Fractal Softworks Forum

Starsector => Mods => Topic started by: NikolaiLev on October 31, 2013, 11:58:47 AM

Title: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: NikolaiLev on October 31, 2013, 11:58:47 AM
Warning!  Campaign integration is still in progress.  It's there, but kinda sorta brokenish.  Please excuse the mess.   :D

Patria needs you!  If you would like to help development on a couple niggling issues I cannot for the life of me seem to solve, don't hesitate to sign up!  In particular, here is a list of things beyond my ability:

Ship System: Small Battery Stabilizers
Spoiler
A system that increases the range of small ballistic and energy weapons in exchange for decreasing their turn rate.

While increasing the range of ballistic and energy weapons and decreasing their turn rate was easy enough, what I haven't been able to implement is making the system only affect small weapons, as well as adjust the range bonus per hull size (like ITU does).  A nice touch would be to exclude PD weapons from the range bonus, but still applying the turn rate decrease to them (as gameplay wise, it's supposed to reduce the potency of any PD in exchange for range).
[close]

Ship System: Micro Missile Fabricator
Spoiler
Not to be confused with a Micromissile Fabricator (I'm sure I'll implement a micromissile weapon at some point), this system shuts down weapons, engines, and/or shields in order to begin constructing and reloading missiles.  This I can likely do myself, but hey, help is always nice.
[close]

Fighter AI
Spoiler
This has always been the sticking point with Patria; aerospace fighters were always intended to lack lateral and reverse thrusters, relying on their superior speed and firepower to stay out of harm's way.  They should generally fly at maximum or close to maximum speed and use "zoom and boom" tactics to destroy enemy fighters and engage larger ships.  Serpentine maneuvers should also be available to more skilled pilots to evade incoming fire, as Patrian compact shield emitters are not [supposed to be] powerful enough to stop much damage.
[close]

AIM Autofire and Missile AI
Spoiler
AI for the missile itself to eschew usage of the new twisty missile behavior (I'm pretty sure this is already around somewhere).

More importantly, AI that would dictate the missiles NEVER be autofired at anything other than fighters.
[close]

Campaign Career Choice Integration
Spoiler
Because I just can't seem to figure out the rules.csv language.  Not that I'm much of a coder anyway.

Specifically, a start that gives you favorable/welcoming reputation with Patria, adjusts other reps accordingly (enemies with Tri and Ludds), and starts you in Patria with Patrian ships.
[close]

-

It's back!  The Patrian Principate has finally not only been updated to current SS as well as given Exerelin compatibility (I think; not tested since it hasn't updated yet), it's received a major overhaul.  Forget everything you knew about Patria.

Mind you, this is still an early alpha; it's missing a lot of things I originally planned and due to my laziness lack of professionalism unique release model I'll be adding these over time.  Among these are (still) weapon sprites, various ships, and ship systems.  Some things are pretty obviously placeholdery, but apparently some people actually want to play this mod.  So here it is!

Another note: This hasn't actually received constant work over the last year.  Development resumed as my interest picked back up with .65.  A few months ago it was in pretty much full swing and it's probably 75% complete.

The changes from the previous version are far too numerous to list.  But among them: new ships, new sounds, massive fighter re-work, general balancing, and a shift from Maser technology to plasma and magnetic acceleration technology.

Changelog

v2.2
-Fighters given beam weapons
-Potential fix to campaign OutOfMemory bug (thanks to Zaphide if it works!)
-Homer-class T-O Battlecruiser!  Sprite is a WIP
-New weaponry!  Phasers, kinetic beam weapons, and Photon torpedoes, burst-fire HE damage weapons.  Torpedoes are a heavy WIP, but are functional (and kinda sorta balanced).

v2.1
Spoiler
-Fighter wing campaign bug addressed
-Unique fighter guns removed (for now)
[close]

v2
Spoiler
-Mod overhaul (too lazy comprehensive to list)
[close]

v1
Spoiler
-Release
[close]

As a preface:
Spoiler
the mod has numerous inspirations, most of which ought to be obvious; aside from IFed, I took a lot of cues from real-world vehicles and weapons, as well as things from Supreme Commander and Carrier Command: Gaia Mission (which I haven't actually played much of).  It's also heavily based on Stellar Impact, especially with how the initial fleet's role structure was designed.  Lastly, it's important to mention that the mod is intended to be vanilla balanced.  While I like to fancy myself a competent designer, there's of course no guarantee I succeeded, and thorough, brutally honest feedback is more than welcome.
[close]

V DOWNLOAD V
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

(https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/Smirnov.jpg)
 (https://dl.dropboxusercontent.com/u/43800264/Files/patria/Patria.zip)
^ DOWNLOAD ^

(http://i.imgur.com/1fLAi.png)
 (http://fractalsoftworks.com/forum/index.php?topic=375.0)

Patria is a yellow star system home to a terran-class planet, home of the fledgling Patrian Principate.  A small settlement started hundreds of years before the collapse, it has grown over the years and has developed a distinct culture largely revolving around archives of Old Earth.  This cultural nostalgia has had a ubiquitous impact on every aspect of Patrian life, including its military.

Patria's Navy was developed from the ground up consisting of Terrestrial-Orbital (T-O) Vessels; the historical Patrian Defense Initiative was designed to accomodate a defensive fleet that could offer orbital defensive capabilities as well as superiority while guarding Patria's shorelines and oceans.  Because all naval ships are designed for use on (or in) the sea, they all conform to a relatively standardized hull silhouette; predictably, they all look like battleships.  However, their roles and loadouts vary wildly depending on their intended usage.

However, the real pride of the Patrian war machine lies in the Patrian Aeronautical Service; keeping with the trend of multi-environment assets, Patria relies on Aerospace Fighters that can operate both in atmosphere and in vacuum.  Using a hybrid turbofan-inertia engine equipped with aerosol hypercompressor modules to store air from atmosphere to slowly release during vacuum flight, they retain their excellent speed during the length of an engagement.

That said, because it was designed as a defensive fleet, and due to the constraints of multi-environment vessels, Patrian ships have a unifying weakness; they have atrocious logistical capabilities.  They're expensive and slow to repair, they consume many supplies and are extremely fuel inefficient.  For deep space warfare, they rely on imported logistical craft to support their offensive fleets.  Most ships are also very slow and lumbering, though tend to be well armored.

The Navy tends to rely on broadside weaponry, especially a mix of ballistic and energy weapons combined with offensive pulse laser batteries.  They tend to lack in point defense, using a modified version of the aged Sling Anti Ballistic Missile system to protect from ordnance.  Their shields are fairly inefficient, requiring high levels of flux to maintain.  However, Patrian technology is not always on the low-end; they make use of potent plasma-based energy systems and sophisticated ship systems, including comprehensive electronic warfare abilities.

Finally, the Navy boasts excellent fighter support; its aerospace fighters are armed to the teeth with multiple missile or bomb hardpoints with a combination of energy and ballistic weaponry.  While they lack in maneuverability, are fragile and pose large targets, they boast shields in addition to their array of weaponry.  They are also extremely versatile as opposed to the more specialized ships; they come in various variants representing roles ranging from fighter-bomber to dedicated interceptor.  There are also specialized fightercraft, including the ASF-117 Stealth Bomber.

So, without further ado, let's get to the exciting bits!

Aerospace Fightercraft

ASF-4 Heavy Fighter-Bomber, ASF-104 Light Fighter-Bomber, ASF-90 Advanced Interceptor, ASF-16 Advanced Multirole Fighter

(https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/asf4.png) (https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/asf104.png) (https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/asf90.png) (https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/asf16.png)

GAC-47 Attack Craft, Hawkmoth VTOL (new!), ASF-117 Stealth Bomber, SRC-71 Reconnaisance Craft

(https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/gac47.png) (https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/hawkmoth.png) (https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/asf117.png) (https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/src71.png)

Terrestrial-Orbital Vessels

Komar-class Torpedo Boat (new!), Valnad-class Corvette, Kortenaer-class Frigate, Magnanimous-class Light Carrier (new!), Valour-class Light Destroyer (new!), Cloak-class Subship

(https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/komar.png) (https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/valnad.png) (https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/kortenaer.png) (https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/magnanimous.png) (https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/valour.png) (https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/cloak.png)

Charger-class Destroyer, Kittyhawk-class Carrier, Groundhog-class Subship

(https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/charger.png) (https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/kittyhawk.png) (https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/groundhog.png)

Lithuania-class Cruiser, Danae-class Missile Carrier (new!), Bastion-class Heavy Carrier

(https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/lithuania.png) (https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/danae.png) (https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/bastion.png)

Homer-class Battlecruiser (new!), Yamato-class Battleship, Mayflower-class Dreadnought

(https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/homer.png) (https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/yamato.png) (https://dl.dropboxusercontent.com/u/43800264/Files/patria/pics/mayflower.png)

Mind you, the mod is still in development!  This is, as mentioned, more of a "pre-release."  I still have a to-do list:

- More Weapon sprites
- Support Destroyer
- Assault Cruiser
- Super Carrier
- Logistical Ships
- The Patrian Astratia (shhh)  ;) CANCELLED (probably)

And, of course, the usual development tasks such as sprite polishing, balance tweaks (or overhauls if I derped somewhere), and so on.

Hope you enjoy it!

CREDITS AND THANKS

Alex Mosolov, for that wonderful game we all know and love and complain about
Keptin, for making IFed which was an inspiration
Vayra, for Kadur Theocracy which was also an inspiration, as well as the Sling ABM
ValkyriaL, for the Hauberk Field code and AI code which was in Kadur Theocracy (borrowed with permission!)
Mayflower (http://enmoku.deviantart.com/), for being a great friend, and an excellent helper and coder (too bad she doesn't play Starsector yet!)
Star Trek, for inspiration and weapon sounds
Muh pals, especially JB who was responsible for the TPC idea (you don't know him)
MechWarrior Living Legends, for many of the missile and laser sounds
Me, for being so awesome.
You!  For almost being as awesome as me for trying the mod.

PERMISSIONS AND SUCH

I don't believe in legalese.  I believe integrity should be self-evident.  That said, if you want to modify stuff, ask before publishing.  Doesn't mind me what you do with your personal copy of Patria, though.

As for mod compilations, go for it if you really think it'll improve the quality of the group!  Just make sure you credit the man behind the masterpiece.   ;D
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: doodlydee on October 31, 2013, 12:06:17 PM
Cool a shiny new mod looks good look forward to trying it out after work
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Sleepyfish on October 31, 2013, 12:26:45 PM
I am also anxious to try it when I get home!
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: dmaiski on October 31, 2013, 02:26:50 PM
your sprites are way too narrow, due to circular colision circles, enemy ships will have the im shooting you but you out of range bug when attacking from the side... BISO has the same problem, lets all go complain to alext about it and get rectangular colision boxes!!!
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: HELMUT on October 31, 2013, 04:12:41 PM
Very interesting. And yes, it obviously got some IFed feel into them, or even the ISA from Ironclad. For the bugged long, thin ship syndrome, i expected it to be fixed with 0.6, apparently not. It shouldn't pose any problems for the ships except maybe the capitals one.

The sprites will need some more work however. Especially the fighters which are pretty plain. Shouldn't be a problem to add some more greeble to them or even searching for a sprite already done somewhere (just look for shoot'em'up sprites, they are hundreds of them that would perfectly fit.)

Edit: here's an example.

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

If you want, i'll be able to help you improving/cleaning some of them.

Ah, another observation. I think the weapons mounts on the Yamato are too close to each other and with weapons it will look weird. Haven't tried the mod yet so i could be wrong.

Anyway, downloading right now, i'll play as soon as i can.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: NikolaiLev on October 31, 2013, 05:18:14 PM
your sprites are way too narrow, due to circular colision circles, enemy ships will have the im shooting you but you out of range bug when attacking from the side... BISO has the same problem, lets all go complain to alext about it and get rectangular colision boxes!!!

Really?  Huh.  I never really encountered such an issue in all the playtesting I've done.  It does occur, but only with beam weapons, which seem more attracted to the shield radius than the collision radius (though they do tend to be about the same, so I'm not sure).

Very interesting. And yes, it obviously got some IFed feel into them, or even the ISA from Ironclad. For the bugged long, thin ship syndrome, i expected it to be fixed with 0.6, apparently not. It shouldn't pose any problems for the ships except maybe the capitals one.

The sprites will need some more work however. Especially the fighters which are pretty plain. Shouldn't be a problem to add some more greeble to them or even searching for a sprite already done somewhere (just look for shoot'em'up sprites, they are hundreds of them that would perfectly fit.)

Edit: here's an example.

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

If you want, i'll be able to help you improving/cleaning some of them.

Ah, another observation. I think the weapons mounts on the Yamato are too close to each other and with weapons it will look weird. Haven't tried the mod yet so i could be wrong.

Anyway, downloading right now, i'll play as soon as i can.

Thanks for the feedback!  The main reason I haven't made a detail pass on the fighters is because I'm still not sure if I made them too large or not.  I could easily reason out why an aerospace fighter would be larger than, say, a Talon (more complex subsystems needed, sheer wingspan required for lift and such).  Well, it's more reasoning why a dedicated space-born craft like the Talon would be significantly smaller than, say, the ASF-4.  The designs are directly based off real ones, after all, which generally includes their overall size and proportion.

The Yamato's a big battleship, so I don't think they clip into each other or overlap too much.  I could be wrong, though.  However, they're supposed to look a little cluttered, so they won't be much farther than that.

As for the offer for you to help clean my sprites, it's tempting.  I'm a little inclined to say I want to do all the work myself, but I may just take you up on your offer.  Spriting is definitely my weakest point when it came to making the mod, but I can't improve without doing it.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Wunder on November 01, 2013, 03:22:11 AM
Turo' De Shenken!
YA
MA
TO!
Space battleship yamato, best TV anime, EVAAAAARRRR
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: NikolaiLev on November 01, 2013, 09:55:56 AM
Turo' De Shenken!
YA
MA
TO!
Space battleship yamato, best TV anime, EVAAAAARRRR

I had no idea there was such an anime.  I named (and based) the Yamato after the real-world counterpart.  But that is quite amusing.   :D
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: ValkyriaL on November 01, 2013, 09:59:00 AM
well, the real yamato had 2 turrets in the back and 3 in the front, not 4 front 1 back :P
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: dmaiski on November 01, 2013, 10:00:40 AM
Spoiler
(http://www.thenerdcabinet.com/wp-content/uploads/2013/08/Space-Battleship-Yamato-2010-Movie-Image-1.jpg)
[close]
Spoiler
(http://survivorsofthenightmares.webs.com/battleship_greatyamato.jpg)
[close]
SPACE BATTLESHIP!!!!!
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: ValkyriaL on November 01, 2013, 10:03:25 AM
fan made, its not the real space yamato >:( and first pic is broken, use imgur.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: NikolaiLev on November 01, 2013, 10:09:01 AM
well, the real yamato had 2 turrets in the back and 3 in the front, not 4 front 1 back :P

Baaaaaaaaased on  ;D  Four turrets in the front was done to give Patria a more front-facing ship, like the Valnad, whereas other ships are broadside fighters.

Spoiler
(http://www.thenerdcabinet.com/wp-content/uploads/2013/08/Space-Battleship-Yamato-2010-Movie-Image-1.jpg)
[close]
Spoiler
(http://survivorsofthenightmares.webs.com/battleship_greatyamato.jpg)
[close]
SPACE BATTLESHIP!!!!!

Hehe, pretty much!

By the way, someone mentioned a bug where the AI tries to shoot at ships and misses due to collision radius.  However, the more pressing issue here is how Starsector AI is (despite Alex's attempts to fix it) still bad at fighting on a broadside ship.  This is most evident on the Lithuania, which, in the AI's hands, still faces forward despite that being the wrong decision.  Still, the Lithuania does okay in actual battles, and I don't want to sacrifice the content of the mod too much to compensate for AI failings, if I can help it anyway (I would if it really hampered gameplay).

Fortunately, even with that flawed behavior the AI will still use the Lithuania's rear-mounted guns, just not constantly, which has the added bonus of preserving flux.  It's meant to be a "tank" so to speak, after all.

Oh, and if anyone's wondering, the Mayflower wasn't named after an American colonial ship (I tried avoiding too many American names, since the fighters are based on American designs because <3 teen series and Vietnam-era fighters).  It was named after me mum, who actually helped me (read: did it herself) code the scripts for the mod.   ;D

Which reminds me, I forgot to add credits and stuff to OP!  D:  *Scrambles to fix*
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: HELMUT on November 01, 2013, 10:48:47 AM
For the broadside problems. Be sure to add a reasonable firing arc to them otherwise they won't work very well (90° like the Conquest i think), also, i think talked about inclining your sprite, something like that (wrong ship, but that's just an example):

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

While it will fly a bit weirdly, it will be much more effective at showing it's broadside to the enemy. Not sure about the angle though. A quick fix until Alex manage to implement the Broadside AI into the game.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: ArkAngel on November 01, 2013, 11:25:27 AM
I like the idea of this mod quiet a bit. I can't wait ot try it when i get home. I willl be honest though, This mod's ships reminded me so much of WW2 naval combat that i'm aalmost hoping you turned the background blue. either way i love the sprites! keep up with making the mod please! :)
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: NikolaiLev on November 01, 2013, 11:43:02 AM
For the broadside problems. Be sure to add a reasonable firing arc to them otherwise they won't work very well (90° like the Conquest i think), also, i think talked about inclining your sprite, something like that (wrong ship, but that's just an example):

While it will fly a bit weirdly, it will be much more effective at showing it's broadside to the enemy. Not sure about the angle though. A quick fix until Alex manage to implement the Broadside AI into the game.

Most main guns have a generous arc of 270 degrees, pointing either forward or backwards.  The pulse laser batteries generally have a more restricted arc, but I have seen the AI make use of them.

There's no way I'd skew the sprite like that, it'd just look too silly.  And as far as I've seen they work okay in the hands of the AI.  That's fine with me, especially as long as it's fine with players.

I like the idea of this mod quiet a bit. I can't wait ot try it when i get home. I willl be honest though, This mod's ships reminded me so much of WW2 naval combat that i'm aalmost hoping you turned the background blue. either way i love the sprites! keep up with making the mod please! :)

Excellent!  That's exactly what I was going for.   ;D
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Wunder on November 01, 2013, 04:27:04 PM
Space battleship yamato is not fan made,
its made by an Japanese anime company
I believe the name was
Bondai;
So, company and heart made, a million pictures of SB yamato, her wave motion cannon that can decimate a star
and her fleet to go with the war!
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: ArkAngel on November 01, 2013, 07:33:00 PM
um is the groundhog class's harpoons supposed to shoot backwards in the logistics mission? I can't tell whether that's intentional.  :P
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Piemanlives on November 01, 2013, 08:50:30 PM
I like the look of the capitals but I'm not entirely sure about the fighter craft.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Wunder on November 02, 2013, 02:24:24 AM
I cannot be V1 if you cant download it can you  :P
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: ArkAngel on November 02, 2013, 07:04:42 AM
You can download it you just need to click the picture link.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: NikolaiLev on November 02, 2013, 05:18:58 PM
um is the groundhog class's harpoons supposed to shoot backwards in the logistics mission? I can't tell whether that's intentional.  :P

Yes.  This is by design to prevent the Groundhog from being a ridiculously powerful assault craft (imagine how silly 4x annihilator pods would be) so it's really only good with LRMs or MRMs.

I like the look of the capitals but I'm not entirely sure about the fighter craft.

I've heard a couple complaints about the fighters.  I liked them being plain myself but I might have to adjust them if I get enough feedback.  Could you be more specific about what you dislike about them?
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: ArkAngel on November 02, 2013, 07:04:05 PM
I actually like the look of the fighters but some of them just seem... odd? I don't know there just weird shapes to see in space?

Also, I'm probably superly jumping the gun, but do you ever plan on making this campaign intergraded?
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Thule on November 02, 2013, 07:30:49 PM
Here's a quick edit of your sprite

(http://i.imgur.com/ozEnkY1.png)(http://i.imgur.com/qDFs4NX.png)

(http://i.imgur.com/4gsW9T2.png)

I did not much, just a little detail and got rid of the pillowshading.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Piemanlives on November 02, 2013, 07:59:50 PM
I like the look of the capitals but I'm not entirely sure about the fighter craft.

I've heard a couple complaints about the fighters.  I liked them being plain myself but I might have to adjust them if I get enough feedback.  Could you be more specific about what you dislike about them?

When it comes to the GAC-47 Attack Craft, ASF-117 Stealth Bomber, SRC-71 Reconnaisance Craft, it's mostly that they feel out of place in the general aesthetic, as with the others I like them, but they do feel a little flat to me. Also with the Capitals, I feel you could blend the hardpoints into the hull a bit better, though if possible it would be nice to see what they look like fully armed.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: NikolaiLev on November 02, 2013, 09:04:43 PM
I actually like the look of the fighters but some of them just seem... odd? I don't know there just weird shapes to see in space?

Also, I'm probably superly jumping the gun, but do you ever plan on making this campaign intergraded?

They are weird, in a way.  But they're aerospace fighters, which means they need that shape to operate in atmosphere.

Also, Patria is in there.  It should be campaign integrated, but if you don't see Patria, then something got borked.  I'll have a look.

Here's a quick edit of your sprite

(http://i.imgur.com/ozEnkY1.png)(http://i.imgur.com/qDFs4NX.png)

(http://i.imgur.com/4gsW9T2.png)

I did not much, just a little detail and got rid of the pillowshading.

Daaaaaaaaamn!   :-[  You sure put me to shame.  I never did claim to be a good spriter (it's my weakness) but sheesh.  Seeing what you did helps me a lot, though!  Thank you.


When it comes to the GAC-47 Attack Craft, ASF-117 Stealth Bomber, SRC-71 Reconnaisance Craft, it's mostly that they feel out of place in the general aesthetic, as with the others I like them, but they do feel a little flat to me. Also with the Capitals, I feel you could blend the hardpoints into the hull a bit better, though if possible it would be nice to see what they look like fully armed.

Admittedly, I used a different approach with the latter two.  I loved how smooth they came out, but they don't look consistent with the mod or Starsector's general aesthetic (they're too smooth).  The GAC-47 might be a little big in general, but I feel that way about all the ships.

I think I'm going to make a fighter sprite overhaul at some point in the future, after I'm finished with the Patrian Astratia.  This will likely involve downsizing the fighters in general, and adding more detail (which will be harder when they're smaller, but I should be up to the challenge after some more study & practice).

Thank you all, again, for your feedback.  I hope I have the motivation and skill to live up to it!   :D
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: ArkAngel on November 03, 2013, 04:37:53 PM
I never even looked for patria, I just assumed it was mission only... man I feel bad now.  :-[
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Uomoz on November 03, 2013, 05:39:11 PM
Thule delivers :D
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: ArkAngel on November 05, 2013, 11:30:02 AM
I just realised the frigates subsystem actually lets you take over missiles. That is so awesome. I must ask though, why is the charger destroyer faster then the frigates? I also have fallen in love with the bastion carrier. That thing is awesome.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: NikolaiLev on November 05, 2013, 11:43:45 PM
I just realised the frigates subsystem actually lets you take over missiles. That is so awesome. I must ask though, why is the charger destroyer faster then the frigates? I also have fallen in love with the bastion carrier. That thing is awesome.

It shouldn't be.  I just looked and the Charger's at 80; the Kortenaer and Cloak are at 100 and the Valnad's at 150.  The Charger does, however, have Quantum Leap, but that doesn't add to speed much unlike phase skimmer.

But thank you for the feedback!  The missile targeting script was largely programmed by my mom, Mayflower (as credited in credits and the code itself), though it was my idea.  It also musses with enemy weapon and sensor ranges, ala Vayra's Hauberk Field AI (on which the Radar ECM Package was based).

This might seem like looking a gift horse in the mouth, But I feel it makes as much sense as, if not more than asking about why someone dislikes something.  What, specifically, makes you like the Bastion Carrier?
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: ArkAngel on November 06, 2013, 06:04:47 AM
For one thing the carrier practically has an absolute defence against and fightercraft. It looks really cool; while it costs a good amount of expensive supplies to maintain a carrier fleet, its really fun to manage bomber wings and fighters while in the back of the battle from a command ship. To be honest, you kind of have to prey on independent merchants to stay up and running for long though.

I also just realised the charger was only faster because of my crew level.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: NikolaiLev on November 06, 2013, 02:55:17 PM
For one thing the carrier practically has an absolute defence against and fightercraft. It looks really cool; while it costs a good amount of expensive supplies to maintain a carrier fleet, its really fun to manage bomber wings and fighters while in the back of the battle from a command ship. To be honest, you kind of have to prey on independent merchants to stay up and running for long though.

I also just realised the charger was only faster because of my crew level.

At first, I wanted the Carriers to be entirely unarmed.  However, this wouldn't have worked well with Starsector, so I gave them entirely defensive weaponry with a modest support profile.  However, they also have one launch deck more than vanilla-standard classes do, making them extremely specialized carriers.  They're also fairly fragile, so they doubly don't want to ever be in direct combat.

And yes, the huge consumption of supplies goes for any Patrian Naval fleet; that's one of their weaknesses.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Wunder on November 07, 2013, 12:38:32 PM
With the super carrier give it 3 triple barreled cannons
You'know
Like yamatos
2 on the front and 1 on the back to give it quite a real look. If you want, make a ship with just a built in weapon and 2 defenses
the super carrier could have at least 5 decks of fighters
Give it detail, add medium dual batteries, radar, 3 lauch runways, one diagonal, I might be going OCD but I want this ship to be the heart of any patrian battle fleet.
My final post, as im leaving

bye, forever.
My last days as a commander.
Probally 2 people wanting me to stay anyway.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: NikolaiLev on November 07, 2013, 01:32:32 PM
With the super carrier give it 3 triple barreled cannons
You'know
Like yamatos
2 on the front and 1 on the back to give it quite a real look. If you want, make a ship with just a built in weapon and 2 defenses
the super carrier could have at least 5 decks of fighters
Give it detail, add medium dual batteries, radar, 3 lauch runways, one diagonal, I might be going OCD but I want this ship to be the heart of any patrian battle fleet.
My final post, as im leaving

bye, forever.
My last days as a commander.
Probally 2 people wanting me to stay anyway.

I actually already had the "Super carrier" envisioned.  It's quite different from how you say, though there could conceivably be room for two of them.

Also, what's this about you leaving?
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: HELMUT on November 07, 2013, 02:45:29 PM
I played a bit the campaign with the Patrians. And in all honesty, it was really fun.

Their ships can use broadside pretty efficiently and have some of the best carriers in the sector. However they are pretty tricky to play, as you said they have huge supply consumption and it can really put you in tough spots. For now they don't have proper freighters (i used a Mule in my game) to gather enough supply for a raiding party.

Not much to say, i still have to try the big ships (progression is very long with them) but everything seems balanced.

However i still had some trouble distinguishing each ships from another in combat. They all roughly have the same shape, some different colors or details would help. Same thing for the fighter wings, it's pretty difficult to differentiate each ASF in a fight.

Also, i love the small missiles in this mod. They feel so satisfying to use! Speaking of weapons, i always run out of ammo (even with expended hull mod) with the rotary assault cannon, so it might need a bit more capacity.

Really good job for a first mod.

Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: NikolaiLev on November 07, 2013, 03:37:34 PM
I played a bit the campaign with the Patrians. And in all honesty, it was really fun.

Their ships can use broadside pretty efficiently and have some of the best carriers in the sector. However they are pretty tricky to play, as you said they have huge supply consumption and it can really put you in tough spots. For now they don't have proper freighters (i used a Mule in my game) to gather enough supply for a raiding party.

Not much to say, i still have to try the big ships (progression is very long with them) but everything seems balanced.

However i still had some trouble distinguishing each ships from another in combat. They all roughly have the same shape, some different colors or details would help. Same thing for the fighter wings, it's pretty difficult to differentiate each ASF in a fight.

Also, i love the small missiles in this mod. They feel so satisfying to use! Speaking of weapons, i always run out of ammo (even with expended hull mod) with the rotary assault cannon, so it might need a bit more capacity.

Really good job for a first mod.



 :D

The mod's weapons are a tricky business to sort out, because most of them were exclusively designed for use on fighters.  The Rotary Autocannon was quite literally designed just for the GAC-47.  Its horrible turning rate (same with the other weapons) as well as its low ammo capacity are primarily there to discourage use on large ships.  That said, its DPS used to be better, and it used to be more efficient, but I nerfed all that at some point.  So, I'll probably make them better to use on proper ships.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: HELMUT on November 07, 2013, 04:53:17 PM
Oh... That explain the thing. I'm always playing in dev-mode with the restock mod so every weapons in the game (even those we aren't supposed to get) are available in stations. But yeah, those weapons, if a bit weak, are pretty fun to use on standard ships. You should definitely add at least modified variants for vessels other than wings.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: HELMUT on November 10, 2013, 07:58:11 AM
Played some more. Mid game is probably the most difficult part with Patrians as the faction don't really have enough firepower to fight.

The Charger can be lackluster for a destroyer if you want some power and other destroyers are support ships. For the cruisers, the Lithuania is nice with its fortress shield, but while it is tanky, it lack the guns to stand against Dominators and other though ships, and it don't have frontal weapons. Pretty much the same thing with the Bastion, even though the large mount help a lot.

So a carrier fleet, even if it is crazy expensive to maintain, is definitely the way to go, since Patrians fighters are some of the best in the game.

That's it, until you can get your hand on the Yamato. That's the first and only powerhouse of the faction. You can throw it into slugfest against Onslaughts and win. I could almost say that the Yamato is overpowered. The Mayflower is a weird one. It has 7 large mounts but that's all, obviously it's a long range fire support ship but i didn't liked that much the Widebore used on it. First it cost 50 op, it produce a insane amount of flux, and the projectiles are very slow and not accurate, so not very good for sniping. The massive range and damage was super-efficient against giant Zorg ships though. But aside for fighting the flying death-boxes, i usually preferred to replace the Widebore with Gauss cannons, even if it waste a bit the ordnance points of the ships.

Overall, i think you should nerf a little bit the Yamato and buff the projectile speed of the Widebore. Also maybe switching at least one of the medium mounts to the front for the Lithuania cruiser. Other than this, everything is good.

And another thing. It is really difficult to attack Patrians fleets. Either you can fight the patrol fleet which is mid-game level, or the system defense one, which is end-game level. Would be cool if we had something in between to toy with, also some small scout fleets for early game.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: NikolaiLev on November 10, 2013, 03:03:15 PM
Played some more. Mid game is probably the most difficult part with Patrians as the faction don't really have enough firepower to fight.

The Charger can be lackluster for a destroyer if you want some power and other destroyers are support ships. For the cruisers, the Lithuania is nice with its fortress shield, but while it is tanky, it lack the guns to stand against Dominators and other though ships, and it don't have frontal weapons. Pretty much the same thing with the Bastion, even though the large mount help a lot.

So a carrier fleet, even if it is crazy expensive to maintain, is definitely the way to go, since Patrians fighters are some of the best in the game.

That's it, until you can get your hand on the Yamato. That's the first and only powerhouse of the faction. You can throw it into slugfest against Onslaughts and win. I could almost say that the Yamato is overpowered. The Mayflower is a weird one. It has 7 large mounts but that's all, obviously it's a long range fire support ship but i didn't liked that much the Widebore used on it. First it cost 50 op, it produce a insane amount of flux, and the projectiles are very slow and not accurate, so not very good for sniping. The massive range and damage was super-efficient against giant Zorg ships though. But aside for fighting the flying death-boxes, i usually preferred to replace the Widebore with Gauss cannons, even if it waste a bit the ordnance points of the ships.

Overall, i think you should nerf a little bit the Yamato and buff the projectile speed of the Widebore. Also maybe switching at least one of the medium mounts to the front for the Lithuania cruiser. Other than this, everything is good.

And another thing. It is really difficult to attack Patrians fleets. Either you can fight the patrol fleet which is mid-game level, or the system defense one, which is end-game level. Would be cool if we had something in between to toy with, also some small scout fleets for early game.

Thank you for the excellent feedback!

It sounds like I did a pretty bang up job with how the ships work.  The ships were intended to be mildly underpowered, especially in comparison to the fighters.  However, I can make efficiency adjustments to make them a little better.

I'm not going to change the Lithuania much besides some flux capacity.  Instead, I intend to make a more fragile assault cruiser that benefits from the protection of the Lithuania.

The Yamato can get some flux and survivability nerfs; that ought to keep it in line.

The Widebore cannonades were a worrisome bit for me, because they're one of those "high alpha damage" weapons that are potentially really overpowered.  The Mayflower can get off about three shots before it needs to vent, but then it can get the other two off before the first ones are done reloading, putting out a horrifying volley of humongous HE damage at extreme ranges.  It's a support vessel, but I don't know how well the AI handles it, so I can buff the projectile speed a little.  And yes, you're supposed to use nothing else than the cannonades.  I was going to make them built in, but that artificially deflates the OP value and I'm not really happy with that as I'm pretty sure that's important for AI threat calculations and autoresolve results (important for system defense fleets and such).

Oh, and by the way, I've been pretty busy lately, so expect updates to be a little more sparse than most mods.  They'll be pretty extensive though, depending on how much feedback I get.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: ArkAngel on November 12, 2013, 02:29:30 PM
I think the patrian's are also kind of lacking any real cargo/fuel ships which would be a nice addition. Also for the mayflower to be worth anything you need to have the advanced turning gyros hull mod, otherwise the cannons just turn so slow. Also do you intend to add any ships based on missiles? I suppose you already have submarines but those are pretty much free fire with the exception of the groundhog.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: ApetureUnicorn on November 13, 2013, 12:51:52 AM
do the patrians have a base or something? :-\  i don't know where to buy the ships they look AWESOME ;D :D
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Isaew on November 13, 2013, 01:58:48 AM
Very interesting. And yes, it obviously got some IFed feel into them, or even the ISA from Ironclad. For the bugged long, thin ship syndrome, i expected it to be fixed with 0.6, apparently not. It shouldn't pose any problems for the ships except maybe the capitals one.

The sprites will need some more work however. Especially the fighters which are pretty plain. Shouldn't be a problem to add some more greeble to them or even searching for a sprite already done somewhere (just look for shoot'em'up sprites, they are hundreds of them that would perfectly fit.)

Edit: here's an example.

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

If you want, i'll be able to help you improving/cleaning some of them.

Ah, another observation. I think the weapons mounts on the Yamato are too close to each other and with weapons it will look weird. Haven't tried the mod yet so i could be wrong.

Anyway, downloading right now, i'll play as soon as i can.

OMG
these fighters are fabulous!
Wanna see then in the game!
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: NikolaiLev on November 13, 2013, 04:28:44 AM
do the patrians have a base or something? :-\  i don't know where to buy the ships they look AWESOME ;D :D

Patria is located east of Askonia.  They don't have a base in Corvus; you have to go to hyperspace.

OMG
these fighters are fabulous!
Wanna see then in the game!


Ideally, the quality of my fighters will resemble those in the future.  However, I have a lot of improvement to do, as I'm an amateur spriter at best.  Some of them resembles design I've wanted to use, so you might see them in future updates (never too many fighters in the Patrian Navy!).
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Bjørn_in_the_Sector on November 13, 2013, 05:43:11 PM
Holy ____ (insert preferred exclamation here) that 400mm Cannonade is ridiculous. Not that I'm complaining, though :P
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: ApetureUnicorn on November 14, 2013, 12:41:42 AM
east of Askonia got thx! ;D :D
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: NikolaiLev on November 14, 2013, 03:48:20 PM
Holy ____ (insert preferred exclamation here) that 400mm Cannonade is ridiculous. Not that I'm complaining, though :P

 ;D

Glad you like it!
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: entropy on November 15, 2013, 01:41:57 PM
This mod is awesome! Is there anyway I can use these guys in exerelin? Thanks!
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: NikolaiLev on November 15, 2013, 03:36:14 PM
This mod is awesome! Is there anyway I can use these guys in exerelin? Thanks!

I'm not familiar with Exerelin.  But it requires some compatibility configuration on the modder's part.  I suppose I can attempt it, though you're the only one who's requested it so far.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Sproiet on November 15, 2013, 05:32:25 PM
Exerelin compatibility has always had a certain flair to it. It allows community made ships to be pitted against one another in a randomly generated Star Sector :P 
I think it would be a good way to put your faction out there and also allow you to see where your faction (if necessary) needs balancing.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Sleepyfish on November 15, 2013, 05:32:58 PM
If you have a skype, i can guide you through the process. Its a pretty simple process. Foxer360 is my skype name.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Garmine on November 16, 2013, 07:12:11 AM
This mod is awesome! Is there anyway I can use these guys in exerelin? Thanks!

I'm not familiar with Exerelin.  But it requires some compatibility configuration on the modder's part.  I suppose I can attempt it, though you're the only one who's requested it so far.

I'd love to play your faction with Exerelin too. :)

(Unfortunately I'm not familiar with StarSector modding yet, so I can't help you with it :( )
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Runoved on November 17, 2013, 03:16:10 AM
I join the suggestion to make compatibility with Exerelin. The more I was able to see thanks to Zaphide do this quite simply by following his instructions. The main thing do not forget to add the check whether Exerelin turned on or not in your ModPlugin. So I propose to complete the entourage of your faction to add her unique heavy cargo ship like Atlas and passenger ship like Valkyrie. And don't forget to add these new ships in the corresponding list in the ExerelinData.java in section "Valid ships for special fleets". Then your faction will have their own unique fleets to capture stations.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Zaphide on November 18, 2013, 04:40:17 PM
This mod is awesome! Is there anyway I can use these guys in exerelin? Thanks!

I'm not familiar with Exerelin.  But it requires some compatibility configuration on the modder's part.  I suppose I can attempt it, though you're the only one who's requested it so far.

Hi NikolaiLev,

The compatibility changes to your Mod for Exerelin is very straightforward. Edit your PatriaModPlugin.java file like so:
Code
private static void initPatria()
    {
        try
        {
            Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
            //Exerelin loaded, so pass off to Exerelin generator
        }
       
        catch (ClassNotFoundException ex)
        {
            new PatriaGen().generate(Global.getSector());
            // Exerelin not found so continue and run normal generation code
        }
    }

That will cause your mod to handover sector generation to Exerelin if Exerelin is loaded alongside your mod. If Exerelin is not loaded alongside your mod, your mod's generator scripts will run as normal.

You will also need to supply me with a .faction file that defines which ships you want in the various Exerelin-specific fleets. If you download the Exerelin mod, have a look at the .faction files I have setup for other factions. That should give you an idea of what is needed :)


Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: NikolaiLev on November 18, 2013, 06:41:01 PM
Goodness!  I knew the SS community was helpful, but you folks have practically done the work for me!   :-[

Unfortunately, I've been very busy as of late.  But if I manage to snag enough spare time to do more than just write a forum post, I'll try to get a compatibility patch up.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Lakis on November 20, 2013, 02:19:16 PM
There seems to be a problem with your heavy barrels hullmod.

I'm receiving an error code when using it in conjunction with the Latest Lazy-lib.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Garmine on January 12, 2014, 06:43:27 AM
There seems to be a problem with your heavy barrels hullmod.

I'm receiving an error code when using it in conjunction with the Latest Lazy-lib.

I had a problem with it as well.

It was a miscapitalization issue: the mod looks for the file 'pat_heavybarrels.java' but it's called 'pat_HeavyBarrels.java'. This'll cause issues on some OSes (especially on Linux).

Viymese: just copy starsector/mods/Patria/data/hullmods/pat_HeavyBarrels.java to starsector/mods/Patria/data/hullmods/pat_heavybarrels.java. This should fix this issue. :)
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Lopunny Zen on April 27, 2014, 11:08:27 PM
i like this mod i really do...just a few problems...they are too weak. The armor on these ships is not as strong as it should be, as of now the lack of their own ship weapons hinders them, and they ALL have small amount of cargo space...in exerlin they cant even go anywhere without needing a pit stop which only the player can only do...and the worst of them all is the stealth fighter has a price typo...especially for a fighter division that only has 1 weapon and all the fighters feel the same...they dont feel or act unique....however i like the look and feel that these people give. They truly have potential and i hope to see them climb in fame :)
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: NikolaiLev on April 29, 2014, 06:09:52 AM
i like this mod i really do...just a few problems...they are too weak. The armor on these ships is not as strong as it should be, as of now the lack of their own ship weapons hinders them, and they ALL have small amount of cargo space...in exerlin they cant even go anywhere without needing a pit stop which only the player can only do...and the worst of them all is the stealth fighter has a price typo...especially for a fighter division that only has 1 weapon and all the fighters feel the same...they dont feel or act unique....however i like the look and feel that these people give. They truly have potential and i hope to see them climb in fame :)

Thanks for the feedback!  The faction was meant to be relatively weak, and they have some strengths that would make it dangerous to go buffing them willy nilly.  But I'll see what I can do.  The small cargo space was deliberate as, lorewise, the faction is a planetary defense force, not a deep space force.  There will be a faction coming that is the polar opposite; until then I suggest relying on imported cargo ships.

Speaking of this mod, I apologize to everyone about how inactive I've been!  Real life stuff has gotten in the way of further progress, but I should be able to come back to it.  I'm largely waiting on any modding changes that will benefit me, especially relating to fighter behaviors so they can actually function as I want them to (that is; ability to disable their lateral thrusters entirely).
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: HELMUT on April 29, 2014, 07:49:42 AM
I'm glad you're still around. For the fighters, you can still reduce their max turn rate (or turn acceleration? I never remember) to prevent them from strafing. Also you could take a look at the Shadowyard mod, their Neriad fighters use an Afterburner system that act like a burn drive, maybe that's what you need for your own fighters.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Piemanlives on April 30, 2014, 07:48:41 AM
Nah man, we all have a life and sometimes we got to put things aside to focus on it. Anyways while I doubt this is 6.2 compatible I hope to play this again in the future.
Title: Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
Post by: Lopunny Zen on May 01, 2014, 05:38:48 PM
hw will you make a faction like that...i mean in exerlin mod how would that work?
Title: Re: [0.65.1a] The Patrian Principate V2 - The Patrian Navy
Post by: NikolaiLev on December 12, 2014, 11:44:33 PM
It's back!  The Patrian Principate has finally not only been updated to current SS as well as given Exerelin compatibility (I think; not tested), it's received a major overhaul.  Forget everything you knew about Patria.

Mind you, this is again a sort of "pre-release"; it's missing a lot of things I originally planned and due to my laziness lack of professionalism unique release model I'll be adding these over time.  Among these are (still) weapon sprites, various ships, and ship systems.  Some things are pretty obviously placeholdery, but apparently some people actually want to play this mod.  So here it is!

Another note: This hasn't actually received constant work over the last year.  Development resumed as my interest picked back up with .65.  A few months ago it was in pretty much full swing and it's probably 75% complete.

The changes from the previous version are far too numerous to list.  But among them: new ships, new sounds, massive fighter re-work, general balancing, and a shift from Maser technology to plasma and magnetic acceleration technology.

So I hope you enjoy it, despite the lapse in development!
Title: Re: [0.65.1a] The Patrian Principate Alpha v2 - The Patrian Navy
Post by: HELMUT on December 13, 2014, 09:15:03 AM
Fighters are considered as ships rather than wings, it cause a crash in battle. You might need to fix this first.

Code
2556552 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.void.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.65.1a] The Patrian Principate Alpha v2 - The Patrian Navy
Post by: NikolaiLev on December 13, 2014, 09:30:41 AM
Fighters are considered as ships rather than wings, it cause a crash in battle. You might need to fix this first.

Code
2556552 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.void.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

That's strange.  In what mission did this occur?
Title: Re: [0.65.1a] The Patrian Principate Alpha v2 - The Patrian Navy
Post by: HELMUT on December 13, 2014, 09:37:35 AM
Missions are fine, it was in the campaign.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2 - The Patrian Navy
Post by: NikolaiLev on December 13, 2014, 10:27:09 PM
Missions are fine, it was in the campaign.

Woops, found the problem.  Faction file.

Will be fixed within the hour.

EDIT: Should be fixed.  Let me know, and thanks for the feedback!
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: Malone on December 15, 2014, 02:22:29 AM
This mod looks nice, do you know if it's compatible with SS+ ?
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: NikolaiLev on December 15, 2014, 03:03:27 AM
This mod looks nice, do you know if it's compatible with SS+ ?

No idea, but I can make it so, if it isn't difficult!
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: AMDAMK on December 15, 2014, 05:00:45 AM
This mod looks nice, do you know if it's compatible with SS+ ?

No idea, but I can make it so, if it isn't difficult!


Ahhhh, it isn't compatible with SS+.... That explain why i gained a "OutOfMemory" log.

And, I gained a "OutOfMemory" when i play this mod alone. I have max built in 32GbRam, and Starsector is using 30720MB , it's load finde until the menu, then i start a new game; Trader > extra Credis > extra ship, then it loads the economy until "Save Game", then it take a few minutes, the sound away and it's crashed, then i have the "OutOfMemory".

I ask me, why? It use so much RAM.

And yes, before the questions comes,
64bit Win 7
Jre folder replaced (first updatet )


Spoiler
And I have another Question, you're not gonna to support the version for 62a RC4?



Oh, and the "Mayflower-class Dreadnought" could have a bit more weapons; a single fight between the "Yamato vs Mayflower", the Yamato is winning.
[close]
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: Shyguy on December 15, 2014, 05:29:23 AM
I've been using this mod in tandem with SS+ for the last few days without problems and the only bug I might have seen is one of the fighterwings in the store which was a hull instead of an actual wing, i'll see if I can find the wing in question.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: HELMUT on December 15, 2014, 08:08:50 AM
Ahhhh, it isn't compatible with SS+.... That explain why i gained a "OutOfMemory" log.

It is compatible with SS+. The "OutOfMemory" bug seems to come directly from the Patrian mod.

Here:

Spoiler
(http://i.imgur.com/hHfJ1oV.png)
[close]

There are way more ships than in a normal game. It felt like the Patrian mod somehow duplicated everything else in the game, which is why it might have caused the OutOfMemory bug. I think i heard another modder talking about this bug when trying to update their mod to 0.65. Something to fix.

For the Mayflower, it always have been more of a mobile artillery than an actual battleship. The Yamato on the other hand is one of the strongest battleship in the game, so no wonder it wrecked its opponent. They just don't fit the same combat role. I haven't played them yet in the campaign but when i'll do, i'll tell you if something need to be changed.

Also the fighter wing bug have been fixed in the last version. Nikolailev, it would be good if you posted the changelogs of yours mods on the front page to see what exactly changed.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: NikolaiLev on December 15, 2014, 08:50:15 AM

And I have another Question, you're not gonna to support the version for 62a RC4?



Oh, and the "Mayflower-class Dreadnought" could have a bit more weapons; a single fight between the "Yamato vs Mayflower", the Yamato is winning.


62a RC4?  I didn't know it was out yet.  Once it's officially released I'll update the mod.

And as HELMUT said, it's more of a mobile artillery ship.  It's purely support.  If something gets in its face it's doomed; that's why its guns have a frightening 2000 range.  It can support an entire fleet and demolish ships from kilometers away.  Extremely powerful, but also extremely situational.  Just like most other things in the Navy.

Ahhhh, it isn't compatible with SS+.... That explain why i gained a "OutOfMemory" log.

It is compatible with SS+. The "OutOfMemory" bug seems to come directly from the Patrian mod.

Here:

Spoiler
(http://i.imgur.com/hHfJ1oV.png)
[close]

There are way more ships than in a normal game. It felt like the Patrian mod somehow duplicated everything else in the game, which is why it might have caused the OutOfMemory bug. I think i heard another modder talking about this bug when trying to update their mod to 0.65. Something to fix.

For the Mayflower, it always have been more of a mobile artillery than an actual battleship. The Yamato on the other hand is one of the strongest battleship in the game, so no wonder it wrecked its opponent. They just don't fit the same combat role. I haven't played them yet in the campaign but when i'll do, i'll tell you if something need to be changed.

Also the fighter wing bug have been fixed in the last version. Nikolailev, it would be good if you posted the changelogs of yours mods on the front page to see what exactly changed.

Wow.  That is... fascinating.  I can't say I have any idea what's going on here, but I'll take a look.  Don't expect much though; I have no experience with SS+ and the campaign integration was already... iffy.

On another note: Patria needs you!  If you would like to help development on a couple niggling issues I cannot for the life of me seem to solve, don't hesitate to sign up!  In particular, here is a list of things beyond my ability:

Ship System: Small Battery Stabilizers
Spoiler
A system that increases the range of small ballistic and energy weapons in exchange for decreasing their turn rate.

While increasing the range of ballistic and energy weapons and decreasing their turn rate was easy enough, what I haven't been able to implement is making the system only affect small weapons, as well as adjust the range bonus per hull size (like ITU does).  A nice touch would be to exclude PD weapons from the range bonus, but still applying the turn rate decrease to them (as gameplay wise, it's supposed to reduce the potency of any PD in exchange for range).
[close]

Ship System: Micro Missile Fabricator
Spoiler
Not to be confused with a Micromissile Fabricator (I'm sure I'll implement a micromissile weapon at some point), this system shuts down weapons, engines, and/or shields in order to begin constructing and reloading missiles.  This I can likely do myself, but hey, help is always nice.
[close]

Fighter AI
Spoiler
This has always been the sticking point with Patria; aerospace fighters were always intended to lack lateral and reverse thrusters, relying on their superior speed and firepower to stay out of harm's way.  They should generally fly at maximum or close to maximum speed and use "zoom and boom" tactics to destroy enemy fighters and engage larger ships.  Serpentine maneuvers should also be available to more skilled pilots to evade incoming fire, as Patrian compact shield emitters are not [supposed to be] powerful enough to stop much damage.
[close]

I'll keep this list on the front page, as there's other stuff I could use help on I think.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: jupjupy on December 15, 2014, 09:33:59 AM
Hmm, this is actually the first time I've seen this mod.

While I certainly like the designs and feel of the faction, I've got to say that I have a slight beef with the ships. The weapon mounts simply dont look right on a lot of the vessels, particularly because of the dark blue hull shade.

Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: NikolaiLev on December 15, 2014, 09:37:39 AM
Hmm, this is actually the first time I've seen this mod.

While I certainly like the designs and feel of the faction, I've got to say that I have a slight beef with the ships. The weapon mounts simply dont look right on a lot of the vessels, particularly because of the dark blue hull shade.



I honestly always liked the contrast the vanilla weapon mounts gave.  Without them they looked really flat and dull. 

Also: Helmut, how long does it take for the issue to crop up?  I'm running Patria, Console Commands, LazyLib, ShaderLib and SS+ and am not getting any duplications so far.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: HELMUT on December 15, 2014, 10:05:02 AM
The effect is immediate.

Here's "naked" SS:

Spoiler
(http://i.imgur.com/a8RAq2s.png)
[close]

And here's with Patria:

Spoiler
(http://i.imgur.com/yx2H3bY.png)
[close]

Also for some reason the Patrian mod really screw the sector's supply economy, which make the game very tricky considering that Patrian ships are quite expensive to maintain.

Without the mod:

Spoiler
(http://i.imgur.com/2wfD3RF.png)
[close]

With the mod, supplies never go under 100:

Spoiler
(http://i.imgur.com/OQ0nPrn.png)
[close]

Here's their trade screen:

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

I don't know much about how the SS trade system work so i can't help you much on this one.


Edit: Another thing, the rep modification is also doubled for some reasons.

Spoiler
(http://i.imgur.com/8sstby1.png)
[close]

The advantage is that it's very helpful, grinding rep with Patrians is hard as they don't post bounties and have very few enemies coming to their system.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: jupjupy on December 15, 2014, 11:11:13 AM
I honestly always liked the contrast the vanilla weapon mounts gave.  Without them they looked really flat and dull. 

I'm not saying remove them, of course, just perhaps make a custom sprite for the mounts that fits more into the 'theme' of the ships. I'm no artist, but perhaps a dark grey, slightly shaded feel might be better?

That being said, I think the ship sprites themselves are a little flat. It might be the single color-or-so thing. Doesnt really highlight the nice details that many of your ship models have. The Danae, for example, just looks very... two-dimensional. I honestly think it'd look better in a sort of vertical-missile-launch mode, with little square pods for the missile launchers while the actual launcher sprite is fully hidden.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: AMDAMK on December 15, 2014, 12:06:12 PM

And I have another Question, you're not gonna to support the version for 62a RC4?



Oh, and the "Mayflower-class Dreadnought" could have a bit more weapons; a single fight between the "Yamato vs Mayflower", the Yamato is winning.


62a RC4?  I didn't know it was out yet.  Once it's officially released I'll update the mod.

Oh, i mean the 0.62a RC3, that is my fault, i think there was a rc4 version, but it didnt.
Starsector Version 0.62a RC4 (http://fractalsoftworks.com/2014/01/17/starsector-0-6-2a-release/) ist the last version before 0.65a came out, i think ( i can be wrong )

Spoiler
(http://www.myimg.de/?img=screenshot000eeb47.png)

I see, the pic is broken, but rightclik > open in a new tab | then it should work.

[close]


Quote
For the Mayflower, it always have been more of a mobile artillery than an actual battleship. The Yamato on the other hand is one of the strongest battleship in the game, so no wonder it wrecked its opponent. They just don't fit the same combat role. I haven't played them yet in the campaign but when i'll do, i'll tell you if something need to be changed.

Ah, a artillery. Never though about it, it can be an artillery.

Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: NikolaiLev on December 15, 2014, 12:39:48 PM
The effect is immediate.

Here's "naked" SS:

Spoiler
(http://i.imgur.com/a8RAq2s.png)
[close]

And here's with Patria:

Spoiler
(http://i.imgur.com/yx2H3bY.png)
[close]

Also for some reason the Patrian mod really screw the sector's supply economy, which make the game very tricky considering that Patrian ships are quite expensive to maintain.

Without the mod:

Spoiler
(http://i.imgur.com/2wfD3RF.png)
[close]

With the mod, supplies never go under 100:

Spoiler
(http://i.imgur.com/OQ0nPrn.png)
[close]

Here's their trade screen:

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

I don't know much about how the SS trade system work so i can't help you much on this one.


Edit: Another thing, the rep modification is also doubled for some reasons.

Spoiler
(http://i.imgur.com/8sstby1.png)
[close]

The advantage is that it's very helpful, grinding rep with Patrians is hard as they don't post bounties and have very few enemies coming to their system.

Those are a lot of strange bugs.  I'm sure something is messed up on my end.  But as for the ship count bug, I'm not getting it.  I'll have to poke at it some more.

I honestly always liked the contrast the vanilla weapon mounts gave.  Without them they looked really flat and dull.

I'm not saying remove them, of course, just perhaps make a custom sprite for the mounts that fits more into the 'theme' of the ships. I'm no artist, but perhaps a dark grey, slightly shaded feel might be better?

That being said, I think the ship sprites themselves are a little flat. It might be the single color-or-so thing. Doesnt really highlight the nice details that many of your ship models have. The Danae, for example, just looks very... two-dimensional. I honestly think it'd look better in a sort of vertical-missile-launch mode, with little square pods for the missile launchers while the actual launcher sprite is fully hidden.

They're kinda flat, yeah.  But then again, they're boats.  Sorta supposed to be.  I've never been terribly proud of my spritework but I think it's... sufficient, for now.  Someday when I improve I might take a crack at a visual overhaul.

As for the Danae, I totally agree with you.  Unfortunately I wanted to rely largely on vanilla missile weaponry (for now) and these force rendering the missiles even if the launcher itself is hidden.  So I'd need to duplicate all the weapons and change that myself, and... honestly I kinda like the whole "rows&rows o' missiles" thing it has going on.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: Zaphide on December 15, 2014, 02:06:23 PM
I don't believe you need these lines in your data/scripts/world/PatriaGen.java file:

Code
sector.registerPlugin(new CoreCampaignPluginImpl());
sector.addScript(new CoreScript());
sector.addScript(new CoreEventProbabilityManager());
sector.addScript(new EconomyFleetManager());

as I think this will duplicate all the core scripts that manage the economy and associated merc/pirate/trade fleets.

Sorry, not at home to check and confirm :)
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: AMDAMK on December 15, 2014, 02:37:25 PM
Here, for example, i have it again, but, at this time, i can play, but only a few minutes...

Spoiler
471074 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.OutOfMemoryError: Java heap space
java.lang.OutOfMemoryError: Java heap space
   at com.fs.starfarer.ui.Q.<init>(Unknown Source)
   at com.fs.starfarer.ui.s.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.oOOO.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.B.??00(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.int$new(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
   at com.fs.starfarer.coreui.float.super(Unknown Source)
   at com.fs.starfarer.coreui.float.?0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.MarketInfoPanel.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.T.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
   at com.fs.starfarer.ui.Q.setSize(Unknown Source)
   at com.fs.starfarer.coreui.OO0o.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
   at com.fs.starfarer.ui.Q.setSize(Unknown Source)
   at com.fs.starfarer.ui.String.int$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.String.int.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.String.int.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.String.P.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.String.P.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:39)
   at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.D.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:96)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:46)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:52)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:110)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:139)
   at com.fs.starfarer.ui.String.P$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.String.A.actionPerformed(Unknown Source)
[close]
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: krech on December 15, 2014, 02:42:12 PM
is it possbile in your mod to be a fighter pilot?
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: AMDAMK on December 15, 2014, 02:48:25 PM
is it possbile in your mod to be a fighter pilot?


Nope. So far as i know, not even the Vanillagame is supporting to piloting a fighter.
And this mod have it too, no support for "Piloting-a-Fighter". But maybe, the autor will make this true, but so far as i know, it is very heavy to make this happen.

But, let the mod-opener speak, i think, he will know more than i. ;)
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: Jsay19 on December 15, 2014, 06:09:50 PM
is it possbile in your mod to be a fighter pilot?
Apparently you can do that with Devtools. There is a Thread in General that would interest you.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: NikolaiLev on December 16, 2014, 09:06:26 AM
is it possbile in your mod to be a fighter pilot?

I wish!  I could design a frigate that looks and feels like a fighter, but you wouldn't be able to repair & refit, and you'd of course be super squishy, nor would you get your wingmen.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: Tartiflette on December 16, 2014, 09:23:10 AM
Well, you can still cheat your way around that. Create a small ship, give it a drone ship-system, and create system-less copy of your ship for the spawned drones...
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.1 - The Patrian Navy
Post by: NikolaiLev on December 16, 2014, 09:38:26 AM
Well, you can still cheat your way around that. Create a small ship, give it a drone ship-system, and create system-less copy of your ship for the spawned drones...

Hmm, true.  I may make a mission that lets you pilot a fighter wing!  It won't be integrated into the campaign or anything else; a little too hacky for my tastes.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: HELMUT on December 16, 2014, 05:29:46 PM
I played the campaign, unfortunately i couldn't get very far as the biggest ship they were selling was the Charger destroyer. Every other ships were only frigates and fighters and even then only some of them.

First of all, i felt like pirates in Patria had pretty big fleets early game. Of course they had the usual lone smugglers flying around but other fleets were at least group of 5/6 frigates and sometimes destroyers, making an early game in this system pretty hard. Possibly a bug that come with the duplicated economy error?

A lot of Patrian ships have rear facing missile hardpoints. Unless you place a Pilum or some swarmers there, it's nearly useless for every other missiles.

The Magnanimous class lack any weapons, which cause issues with the AI as it will try to hug its target. A single energy or ballistic hardpoint could fix this problem (but not missile i think) without making it too strong, perhaps increasing its deployment cost a bit as well.

The Bastion 3 small ballistics turrets use medium mounts sprites.

Phase ships don't have a cloak glow effect.

Some ships have really few OPs to use while some other (like the charger) are comfortable enough to get weapons, hullmods and additional flux capacity, not sure if intended.

Each fighters have two variants, which make them quite confusing to use. They already have a lot of fighters for different roles, no need to add variants to them.

There's a lot more things to say, like some weapons that are so close to vanilla that they don't really deserve to actually exist, plus they use barely modified vanilla sprites which is even more confusing. But before balancing everything, the most important would be to make the mod playable because it currently feel like an early alpha. Few ships available, weird economy, no bounties... A lot of details that make the campaign experience very uncomfortable.

So yeah, it need quite a few fixes.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: NikolaiLev on December 16, 2014, 08:47:19 PM
I played the campaign, unfortunately i couldn't get very far as the biggest ship they were selling was the Charger destroyer. Every other ships were only frigates and fighters and even then only some of them.

First of all, i felt like pirates in Patria had pretty big fleets early game. Of course they had the usual lone smugglers flying around but other fleets were at least group of 5/6 frigates and sometimes destroyers, making an early game in this system pretty hard. Possibly a bug that come with the duplicated economy error?

A lot of Patrian ships have rear facing missile hardpoints. Unless you place a Pilum or some swarmers there, it's nearly useless for every other missiles.

The Magnanimous class lack any weapons, which cause issues with the AI as it will try to hug its target. A single energy or ballistic hardpoint could fix this problem (but not missile i think) without making it too strong, perhaps increasing its deployment cost a bit as well.

The Bastion 3 small ballistics turrets use medium mounts sprites.

Phase ships don't have a cloak glow effect.

Some ships have really few OPs to use while some other (like the charger) are comfortable enough to get weapons, hullmods and additional flux capacity, not sure if intended.

Each fighters have two variants, which make them quite confusing to use. They already have a lot of fighters for different roles, no need to add variants to them.

There's a lot more things to say, like some weapons that are so close to vanilla that they don't really deserve to actually exist, plus they use barely modified vanilla sprites which is even more confusing. But before balancing everything, the most important would be to make the mod playable because it currently feel like an early alpha. Few ships available, weird economy, no bounties... A lot of details that make the campaign experience very uncomfortable.

So yeah, it need quite a few fixes.

I forgot to add a disclaimer that campaign integration wasn't quite ready yet.  It's very hacky and poorly done imo.  Did you try 2.2?  It might've fixed the campaign bugs.

That said, all missile turrets are intended to be used as PD, so both the Sling and the Swarmer SRM work for that.  Rear facing missile hardpoints were implemented to discourage the use of anything but LRMs and MRMs; I didn't want, say, the Groundhog to be able to put out a huge amount of Annihilators.

I've never actually run into the Magnanimous issue, but I've seen it before with other ships; it's very annoying and I suppose I'll have to put in a rear-facing LMG or so.

The Bastion used to have 3 medium turrets, but this was changed later.  The sprite simply hasn't been updated yet.  This is also the case on the Yamato.  Low priority, imo.

Phase ships were intended not to have a glow effect.  If I add one it'll be subtle; I want them to at least look hidden.

Most ships are intended to be very inflexible.  The Charger I may take a look at as it's not designed to be any more versatile than its role requires.

Fighters having variants was another deliberate design decision.  It might be confusing, and I've considered this before; I might add different emblems, sprites, or even hull colors to fighter-bombers.  I initially considered making only one variant and designating, say, the ASF-4 for fighter-bomber while the F-104 was only used as an interceptor, but imo that really messed with the fluff.  I know it's not exactly SS or gameplay friendly, but beyond small visual cues I don't see myself removing the variant part.  After all, fighter-bombers still aren't that dangerous as bombers (their weapons are all relatively low damage, making them mediocre against armor despite being strike weapons).

It feels like an early alpha because it is.  I just didn't communicate that well; apologies for that!  I mentioned weapon sprites being on the way in the OP.  And as for some weapons being too close to vanilla; I've tried to avoid this, which is why I've removed the fighter-specific weapons.

The Coilguns still haven't received a scrutiny pass as I've been focusing on other things.  They were intended to be low-accuracy, lower-range, beefed up Railguns that did such high damage they could be used to destroy armor as well as pop shields, in exchange for mediocre (but not bad) DPS and horrible flux costs.  I thought they were interesting to use, but this is obviously going to be subjective.

I'm also of the opinion that adding new weapons isn't necessarily a bad thing and that they don't have to be radically different from vanilla weapons.  I still try to reduce redundancy though, which is why there are no Large TPCs (plasma cannons more or less fill that role/fluff), nor is there a Large Coilgun.

Flak artillery and carronades were the result of experimentation.  I'm not sure if I want to keep them.  I like the idea of a Fragmentation cannon, and I think I've finally balanced them well enough (it was a nightmare to do so).  Once they get their own sprite I think they'll fit in nicely as low-tech choices besides coilguns.

I'm considering switching the coilgun to Ballistic and removing the Light coilgun, as most ships just use the Railgun now anyway.  I could very well just rely on the Hvel driver, but it doesn't look... coily enough to me.   ;)
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: Shyguy on December 18, 2014, 07:31:12 AM
Will we be seeing a HE large weapon that does splash damage around a moderate area, or a large kinetic that can knock a ship back like how a frigate can knock another frigate off course by ramming.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: NikolaiLev on December 18, 2014, 08:30:34 AM
Will we be seeing a HE large weapon that does splash damage around a moderate area, or a large kinetic that can knock a ship back like how a frigate can knock another frigate off course by ramming.

The Widebore Cannonade was supposed to have huge splash damage.  I just forgot about it.  Will add it in the next update.

As for a large kinetic weapon?  I could make it deal insane amounts of "impact" per the .csv, though I'm not sure how that'd perform.  The Graviton Beam is the only vanilla weapon that still has a significant amount of impact (which is more like "jitter" tbh).

Will test!
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: Shyguy on December 18, 2014, 02:50:53 PM
As for a large kinetic weapon?  I could make it deal insane amounts of "impact" per the .csv, though I'm not sure how that'd perform.  The Graviton Beam is the only vanilla weapon that still has a significant amount of impact (which is more like "jitter" tbh).

You could always base it off a frigate ramming something when it uses a burndrive or looking at how the sharkhead from SS+ acts when it rams something using its burndrive.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: Toxcity on December 18, 2014, 03:31:06 PM
Impact doesn't really cause a ram effect. It just turns an entity in combat.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: MesoTroniK on December 18, 2014, 03:38:13 PM
Yep, you will need to script a push force.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: Spoorthuzad on January 03, 2015, 10:01:05 AM
I really like the design of your ships... Its quite unique, Love it!

Anyway I was wondering if i could use some of your script files (Starsector\mods\Patria\data\scripts\world)
and inplement them in my mod (http://fractalsoftworks.com/forum/index.php?topic=8902.0) and change them up so I can integrate my mod into campaign (ofcourse i will give you credit)
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: NikolaiLev on January 07, 2015, 02:12:13 PM
I really like the design of your ships... Its quite unique, Love it!

Anyway I was wondering if i could use some of your script files (Starsector\mods\Patria\data\scripts\world)
and inplement them in my mod (http://fractalsoftworks.com/forum/index.php?topic=8902.0) and change them up so I can integrate my mod into campaign (ofcourse i will give you credit)

Sure thing!
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: Spoorthuzad on January 08, 2015, 12:13:36 PM
I really like the design of your ships... Its quite unique, Love it!

Anyway I was wondering if i could use some of your script files (Starsector\mods\Patria\data\scripts\world)
and inplement them in my mod (http://fractalsoftworks.com/forum/index.php?topic=8902.0) and change them up so I can integrate my mod into campaign (ofcourse i will give you credit)

Sure thing!
Thanks!
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: DinoZavarski on March 08, 2015, 01:16:55 AM
Helo

There is a problem that prevented the game from loading with your mod enabled. The error is:

-----------
393362 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error co
mpiling [data.hullmods.pat_heavybarrels]
java.lang.RuntimeException: Error compiling [data.hullmods.pat_heavybarrels]
        at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.ClassNotFoundException: data.hullmods.pat_heavybarrels
        at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java
:179)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
        ... 2 more
------------

It was fixed after i did the following:

- deleted data/hullmods/Copy of pat_HeavyBarrels.java
- renamed data/hullmods/pat_HeavyBarrels.java to data/hullmods/pat_heavybarrels.java

My guess is file name case typo that will not affect case-insensitive OS. Not 100% sure however (takes ~10 min for SS to load with all mods so i did not check with Copy of pat_HeavyBarrels.java present).
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: 19_30s on June 09, 2015, 07:58:02 AM
Great work ;D!However,I don't know why,but i'm told that the page is 404 Not Found,can't download :'(
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: TartarusMkII on October 06, 2015, 03:19:14 AM
Yea, all of the pictures and main files are 404'ing. The Dropbox links have broke.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: 19_30s on October 17, 2015, 05:48:52 AM
 :P,hi,guys,i have updated the mod's sprites by sprites that designed by HELMUT,i like this mod,and i'll do some experiment on it. :P
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: Azmond on October 23, 2015, 09:47:41 AM
Before posting anything of the sprites updated or a changed mod, I'd get in Contact with NikolaiLev.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: 19_30s on November 01, 2015, 12:20:42 AM
Before posting anything of the sprites updated or a changed mod, I'd get in Contact with NikolaiLev.
What do you mean? ???Do you also update the mod with sprites made by HELMUT?I can't connected with the author,either in Skype :-[
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: gofastskatkat on November 02, 2015, 11:07:33 AM
Before posting anything of the sprites updated or a changed mod, I'd get in Contact with NikolaiLev.
What do you mean? ???Do you also update the mod with sprites made by HELMUT?I can't connected with the author,either in Skype :-[

Nikolai said, at the bottom of the op: "I don't believe in legalese.  I believe integrity should be self-evident.  That said, if you want to modify stuff, ask before publishing." So if you want to upload, you need to contact him about it.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: Piemanlives on November 02, 2015, 11:56:45 AM
That said if it's virtually impossible to get into contact with the author upload it and ask for forgiveness later. If they have a problem with it don't be rude and concede to their wishes.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: Dark.Revenant on November 02, 2015, 12:15:08 PM
All Rights Reserved is default and does not expire during your lifetime.  The author being absent is absolutely not grounds to use their stuff!  It is never acceptable to take someone's work without permission.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: Creepin on November 02, 2015, 12:24:33 PM
All Rights Reserved is default and does not expire during your lifetime.  The author being absent is absolutely not grounds to use their stuff!  It is never acceptable to take someone's work without permission.
Oh come on, so if a person just vanished and don't give a crap anymore, the rest just should ignore the stuff that could be to put to good use and let it rot? Bleh, some people.

Nikolai said, at the bottom of the op: "I don't believe in legalese.  I believe integrity should be self-evident.  That said, if you want to modify stuff, ask before publishing." So if you want to upload, you need to contact him about it.
Well if we're into technicality, 19_30s should just ask author, as instructed in the OP, and unless the author won't respond within reasonable timespan (month top) he should assume that all the ritual gestures are done and he could use the stuff.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: Tartiflette on November 02, 2015, 12:35:52 PM
Nikolai said, at the bottom of the op: "I don't believe in legalese.  I believe integrity should be self-evident.  That said, if you want to modify stuff, ask before publishing." So if you want to upload, you need to contact him about it.
Well if we're into technicality, 19_30s should just ask author, as instructed in the OP, and unless the author won't respond within reasonable timespan (month top) he should assume that all the ritual gestures are done and he could use the stuff.
That's specifically what NickolaiLev said you cannot do.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: HELMUT on November 02, 2015, 12:41:13 PM
The original mod's bugs and balance issues were never really addressed anyway. And with the new sprites, a lot of stuff will need to be reworked on top of that.

At this point, 19_30s would be better making a whole new mod with my sprites rather than taking over Nikolai's work.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: gofastskatkat on November 02, 2015, 12:46:33 PM
The original mod's bugs and balance issues were never really addressed anyway. And with the new sprites, a lot of stuff will need to be reworked on top of that.

At this point, 19_30s would be better making a whole new mod with my sprites rather than taking over Nikolai's work.

in other words (N)Exrelin it? lel
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: 19_30s on November 03, 2015, 05:01:30 AM
All Rights Reserved is default and does not expire during your lifetime.  The author being absent is absolutely not grounds to use their stuff!  It is never acceptable to take someone's work without permission.
Nikolai said, at the bottom of the op: "I don't believe in legalese.  I believe integrity should be self-evident.  That said, if you want to modify stuff, ask before publishing." So if you want to upload, you need to contact him about it.
Well if we're into technicality, 19_30s should just ask author, as instructed in the OP, and unless the author won't respond within reasonable timespan (month top) he should assume that all the ritual gestures are done and he could use the stuff.
That's specifically what NickolaiLev said you cannot do.

I don't know what are you two mean?I have made a mistake ??? so ridiculous!I just do it my own(for my appreciation to the Patria) and,I'm try to connect the author,if there is no response from the author,no one will publish anything without permission.I'm not a thief like the Fleaden >:(
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: Tartiflette on November 03, 2015, 05:05:13 AM
You are doing it the correct (legal) way, we were replying to someone suggesting you do otherwise.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: NikolaiLev on November 06, 2015, 06:34:05 AM
Hi guys!  Sorry for not being more vigilante with checking up on my mod.  Someone was kind enough to contact me via twittet.

That said, I do still plan on updating my mod.  I'm just waiting for Starsector to reach more development (probably the next update), and when I have sufficient skill in implementing campaign presence to my liking.

I'll un404 the links, that said.  Cheers!
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: Piemanlives on November 06, 2015, 01:53:14 PM
It's good to see you around! That said, so much hype around the next patch on my end, excited!
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: 19_30s on November 07, 2015, 07:01:16 AM
Hi guys!  Sorry for not being more vigilante with checking up on my mod.  Someone was kind enough to contact me via twittet.

That said, I do still plan on updating my mod.  I'm just waiting for Starsector to reach more development (probably the next update), and when I have sufficient skill in implementing campaign presence to my liking.

I'll un404 the links, that said.  Cheers!
Nice to see you again! ;D
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: 19_30s on November 07, 2015, 07:03:34 AM
You are doing it the correct (legal) way, we were replying to someone suggesting you do otherwise.
Oh,I'm sorry :)
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: Garmine on November 10, 2015, 04:52:13 AM
Hi!

The mods does not work on case-sensitive systems (e.g. Linux).

pat_HeavyBarrels.java is referenced as pat_heavybarrels.java in code.

A cp solves the issue as a workaround.

Regards,
Garmine
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: SierraTangoDelta on February 11, 2016, 12:53:15 PM
Any plans to update this for modern versions of Starsector? I love the way the ships look like old school planes and boats.
Title: Re: [0.65.1a] The Patrian Principate Alpha v2.2 - The Patrian Navy
Post by: c0nr4d1c4l on August 28, 2016, 06:01:32 AM
Is there any remote chance for an update?