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!!!
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.
Turo' De Shenken!
YA
MA
TO!
Space battleship yamato, best TV anime, EVAAAAARRRR
well, the real yamato had 2 turrets in the back and 3 in the front, not 4 front 1 back :P
Spoiler(http://www.thenerdcabinet.com/wp-content/uploads/2013/08/Space-Battleship-Yamato-2010-Movie-Image-1.jpg)[close]SPACE BATTLESHIP!!!!!Spoiler(http://survivorsofthenightmares.webs.com/battleship_greatyamato.jpg)[close]
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.
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! :)
um is the groundhog class's harpoons supposed to shoot backwards in the logistics mission? I can't tell whether that's intentional. :P
I like the look of the capitals but I'm not entirely sure about the fighter craft.
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?
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?
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.
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.
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.
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.
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 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.
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.
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.
do the patrians have a base or something? :-\ i don't know where to buy the ships they look AWESOME ;D :D
OMG
these fighters are fabulous!
Wanna see then in the game!
Holy ____ (insert preferred exclamation here) that 400mm Cannonade is ridiculous. Not that I'm complaining, though :P
This mod is awesome! Is there anyway I can use these guys in exerelin? Thanks!
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.
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.
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
}
}
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 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 :)
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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Fighters are considered as ships rather than wings, it cause a crash in battle. You might need to fix this first.Code2556552 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.void.void.class$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)
Missions are fine, it was in the campaign.
This mod looks nice, do you know if it's compatible with SS+ ?
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 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.
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.
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.
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.
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.
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.
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.
sector.registerPlugin(new CoreCampaignPluginImpl());
sector.addScript(new CoreScript());
sector.addScript(new CoreEventProbabilityManager());
sector.addScript(new EconomyFleetManager());
is it possbile in your mod to be a fighter pilot?
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.
is it possbile in your mod to be a fighter pilot?
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...
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.
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.
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).
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)
Thanks!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!
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 :-[
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 :-[
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.
That's specifically what NickolaiLev said you cannot do.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.
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.
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.
That's specifically what NickolaiLev said you cannot do.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.
Hi guys! Sorry for not being more vigilante with checking up on my mod. Someone was kind enough to contact me via twittet.Nice to see you again! ;D
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!
You are doing it the correct (legal) way, we were replying to someone suggesting you do otherwise.Oh,I'm sorry :)