post by: Garmine on November 11, 2015, 06:37:14 AM
My apologies, it makes it hard to test for these things without a Linux playtester. I think most of those are fixed in the dev version, but I thank you regardlessly! Bleh, there is something to be said about sloppy work here.

No problems, it's even in my signature. :D I wonder if there's anyone else playing on Linux except for me.

Slightly off, but how would you propose a (modding) feature to Alex? I haven't done such a thing yet and would like to write a demo code for detecting miscapitalization - which then could officially be used to pop up an error showing the mismatch even on NTFS. I think a Java File would return the name case sensitively as NTFS in real is case sensitve, it's Windows what ignores the capitalization. Try saving the same file with lower and upper case extensions from a Linux and read/delete it from a Windows hahaha.

P.s.: actually it was slow because I tested every mod at the same time - 1.1 GBs of texture data according to StarSector. It really takes a long time to load and load and load... :D IIRC 4 of the mods had this style of issue and I also encountered a weird Java 8 compilation bug.
Title: Re: [0.65.2a] Citadel v0.8.2 - More Fine Tuning and Nexerelin Corvus-Mode[6/7/2015]
Post by: Sleepyfish on November 16, 2015, 07:34:04 PM
My apologies, it makes it hard to test for these things without a Linux playtester. I think most of those are fixed in the dev version, but I thank you regardlessly! Bleh, there is something to be said about sloppy work here.

No problems, it's even in my signature. :D I wonder if there's anyone else playing on Linux except for me.

Slightly off, but how would you propose a (modding) feature to Alex? I haven't done such a thing yet and would like to write a demo code for detecting miscapitalization - which then could officially be used to pop up an error showing the mismatch even on NTFS. I think a Java File would return the name case sensitively as NTFS in real is case sensitve, it's Windows what ignores the capitalization. Try saving the same file with lower and upper case extensions from a Linux and read/delete it from a Windows hahaha.

P.s.: actually it was slow because I tested every mod at the same time - 1.1 GBs of texture data according to StarSector. It really takes a long time to load and load and load... :D IIRC 4 of the mods had this style of issue and I also encountered a weird Java 8 compilation bug.

Heh, alright then! Sorry it didn't work out, otherwise yeah, I'm sure you'd have created a pretty invaluable tool. Guess the only solution to this is preciseness!
Title: Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
Post by: Sleepyfish on November 24, 2015, 03:33:08 PM
(http://i.imgur.com/wRGykU2.png)
The Nova was born for Safety Overrides

Alright, a new dev version just to tide anyone hungry for a quick release. A little unpolished, not finished, but it's there!

<click the flag to download dev version>
(http://i.imgur.com/aKWor0f.png) (https://bitbucket.org/Foxer360/version-checker/downloads/Citadel%200.8.3.zip)

Changelog
Spoiler
Code
-UPDATED for 0.7a (WIP)
-Fixed some of those damn Linux errors. 'Bout time.
-Revamped fighter balance and weapons
-Updated all fighter art
-Updated nearly all texts to conform better to Starsector's own writing style.
-Updated Meteor SRM art
-Playing with Plasma Blaster balance, should fire with more accuracy at the cost of some damage.
-Improved Rondure Sprite
-Buffed shields of Driver: (0.9 -> 0.8 flux per damage)
   Torus: (0.9 -> 0.6 flux per damage)
   Tacit: (1.1 -> 0.9 flux per damage)
-Buffed flux cap of Nova: (12000 -> 14000)
    Adumbral: (9000 -> 11000)
    Tacit: (5500 -> 6000)
Buffed armor of Tacit: (250 ->600)
Buffed dissipation of Tacit: (350 -> 400)
      Nova: (500 -> 600)
Nerfed disspation of Driver: (600 > 550)
Buffed speed of Tacit: (60 -> 80)
Buffed ordnance points of Tacit: (90 -> 110)
-Nerfed weapons: Concussion Beam: Less damage (1/2), less charges (10 -> 3)
[close]
Title: Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
Post by: Mealstrom on November 24, 2015, 06:03:58 PM
:D does it add any system to the vanilla sector tho? Would be really cool!
Title: Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
Post by: Sleepyfish on November 24, 2015, 06:21:54 PM
Indeed it does. Or should. Citadel, located somewhere to the upper left of the hyperspace map.
Title: Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
Post by: Blaze on November 24, 2015, 08:11:16 PM
Aww yis, I can't wait to see how broken I can make my Sunder.

Maximum Overprops.
Title: Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
Post by: SpaceRiceBowl on November 25, 2015, 09:00:51 AM
Huh, did you nerf some of the citadel weapons? They seem to have far less punch then usual.
Title: Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
Post by: Nanao-kun on November 25, 2015, 10:33:26 AM
The Citadel ships are also very slow, since their burn speeds are still 0.65.2a
Title: Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
Post by: Plasmatic on November 25, 2015, 11:35:50 PM
I get this error in the log when I try to start a new game with Citadel:

59265 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
   at data.scripts.world.citadel.Citadel.generate(Citadel.java:40)
   at data.scripts.world.citadel.DefendersGen.generate(DefendersGen.java:17)
   at data.scripts.CITModPlugin.initCIT(CITModPlugin.java:22)
   at data.scripts.CITModPlugin.onNewGame(CITModPlugin.java:72)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.h.o00000(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Not sure if it's something I'm doing or if it's an actual bug.

only other mods I have installed are lazylib, shaderlib, common radar, and upgraded rotary weapons.

Other than that I replaced Java with 64-bit and increased memory allocation.
Title: Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
Post by: Sleepyfish on November 26, 2015, 02:31:47 AM
Huh, did you nerf some of the citadel weapons? They seem to have far less punch then usual.

Just the Plasma Blaster and Concussion Laser.

The Citadel ships are also very slow, since their burn speeds are still 0.65.2a

Ack, gonna fix that in the very-soon-dev release!

I get this error in the log when I try to start a new game with Citadel:

-snip-

Hmm, this dev is only compatible for 0.7a. I think you might be a Starsector hotfix version off, or perhaps trying to play it in 0.65a, since it's referring to an incorrect star-generation line (that has to tell the game the new star corona size and strength) in the code.
Title: Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
Post by: Plasmatic on November 26, 2015, 02:33:27 AM
-snip-

Hmm, this dev is only compatible for 0.7a. I think you might be a Starsector hotfix version off, or perhaps trying to play it in 0.65a, since it's referring to an incorrect star-generation line (that has to tell the game the new star corona size and strength) in the code.

Yep, sorry, I had totally missed the hotfix that was up.

EDIT: Installed the hotfix. It says 0.7a-RC10 in the top right

still getting
Spoiler
75618 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
   at data.scripts.world.citadel.Citadel.generate(Citadel.java:40)
   at data.scripts.world.citadel.DefendersGen.generate(DefendersGen.java:17)
   at data.scripts.CITModPlugin.initCIT(CITModPlugin.java:22)
   at data.scripts.CITModPlugin.onNewGame(CITModPlugin.java:72)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.h.o00000(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
Post by: Deathfly on November 26, 2015, 05:45:44 AM
@Plasmatic
For 0.7a, you should download the new DEV ver here

http://fractalsoftworks.com/forum/index.php?topic=6442.msg170372#msg170372

not the stable ver form OP.
Title: Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
Post by: Plasmatic on November 26, 2015, 05:49:18 AM
@Plasmatic
For 0.7a, you should download the new DEV ver here

http://fractalsoftworks.com/forum/index.php?topic=6442.msg170372#msg170372

not the stable ver form OP.

Yay it works! :D

Thanks
Title: Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
Post by: Jonlissla on December 02, 2015, 04:06:37 AM
I get this message when using 0.83 with 0.7 Nexerelin.

Quote
104183 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.rpg.oOOO] with id [suicidal] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.rpg.oOOO] with id [suicidal] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.rpg.Person.setPersonality(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:209)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:245)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:167)
   at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.createTradeFleet(EconomyFleetManager.java:747)
   at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.advance(EconomyFleetManager.java:515)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.h.o00000(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I'm using the latest version of Starsector with the hotfix, RC10. I don't get this crash with any other mods alongside Nex.
Title: Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
Post by: Sleepyfish on December 02, 2015, 10:26:00 AM
Hmm, I'm quite bogged down right now, but I'll take a look at this. Seems like I don't have a defined officers file at a glance.

In the meantime, I have been fixing other things! Expect a new dev sometime soon, within a week perhaps.
Title: Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
Post by: JohnDoe on December 02, 2015, 12:23:01 PM
Chirped pulse laser + phase lances on Sunders are my new favorite setup. Give it a cautious or timid officer and it'll slap frigates and destroyers left and right at a safe distance.
Title: Re: [0.7a] Citadel v0.8.3 - No More Crashes (Dev 2) [6/7/2015]
Post by: Sleepyfish on December 02, 2015, 05:25:59 PM
Phew, fixed some of those hopefully persistent errors that people were getting. Not a lot else to say, other than finals week is looming for me.

<click the flag to download dev version>
(http://i.imgur.com/aKWor0f.png) (https://bitbucket.org/Foxer360/version-checker/downloads/Citadel%200.8.3b.zip)

Changelog
Spoiler
Code
0.8.3 (Dev 2)
-Fixed lacking faction-features in the campaign. Oops.
-Adjusted ship logistical values/burn speeds accordingly.
-Rebalanced Tacit
     -400 -> 300 flux dissipation
     -80 -> 75 speed, 80 -> 50 acceleration
[close]
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: taerkar on December 02, 2015, 07:33:19 PM
I was getting the officer error too but the test run looks like that might have cleared it.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Garmine on December 07, 2015, 04:18:15 AM
Hi!

The following files are miscapitalized in the latest release:

data/missions/matterofhonor/personal.png
./Citadel/data/missions/matterofhonor/personal.PNG

data/missions/fox_testbattle/biggy.PNG
./Citadel/data/missions/fox_testbattle/biggy.png

data/missions/fox_testbattle2/biggy2.PNG
./Citadel/data/missions/fox_testbattle2/biggy2.png
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: TaLaR on December 08, 2015, 08:39:46 AM
Is a balancing pass planned? Many citadel ships currently have ridiculously low supply costs (Comet, a full scale combat destroyer has 3.5 vs 3.0 for vanilla Hound). They also have very low credit prices.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Sleepyfish on December 08, 2015, 09:57:43 AM
Is a balancing pass planned? Many citadel ships currently have ridiculously low supply costs (Comet, a full scale combat destroyer has 3.5 vs 3.0 for vanilla Hound). They also have very low credit prices.

Indeed. That, along with a few other updates and polishing features, are planned when I have more time. Those require a full playthrough, but with finals coming up, I simply cannot afford to distracted in any way. I do appreciate the concern though!
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Xan on December 08, 2015, 10:18:24 AM
Is a balancing pass planned? Many citadel ships currently have ridiculously low supply costs (Comet, a full scale combat destroyer has 3.5 vs 3.0 for vanilla Hound). They also have very low credit prices.

Indeed. That, along with a few other updates and polishing features, are planned when I have more time. Those require a full playthrough, but with finals coming up, I simply cannot afford to distracted in any way. I do appreciate the concern though!

Not to sound nagging since other people have mentioned this before, but does that include a rebalance for the max burn speeds?

Right now I see myself hardly using anything larger than Citadel frigates, as I do like to keep my burn speed a little higher than 5 or 6 (mid game citadel speeds). The burn speed also making being the enemy of citadel a bit comical, average base speed is more often than not higher than their emergency burn speed.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Sleepyfish on December 08, 2015, 10:31:05 AM
I have put up a second dev with higher burn speeds. Perhaps that has not been downloaded?
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Ryu116 on December 08, 2015, 07:06:47 PM
I have one question, does this mod work with Starsector 0.7.1a?  The reason why I ask is because I am combining mods together into my big starsector (Nexerelin + Starsector Plus + group of different factions mods).

However, if it is already answerwed somewhere, then I apologize for not seeing it in first place.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Surge on December 08, 2015, 07:35:59 PM
It does but will be missing the new features for 0.7.1a such as commissions.

Though commissions specifically are literally a single line of code I believe.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: zoe_zucchini on December 10, 2015, 07:22:03 PM
Noticed Heaks have 0 crew, so they're stuck with a green "crew". Intended?
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Blaze on December 12, 2015, 06:33:43 PM
Dunno if you already did this, but the Nova Cruiser's "Citadel Experimental Systems" should probably be changed to disallow the addition of safety overrides.

CES increases engine durability by 250% and increases passive venting by 75%. It's weakness is that active venting is 50% slower. Obviously not an issue when SO disables venting.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Sleepyfish on December 12, 2015, 07:23:19 PM
Noticed Heaks have 0 crew, so they're stuck with a green "crew". Intended?

Yes, they are drone fighters for now.

Dunno if you already did this, but the Nova Cruiser's "Citadel Experimental Systems" should probably be changed to disallow the addition of safety overrides.

CES increases engine durability by 250% and increases passive venting by 75%. It's weakness is that active venting is 50% slower. Obviously not an issue when SO disables venting.

Honestly, I should just rework that system entirely. Sorry, not a lot of time to do that right now.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: DinoZavarski on December 13, 2015, 03:19:36 AM
There are some filename character case related typos in the latest release (prevent game from loading on case sensitive OS):

data/missions/cocktailparty/descriptor.json
cocktails.png > cocktails.PNG

data/missions/matterofhonor/descriptor.json
personal.png > personal.PNG

data/missions/fox_testbattle/descriptor.json
biggy.png > biggy.PNG

data/missions/fox_testbattle2/descriptor.json
biggy2.png > biggy2.PNG

data/world/factions/citadeldefenders.faction
cit_port_1.PNG > cit_port_1.png (2 lines)
cit_port_2.PNG > cit_port_2.png
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Blaze on December 14, 2015, 09:02:59 PM
Some minor typos:

The former Sierra Battlecruiser (Now Projector), still mentions "Seirra" in the second paragraph in its description.

Since the Parabola was nerfed to 1500 range, it's more of an SRM/MRM than an LRM.

The large and medium versions of eFlak are both named "Heavy eFlak".
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Garmine on December 15, 2015, 11:49:25 AM
There are some filename character case related typos in the latest release (prevent game from loading on case sensitive OS):


Haha, nice to see someone else playing on *nix :) I also reported those mismatches. (Sorry for the off ^^)
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Sleepyfish on December 15, 2015, 12:26:53 PM
There are some filename character case related typos in the latest release (prevent game from loading on case sensitive OS):

Please do not overwrite the files. Delete and fresh install is what should counter most of these.

Some minor typos:

Thanks! ^^
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Mudanzas Valencia on December 15, 2015, 09:16:18 PM
plz update the op with the correct link to the new version when you get a moment, also delete the link to the old version - HOUSEKEEPING -  Also, you may want to put "DOWNLOAD" in the first word of the first sentence of the OP in giant 200 point font, rather than buried in the middle behind a flag, just sayin'
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Sunchaser on December 15, 2015, 11:57:25 PM
So, uh, mild issue to note here, having started a new 0.7.1a game with Citadel dropped back in.

It's been...maybe a year, game time? Enough for me to assemble an early fleet of three frigates and a destroyer, and I finally go out bounty hunting. I head to the nearest 20,000 contract, creep in running dark to scout it -- it's one Vigilance and a half dozen fighters.

Should be easy, right?

Four of those fighters are Makos. My entire fleet dies as soon as they make engagement. One pair of them head-on rush my Archer destroyer, flying through and ignoring a full salvo of harpoon missiles, overload, and disable it in under ten seconds.

So I took a look at them. And, uh...

500 flux dissipation? Almost 400 armor? Six weapon mounts? Six hull mods? And they only require one supply per month? Three frigates loaded down with tactical lasers and backed by a Lasher with vulcans and machine guns could not kill them. To say nothing of them shrugging off walking through a dozen harpoon missiles, which some destroyers can't do.

And these things are showing up from outset, in random minimum-bounty pirate fleets.

I'm gonna go ahead and say that maybe some rebalancing needs to be done? Hell, the Knights Templar would run from these things.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: TaLaR on December 16, 2015, 12:16:28 AM
Citadel supply values (and some other parameters) have not been re-balanced for 0.7 yet.

Is a balancing pass planned? Many citadel ships currently have ridiculously low supply costs (Comet, a full scale combat destroyer has 3.5 vs 3.0 for vanilla Hound). They also have very low credit prices.

Indeed. That, along with a few other updates and polishing features, are planned when I have more time. Those require a full playthrough, but with finals coming up, I simply cannot afford to distracted in any way. I do appreciate the concern though!
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: DinoZavarski on December 16, 2015, 12:03:50 PM
There are some filename character case related typos in the latest release (prevent game from loading on case sensitive OS):

Please do not overwrite the files. Delete and fresh install is what should counter most of these.

Overwriting previous mod versions is something i never do. Character case of all file names is just what was provided in the archive.

On the other side, randomizing character case in file names is what Windows and many programs for it do on their own each time they manage to do it, so it is quite typical for the case in some names (btw, not only for data, but sometimes also for .class files) to mess "on it's own" between two releases if development is done in Windows (this is why many Java software companies started to force developers to use Linux).

BTW: The fun part here is that actually unpacking over older releases instead of deleting them it is what can counter this specific problem (creating ton of other) as this way i will eventually grow to have one copy of each file for each name case randomization variant implemented in Windows.  :P

Edit: I also have the following crash when attempting to start new 7.1 game with the Citadel mod enabled:

Code
255271 [Thread-5] INFO  exerelin.world.ExerelinSectorGen  - Finished sector generation
255429 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
        at data.scripts.world.citadel.Citadel.generate(Citadel.java:40)
        at data.scripts.world.citadel.DefendersGen.generate(DefendersGen.java:17)
        at data.scripts.CITModPlugin.initCIT(CITModPlugin.java:22)
        at data.scripts.CITModPlugin.onNewGame(CITModPlugin.java:63)
        at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
        at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
        at com.fs.starfarer.ui.M.dismiss(Unknown Source)
        at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
        at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
        at com.fs.starfarer.ui.interfacesuper.super(Unknown Source)
        at com.fs.starfarer.ui.H.processInput(Unknown Source)
        at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
        at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
        at com.fs.state.AppDriver.begin(Unknown Source)
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:745)

Unfortunately i am no Java developer and it's hard for me to debug this. In some cases previously however i was able to trace similar errors in SS mods to messed case in class file names.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Taverius on December 16, 2015, 07:06:55 PM
On the other side, randomizing character case in file names is what Windows and many programs for it do on their own each time they manage to do it, so it is quite typical for the case in some names (btw, not only for data, but sometimes also for .class files) to mess "on it's own" between two releases if development is done in Windows (this is why many Java software companies started to force developers to use Linux).

We're completely off-topic here, but none of the above is true. Source: Wrote linux server-side software on a windows client platform for a living for 15 years.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: DinoZavarski on December 17, 2015, 04:28:34 PM
We're completely off-topic here, but none of the above is true. Source: Wrote linux server-side software on a windows client platform for a living for 15 years.

Continuing on the off-topic: For the last 18 years my main job is to be called as a side contractor to solve various U*X related problems that own tech teams failed to solve. This leads to somehow one-sided experience - in almost any program/OS i have to work with i see it's problems above all else; when there are no problems i usually have no reasons to work with most of them.

I agree there is no way to figure this way how common a problem is, compared to the total number of working instances specific software has (statistically it can even be less than 1%), but it gives nice view on what are the most common problems various programs have. And i can ensure you that when it comes to failures with Java software at deployment stage (deployment, not configuring) on U*X, file name character case errors that reached distribution are source of ~60% of the issues (with the next most common being compiling in Wndows .dll dependencies, the favorite mess of SAP module developers btw). Usually not result of intent or carelessness, but something made by used Windows program without developer noticing it. Usually software companies that had loses because of such failure implement U*X QA or take some other measures (like making some/all devs use Linux).

As for Starsector - I'm tracking it since 0.54.1a. Roughly around 15% of mod releases i downloaded in this period (probably missed few, also never downloaded several mods) had problems running from scratch in Linux. Of them only 2 sequential releases of the ORI mod had issue that was not related to messed character case in file names. This is a bit to much for the problem to be called "nonexistent" and you won't manage to convince me that dev's are just so incompetent or are doing it intentionally. You may like it or not, but the fact is that this is a "functionality" of the "ecosystem" they work in. It is a problem that can be avoided with some experience (learning what programs tend to cause it and not using them or fixing after), but not if you blindly try to deny it.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Shedovv on December 17, 2015, 07:53:37 PM
Couple things.
#1 As of Now it is confusing as *** to download the up-to-date version of this. How about changing the link that goes by clicking the flag to download the newest version, while having a spoiler under it that has links to older versions instead? Pretty please with a cherry on top?
#2 The fore mentioned OP Fighters that take out a destroyer in ten sec? I was looking forward to adding Citadel to my mix once again, but that is discouraging to say the least. Frankly Citadel are a no go until that is addressed.

Also that Off-top. D:
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Mudanzas Valencia on December 21, 2015, 01:07:16 PM
Went ahead and uninstalled this until deployment supply costs are ungimped. Good luck mod merry xmas
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: DinoZavarski on December 27, 2015, 03:19:57 AM
Please do not overwrite the files. Delete and fresh install is what should counter most of these.

Ok, i finally figured it, you actually mean that i have to unpack Citadel%200.8.3b.zip over the previous release without deleting it. Still have to fix the typos manually, but at least can create new game after that.

Found another error however. The sounds "fox_ebarrage_up" and "fox_ebarrage_down" from data/weapons/fox_ebarrage.wpn are missing in data/config/sounds.json , so the gage crashes as soon as ebarrage weapon is encountered.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Takion Kasukedo on January 04, 2016, 10:09:23 AM
Hmm...

Is this still 0.7a or is it 0.7.1a now?

I'd like to know before I get to downloading.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Blaze on January 04, 2016, 11:20:05 AM
It'll work, but the supply costs haven't been updated yet.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Garmine on January 04, 2016, 01:57:26 PM
And also no commission yet.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Blaze on January 04, 2016, 03:46:26 PM
It's funny, these can actually be fixed by us, supply costs by editing the shipdata file and commissions, by adding one line to the faction file.
Code
    "custom":{
        "offersCommissions":true,
    }
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Mudanzas Valencia on January 05, 2016, 03:12:30 PM
Well if someone wants to do a stopgap fix to the excels to get this mod up to standard that would be nice but there's enough factions in SS+ as it is so i'll just wait until the little game breakers get sorted out before reinstalling
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Adraius on January 05, 2016, 04:35:30 PM
Yeah, if I wanted to spend an hour poking around and making basic edits to the files it sounds like I could get it running perfectly, but I'd rather play with the mods I have than estimating and then manually changing supply values for every ship by hand.  If someone (not me, sorry), would be willing to do the work for all of us and upload the new files, that'd be awesome.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Blaze on January 05, 2016, 06:26:28 PM
Download link available on request.

I gave it a shot. Just copy/paste the folders over the mod folder, unless you're running Mac, then you'll have to move the individual files yourself.

For the faction, they now offer commissions. Also, they were set to never get food shortages, I went ahead and changed that.

As for the ships, I basically compared the supply cost to similar ships found in vanilla and SSP+ and then multiplied by 1.5.

The Stable now has 200 cargo (Previously 150), to help carry all the extra supplies needed.

I also edited the mako.
Armor 350 -> 200 (Which is what a wolf has)
Flux Vent 500 -> 350 (Too low cuts into weapon use)
Max Flux 1500 -> 1350
Shield size 210 -> 180 (Between this and the armor cut, should be enough)
Removed ITU (Which does nothing on fighters), armored weapons, advanced turret gyros (it has ONE turret, and its a swarmer missile rack), and point defense AI (It already has a pair of mini-eflaks)

I made the proton and neutron a bit stronger, well sorta.

The proton loses its eflak, this makes the AI retreat as soon as it fires its single missile instead closing into range to shoot ships with its weak PD.
The neutron gets a second plasmathrower, and a bit more flux to fire it.

If you don't like the changes to the proton/neutron, you can simply delete the entries in the hulls folder before overwriting anything.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Adraius on January 05, 2016, 08:35:26 PM
https://www.mediafire.com/?gwi1ij83n4r0i58

I gave it a shot. Just copy/paste the folders over the mod folder, unless you're running Mac, then you'll have to move the individual files yourself.

For the faction, they now offer commissions. Also, they were set to never get food shortages, I went ahead and changed that.

As for the ships, I basically compared the supply cost to similar ships found in vanilla and SSP+ and then multiplied by 1.5.

The Stable now has 200 cargo (Previously 150), to help carry all the extra supplies needed.

I also edited the mako.
Armor 350 -> 200 (Which is what a wolf has)
Flux Vent 500 -> 350 (Too low cuts into weapon use)
Max Flux 1500 -> 1350
Shield size 210 -> 180 (Between this and the armor cut, should be enough)
Removed ITU (Which does nothing on fighters), armored weapons, advanced turret gyros (it has ONE turret, and its a swarmer missile rack), and point defense AI (It already has a pair of mini-eflaks)

I made the proton and neutron a bit stronger, well sorta.

The proton loses its eflak, this makes the AI retreat as soon as it fires its single missile instead closing into range to shoot ships with its weak PD.
The neutron gets a second plasmathrower, and a bit more flux to fire it.

If you don't like the changes to the proton/neutron, you can simply delete the entries in the hulls folder before overwriting anything.
A hero in record time!  Thanks, and the changes sound good.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Azmond on January 05, 2016, 11:42:47 PM
https://www.mediafire.com/?gwi1ij83n4r0i58

I gave it a shot. Just copy/paste the folders over the mod folder, unless you're running Mac, then you'll have to move the individual files yourself.

For the faction, they now offer commissions. Also, they were set to never get food shortages, I went ahead and changed that.

As for the ships, I basically compared the supply cost to similar ships found in vanilla and SSP+ and then multiplied by 1.5.

The Stable now has 200 cargo (Previously 150), to help carry all the extra supplies needed.

I also edited the mako.
Armor 350 -> 200 (Which is what a wolf has)
Flux Vent 500 -> 350 (Too low cuts into weapon use)
Max Flux 1500 -> 1350
Shield size 210 -> 180 (Between this and the armor cut, should be enough)
Removed ITU (Which does nothing on fighters), armored weapons, advanced turret gyros (it has ONE turret, and its a swarmer missile rack), and point defense AI (It already has a pair of mini-eflaks)

I made the proton and neutron a bit stronger, well sorta.

The proton loses its eflak, this makes the AI retreat as soon as it fires its single missile instead closing into range to shoot ships with its weak PD.
The neutron gets a second plasmathrower, and a bit more flux to fire it.

If you don't like the changes to the proton/neutron, you can simply delete the entries in the hulls folder before overwriting anything.
A hero in record time!  Thanks, and the changes sound good.

To make it clear, you may want to ask the OP- foxer360 -next time you post on the fourm of the mod you're directly tinkering with... They may not appriciate it. Even with good intention behind it.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Takion Kasukedo on January 06, 2016, 11:27:56 AM
Doesn't work with 7.1a yet, but that's ok, I can wait.

(what i'm really eager for is the 3rd blue faction to arrive and CIGEN everything.)
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: HELMUT on January 06, 2016, 12:07:43 PM
Citadel is 0.7.1a compatible (at least it works for me), it's just that Foxer tried really hard to hide the download link.

https://bitbucket.org/Foxer360/version-checker/downloads/Citadel%200.8.3b.zip

Don't expect the "3rd blue faction" too soon though. Mesotronik is working on it but it's gonna take quite a while.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Mudanzas Valencia on January 06, 2016, 01:57:06 PM


To make it clear, you may want to ask the OP- foxer360 -next time you post on the fourm of the mod you're directly tinkering with... They may not appriciate it. Even with good intention behind it.


we all support mod guy its just he's MIA and so were just tinkering with it to keep it playable in the interrim. the equivalent of putting oil in an engine, not changing the engine

edit: thanks! will try out the stopgap
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Tartiflette on January 06, 2016, 02:26:14 PM
It's nice of you to do that, it's not the question here. But unless Foxer said you could release it, maybe it's better to do that by PM. Just to be on the safe side.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Adraius on January 06, 2016, 02:37:51 PM
It's nice of you to do that, it's not the question here. But unless Foxer said you could release it, maybe it's better to do that by PM. Just to be on the safe side.
Into the ethical minefield I go... what is the ethical benefit of gating distribution behind PM requests as opposed to posting a download link?
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Tartiflette on January 06, 2016, 03:03:12 PM
Because common courtesy would be to ask Foxer first.
Because if the "fix" doesn't fix anything (or worse), nobody can blame Foxer.
Because while nobody can prevent you from tinkering with someone else mod for your enjoyment, you aren't legally authorized to release it unless specifically told otherwise.
Because starting to modify his work seems innocent, but them someone else think he can do whatever he want with it, including releasing it under his own name elsewhere.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Adraius on January 06, 2016, 04:20:58 PM
Because common courtesy would be to ask Foxer first.
Because if the "fix" doesn't fix anything (or worse), nobody can blame Foxer.
Because while nobody can prevent you from tinkering with someone else mod for your enjoyment, you aren't legally authorized to release it unless specifically told otherwise.
Because starting to modify his work seems innocent, but them someone else think he can do whatever he want with it, including releasing it under his own name elsewhere.
I get the common courtesy; should have asked first, ok.

Don't get the "nobody can blame Foxer."  Is the danger that, because Foxer started the thread, people assume he has total responsibility for what's posted here?  Alright, people can be silly sometimes, we'll accommodate the idiots.  So the logical solution is to make a new thread and link it from this one, yeah?

Legal issues: don't see how distributing by PM mitigates this in any way.  Is this an "out of sight, out of mind" thing?  Yes, this is technically a rights violation - it doesn't matter which way you distribute.

Ditto the last point - don't see how distribution by PM mitigates this.


In conclusion, I see why permission should have been asked, and I see some slight value in moving any edits to the files out of the thread started by the mod creator.  So start a new thread - why use PMs?
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Erick Doe on January 06, 2016, 04:24:23 PM
I think it is great that you guys are trying to keep Citadel playable. But like Tartiflette said, you need the original mod author's permission to publish anything related to this mod (including fixes). It is just how we do things. You can't (re)publish other people's work, even in a slightly altered state.

So please send Foxer360 a PM and ask him if you can release this fix for the mod. If he authorises it you can post a link to it here. Otherwise, keep the fix to yourself and your friends through PMs.

I've checked Foxer360's profile and it reads that he was last online today. So I am sure he isn't 100% missing. Thank you.  :)
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Mudanzas Valencia on January 06, 2016, 04:25:55 PM
the problem (a term i use very loosely, for i do not actually care) but the INTERNET FORUM GAME PROBLEM is that it currently says that Citadel is SS+ compatible. while technically this is true, in actuality the Citadel latest official release link (buried unhelpfully RAAAAGE) is in fact pretty much defacto game breaking. The fact that the CR deployment values are totally gimped and screwed up basically makes the Citadel logistically immortal compared to other fleets. Game breaking. The Mako is also pretty ridic, though that's an opinion w/e But basically as long as SS+ says Citadel is good to go your officially inserting a game breaking faction in and lol to the consequences.

soooooo options are 1. uninstall and ignore until foxer gets back 2. stopgap fix the glaring problems 3. remove Citadel from official endorsements 4. eat

since everyone here is real productive and nice i believe 2. can be done in good faith but again, i haven't actually done any actual work nor will i because 4.

^^^edit: oh, GET TO WORK FOXER

edit edit: the thing i came to originally post, the stopgap works well enough *thumbs up*
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Erick Doe on January 06, 2016, 04:28:49 PM
@ Question

You can communicate this problem with Dark.Revenant of the SS+ mod. I'm sure he will remove Citadel from the list of recommended mods if it isn't working properly with SS+.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Blaze on January 06, 2016, 05:28:49 PM
Don't know why someone would be so protective about modifications made on someone's else's paid work, but I've been on nexusmods long enough to know that "ethics" regarding IPs are as bad as Wikipedia bureaucracy.

So I'll remove the link and make it available on PM request.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Sleepyfish on January 06, 2016, 06:38:35 PM
Hi everyone.

First, I'd like to apologize for not replying or addressing to the issues that you are all having. It's irresponsible of me.

Secondly, I would like to let you all know that I'm having a bit of a rough time right now. A few considerable issues IRL have been weighing me down and affecting my mood, which doesn't leave me much energy to mod. I approve of any fixes that you upload for now, because I'm unable to make my own.

Lastly, I'm going to say that I am definitely not happy with the current iteration of Citadel. With the next update I do, I'm like to make major lore and background changes, which is a lot of work. In the mean time, I'll just try and get over the struggles I'm having outside of this great modiverse, and I hope you all have fun playing around with the other neat mods coming out instead. Sorry.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Adraius on January 06, 2016, 07:25:03 PM
Hi everyone.

First, I'd like to apologize for not replying or addressing to the issues that you are all having. It's irresponsible of me.

Secondly, I would like to let you all know that I'm having a bit of a rough time right now. A few considerable issues IRL have been weighing me down and affecting my mood, which doesn't leave me much energy to mod. I approve of any fixes that you upload for now, because I'm unable to make my own.

Lastly, I'm going to say that I am definitely not happy with the current iteration of Citadel. With the next update I do, I'm like to make major lore and background changes, which is a lot of work. In the mean time, I'll just try and get over the struggles I'm having outside of this great modiverse, and I hope you all have fun playing around with the other neat mods coming out instead. Sorry.
Hey, don't worry about it. =) I'm glad to know that a) you aren't gone for good, and b) fixes are OK'd!  I wish you luck with your real life troubles.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Tartiflette on January 06, 2016, 11:24:43 PM
Don't know why someone would be so protective about modifications made on someone's else's paid work, but I've been on nexusmods long enough to know that "ethics" regarding IPs are as bad as Wikipedia bureaucracy.

So I'll remove the link and make it available on PM request.
How silly, modders are so protective about a complex piece of art and code they poured thousands of hour of work and more often than not some rather high amount of money. And the only benefit they get from it is the rewarding feeling some people are playing with it and appreciate their efforts, plus for some the fact that it is effectively a portfolio. Really, I don't see why...
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: JohnDoe on January 07, 2016, 12:38:02 AM
As DinoZavarski has pointed out, there are still several case mismatches in the latest version.

/data/missions/matterofhonor/personal.PNG
/data/missions/fox_testbattle/biggy.png
/data/missions/fox_testbattle2/biggy2.png
/sounds/defenders/fx/guns/Fox_Ebarrage_up.ogg
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Blaze on January 07, 2016, 04:10:28 AM
How silly, modders are so protective about a complex piece of art and code they poured thousands of hour of work and more often than not some rather high amount of money. And the only benefit they get from it is the rewarding feeling some people are playing with it and appreciate their efforts, plus for some the fact that it is effectively a portfolio. Really, I don't see why...
So protective that they won't let the founder of Wikipedia fix his own birthday on his own entry due to not having enough trusted sources.

Edit: Okay, I sound a bit (or a lot) sarcastic. I want to clarify that I completely understand why a programmer/coder, paid or otherwise, might be a bit protective over his/her work. I just find a few go a bit off the deep end over the smallest of transgressions forcing the rest of us to walk on eggshells.

Anyway, am I the only one who thinks the Parabola not worth 6 OP? I mean it had some passable usage as an LRM; but it doesn't have that anymore.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Erick Doe on January 07, 2016, 08:33:38 AM
Appreciate that everyone's staying civil  ;), but this isn't an ethics or morality thread about permissions and IP. This is a mod thread for Citadel. So let's get back on topic.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: ProdigyToby on January 15, 2016, 01:47:35 PM
  Well, it works, but the burn levels on those ships make them pretty unusable.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Blaze on January 15, 2016, 06:15:45 PM
The link on the OP is out-of-date, use this one: https://bitbucket.org/Foxer360/version-checker/downloads/Citadel%200.8.3b.zip

Note that the version above uses gimped supply values. If you want to change that, you can try this unofficial patch (http://www.mediafire.com/download/gwi1ij83n4r0i58/Citadel.zip) or edit the values yourself.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: XpanD on January 16, 2016, 08:51:36 AM
Just came across this one:

Spoiler
9841491 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [fox_bomber_torp] variant [fox_bomber_torp_variant]: slot id [WS0003] not found for weapon [fox_pd2]
java.lang.RuntimeException: Ship hull [fox_bomber_torp] variant [fox_bomber_torp_variant]: slot id [WS0003] not found for weapon [fox_pd2]
   at com.fs.starfarer.loading.specs.forsuper.super(Unknown Source)
   at com.fs.starfarer.title.ooOO.for.?0000(Unknown Source)
   at com.fs.starfarer.title.ooOO.for.o00000(Unknown Source)
   at com.fs.starfarer.coreui.Y.o00000(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.String.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.render(Unknown Source)
   at com.fs.starfarer.ui.c$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.c.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.nullsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.OOOo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.J.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.newsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Had a brief look, but not entirely sure how to fix this for myself. I was somewhere in Yma, but hadn't saved for a while when this struck so don't have too much in the way of specifics I can share here. Running the one in the post before mine, plus the patch.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Blaze on January 16, 2016, 09:23:14 AM
Did you use my patch mid-game? I removed the pd weapon from proton fighters so they wouldn't suicide into enemies after launching their one missile.

The error is caused by removing the mount while a pre-patch ship syill exists.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: XpanD on January 16, 2016, 11:23:36 AM
Nope, fresh game. Overwrote the main mod's files with the patch ones right after I'd installed it. Was running with Starsector+ with almost all of the supported mods installed (just missing Templars and Scy, as I'd already used those fairly recently).

Forgot to mention: If I recall correctly I was at a station, and clicked into the Black Market tab of the buy/sell ship thing when the game crashed.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: Blaze on January 16, 2016, 03:47:09 PM
Looks like it was my fault, I forgot to include a pair of variant files. Try downloading the patch again.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: grinningsphinx on January 16, 2016, 06:16:08 PM
You could just put a new link up on the first page for an updated file:)

Nexerilin and SS+ compatible?
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: XpanD on January 17, 2016, 01:17:08 AM
Looks like it was my fault, I forgot to include a pair of variant files. Try downloading the patch again.
Glad to hear you were able to fix it. Pretty far into a game right now, but if I restart I'll be sure to give it a shot. :P

Nexerilin and SS+ compatible?
Not sure about Nex, but the SS+ thread says it's supported and I've used it before with no issues (apart from the above).

EDIT: Working great with Nex so far! Haven't had any crashes yet, either.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: grinningsphinx on January 21, 2016, 03:52:43 AM
Dunno...the weapons feel like bland retooled versions of existing weapons, for the most part. I dont really believe in trying to cover your bases with energy + ballistic weapons of the same type. And the hyper velocity was fine where it was at....the energy version is the lightning gun from SS+.
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: DrakonST on January 21, 2016, 04:01:44 AM
Why Rotunda Accelerator it is more effective than Rotunda Battery? Maybe it is worth changing the principle of firing?
Title: Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
Post by: grinningsphinx on January 22, 2016, 06:31:47 AM
A rotunda (from Latin rotundus) is any building with a circular ground plan, and sometimes covered by a dome
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Weltall on March 17, 2016, 02:25:34 AM
The game is having a random crash, but only if I check the Codex. The error seems to be about the Troll ship, but I do not know why. I mean I can see it in the codex and read about it and even when I do, it does not crash the game. The game crashes while looking at the stats of any ship.

Spoiler
Quote
617677 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fox_troll_SHIP not found
874332 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Attempt to release focus by non-owner
java.lang.RuntimeException: Attempt to release focus by non-owner
   at com.fs.starfarer.ui.U.?0000(Unknown Source)
   at com.fs.starfarer.ui.c.o00000(Unknown Source)
   at com.fs.starfarer.ui.c.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
   at com.fs.starfarer.O0OO.int.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I am on 0.7.1a, using 0.8.3b with Blazes fix.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Whitefox on March 22, 2016, 04:51:52 PM
will there be a 7.2 release soon?
please say yes
please?
please?!
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Dark.Revenant on March 22, 2016, 08:06:29 PM
will there be a 7.2 release soon?
please say yes
please?
please?!
No.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Ratheden on March 31, 2016, 12:55:29 AM
will there be a 7.2 release soon?
please say yes
please?
please?!
No.


Still holding out for a Release. Love this mod too.
Thanks for all the hard work.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Weltall on March 31, 2016, 06:13:20 AM
Dark Revenant probably knows that it won't be happening any time soon, since he says no. It is obvious, since he has not removed the Citadel from his SS+ supported mods, even if he says that there wont be an update soon. As long as I see it on his supported mods list, I am happy :D
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Abyz on March 31, 2016, 07:47:16 AM
Will citadel work with the current patch in a ss+ and nexrelrin game?
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Surge on March 31, 2016, 09:52:10 AM
No, Citadel has phase ships.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Orikson on October 08, 2016, 10:07:55 PM
Hello, just another random forumer here.

So, I thought it was a pity that Citadel is playable in the current version of Starsector (and with all the popular mods) but hasn't been updated in a long while.

Among the ships, only one is currently unusable, and that's the phase cruiser (Adumbral).

Here's a small fix one could apply to make the phase cruiser usable.

The files you are going to mess with are these:

- Fox_Battleship.ship in data/hulls.
- citadelphase.system in data/shipsystems.
- ship_systems (excel files) in data/shipsystems.
- CitadelPhaseStats.java in jars/src/data/shipsystems/scripts.

Some recommendations: To make it easier to modify the files (aside from Excel), Notepad++ is what I used.

Disclaimer: I don't know whether these modifications are relevant or not, but it works for me.

Other stuff/Rambling:
- They are a lot of balance changes probably needed for the mod.
- The ships cost a lot to get and maintain, so you'll have to consider stuff when using them.
- No clash with other mods as far as I can tell because there's no heavy scripting present.
- You might be confused for two Citadel weapons in game as they share the same sprite. These are the Concussion Beam and Siege Beam (it's shown at the front page of the mod by the way).
- Gateway, one of Citadel's planets in its home system lies within its star's corona. So... its finicky in the sense that it'll be easy to attack and conquer, but hard to defend. Sindrians with their Solar Shielding may have the best foot hold if the ever decide to attack.



1. For Fox_Battleship.ship , go to the part that says "builtInMods". Then, add in these two lines to give the ship the proper phase cloak ship hullmods. I'll highlight the lines below.

For a better or proper addition of these lines, open up the Afflictor's hull file in starsector-core/data/hulls ad copy the lines needed.

"builtInMods": [
    "fluxoverdrive",
    "high_maintenance",
    "phasefield",               ---> Add this.
    "delicate",                  ---> And also this.
  ],


2. For citadelphase.system :

Delete this line:

"statsScript":"data.shipsystems.scripts.CitadelPhaseStats",

And in its place, add these lines:

"statsScript":"com.fs.starfarer.api.impl.combat.PhaseCloakStats",
"runScriptWhilePaused":true, # only for the player's ship
"runScriptWhileIdle":true,  # this means unapply() never gets called
"blockActionsWhileChargingDown":false,

Then, remove the '#' symbol from these lines:

#"effectColor1":[160,240,220,250],
#"effectColor2":[255,255,255,150],

Next, modify these lines:

#"useSound":"system_phase_cloak_activate",
#"useSound":"system_phase_skimmer",
"useSound":"FoxCitadelPhaseIn",   
"deactivateSound":"FoxCitadelPhaseOut",
"outOfUsesSound":"system_phase_cloak_collision",

To be these lines:

"useSound":"FoxCitadelPhaseIn",   
#"deactivateSound":"FoxCitadelPhaseOut",
"deactivateSound":"FoxCitadelPhaseOut",
"outOfUsesSound":"system_phase_cloak_collision",

Note - I used the phasecloak.system file in the starsector-core/data/shipsystems as a reference.


3. For the ship_systems (excel file), it is the simplest one to fix.

Open it up and go to column N, line 6 (the cool down) and replace the 0 with a 2.

That way, it'll fulfil the 2 second cool down of phase cloaking.


4. For CitadelPhaseStats.java , all I did was... copy paste.

Open the PhaseCloakStatsOld.java in starsector-core/data/shipsystems/scripts.

Copy the entire file and the paste it into CitadelPhaseStats.java after deleting whatever's there.


Hope this helps.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Lopunny Zen on December 16, 2018, 06:14:48 PM
I forgot this mod was a thing. Is there anyone that would take this mod over? So much lost potential
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Harmful Mechanic on December 18, 2018, 06:46:26 AM
At this point, reviving a mod as old as Citadel would be functionally equivalent to creating a completely new mod, but encumbered by the original in much the same way as an IP mod. You'd need to replace most of the artwork, refactor the code, massively adjust balance, and test the hell out of it.

So, no, not really. You could take a shot at it, though, you have enough opinions about how the game ought to be. Why not put your junk up on the chopping block with the rest of us? Give the author a shout and see if he'd let you revive Citadel.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Cyan Leader on December 18, 2018, 09:40:30 AM
I'm not that interested but I really don't see why most of the artwork would have to be replaced. Those sprites hold up.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: peperoni_playboy on December 18, 2018, 03:06:27 PM
According to the original post: the author has said he's on indefinite hiatus, and anyone who is so inclined is permitted to update it. I agree that the sprites are still looking good, I don't think that's where the work is needed. I played with this mod back when it was current, the meat of any patching effort will have to go towards code and balance compatibility with the current game version.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: MesoTroniK on December 18, 2018, 06:19:48 PM
The sprites do indeed need a lot of work, know why?

Hidden weapon mounts are bad, and to get rid of all of them requires heavily reworking the sprites. And that is just to make them work, not even getting into making them look better.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Harmful Mechanic on December 18, 2018, 06:23:57 PM
Also, once you touch the sprites at all you're faced with consistency issues and fit-to-new-vanilla issues. If you do any of it, you might as well do all of it, because doing a bare minimum hackjob and doing a good job aren't that far apart in terms of effort, just skill.

This isn't such an big deal if you're just making a cheapie flash-in-the-pan update, but if we're talking about lost potential let's talk about that potential, not the admittedly simple but ditchwater-dull task of getting an old mod shambling around in zombie form, which is so far what you get when you ask for one to be 'updated' the cut-corner way.

(I realize the person I was replying to has been banned for popping a tiny rageboner at the entire forum, but this discussion is pretty universal.)
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Cyan Leader on December 19, 2018, 07:34:17 AM
The sprites do indeed need a lot of work, know why?

Hidden weapon mounts are bad, and to get rid of all of them requires heavily reworking the sprites. And that is just to make them work, not even getting into making them look better.

I don't see that as being a core issue, one could just port the mod to the current standards in terms of balance/faction requirements and ignore that. I mean again, I understand that it wouldn't be ideal and it would bring down the mod, but still.

This isn't such an big deal if you're just making a cheapie flash-in-the-pan update, but if we're talking about lost potential let's talk about that potential, not the admittedly simple but ditchwater-dull task of getting an old mod shambling around in zombie form, which is so far what you get when you ask for one to be 'updated' the cut-corner way.

Hum, I don't see it this way at all. Having the mod playable at all is always a positive over it not existing. At least then people will have a chance of discovering it and lending support, improving it over time.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Harmful Mechanic on December 19, 2018, 08:07:22 AM
That's part of porting it to current standard of balance and faction requirements. Again, the difference between doing a crappy job and doing a good job isn't as great as you think it is.

If you think it's worth doing, by all means, do it. But this is one of the reasons it hasn't already been done.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Cyan Leader on December 19, 2018, 09:34:58 AM
Again, the difference between doing a crappy job and doing a good job isn't as great as you think it is.

I think there is a sizable difference in coding something up to make a compatible version to "heavily modifying" assets and creating new ones, especially if the person who takes on this isn't familiar with spriting. Again, I'm not particularly interested, but I don't like the idea of demotivating people from doing compatibility patches when they would be a straight gain from what we have now—nothing.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: fatrat on December 19, 2018, 02:37:15 PM
The sprites do indeed need a lot of work, know why?

Hidden weapon mounts are bad, and to get rid of all of them requires heavily reworking the sprites. And that is just to make them work, not even getting into making them look better.

I'm new to the game, so take this with a grain of salt when i ask, what's so bad about Hidden weapon mounts?
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: MesoTroniK on December 19, 2018, 07:36:26 PM
The sprites do indeed need a lot of work, know why?

Hidden weapon mounts are bad, and to get rid of all of them requires heavily reworking the sprites. And that is just to make them work, not even getting into making them look better.

I'm new to the game, so take this with a grain of salt when i ask, what's so bad about Hidden weapon mounts?

They cannot be disabled by weapons fire, nor observed to know how a ship is equipped at a glance. In vanilla they are *only* used on fighters and never on ships. In mods if a ship is to have them, you should have a *really* good reason to do so and 99.999% of the time there isn't one.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Harmful Mechanic on December 20, 2018, 11:57:40 AM
Again, the difference between doing a crappy job and doing a good job isn't as great as you think it is.

I think there is a sizable difference in coding something up to make a compatible version to "heavily modifying" assets and creating new ones, especially if the person who takes on this isn't familiar with spriting. Again, I'm not particularly interested, but I don't like the idea of demotivating people from doing compatibility patches when they would be a straight gain from what we have now—nothing.

If being told that modding is work is 'demotivating', someone likely wasn't going to be much of a modder in the first place, given that modding involves arguing with people like you who don't remotely know what they're talking about as much as it does the often maddening work of Starsector API spelunking. But that's not my intent; I'd love it if more people just stepped up like a mensch and revived the mods they think should be revived. I also think that sloppy, low-effort, garbage mod revivals like you're suggesting aren't worth doing, so I don't do them. Judging by the relative paucity of lasting mod revivals of the type you suggest, the board as a whole agrees with me.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Mesnomer on December 21, 2018, 09:07:28 AM
If being told that modding is work is 'demotivating', someone likely wasn't going to be much of a modder in the first place, given that modding involves arguing with people like you who don't remotely know what they're talking about as much as it does the often maddening work of Starsector API spelunking. But that's not my intent; I'd love it if more people just stepped up like a mensch and revived the mods they think should be revived. I also think that sloppy, low-effort, garbage mod revivals like you're suggesting aren't worth doing, so I don't do them. Judging by the relative paucity of lasting mod revivals of the type you suggest, the board as a whole agrees with me.

You're either being very disingenuous or you just don't realize how condescending this sounds. If you're actually interested in people taking the initiative to start tinkering with old mods to get them working, why are you being so hostile? Everyone starts somewhere. If the community has reached the consensus that people shouldn't even attempt a revival without knowing 100% that they'll be able to meet your standards from the get-go, it's not a lack of work ethic that's keeping them from starting -- it's probably a culture of elitism that scares folks off.

Speaking as someone who has been quite interested in getting involved with Starsector modding, I really, really hope you aren't speaking for the community as a whole, because it sounds like getting started would be a pretty miserable experience.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: AxleMC131 on December 21, 2018, 01:12:29 PM
With all due respect Mesnomer and Cyan, I have to agree with Soren because I think the point he's trying to get at is "If a job is worth doing, it's worth doing well." If he comes off aggressively, it's cos he's a damn decent modder with a genuine passion, who doesn't want someone to do a half-assed job of bringing back what is apparently one of the old favourite mods.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Harmful Mechanic on December 21, 2018, 01:30:30 PM
You're either being very disingenuous or you just don't realize how condescending this sounds. If you're actually interested in people taking the initiative to start tinkering with old mods to get them working, why are you being so hostile?

I know how condescending it sounds. "You don't know what you're talking about" is a factual assertion that his posts showed to be true. He doesn't understand what he's talking about, and he isn't volunteering to do it himself, so his input is worse than useless.

I'm actually a complete agnostic on reviving old mods. If someone 1) wants to do it, 2) actually does it, and 3) does a good job instead of producing bug-ridden, unbalanced garbage, I'm completely in favor. Otherwise, it's better not to raise a broken zombie mod that's going to shamble around for a version or two and then die again.

Everyone starts somewhere. If the community has reached the consensus that people shouldn't even attempt a revival without knowing 100% that they'll be able to meet your standards from the get-go, it's not a lack of work ethic that's keeping them from starting -- it's probably a culture of elitism that scares folks off.

You know where is a great place to start? With an original idea. Make something of your own instead of riding on the coattails of an existing mod. You'll learn more, you'll make better work, and you'll be more invested in what you produce. People might not like your idea, and your idea might genuinely be bad, but creative learning processes involve making a lot of terrible things on the way to making something good. And making stuff is inherently fun, even if it sucks.

I'm not against people getting involved in modding - quite the opposite, I think more people should make mods. But they should push themselves to learn how to make good mods; nobody benefits by lowering the bar until you're already a success just for making something barely work. And nobody benefits from backseat modders who don't understand the game's systems, the API, or the scope of what they're asking clamoring for something to be done without lifting a finger to do it. None of the learning or creation or, you know, joy of modding is embodied in the dull gruntwork of just barely getting a mod working again.

Speaking as someone who has been quite interested in getting involved with Starsector modding, I really, really hope you aren't speaking for the community as a whole, because it sounds like getting started would be a pretty miserable experience.

I'm the nice one in a lot of ways. Yeah, that's as frightening as it sounds.

If you pop by the Discord, I'll happily answer modding questions. You can ask Nia, Vayra, or anybody else I've helped out with their mods. And you can look at the community resources I've put up there, like the blank AI Core and Blueprint backdrop pack (which, now that I mention it, really ought to go up in the relevant forum, too). Unlike Cyan Leader or the now-banned Lopunny Zen, I've put my money where my mouth is; if I think something should exist, I put work into it rather than filling up the forum and my post history with 'somebody should do this!' posts.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Mesnomer on December 21, 2018, 02:19:27 PM
Fair. I think I'm just reading this more harshly than it was intended.

That said, I don't think it's a bad thing for someone to do the grunt work of bringing something up to speed as long as they're transparent about when they aren't willing to continue updating it. If the mod is an old favorite, then maybe there's someone else willing to take up the torch and continue refining/polishing it. And if nobody does right away, at least that gives the next person coming along a better starting point -- or they can make the choice to go back to the last "authoritative" update and start from scratch.

I'm just not seeing how this is a mutually exclusive arrangement. If the updater does a terrible job, it's not like the mod was playable beforehand. Not much to lose as long as they don't wipe out the original files or something. But maybe I'm missing something.

You know where is a great place to start? With an original idea. Make something of your own instead of riding on the coattails of an existing mod. You'll learn more, you'll make better work, and you'll be more invested in what you produce. People might not like your idea, and your idea might genuinely be bad, but creative learning processes involve making a lot of terrible things on the way to making something good. And making stuff is inherently fun, even if it sucks.

This is probably good advice for most people, but here's the thing: I am not an artist and I have no intention of developing that skillset. And it ain't just an execution thing -- my sense of visual aesthetics is a terrifying thing to behold. Like if Frank Frazetta tried to draw manga with nothing but neon crayons and black velvet.

However, I really enjoy tweaking and refining systems to help them do what they do better (I'm a writer/editor by trade. Go figure.), so not having to worry about the art side of things helps me a ton.

If you pop by the Discord, I'll happily answer modding questions. You can ask Nia, Vayra, or anybody else I've helped out with their mods. And you can look at the community resources I've put up there, like the blank AI Core and Blueprint backdrop pack (which, now that I mention it, really ought to go up in the relevant forum, too). Unlike Cyan Leader or the now-banned Lopunny Zen, I've put my money where my mouth is; if I think something should exist, I put work into it rather than filling up the forum and my post history with 'somebody should do this!' posts.

I might just take you up on that. Thanks.

Edit: Let me put it this way: When you're teaching writing, starting someone off with a writing prompt and a blank page is only one way of approaching it (and not always the best). Some people respond better to, say, taking a prewritten paragraph and telling them to write what they think should come next, or giving them a completed short story and asking "how would you write this?" Are you getting original content? No, but you're not asking for that, are you? You're asking for them to start critically thinking about the content and using that as a starting point for their own creative work.

This isn't a one-to-one metaphor, obviously, but that's kinda how I'm looking at this.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: Harmful Mechanic on December 21, 2018, 03:20:50 PM
I'm just not seeing how this is a mutually exclusive arrangement. If the updater does a terrible job, it's not like the mod was playable beforehand. Not much to lose as long as they don't wipe out the original files or something. But maybe I'm missing something.

It's not mutually exclusive; it's that a revival that's half-assed doesn't stay revived long, isn't really worth playing, and doesn't teach a newbie modder much about modding. So the collective opinion seems to be 'why bother?' both from people who do have the skills but have mods of their own, and from most of the people who don't have the skills but who genuinely want to learn.

It's telling that calls to revive this or that mod are almost never from people who intend to do any of the work themselves, who have no relevant skills and no idea what they're asking for, and who insist that they're constructive rather than childishly entitled. The difference is pretty stark, because constructive people actually make things.

However, I really enjoy tweaking and refining systems to help them do what they do better (I'm a writer/editor by trade. Go figure.), so not having to worry about the art side of things helps me a ton.

Great! Do your thing. Find collaborators. Pitch your aesthetic vision and see who wants to do art for it. Or sit down and start learning what it takes to update an existing mod. Daylight's burning.

Without art revisions, just to deal with the hidden-slot issue, a mod revival of Citadel isn't going to be minimally balanced or fun to play in 0.9. The same goes for most mods that have endlessly debated possible revivals on the forum; if you just want to make it load successfully, fine, if you actually want it to be compelling to play in the current build of the game, you're committing to some work. You can listen to the voice of experience, or you can try it and find out.

I like a few of the ship silhouettes in Citadel; I wouldn't be averse to doing a visual pass on it - if I weren't both hip-deep in DME for the foreseeable future and chock-full of original ideas of my own, both of which are more fun to work on. I'd demand creative control, and my first step would be to pare down the ship and weapon list by a lot. Otherwise it would be a waste of my time. I expect a whole lot of the forum would start filling their diapers at the idea of making changes to a Beloved Old Mod™, which would make it extra-stressful.

If a task is not worth doing (or well down their to-do list) to anybody who has the ability to do it, that says something about the desirability of doing it. Others are of course welcome to disagree, but in a volunteer environment, the fun of doing something is the currency it pays in.

Unless you're offering actual pay. My hourly rate is pretty reasonable.

I might just take you up on that. Thanks.

Please do! Starsector is a really fun game under the hood, I promise, even if documentation is sparse.

Response to your edit: You're comparing paid teaching to a creative hobby. Not only is it not one-to-one, it's completely inapplicable. You can't teach someone who doesn't respect your knowledge, who thinks that the years of work you've put in don't prove that you know what you're doing, and you certainly wouldn't do it for free.

I've spent enough time around writers to know that comparing other creative fields to writing in order to convince yourself you have a grip on them is a warning sign that you don't. Modding a game involves very little use of writing skills; it involves a lot more programming skills, art skills, and above all, design skills. Maybe some of it looks superficially similar to writing an essay, but I promise you that it's almost nothing like writing an essay. And I've done plenty of both.
Title: Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
Post by: AxleMC131 on December 21, 2018, 04:42:31 PM
This is probably good advice for most people, but here's the thing: I am not an artist and I have no intention of developing that skillset. And it ain't just an execution thing -- my sense of visual aesthetics is a terrifying thing to behold. Like if Frank Frazetta tried to draw manga with nothing but neon crayons and black velvet.

However, I really enjoy tweaking and refining systems to help them do what they do better (I'm a writer/editor by trade. Go figure.), so not having to worry about the art side of things helps me a ton.

The "Spiral Arms" Sprite Dump exists. (http://fractalsoftworks.com/forum/index.php?topic=12896.0 (http://fractalsoftworks.com/forum/index.php?topic=12896.0)) Many modders and would-be-modders post ship and weapon sprites on there for anyone to use, so you don't have to move a single pixel if you aren't comfortable.

That said, you'd still be encouraged to try spriting for yourself. Kitbashing (taking vanilla ship sprites, cutting them up and pasting them back together in new and original ways) is actually very easy: it's a method with a low skill floor and a high skill ceiling, so it's super-easy to pick up and can produce some amazing sprites. And it's arguably the single best method for matching the vanilla art style, if you're pedantic about such things.

And, as Soren has already pointed out, the Unofficial Starsector Discord chat is a treasure trove of advice and tips of all things modding, spriting included.