Fractal Softworks Forum

Starsector => Mods => Topic started by: Xalendi on October 10, 2013, 02:56:28 AM

Title: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
Post by: Xalendi on October 10, 2013, 02:56:28 AM
Sector of Sins


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This mod adds Sins of a Solar Empire units to StarSector


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Ship Sprites
Spoiler
Advent
Spoiler
Utility:
(http://imageshack.us/a/img17/9830/91wn.png)(http://imageshack.us/a/img42/3571/95ub.png)


Strike Craft:
(http://imageshack.us/a/img849/1130/fvn1.png)(http://imageshack.us/a/img708/6216/7wrc.png)


Frigates:
(http://imageshack.us/a/img703/4450/dymj.png)(http://imageshack.us/a/img849/8368/9zjq.png)(http://imageshack.us/a/img843/5494/jf7f.png)(http://imageshack.us/a/img855/8933/06x7.png)(http://imageshack.us/a/img543/3931/hi88.png)

Destroyer:
(http://imageshack.us/a/img201/7651/7at.png)

Cruiser:
(http://imageshack.us/a/img43/3392/lik3.png)

Capital Ships:
(http://imageshack.us/a/img811/121/edjm.png)(http://imageshack.us/a/img209/9760/3pcj.png)(http://imageshack.us/a/img826/6598/65fh.png)(http://imageshack.us/a/img716/5629/guyk.png)(http://imageshack.us/a/img854/503/pikt.png)

Titan:
Spoiler
(http://imageshack.us/a/img404/654/z7o3.png)
[close]
[close]
TEC
Spoiler
Utility:
(http://imageshack.us/a/img801/4328/rulk.png)

Strike Craft:
(http://imageshack.us/a/img89/1070/84wx.png)(http://imageshack.us/a/img9/2582/xa1r.png)

Frigates:
(http://imageshack.us/a/img22/4667/wca1.png)(http://imageshack.us/a/img844/4362/wbib.png)(http://imageshack.us/a/img33/1343/nv8a.png)(http://imageshack.us/a/img41/6071/caaa.png)(http://imageshack.us/a/img5/5904/z79z.png)(http://imageshack.us/a/img209/6362/paue.png)

Cruisers:
(http://imageshack.us/a/img31/7199/4nut.png)(http://imageshack.us/a/img33/3129/am5h.png)

Capital Ships:
(http://imageshack.us/a/img15/8674/8mp6.png)(http://imageshack.us/a/img689/9876/bo9t.png)(http://imageshack.us/a/img29/6505/bjsq.png)(http://imageshack.us/a/img801/9616/35xb.png)(http://imageshack.us/a/img33/6595/t29s.png)(http://imageshack.us/a/img23/532/chla.png)

Titans:
Spoiler
(http://imageshack.us/a/img32/2351/y114.png)(http://imageshack.us/a/img22/707/js00.png)
[close]
[close]
[close]

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Current version: 0.7
Current contents: 36 ships - 4 strike craft squadrons, 11 frigates, 1 destroyer, 3 cruisers, 11 capitals, 3 titans and 3 utility vessels
To do: Add Vasari ships, create faction, starbases and system for the Vasari.

Code
Changelog:
0.7 - updated file structure and naming conventions
        added TEC faction and ships
        increased starting ship options - both Advent and TEC options give the choice between three different starting ships
        added Celanus, the TEC system
0.6 - updated file structure
        removed Iconus Guardian
        added Advent fighter and bomber squadrons
        added Unity, the Advent system
        added Advent faction
        increased accuracy of ships when compared to [i]Sins[/i]. For example, Destra only has four weapons now - all plasma cannons, just like in [i]sins[/i]
0.5a - fixed TradeDrone crash
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Compatibility issues? I have no idea. Try it. If something goes wrong, tell me and I'll add it here.

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UPDATED VERSION V0.7!

https://www.dropbox.com/s/4l05rib81hephm8/Sector%20of%20Sins%20v0.7.rar

IMPORTANT: This version drastically changes the structure of the mod. Do not just write over the previous version with this mod, delete the previous version completely before installing this one.

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All Sins of a Solar Empire content is used with permission of Ironclad Games. www.sinsofasolarempire.com
Title: Re: [0.6.1a] Sector of Sins v0.5
Post by: Gotcha! on October 10, 2013, 09:07:49 AM
Screeeenieeees! :(
Title: Re: [0.6.1a] Sector of Sins v0.5
Post by: HELMUT on October 10, 2013, 10:25:12 AM
Agree with Gotcha. You gotta improve your presentation for your mod Xalendi! There is already a truckload of mod on the forum begging to be played and that's not by just posting a download link that people will try your mod. At least post the sprites for each ships on the OP.

http://fractalsoftworks.com/forum/index.php?topic=2012.0

Interstellar Federation mod is a good idea how to present your mod. Speaking of presentation, i may have some ideas about it, brb, crafting some stuff.

Otherwise i tried your mod and while i haven't got yet anything bigger than frigate class, it was pretty fun. Just one thing that come to mind, the Purge frigate shield is a bit too small i think, its wingspan is bigger than the shield arc!

Have to play some more but it's a good start.
Title: Re: [0.6.1a] Sector of Sins v0.5
Post by: Xalendi on October 10, 2013, 04:09:53 PM
The Purge is supposed to have a small shield...it's just enough to cover the weapons, so they don't get damaged. Also, it is quite fast, so that is added defense. It's meant to be a support frigate, rather than a flagship. Something that can flank the enemy while your flagship draws attention.

As to your presentation feedback, thanks, I'll add some sprite images once I get home from work.
Title: Re: [0.6.1a] Sector of Sins v0.5
Post by: HELMUT on October 10, 2013, 05:17:52 PM
Played a bit more of it, unfortunately i ran into a bug.

Code
107677 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull variant [trade_TradeDrone_Hull] not found!
java.lang.RuntimeException: Ship hull variant [trade_TradeDrone_Hull] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.super.float$Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.world.TradeDestroyerSpawnPoint.addShips$(TradeDestroyerSpawnPoint.java:94)
at data.scripts.world.TradeDestroyerSpawnPoint.spawnFleet(TradeDestroyerSpawnPoint.java:49)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)


Otherwise i tested some other ships. The Illuminator is cruiser level overpowered if not even more. With 2 large energy mounts, 3 mediums and 3 smalls (with a 360° arc) that thing can slaughter everything. Large mounts are far too much for a frigate, unless maybe if its only weapon. A single HIL for the Illuminator could work but then, you'll need to nerf its speed to avoid making it a kitting monster. For its ship system, it can use something similar to the decoy illusion drone from the Shadow order mod (not updated to 0.61 unfortunately) which basically spawn a copy of the original ship who will draw the enemy attention. Can't remember the ship using it though, a frigate i'm sure, maybe the Wraith?

The Disciple is also very strong for a light frigate. With 4 small energy mounts you can easily unleash hell on frigates and destroyers. 2 small mounts should be more than enough i think.

To come back to the Purge and its shield. I tried to fit the extended shield hull mod and it seems that the tips of its wings are sticking out the shield radius. I don't know if it is possible to get hit there while shielded but in any case it look weird. Also, at a meager 50 armor even asteroids can destroy it, which is a shame given it is supposed to be a pretty heavily armored frigate.

The Iconus guardian is an oddity. It got a lot of weapon mounts for a support ship who is supposed to be barely armed. On top of that, it got a lot of armor at 300 (well, compared to other Advent ships). By the way, in SOASE, the Iconus can project a huge shield to cover its fleet or use a repulsor field. Even though you can't field two ship systems on one ship, you can still choose one. For the shield, take a look at the Neutrino Colossus, it basically spawn an invisible drone with a gigantic shield who can block enemy projectiles but not ships. For the repulsor, the Kurmaraja from Black Rock Driveyard or the Heimdal generator from Thule's Legacy (no 0.61 Version though...) can give you  some ideas.

For the presentation, your mod gave me the idea to create a template for presentation, if you're not sure where to start.

http://fractalsoftworks.com/forum/index.php?topic=7156.0
Title: Re: [0.6.1a] Sector of Sins v0.5
Post by: Xalendi on October 10, 2013, 05:51:07 PM
Thanks for the feedback!

1) The bug should be easily fixed, just looks like a naming error. I'll take a look when I get home. What were you doing when that appeared?

2) The ships...well, I was more concerned with getting playable, fun, ships than being completely accurate to the original game. Hence you now have a Purge vessel that is fast, nippy and lightly armoured, instead of a slow, long range missile spammer. I believe the only ship that is completely accurate (other than weapon colour) to Sins is the Halcyon. And that is only because it's my favourite ship, so I know it off by heart.

3) I am still working out balance issues, it is my first mod. The Illuminator, comes from my memories of those things being badass...I took out a TEC capital with just one of those once. The system sounds good...I'm sure one of the advent ships can do that in the original game. Hell, it might even be the Illuminator. I dunno, I don't usually bother upgrading the abilities.

4) I'll take a look at the Purge's shield. I do like how the default shield sorta fits between the two wingtips. I should be able to increase the radius, though.

5) As for the Iconus, just look at it. If that doesn't scream "heavily armed and armoured", I don't know what does.
Title: Re: [0.6.1a] Sector of Sins v0.5
Post by: HELMUT on October 11, 2013, 10:11:31 AM
5) As for the Iconus, just look at it. If that doesn't scream "heavily armed and armoured", I don't know what does.

That's why i find it weird. In the original game it is quite the opposite. Though i don't know if you want to get your ships to be similar from the originals ones. Anyway, you should take a look at the wiki, absolutely everything is there.

http://sinsofasolarempire.wikia.com/wiki/Iconus_Guardian

I managed to play with the rest of the ships. The first thing that strike me is the truckload of large energy mounts the capitals ships got. 5 on the Progenitor, 8 on the Halcyon and a whooping 14 on the Radiance. And somehow most of them are placed in pretty awkward spots on the ship.

You should clearly take a look at the Modding resources sub-forum. You'll find everything you need to know to polish your mod. The most important i think is to get the Codex 18 or the BalanceSuite 5000 to balance your ships.

Title: Re: [0.6.1a] Sector of Sins v0.5a
Post by: Xalendi on October 11, 2013, 11:12:34 AM
That balance suite thing is awesome.

I balanced the capital ships by loading up the game in dev mode, and running them in battles against the onslaught, paragon, and onslaught + paragon. They actually get beat down quite easily, despite the high amount of large slots.
Title: Re: [0.6.1a] Sector of Sins v0.5a
Post by: Trylobot on October 14, 2013, 10:28:06 AM
Xalendi: Thank you very much for contacting Ironclad, and congratulations on receiving their permission. I also notice you've provided a downloadable version of your mod, so that qualifies you for endorsed mod status. I've promoted this thread to the full mods subforum. Cheers, mate.
Title: Re: [0.6.1a] Sector of Sins v0.5a
Post by: Xalendi on October 14, 2013, 01:08:49 PM
Sweet, thanks.
Title: Re: [0.6.1a] Sector of Sins v0.5a
Post by: Xalendi on October 15, 2013, 06:21:38 AM
Working on v0.6, which adds a new system, creates the Advent faction, and adds fighters. Trying to run it, and get a fatal:null error. Starsector.log reads:

Code
4844 [Thread-6] INFO  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Applying data from ship_data.csv to [defe_DefenseVessel]
4844 [Thread-6] WARN  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull [disc_DiscipleVessel] from ship_data.csv not found in store
4875 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
4875 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
4875 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.super(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?0000(Unknown Source)
at com.fs.starfarer.loading.null.super(Unknown Source)
at com.fs.super.oOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

What is going wrong? Why can it not find defe_DefenseVessel? I've checked both the hull file, and ship_data.csv...there are no naming errors.

I'm gonna post this in my thread in the modding section as well.
Title: Re: [0.6.1a] Sector of Sins v0.5a
Post by: Trylobot on October 15, 2013, 06:44:17 AM
I notice sometimes when I'm making rapid changes to my mod, one of the things I do to test ships out can sometimes cause this. If you are in the habit of testing your ships in a mission, and you have edited a variant in the mission refit screen, there will be a saved variant in the saves/missions folder that can cause the game to crash if you later change a hull or variant id.

Delete all the contents from Starsector\saves\missions.
Title: Re: [0.6.1a] Sector of Sins v0.5a
Post by: Xalendi on October 15, 2013, 07:51:48 AM
Did that, and the Fatal:Null error stayed the same:

Code
5281 [Thread-6] INFO  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Applying data from ship_data.csv to [defe_DefenseVessel]
5297 [Thread-6] WARN  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull [disc_DiscipleVessel] from ship_data.csv not found in store
5344 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
5344 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
5344 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.super(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?0000(Unknown Source)
at com.fs.starfarer.loading.null.super(Unknown Source)
at com.fs.super.oOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.6.1a] Sector of Sins v0.5a
Post by: Xalendi on October 15, 2013, 08:50:24 AM
Fixed it. Had to edit the .ship files.

Work on v0.6 continues...
Title: Re: [0.6.1a] Sector of Sins v0.6 UPDATE
Post by: Xalendi on October 15, 2013, 10:28:03 AM
New update. This update creates the Advent faction, and adds an entirely new system.
Title: Re: [0.6.1a] Sector of Sins v0.6 UPDATE
Post by: Wunder on October 18, 2013, 04:27:19 AM
Dude, Love both games, merging them will get your butt kicked by sins (Maybe)
I just wanna keep my new self propelled nuke Up In 3D space.
Title: Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
Post by: Xalendi on October 29, 2013, 12:38:37 AM
New TEC ship sprites created. They are now included under the spoiler tag on the original post.
Title: Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
Post by: Wunder on October 29, 2013, 05:16:27 AM
DAMNITT! Now I might have to reconsider...
Title: Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
Post by: HELMUT on October 29, 2013, 08:43:58 AM
Your mod gave me the idea to re-play SOASE. Bam, dozens hours drowned in it again. That game is such a drug.

For your sprites, i think you should be careful about the scale. The capitals ships are huuuuuuge. It's even more apparent when the Titans looks pretty much the same size. I know that the Ankylon is the smallest titan while the Ragnarov is (i think) the longest thing in the whole game. So yeah, most of your ships could be a bit smaller.

Also watch out, as a dedicated TEC player, i'll be merciless about the balance for this faction. ;D

Title: Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
Post by: Xalendi on October 29, 2013, 11:12:44 AM
Yeah, I have noticed my scales are a bit off. What I'm planning to do, is get all the ships of all the factions into the mod, and get it working. Once that is all sorted, I can tweak things such as the scale and balance until it all fits.

As for the titans, they won't be directly playable, unless via debug simulator. I'm thinking of making them into a sort of boss fight fleet. I dunno, I guess I'll figure it out as I go along.

As to the ships themselves, I'm using the SOASE wiki to look at the armaments and suchlike, to try and find direct StarSector analogs. Then I'm having a StarSector ship of equivalent class open in a second editor, so I can make sure the ship I'm working on is not too over- or under-powered.

Also, Advent for the win. TEC sucks. :P
Title: Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
Post by: Ishman on October 29, 2013, 02:59:07 PM
They might as well be playable, but require enough player skills that it's not feasible early on.

I wouldn't worry too much about the balance of high-end toys like that, Flash Frozen's Unsung capital ship is a great example of something so powerful it's a beauty to play around with.
Title: Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
Post by: HELMUT on October 29, 2013, 03:47:44 PM
Oh come on! Let us play with the Titans in the campaign! ;D

As Ishman said, they will be probably very strong but not utterly game-breaking. A bit like the Unsung or Vatican MKIV. Also they'll have big weakness, like huge CR and supply cost.
Title: Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
Post by: Xalendi on October 30, 2013, 12:11:55 PM
I changed my mind. I sorted the scale out now, instead of doing it later. The updated sprites are in the first post.

However.

I did it a bit differently - the sprites are now all in scale with the StarSector sprites, rather than to Sins scale. So, for example, the Destra is just under three-quarters the length of a Halcyon, instead of just under half, because that's how the cruisers vs capitals scale in StarSector.

I suppose I could work out a way of scaling the ships with each other, as well as to the StarSector scale, but I don't have time, what with work and all. However, if someone volunteers pixel sizes to get the official scale right, I'll do that. The unscaled ships are saved as .psds, so it's easy enough to change the .pngs.
Title: Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
Post by: HELMUT on October 31, 2013, 08:17:12 AM
Much better. Ships are more reasonable sized while Titans still remain frightening. By the way, will you add the rest of the Advent and TEC fleet later?
Title: Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
Post by: Xalendi on October 31, 2013, 10:46:25 AM
The ships I haven't included don't really fit into Starsector gameplay. For example, the starfish, that's just awkward to get working. The Iconus is a destroyer chassis, but hardly any guns, and the Revelation is the same, but even worse as it's a capital ship.

As for the TEC, I forgot to sprite the trade drone, though I might do that at a later date. As for the main ships though, I think the only ones I'm missing are the Ogrov - because I forgot to sprite it - and the Cielo, for the same reasons as the Iconus and the Revelation. Not to mention, it's bloody hard to sprite.
Title: Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
Post by: Xalendi on October 31, 2013, 11:39:13 AM
Goddamn American English. It's not enough that I have to spell "defence" wrong, so the ship name is accurate, but I've just spent half an hour trying to work out a bug in my code...all because Americans can't spell "manoeuvre".
Title: Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
Post by: HELMUT on October 31, 2013, 04:02:29 PM
I disagree, while those ships are indeed under-armed. They still fill the role of support ship, like the Condor in Starsector. The Iconus could be a very interesting addition in the game by adding a drone shield system which would work like the shield projection. Just like that:

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

The Revelation is still decently armed, i counted 6 guns, 7 if you had the bombardment cannon. The clairvoyance ability could be interpreted as a ship system that increase the radar range during battle, like the sensors drone of the Apogee.

The Solanus isn't that tricky, it just need a new personal weapon. A modded short range MIRV with the sprite of a Flare will do the trick.

The Domina Subjugator would probably be a simple EMP support destroyer.

For the TEC, the Cielo got "Designate target" which increase damage. Shouldn't be too difficult to make it a ship system, the Hauberk from the Kadur Theocracy mod got a similar system that buff the range of your fleet.
I don't know if is possible to replicate something like the Hoshiko's reparation system, might need to ask the scripts wizards of the forum. Alternatively the Demolition bot should be pretty easy to do, basically kamikaze drones with EMP damage.

Also, how about converting the constructing frigates from the game as tug boats?

But yeah, please don't overlook the "crappy" ships. Even if they will lack firepower in the mod, they'll make up with fancy support systems. I think that's really where your mod could shine.

Title: Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
Post by: Xalendi on October 31, 2013, 06:19:21 PM
Sounds good. Let me finish all the ones I can do without learning code first, though. Then, I will go seek out the code monkeys. I like the tugboat idea.

The Ankylon is incredibly fun to play. However, I'm worried that it's a bit too strong. It can take on a Paragon and an Onslaught at once, and win. Granted, I have to target the onslaught first, otherwise the paragon's shield holds me off long enough for the onslaught to wear me down, but still...
Title: Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
Post by: ciago92 on October 31, 2013, 06:37:30 PM
I think that's the point, titans are a step above capital ships. Up to you if want to balance them that way, but I figured Titans should be that much stronger. Depends on what you're trying to balance against, really
Title: Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
Post by: Xalendi on October 31, 2013, 09:28:35 PM
I want them as a boss fight. Tough to beat, even for multiple capitals, but ultimately, defeatable.
Title: Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
Post by: Xalendi on November 01, 2013, 02:31:49 PM
Blimey...some of the listed stats for the capitals is diabolical. For example, the Marza:

Code
Ship Info
Ship Type: Capital
Primary Role: Long-Range Assault/Planetary Bombardment
Shield Power: High
Hull Points: Very High
Armor Level: High
Armor Type: Capital
Antimatter: 235 (+25 per level)
Weapons (Fore): 6 x AutoCannons / 3 x Heavy Pulse Lasers / 8 x Ship-to-Ship Missile Banks /
3 Ship-to-Surface Nuclear Missiles Tubes
Weapons (Side): 3 x Pulse Lasers (Port) / 2 x AutoCannons (Starboard)
Squadrons Supported: 0 - 1
Crew Complement: 2,500

That thing *** out an obscene amount of firepower. In the simulator, it out-onslaughted the onslaught!

Also, for some reason, using the weapons listed for both ships, the Radiance managed to wear down and beat the Ankylon
Title: Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
Post by: Wunder on November 01, 2013, 04:30:03 PM
Im sure
It cannot
take on the hegemony-blackrock
Destral Sector 6 Prototype onslaught!
Title: Re: [0.6.1a] Sector of Sins v0.6 [NEW] TEC Sprites
Post by: starfigter on November 01, 2013, 04:38:50 PM
You sir are awesome for doing this!
Title: Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
Post by: Xalendi on November 03, 2013, 12:08:36 PM
The TEC faction has been added, and the mod updated to version 0.7
Title: Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
Post by: avallanch on November 04, 2013, 06:42:37 AM
anyone tried to integrate this to exerelin?
Title: Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
Post by: ValkyriaL on November 04, 2013, 07:03:29 AM
Pretty sure this is a total conversion, would make sense.
Title: Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
Post by: Xalendi on November 04, 2013, 08:47:33 AM
It's not a total conversion, the original stuff is still there. This mod just adds (currently) two new factions. I believe it could be made compatible with Exerelin, but lack the knowledge of how to do so.
Title: Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
Post by: HELMUT on November 04, 2013, 09:15:18 AM
That's weird, that mod doesn't seem to work with other modded faction, i tried with Valkyrians, Patrians and Nomads, always got an error when i start the campaign.

Code
81245 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CampaignOrbitalStation.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CampaignOrbitalStation.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addOrbitalStation(Unknown Source)
at data.scripts.world.valkyrianGen.generate(valkyrianGen.java:43)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.float.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.H.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

Otherwise, i understand you still have to work on the balance but your mod is still massively overpowered. The Javelis in particular with 6 Pilums, that's crazy. Have to try more stuffs but i recommend you using the ship BalanceSuite 5000 or the Codex 20.

http://fractalsoftworks.com/forum/index.php?topic=2382.0

http://fractalsoftworks.com/forum/index.php?topic=2749.150
Title: Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
Post by: dmaiski on November 04, 2013, 09:47:21 AM
seems like you made some sort of mistake when adding a station...

other things of note:
your sprites need to be cleaned up (when you made them you left some near invisible bits of colour floating in space) thats what causes them to have a haze/random sploches of colour around them when damaged

also your ships are more then a bit OP(when refit with tachyon lance/plasma cannon in Large slots, pulse lasers in med): x6 forward facing on the discord this is insane... (it has the flus to use all that and mout 360deg shield...)

my discord(pwns paragon while taking 0 damage and never droping shield):
Spoiler
(http://i.imgur.com/d82Nivh.png?1)
x6 pulse lasers, dosent need anything else cause pd drones are op...
[close]
Title: Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
Post by: Xalendi on November 04, 2013, 10:17:32 AM
Yeah, I had a couple ideas about that. The slots they have now are sins accurate, especially if you equip them with the weapons that their official variants have. I'm thinking of making "civilian" versions of each ship, and making those the playable ones, whereas the current ones with the canon loadout are given to the TEC and Advent fleets roaming around.

As to the invisible particles, I keep trying to get rid of those. Nothing works! Even putting different coloured backgrounds behind the images in photoshop won't reveal them.

I do not know why my mod does not work with others. Maybe it's because I edited the starting ship file? The planets and stations should be fine. I literally just copy-pasted the Askonia system, changed the name, renamed the planets and station, edited a couple variables such as location and colour, and Bob's your uncle, had a new system for each fleet.
Title: Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
Post by: dmaiski on November 04, 2013, 10:42:30 AM
what program are you using, in paint.net just cut along the outline of your ship and move it to a new canvas(when making a new canvas CTRL+A DELETE the background to make it clean of evrything posible)
Title: Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
Post by: Xalendi on November 04, 2013, 10:45:16 AM
Photoshop CS4. After a bit of experimenting, I figured out what to do. I copy and paste the ship into a new layer, and lock transparency. Then I flood it with white, and magic wand the ship. Invert selection, delete the paste layer, and everything that is not the ship is now selected. Press delete, save.
Title: Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
Post by: Xalendi on November 04, 2013, 04:01:11 PM
AHA!! Fiddled around with the settings in the dev version of Sins. Found a greenscreen option that is perfect for taking screenshots of the ships. No longer will mostly invisible stars be the bane of my sprites!
Title: Re: [0.6.1a] Sector of Sins v0.7 [UPDATED] TEC faction added!
Post by: Xalendi on November 13, 2013, 03:11:53 AM
Thought about this, and I'm locking the weapon selections on the ships. That way, I can have sins accurate weaponry (despite the colour), without it becoming unbalanced because people can swap the weapons.

I also have "civilian" sprites for each ship (They have the race colours disabled) that can, despite having lower stats and smaller weapons, be changed and customised.