Fractal Softworks Forum

Starsector => Mods => Topic started by: Sundog on January 18, 2014, 10:18:38 PM

Title: [0.65.2a] ICE Faction
Post by: Sundog on January 18, 2014, 10:18:38 PM
(http://i.imgur.com/CTlhMCH.png)
Idoneus Citadel Exiles
Download ICE (https://bitbucket.org/Nate_NBJ/ice/downloads/ICE 0.3.3 for Starsector 0.65.2a-RC1.zip)  (Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Featuring 17 ships, 18 weapons, 7 ship systems, 7 hull mods, and 4 types of phase cloak

PROS
-
CONS
Powerful armor repair and evasion abilities
-
No shields, low hitpoints, and moderate armor
Ships often hit above their weight class while still being very fast and manueverable
-
Ships often have the cost, FP, and logistical requirements of the next weight class.
Improved range for ballistic weapons that normally have less than 600 range
-
Reduced range for ballistic weapons that normally have more than 600 range
Maintenance drones provide ammo and CR regeneration during combat
-
All ships suffer CR loss during combat and generally have low ammo
Sight radius of all ships increased by 20%
-
Point defense options are very limited and frequently sub-par
Hull and armor repaired instantly out of combat
-
High deployment costs, low capacities, and really bad gas mileage


Ships
Spoiler

Apocrypha
Command Ship
Abraxas
Battlecruiser
Shalom
Colony Ship
(http://i.imgur.com/E2ynvmq.png)(http://i.imgur.com/toTzMjZ.png)(http://i.imgur.com/mfcGEUh.png)

Kelpie
Blade Cruiser
Voidreaver
Elite Cruiser
Eidolon
Support Cruiser
Shiekwraith
Support Destroyer
Soulbane
Elite Destroyer
(http://i.imgur.com/OJ3a0ZY.png)(http://i.imgur.com/0noaLgi.png)(http://i.imgur.com/P5L31JE.png)(http://i.imgur.com/Fqbsk3F.png)(http://i.imgur.com/ZSUfxQ1.png)

Nightseer
Elite Frigate
Athame
Drill Frigate
Specter
Frigate
Seraph
Support Frigate
Palantir
Recon Frigate
(http://i.imgur.com/OvNRSsf.png)(http://i.imgur.com/wYqojRC.png)(http://i.imgur.com/Oz1dxk7.png)(http://i.imgur.com/aueuEva.png)(http://i.imgur.com/jFtPLcw.png)

Umbra
Bomber Wing
Stormwhisp
Fighter Wing
Phantom
Interceptor Wing
Poltergeist
Escort Wing
(http://i.imgur.com/gTemRiW.png)(http://i.imgur.com/qDyQ3Sr.png)(http://i.imgur.com/Tyen9IG.png)(http://i.imgur.com/Xd3wIOP.png)
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Weapons
Spoiler
(http://i.imgur.com/c52aT6c.png)Nosferatu Fusor
Large Energy Strike Beam
Repairs armor in a wide radius around the weapon's mount when it hits hull or armor
(http://i.imgur.com/wl3LSd8.png)Mine Pod
Large Area Denial Weapon
Moves to a designated point, then deploys several mines in a large area
(http://i.imgur.com/7ukSe0z.png)Mobeus Ray
Large Energy Assault Weapon
Fires in a curving stream toward the cursor
(http://i.imgur.com/GMpPFTB.png)Hex Autocannon
Medium Point Defense Gun
Equally effective at point defense and applying shield pressure
(http://i.imgur.com/fnUJFm6.png)Chupacabra Fusor
Medium Energy Assault Beam
Repairs armor near the weapon's mount when it hits hull or armor
(http://i.imgur.com/I6hOTvl.png)Hypermass Bomb
Medium Strike Weapon
Delivers a massive kinetic payload
(http://i.imgur.com/LpPQEHr.png)Flamebolt
Medium Strike Cannon
Limited by short range and low ammo, but shreds armor
(http://i.imgur.com/5tvNH60.png)Boomerang SRM Pod
Medium Short Range Missile Rack
Fires in two stages to circumvent enemy shields
(http://i.imgur.com/f2Y3T3V.png)Boomerang SRM
Small Short Range Missile Rack
Fires in two stages to circumvent enemy shields
(http://i.imgur.com/medJ1bA.png)Light Hex Autocannon
Small Point Defense Gun
Equally effective at point defense and applying shield pressure
(http://i.imgur.com/MU8Wt6F.png)Scatter PD
Small Point Defense Rocket Pod
Fires many rockets in a wide arc, exploding shortly after deployment
(http://i.imgur.com/hgyj9Tr.png)Falx Beam
Small Energy Utility Beam
Reduces the active arc of any shields the beam hits

In addition to six exclusively built-in weapons.

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Lore
Spoiler

Admirals,
   The incursion into our territory can be attributed to a group originating from the Idoneus Citadel. This confirms earlier suspicions of their expansionism. For those unfamiliar with the Citadel and its’ inhabitants you can refer to anthropological archive HA.122.b.003.1, but to put it succinctly- it’s a colossal, self-sustaining orbital stronghold left over from the Domain of Man. The inhabitants are, until now, largely isolationistic, relying on few resources outside of their citadel. Thanks to the generously forthcoming prisoners taken in the skirmish we’ve been able to determine that their recent wanderlust and aggression is the result of a conflict between two factions of the Citadel. Our new friends lost that conflict when the other faction managed to cut them off from the core of the citadel, effectively exiling them. The annex they were isolated to lacked the permanent life-support infrastructure of the core, forcing them to leave in search of resources. Unfortunately they don’t seem to be very good at gathering resources themselves. In all matters of agriculture and industry they have been pampered by their citadel, and now lack the means to establish a sustainable colony even if they had access to a terraformed planet. For this reason we fully expect them to resort to more raiding and piracy as their resources dwindle.
   The fleet encountered during the skirmish was small, consisting only of three frigates. Its’ mission was originally to scout the system. None of our captives seem to know why their late commander ordered the attack on the convoy, and we at Intel can only speculate. The ships of the fleet lacked shields and had only rudimentary point-defense capabilities, but they employed a number of unfamiliar technologies. Most notably the ships were equipped with rapidly repairing armor plates. Analysis of the wreckage indicates that this armor was composed of self replicating nanites. They also seem to employ a defensive system similar to the ITT’s phase cloak technology. Unlike phase cloaks, however, this technology seems to allow only brief jaunts into p-space during which mobility is greatly increased (presumably through some form of p-space folding).
   We’re still awaiting conclusions about the interrogations from our psychology analysis branch, but it seems clear to me that these exiles are simply desperate rather than hostile. They are refugees. They need a way to sustain themselves and the Hegemony has the means to help them do so, but if we leave them to starve they’ll just begin feeding on us. We have the simple choice of making a new enemy or a new ally. Forgive me for overstepping my bounds, but time is of the essence. If we don’t act quickly to resolve this we’ll just end up with more pirates to deal with.
   Every effort will be made to expedite the analysis of our data on this issue. Expect a comprehensive report within the next few days.
 
Regards,
Chief Intelligence Officer Cdr. Sanders

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FAQs
Spoiler

Is the ICE mod compatible with the ***** mod?
Probably. To find out, click the 'About' spoiler and read the Compatibility section.

Where can I buy this faction's ships and weapons?
This mod has two markets, each controlled by a different faction. The first is the Idoneus Citadel, a station found on the outskirts of Eos. The second market is attached to a fleet called the Exiled Idoneus Colony Fleet that periodically moves between star systems. There are notifications about where it goes, so it shouldn't be too hard to find. If this fleet is destroyed it will take a month or two to respawn, so it might not always be available.

Can I add ICE to a saved game that I've already started without it?
Yes, adding ICE to a game later on will enable all of it's features. This hasn't been tested extensively however, so create a backup of your save file first. Also be aware that the economy of the markets this mod adds will take a while to stabilize.

Are the previous versions available?
Yes. These are the recomended versions of ICE for old versions of Starsector:
ICE 0.1.0 for Starsector 0.6.2a RC3 (https://bitbucket.org/Nate_NBJ/ice/downloads/ICE 0.1.0 for Starsector 0.6.2a.zip)
You can find all of the previous versions here (https://bitbucket.org/Nate_NBJ/ice/downloads)

So the Recall Teleporter hullmod moves my ships around automatically? How do I control it?
The Recall Teleporter chooses which ships to recall based on how much closer it can bring them to their assignments. This usually means you need to give the ships you want to recall a direct order.
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About
Spoiler

Credits
Sundog - Scripting, Art, Design
Histidine - Scripting, Design
Cycerin - Sound


Thanks
Alex, David, and everyone else at Fractal Softworks - For making Starsector
LazyWizard - For LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and the Netbeans set-up tutorial (http://fractalsoftworks.com/forum/index.php?topic=3173.msg45967)
Trylobot - For the excellent ship editor (http://fractalsoftworks.com/forum/index.php?topic=375.0)

kazi, MesoTroniK, Debido, xenoarph, Chaos Farseer, HELMUT, Gotcha!, mendonca, CopperCoyote, zoe_zucchini
and many others
- for various reasons, from giving invaluable feedback to helping me kill bugs


Compatibility
Requires - LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Supports - Campaign Mode, ShaderLib (http://fractalsoftworks.com/forum/index.php?topic=7958.0), Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0), and Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Incompatible - All total conversions, such as Ironclads  (http://fractalsoftworks.com/forum/index.php?topic=431.0)and Vacuum (http://fractalsoftworks.com/forum/index.php?topic=4292.0)
ICE 0.3.2 may be compatible with Starsector+ 2.0 (http://fractalsoftworks.com/forum/index.php?topic=7679.0) in spite of not being integrated. Some SS+ features will be missing from ICE, most notably fleet commanders. I haven't found any conflicts between the two mods yet, but that doesn't mean they aren't there.
All other mods should be fully compatible.


Permissions
All assets from this project may be used without obtaining explicit permission as long as...
No laws are broken and Fractal Softworks' terms of service are not violated
The original authors of any assets used are credited
The assets are not used for nefarious purposes

If you would like to use something in a way that doesn't meet these criteria, please ask me about it first.
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Title: Re: ICE (Upcoming Faction) Teasers
Post by: MesoTroniK on January 18, 2014, 10:28:03 PM
Sundog, I don't even... that is going to be incredible.

Edit: I got a wise idea, wonder what is stronger your tractor beam, or my repulsor beam? Would be funny to lock the two in a tug of war and see who wins :)
Title: Re: ICE (Upcoming Faction) Teasers
Post by: FasterThanSleepyfish on January 18, 2014, 10:40:27 PM
Fight fight fight fight....

Anyways, time to bump up the mass of my ships by 1000% No grappling here, unless you want to die by ship-to-ship collision! (I kid) Real nice everything there, by the way.
Title: Re: ICE (Upcoming Faction) Teasers
Post by: kazi on January 18, 2014, 10:56:29 PM
Looks fantastic Sundog!  :D Your ships turned out really well!

Also, I find that melee cruiser hilarious.
Title: Re: ICE (Upcoming Faction) Teasers
Post by: Gotcha! on January 19, 2014, 05:50:42 AM
Those are some incredible ideas. I love the 'melee' thing, luring in ships between its mighty mandibles and chewing them to shreds.
The Soulbane's 'burn' thing is amazing. I guess another scripting god has risen. /envy :)
Title: Re: ICE (Upcoming Faction) Teasers
Post by: HELMUT on January 19, 2014, 06:13:54 AM
Your Kelpie remind me a bit of Gradius Big core bosses. Anyway i like the "blender" lasers on it. The Soulbane cloak is really good too, a bit like the BRDY's Asura, would be even better if you add a proper sound effect to it.

I hope we'll see some more ICE ships soon.
Title: Re: ICE (Upcoming Faction) Teasers
Post by: Bjørn_in_the_Sector on January 19, 2014, 06:38:30 AM
I am really glad to see some really original content from you. I liked your first sprites on the judgement thread, and now that they're in action, I like them even more. this community never ceases to amaze! :D
Title: Re: ICE (Upcoming Faction) Teasers
Post by: c plus one on January 19, 2014, 07:11:30 AM
Wow. :o Sundog, those teasers were like a shot of espresso! i cant wait to see your new faction become ready for public use. Such interesting and unusual hulls + capabilities = me likey
Title: Re: ICE (Upcoming Faction) Teasers
Post by: GenBOOM on January 19, 2014, 09:08:41 AM
very nice looking ships man, love design concept and the effects

just wanted to recommend http://obsproject.com/ (http://obsproject.com/) for recording so you don't have the lame bandicam watermark.
its good for livestreaming as well ;)

looking forward to more videos  8)
Title: Re: ICE (Upcoming Faction) Teasers
Post by: HELMUT on January 19, 2014, 09:58:21 AM
Looking good, can't wait until they're playable.  I always wanted to see what would happen if a Recognizer actually caught somebody.  Does that Kelpie have a way to deal with the explosion damage from destroying a ship right next to it, or does it just have to tank the damage?

Given it have a regenerating armor system, i guess it can tank explosions and repair afterward. However i don't know if the AI will be able to choose its target. Pulling a frigate in the meatgrinder is no problem, pulling an Onslaught is... Less advisable. It make me think, i send some kamikaze ships sprites to MesoTroniK for the TIM mod, those will probably be the bane of the Kelpie.
Title: Re: ICE (Upcoming Faction) Teasers
Post by: Sundog on January 19, 2014, 10:23:13 AM
Thanks guys! Glad you like it  :D

I got a wise idea, wonder what is stronger your tractor beam, or my repulsor beam? Would be funny to lock the two in a tug of war and see who wins :)
It looks like my tractor beam is a lot stronger. I think I'll nerf it so they're close to an even match.

Looks fantastic Sundog!  :D Your ships turned out really well!

Also, I find that melee cruiser hilarious.
Yeah, I cackled like a maniac the first time I used it  :)
And again, your help with spriting was invaluable, so thanks!

The Soulbane cloak is really good too, a bit like the BRDY's Asura, would be even better if you add a proper sound effect to it.

I hope we'll see some more ICE ships soon.
So far I have 10 ships (mostly frigates) in various states of disrepair. I want to release the faction before 6.2 is official, but I've still got a lot of work to do (like proper sound effects)

just wanted to recommend http://obsproject.com/ (http://obsproject.com/) for recording so you don't have the lame bandicam watermark.
its good for livestreaming as well ;)
Yes! I was hoping there'd be someone just like you! It's surprisingly difficult to find good screencasting software with google. Many thanks!  :D

Does that Kelpie have a way to deal with the explosion damage from destroying a ship right next to it, or does it just have to tank the damage?
Right now it has a hullmod that 'Reduces damage from collisions, ship explosions, and projectiles by 50 percent, but doubles damage from beams and missiles.' I'd rather not mess with damage from weapons, but unfortunately I have to due to the way collisions and ship explosions are implemented. I've requested an API feature that would allow me fix it, but it won't be available in time for 6.2 even if Alex decides to implement it. I've also seen the AI escape the blast using the phase cloak, but I certainly don't have the reflexes for that...

Given it have a regenerating armor system, i guess it can tank explosions and repair afterward. However i don't know if the AI will be able to choose its target. Pulling a frigate in the meatgrinder is no problem, pulling an Onslaught is... Less advisable. It make me think, i send some kamikaze ships sprites to MesoTroniK for the TIM mod, those will probably be the bane of the Kelpie.
Very true! I'm actually pretty conflicted about whether or not the Kelpie should have regenerating armor. On one hand, it's perfect for it, but on the other, it would make it OP. Meh. It can actually fit the nose of an Onslaught in it's jaws. Still, though, you're right. Pulling in a capitol or kamikaze ship isn't likely to be a good idea, and the kelpie currently uses the default AI to decide who to shoot. I'm pretty sure I can find a way to fix this if the need arises though.
Title: Re: ICE (Upcoming Faction) Teasers
Post by: LazyWizard on January 19, 2014, 10:58:19 AM
Those are amazing! I can't wait to see the completed mod. :)

I like the Soulbane's phase travel drive, it reminds me of a crab scuttling.

Do the armor repair nanites work from the center outwards? It kind of looks that way in the video, but that could just be due to the way the damage was distributed.

I want to release the faction before 6.2 is official, but I've still got a lot of work to do (like proper sound effects)

Psst. (http://fractalsoftworks.com/2014/01/17/starsector-0-6-2a-release/) ;)
Title: Re: ICE (Upcoming Faction) Teasers
Post by: Sundog on January 19, 2014, 12:49:38 PM
Doh! For some reason I thought Alex was waiting to remove 'RC' from the version name before making a blog post. Wishful thinking I guess.

The armor repair system tries to repair armor cells closer to the cursor first, but it's highly randomized so it's hard to tell unless most of the armor is stripped.
Title: Re: ICE (Upcoming Faction) Teasers
Post by: etherealblade on January 23, 2014, 03:21:07 AM
Amazing! Those ships, dos animations, dat melee, such talent. Well done.

I personally think it doesn't look like a crab scuttling. I love the way it moves like a phantom.
I feel like Phantom Drive fits that ability well...then again...you could call it crab scuttle ability but...meh....I think it deserves better lol. Then again, is crab your favorite food?

I love the melee ship, and if you want regenerating armor. put it. It's your mod. If you are worried about balance you just simply need to counterbalance it with something else..such as no shields. There's nothing wrong with a powerful ship that takes strategy to beat. So don't be afraid to implement all kinds of features!

Title: Re: ICE (Upcoming Faction) Teasers
Post by: Cosmitz on January 23, 2014, 09:11:35 AM
Armor repair nanits look a bit strong, also, i love that shakey-phasey-burst-effect, though i wonder how that's activated.
Title: Re: ICE (Upcoming Faction) Teasers
Post by: Sundog on January 23, 2014, 02:03:48 PM
@etherealblade
Such flattery! Stop that. It's bad for my megalomania  :P
Funny you should mention phantoms as that's the name of one of the ships (the first one I made in fact)
The phantom drive doesn't really have a name as it's a type of phasecloak, but I've been calling it phase warp in the internal files. I prefer imitation crab to real crab  :)

@Cosmitz
I agree that armor repair is too strong. I haven't done any serious balancing yet.
The shakey-phasey-burst-effect is a heavily modified phase cloak, so it's activated with right click (for twitch activation  :)).
Title: Re: ICE (Upcoming Faction) Teasers
Post by: Cosmitz on January 23, 2014, 03:14:26 PM
Oh? Cool. I was wondering how since you already had a ship-system. Awesome.
Title: Re: ICE (Upcoming Faction) Teasers
Post by: Lcu on January 24, 2014, 12:25:24 AM
It doesn't have shields?
Title: Re: ICE (Upcoming Faction) Teasers
Post by: Sundog on January 24, 2014, 01:13:43 PM
I'm not planning for any ICE ships to have shields. The shield mechanics of Starsector are one of the reasons I love the game, but I want to do something different.
Title: Re: ICE (Upcoming Faction) Teasers
Post by: MesoTroniK on January 24, 2014, 04:16:53 PM
Shields are overrated, but seriously armor tank ships or ones that use crazy defensive systems that are meant to replace shields directly in the role active defense is good fun :)
Title: Re: ICE (Upcoming Faction) Teasers
Post by: Sundog on January 24, 2014, 09:37:45 PM
Agreed. There's nothing quite like throwing a metric ton of ordnance back in the face of an onslaught using the Exigency repulsor  :)
Title: Re: ICE (Upcoming Faction) Teasers
Post by: MesoTroniK on January 24, 2014, 10:08:41 PM
Yea I need to hurry up with the big update, so any sort of rough eta for your ICE guys?
Title: Re: ICE (Upcoming Faction) Teasers
Post by: Sundog on January 25, 2014, 12:02:51 PM
Not sure. A week or three from now? I'm still doing a lot of experimentation with the way ship system animations work, which is holding me up a bit as far as finishing content.
Title: Re: ICE (Upcoming Faction) Teasers
Post by: Trylobot on January 31, 2014, 08:06:20 AM
Sundog, superb work here. And nice videos! Can't wait for your first public version.
Title: Re: ICE (Upcoming Faction) Teasers
Post by: Sundog on January 31, 2014, 06:26:28 PM
New teasers for another ship!

The Sacrifice - Conquest vs. Athame frigates (0:24) (http://youtu.be/JVChJIhoazM)

Knife Fight - Athame vs. Two Athames (1:32) (http://youtu.be/ekn-5GFQVTs)

@Trylobot: Thanks! I'm looking forward to letting you guys play it too. I keep getting distracted by little problems that are disproportionately hard to fix though  :-\
Title: Re: ICE (Upcoming Faction) Teasers
Post by: HELMUT on February 01, 2014, 07:00:55 AM
I'm gonna play this mod just to spam dozens of Athame for some glorious kamikaze fleet. By the way, what happen when two Athame burn drive into each other? Double kill?

Oh, and nice asteroid death.
Title: Re: ICE (Upcoming Faction) Teasers
Post by: MesoTroniK on February 01, 2014, 01:32:33 PM
Sundog, you are a madman!
Title: Re: ICE (Upcoming Faction) Teasers
Post by: Chaos Farseer on February 01, 2014, 01:46:25 PM
Is activating the Fission Drill supposed to cause hull damage to the Athame? Seems like an odd, yet awesome, design choice.
Title: Re: ICE (Upcoming Faction) Teasers
Post by: Sundog on February 01, 2014, 03:47:11 PM
By the way, what happen when two Athame burn drive into each other? Double kill?
Possibly. Both could even survive. It all depends on their respective hitpoints.

Oh, and nice asteroid death.
Thanks!  :D
I almost removed that part out of embarrassment...

Sundog, you are a madman!
Oh, I can't help that. We're all mad here... I'm mad... You're mad.

Is activating the Fission Drill supposed to cause hull damage to the Athame?
It is. That's one of the ways I try to balance out the overpowered nature of the ship. 'Odd yet awesome' is pretty much what I was going for with this ship, so I'm glad you think that of the mechanic. I'm sure plenty of people will think it's a bad idea though. We'll see.
Title: Re: ICE (Upcoming Faction) Teasers
Post by: XpanD on February 01, 2014, 04:57:09 PM
I want this. I need this. I require this in my life.
Title: Re: ICE (Upcoming Faction) Teasers
Post by: Cycerin on February 01, 2014, 06:21:23 PM
Really looking forward to this one.
Title: Re: ICE (Upcoming Faction) Teasers
Post by: Sundog on February 02, 2014, 09:10:42 AM
Thanks guys  :D
I've got today and tomorrow off, so I should be able to make some good progress.
Title: Re: ICE (Upcoming Faction) Teasers
Post by: etherealblade on February 02, 2014, 10:04:53 PM
Man I love this new concept. Kamikaze ships.....WOW... ;D
Title: Re: ICE (Upcoming Faction) Teasers
Post by: c plus one on February 03, 2014, 11:30:53 AM
New teasers for another ship!

The Sacrifice - Conquest vs. Athame frigates (0:24) (http://youtu.be/JVChJIhoazM)

Knife Fight - Athame vs. Two Athames (1:32) (http://youtu.be/ekn-5GFQVTs)

Ramming speeeeeeeeed!!! ;D Sundog, this is seriously impressive. I can't wait to play this (and to desperately avoid being speared by this).
Title: Re: ICE (Upcoming Faction) Teasers
Post by: Sundog on February 10, 2014, 06:15:52 PM
Well, folks, I finally feel like this faction is in a fairly playable state.  :)

You can get it here. (https://bitbucket.org/Nate_NBJ/ice/downloads/ICE_v0_WIP.zip) Enjoy!  :D

Feedback is welcome on all aspects of the mod, but please note that much is still missing (e.g. descriptions).
Title: Re: ICE Faction (WIP)
Post by: MesoTroniK on February 10, 2014, 06:52:07 PM
That repository is not accessible for us.
Title: Re: ICE Faction (WIP)
Post by: Ember on February 10, 2014, 06:53:00 PM
I suggest you use a download provider that doesnt require an account, many people dont like having to make an account somewhere just to download something
Title: Re: ICE Faction (WIP)
Post by: Sundog on February 10, 2014, 07:00:56 PM
Aw, poo. I thought it was a public link...

Edit: Should be fixed now. Thanks for the heads up Ember
Title: Re: ICE Faction (WIP)
Post by: Ember on February 10, 2014, 07:15:53 PM
downloaded, going to see how your ships handle my high mass ships ^^
Title: Re: ICE Faction (WIP)
Post by: MesoTroniK on February 10, 2014, 09:03:33 PM
You are insane Sundog! (http://youtu.be/3oWKAbuQGrY)
Title: Re: ICE Faction (WIP)
Post by: Sundog on February 10, 2014, 09:41:23 PM
downloaded, going to see how your ships handle my high mass ships ^^
Let me know what you find out!  :)

You are insane Sundog! (http://youtu.be/3oWKAbuQGrY)
Ahaha! Bliss...
Sanity and shields are for people who don't properly appriciate missile spam  :)
The interaction between the exi repulsor and ice mobeus ray is crazy.
Do you mind if I add this to the OP?
Title: Re: ICE Faction (WIP)
Post by: MesoTroniK on February 10, 2014, 09:49:22 PM
Go for it :)
Title: Re: ICE Faction (WIP)
Post by: Ember on February 10, 2014, 09:56:56 PM
downloaded, going to see how your ships handle my high mass ships ^^
Let me know what you find out!  :)

well that was amusing but probably not much of a good example of my ships capabilities, my dreadnought which i find to be rather overpowered seems to be quite capable in taking on most of your ships solo, though every single one of your frigates were flattened against the hull of my ship, once i get around to making a mission that pits my ships against yours ill make a vid, though if you would like i can record my OP ship vs some of your ships
Title: Re: ICE Faction (WIP)
Post by: Chaos Farseer on February 10, 2014, 10:51:24 PM
Well, I could've been sleeping, but I just had to try this out. Congratulations on an amazing and original mod.

I only playtested this against Vanilla ships, mostly in the simulator but also one random battle. During that battle I used Vanilla ships (and outnumbered the ICE fleet); during simulation I tried out all the ICE vessels against whatever was the most amusing at the time. I don't have much practice with giving feedback, but here goes.

Possible bug:
When the Voidreaver appears in battle, the box indicating whether it's a friend or enemy is tiny. I'd guess that's a ship radius problem.
Love it's main cannon, by the way. It makes enemies go flying, and also kills Buffaloes in one shot. The ordinance deflection is kind of weird, but most of the time it's not noticeable. I only noticed its effects when I re-watched MesoTroniK's video and saw it push away the Exiegency's torpedoes.

Generally speaking, I feel like your armor values on Destroyer and larger ships are too high. I had an interesting duel between a Kelpie and a Hammerhead with Assault Chainguns, for instance, and with regeneration the Kelpie effectively had infinite armor. I think it took 8 hull damage overall, only from the explosion?
Generally, the armor is completely insufficient against deadly, single-shot high explosives, but it's quite a problem otherwise.
Yes a Kelpie can fit the front of an Onslaught in it's 'mouth', but it's still suicide. Had to try it out.
The Kelpie keeps getting its tractor beam disabled. That might not be a bad thing, but I'll mention it just in case.

Your large energy weapons might do too much damage. The awesome Mobeus Beam seems to be a generally easy choice since it can hit fighters, missiles, and even usually bounce over shields, and it's pretty good at all of the above. 2 Fission Beams melted a Hammerhead in around 2 seconds once shields were breached.

I think the Athame would be better off if it's default loadout had Reinforced Bulkheads and Blast Doors instead of armor, since all its armor melts off once it collides with anything anyway. I also tried putting a Front Shield Generator on it; I have no idea what that would do to the AI, but from a piloting perspective it can help the Athame not die to missiles.

You have a medium missile bomb weapon that isn't on any default ship weapon; I forgot what it's called. It was pretty fun on the Flashghast, although I couldn't tell if the Buffalo exploded because I rammed into it or because the bomb hit.

I don't really have detailed feedback on individual ships aside from that. Take what you'd like. Now, I want to see how they fare against Blackrock. Once again, thanks for sharing this with us!
Title: Re: ICE Faction (WIP)
Post by: etherealblade on February 10, 2014, 11:00:16 PM
I think...I think I'm in love.  :o
Title: Re: ICE Faction (WIP)
Post by: Hyph_K31 on February 11, 2014, 01:12:25 AM
I think...I think I'm in love.  :o

You're not alone! This mod is shaping up to be spectacular.
Title: Re: ICE Faction (WIP)
Post by: Gotcha! on February 11, 2014, 06:27:42 AM
My gawd, your ships look simply amazing. I have no words for it.
If I can give any critique at all it's that your ships look way too beautiful to fit in with the vanilla styled stuff, but personally I am not bothered by that.

The icey colour choices, exhaust colours etcetera, they all work together so damn fine. Sir, I am speechless. :o
Title: Re: ICE Faction (WIP)
Post by: Cycerin on February 11, 2014, 10:33:08 AM
I've had a ton of fun with this so far. The ships are very creative, well designed and play well. The AI also handles the ships excellently, which is a great achievement given how much they deviate from stock ships.

The Moebius Ray is the best. ;D
Title: Re: ICE Faction (WIP)
Post by: ValkyriaL on February 11, 2014, 10:37:23 AM
I agree with cyc, these guys scream of potential, the AI flies the wonderfully and they just look awesome, im a bit worried about the balance tho but thats easily fixed over time. keep up the good work!

I love getting whipped by those yellow streams of light...Ahh...AHhhhHhh~~....
Title: Re: ICE Faction (WIP)
Post by: conorano on February 11, 2014, 11:12:06 AM
i agree, this mod is one of the most original mods ive played so far (if not the most). and dat mobius ray... please tell me it will be buyable in campaign  ;D
Title: Re: ICE Faction (WIP)
Post by: Uomoz on February 11, 2014, 03:27:18 PM
Hi there! Can this crazy mod possibly be included in UsS in the future?

Great coding and art work btw!
Title: Re: ICE Faction (WIP)
Post by: MesoTroniK on February 11, 2014, 04:03:21 PM
What is your evil genius plan for ICE capital ship(s)?

Want to clue us in?
Title: Re: ICE Faction (WIP)
Post by: Thaago on February 11, 2014, 04:59:41 PM
Wow! This is incredible!

Are you using a custom AI or does the default really work with the ramming and melee?
Title: Re: ICE Faction (WIP)
Post by: theSONY on February 11, 2014, 05:12:16 PM
It is looking nice & all but i must agree with some guys here, it is far from vanilla balance ships
when watching video it looks impressing but starsector is not IKARUGA (or similar 2/3-D arcade shooter)
Title: Re: ICE Faction (WIP)
Post by: Sundog on February 11, 2014, 05:32:37 PM
Thanks all! I'm glad you guys are enjoying it  :D

That repository is not accessible for us.
Oh! Hey there Meso. I didn't see you there earlier. heh.

if you would like i can record my OP ship vs some of your ships
You're certainly welcome to do so, but don't feel obligated  :)

im a bit worried about the balance tho but thats easily fixed over time.
Yeah, balance is super-wonky at the moment. Don't worry though, balance is something I take seriously and I'll do my best to do it well.

and dat mobius ray... please tell me it will be buyable in campaign  ;D
Erm. Heh. Actually it's not. It's supposed to be, but I completely forgot to add the faction weapons to the faction station... I'll fix that.

Can this crazy mod possibly be included in UsS in the future?
I would be honored! This mod can be used in any compilation so long as credit is given. I'll add that to the permissions section of the OP.

What is your evil genius plan for ICE capital ship(s)?
The only capitol I have planned at the moment is for logistics support (like an Atlas, Phaeton, and 3 Valkyrie all in one, with a supply/day cost to match).  I do want it to have some form of game-changing support ability in combat, but I haven't decided what (suggestions welcome). Still not sure how I want it to look either. I have an idea or two for other capitols, but I don't think I'll ever make one that's like a capitol-sized Soulbane/Voidreaver. Too powerful. But then, I'll always remember my first Unsung...
We'll see. Suggestions for thematically consistent capitol ships are welcome.

Are you using a custom AI or does the default really work with the ramming and melee?
All ships use default AI, but there are all kinds of tweaks and hacks all over the place to get it to work decently. I think the melee ships could be improved a lot with custom AI. I'll need to look into it at some point. Come to think of it... wow. Why didn't I think of that before...
Sorry to be cryptic, but I'm honestly kinda baffled at myself right now. I think I just figured out an easy way to drastically improve the AI for melee ships.

it is far from vanilla balance ships.
[...]
starsector is not IKARUGA (or similar 2/3-D arcade shooter)
True, true. I've got plenty of balance issues to sort out. The trick will be doing it in such a way that the distinctive elements of the faction are kept intact. As for the arcade-y-ness of the faction; it's intentional and unlikely to change much. ICE ships are fast, but I don't want them to be so fast they can't be balanced with vanilla. One thing to keep in mind is that nearly all ICE variants have unstable injector installed, so they might seem too fast because of it.

@Chaos Farseer: That sure seems like good feedback for someone without much practice  :)
          
When the Voidreaver appears in battle, the box indicating whether it's a friend or enemy is tiny. I'd guess that's a ship radius problem.
Good guess! You're right. The shield radius was set to zero. Fixed.

The ordinance deflection is kind of weird, but most of the time it's not noticeable.
Weird how? I'm kinda worried people will have a hard time figuring out how to use/counter it. I'd like for it to be more noticeable, but I haven't thought of a good way to represent it graphically yet. Open to suggestions.

Generally speaking, I feel like your armor values on Destroyer and larger ships are too high.
I agree. Will nerf. The armor issues with the Kelpie and Pentagram are a lot more complicated though. They both have a hullmod called Reverberation Dampeners which 'Reduces damage from collisions, ship explosions, and projectiles by 50 percent, but doubles damage from beams and missiles.' If I had my way this hullmod would reduce damage from collisions and explosions by 80% without messing with other damage sources, but unfortunately I haven't been able to figure out how to do that. The Kelpie actually has the same armor rating as the Aurora, but with the 50% reduction to projectile damage it effectively has more armor than every vanilla ship other than the Onslaught. Take into account damage mitigation from armor level and we get this problem. It's irksome. In this case I think the cure (the hull mod) might be worse than the disease (explosion/collision damage), so I might just get rid of it until I can do it properly.

The Kelpie keeps getting its tractor beam disabled. That might not be a bad thing, but I'll mention it just in case.
Working as intended. Now that you mention it though, it might be better to prevent that considering how much worse the Kelpie AI is without a working tractor beam

Your large energy weapons might do too much damage.
Yeah, you're probably right. I'm hesitant to just reduce the damage though. The mobeus beam already has dps, range, and flux requirements very close to the heavy mauler. What do you think of increasing flux and ordnance cost instead?

I think the Athame would be better off if it's default loadout had Reinforced Bulkheads and Blast Doors instead of armor, since all its armor melts off once it collides with anything anyway.
I agree. Will do.

I also tried putting a Front Shield Generator on it; I have no idea what that would do to the AI, but from a piloting perspective it can help the Athame not die to missiles.
I hadn't considered that possibility. I'll look into it.

You have a medium missile bomb weapon that isn't on any default ship weapon; I forgot what it's called. It was pretty fun on the Flashghast, although I couldn't tell if the Buffalo exploded because I rammed into it or because the bomb hit.
Haha That's exactly how I intended for that weapon to be used! Try phasing through the buffalo next time  ;)
I didn't use it in any of the variants because the frigate AI still has no clue how to use bombs, but I had to include it just so the player can conduct devastating bombing runs manually.

Now, I want to see how they fare against Blackrock.
Honestly, with HE beam weapons and the mobility to apply constant pressure, Blackrock should wreck ICE. If that's not the case I've got more nerfing to do than I had previously thought.
Title: Re: ICE Faction (WIP)
Post by: MesoTroniK on February 11, 2014, 06:29:58 PM
The only capital I have planned at the moment is for logistics support (like an Atlas, Phaeton, and 3 Valkyrie all in one, with a supply/day cost to match).  I do want it to have some form of game-changing support ability in combat, but I haven't decided what (suggestions welcome). Still not sure how I want it to look either. I have an idea or two for other capitals, but I don't think I'll ever make one that's like a capital-sized Soulbane/Voidreaver. Too powerful. But then, I'll always remember my first Unsung...
We'll see. Suggestions for thematically consistent capital ships are welcome.

That will be difficult but something grand must be thought of, capital ships represent the very essence of a faction and all should get at least one :)
Title: Re: ICE Faction (WIP)
Post by: Chaos Farseer on February 11, 2014, 09:23:15 PM
Oh boy! Wall of text time!
The ordinance deflection is kind of weird, but most of the time it's not noticeable.
Weird how? I'm kinda worried people will have a hard time figuring out how to use/counter it. I'd like for it to be more noticeable, but I haven't thought of a good way to represent it graphically yet. Open to suggestions.
Now, I thought that the deflection wasn't very impressive, but after some more tests it's sometimes a bit broken. It mostly comes into play against perfect accuracy projectile weapons (chiefly weapons you associate with the Tri-Tachyon). I had an amusing moment when dueling a Medusa with a Voidreaver, and watching the Pulse Lasers bend around the ship. Helped immensely with taking down an Auora. In those cases, it's rather obvious that the hull mod is in effect. Interestingly, it's less influential with missiles.
You might not need a graphical way to represent it, although maybe a slightly glowing wedge shape around the ship would be a good way to do it.
Generally speaking, I feel like your armor values on Destroyer and larger ships are too high.
I agree. Will nerf. The armor issues with the Kelpie and Pentagram are a lot more complicated though. They both have a hullmod called Reverberation Dampeners which 'Reduces damage from collisions, ship explosions, and projectiles by 50 percent, but doubles damage from beams and missiles.' If I had my way this hullmod would reduce damage from collisions and explosions by 80% without messing with other damage sources, but unfortunately I haven't been able to figure out how to do that. The Kelpie actually has the same armor rating as the Aurora, but with the 50% reduction to projectile damage it effectively has more armor than every vanilla ship other than the Onslaught. Take into account damage mitigation from armor level and we get this problem. It's irksome. In this case I think the cure (the hull mod) might be worse than the disease (explosion/collision damage), so I might just get rid of it until I can do it properly.
You could also halve the armor on the Kelpie and Pentagram and keep the hull mod. It would give them an interesting gameplay dynamic (the Kelpie gets demolished by the Conquest's Reaper torpedoes, for instance).
The Kelpie keeps getting its tractor beam disabled. That might not be a bad thing, but I'll mention it just in case.
Working as intended. Now that you mention it though, it might be better to prevent that considering how much worse the Kelpie AI is without a working tractor beam
You could simply give it Armored Weapon Mounts instead, if it doesn't have it already. Invincible weapons seem like a bad idea.
Interestingly, the Kelpie can not drag any destroyer or larger Blackrock ship. Either they're too maneuverable, or in the case of the Gonodactylus, it probably has too much mass. I'm not sure the Tractor Beam needs to be stronger, though. It works fine against vanilla.
Your large energy weapons might do too much damage.
Yeah, you're probably right. I'm hesitant to just reduce the damage though. The mobeus beam already has dps, range, and flux requirements very close to the heavy mauler. What do you think of increasing flux and ordnance cost instead?
After more testing, what really makes the Mobeus Beam immensely good is it's perfect accuracy (great for dealing with fighters and such) and the fact that it sometimes curves around shields. Increased flux generation would be one way to balance it out. Currently I don't think any of your ships have flux problems due to their weaponry except the Soulbane, due to its dual Antimatter blasters. I think that was the only ship I could really fill my flux capacity due to weapons fire.
I also tried putting a Front Shield Generator on it; I have no idea what that would do to the AI, but from a piloting perspective it can help the Athame not die to missiles.
I hadn't considered that possibility. I'll look into it.
Well, I tested this again. Under AI control, the Athame becomes a bit more survivable and, oddly enough, becomes more bold with its attacks. You did state in your OP that this was supposed to be a shieldless faction, though. I like the idea of leaving it as an option for creative players, personally.
You have a medium missile bomb weapon that isn't on any default ship weapon; I forgot what it's called. It was pretty fun on the Flashghast, although I couldn't tell if the Buffalo exploded because I rammed into it or because the bomb hit.
Haha That's exactly how I intended for that weapon to be used! Try phasing through the buffalo next time  ;)
I didn't use it in any of the variants because the frigate AI still has no clue how to use bombs, but I had to include it just so the player can conduct devastating bombing runs manually.
Ah, that explains it. I forgot to test it, though.
Now, I want to see how they fare against Blackrock.
Honestly, with HE beam weapons and the mobility to apply constant pressure, Blackrock should wreck ICE. If that's not the case I've got more nerfing to do than I had previously thought.
Kind of. The Sunfires are not what make Blackrock deadly against the ICE, but the mobility and high-damage-per-shot weapons do. Simultaneously, the phase cloaks of ICE sometimes get around Blackrock's burst weapons. The two of them hard counter each other in certain matchups.
The Kelpie simply doesn't work, since Blackrock is too mobile. Against a Gonodactylus the two are pretty much at a standstill, but in just about all other cases the Kelpie simply can't do any damage. It either can't catch up or it can't reel them in.
The Soulbane has mixed results. It can destroy a Gonodactylus with no hull damage and take out a Desdinova (oddly enough, the Desdinova loses all of its battles). It also deals tons of damage to any of the default Karkinos variants due to its mobility. The Voidreaver does all of the above, but also can take down the Kurmaraja and the Revenant under player control. Sometimes it goofs up and uses it's main cannon (forgot the name) to break shields, overloading both ships simultaneously. I suppose that'd be good behavior in fleet engagements, but in duels it's pretty silly.
The Voidreaver can take out an Auora, but it's really difficult. I only won because the Auora dropped shields when I'd fire the main cannon.
A Nevermore defeats all ICE ships, oddly enough. I think it's a combination of the Antimatter Lance, wide frontal shields, and the Burst Maneuvering Jets to catch up to ICE ships when they're vulnerable.
I tried using a Karkinos to fight a Voidreaver and Soulbane simultaneously, and that's a really hard fight. The ICE ships have enough mobility to get to the rear and unload all their nasty weapons into its armor and get out of range before venting. I had to refit the Karkinos with an Omni Shield generator to block the Voidreaver, 4 Squall Batteries to do decent anti-armor damage, and the Integrated Targeting Unit to be able to fire in the first place. The Ironweavers weren't sufficient, and the Solenoid Cannons did effectively nothing.
I also found out that Boomerangs are nasty missiles. I don't think my PD took any of them down, and 600 high explosive damage + 100 EMP damage really hurts.

Overall, though, I think ICE may not be as overpowered as I used to believe. I think they need some more weapons which deal kinetic or energy damage in order to deal with shields.
ICE ships are possible to defeat with the current balance, but it requires a combination of mobility, anti-armor, wide shields or omni-shields, and range. Low-tech fleets are pretty much universally doomed to lose against ICE due to their lack of good shielding and mobility. Additionally, ships outfitted to fight shields are also generally doomed against ICE, since most anti-shield weapons become next to useless against high regenerating armor.

I think I've had a bit too much fun trying all of this out. I didn't even get to the ICE frigates. Hope it helps, though!
Title: Re: ICE Faction (WIP)
Post by: Ember on February 11, 2014, 09:35:35 PM
not sure how well you can see whats going on but it was a bit fun to watch my ships fight yours
http://www.youtube.com/watch?v=JD2y2X0uzYY
Title: Re: ICE Faction (WIP)
Post by: Gotcha! on February 12, 2014, 05:22:12 AM
@Ember: Not even a scratch on that big ship of yours. Nerrrrf!
Title: Re: ICE Faction (WIP)
Post by: Ember on February 12, 2014, 08:02:05 AM
@Ember: Not even a scratch on that big ship of yours. Nerrrrf!

true but it has the same armor rating as my old capital ship, and its very easy to get through that armor with torpedoes or even missiles
Title: Re: ICE Faction (WIP)
Post by: InfinitySquared on February 12, 2014, 09:45:18 AM
These ships are simply gorgeous!

@Ember: Not even a scratch on that big ship of yours. Nerrrrf!

true but it has the same armor rating as my old capital ship, and its very easy to get through that armor with torpedoes or even missiles

Oh, look! A brony! /)
Title: Re: ICE Faction (WIP)
Post by: SpaceRiceBowl on February 12, 2014, 12:51:15 PM
Love the unique was this faction operates and plays  :D
Title: Re: ICE Faction (WIP)
Post by: Tecrys on February 12, 2014, 03:15:13 PM
Wow!

I do love all the effects on ICE, that dragon beam thing looks sooo cool!
The agility of those ships is really impressive and I like the custom phase burrow animation. Reminds me of some flat fishes covered in sand and then attacking rapidly.

The whole art style and the effects are very well put together. Does that Pentagram have energy blades? Those are so awesome.
Although one could say that some less effects would improve visibility, not that I had issues with that but newer players might have issues with that.
And that beam maw of the Kelpie!
I can't wait to fight those guys in the conquest for Exerelin or any other sector!
Title: Re: ICE Faction (WIP)
Post by: Space Bob on February 12, 2014, 03:19:22 PM
I like the way the ships were designed visually and the playstyle looks cool as well. Someone said this faction may be too shooty shooty for StarSector's style but hey there are also custom factions out there that don't line up with vanilla's idea of balance and that is totally fine as well. I'm personally all for diversity and if this leads to more factions with crazy visuals I'm all for it. It may not be IKARUGA right now but it could be and that is fine in and of itself. Imagine ICE and FIRE(doesn't exist, just imagine it being the reddish counterpart of ICE or something) duking it out with anime disco lightning flying everywhere.

I'm keeping an eye on this for whenever the first Exerelin version is available, whenever that may be! :)
Title: Re: ICE Faction (WIP)
Post by: Tecrys on February 12, 2014, 03:56:44 PM
I'm personally all for diversity and if this leads to more factions with crazy visuals I'm all for it.

ICE is diverse in that regard, that is some excellent spriting work here. I've seen it all start in the spriter's judgement thread.

BTW, did you take a look at my faction? You might be interrested if you like "different" sprites.
Title: Re: ICE Faction (WIP)
Post by: Ember on February 12, 2014, 05:45:21 PM
These ships are simply gorgeous!

@Ember: Not even a scratch on that big ship of yours. Nerrrrf!

true but it has the same armor rating as my old capital ship, and its very easy to get through that armor with torpedoes or even missiles

Oh, look! A brony! /)


meep >.>
cautiously returns the (\
Title: Re: ICE Faction (WIP)
Post by: Sundog on February 12, 2014, 06:03:57 PM
On Exerelin support: All other issues aside, ICE is far from being a complete faction simply because many important roles aren't filled. I want to hold off on Exerelin support until I feel that ICE is balanced better and more complete. It will be a few weeks at least. In the meantime I plan to release an update addressing some of the more serious bugs and balance/AI issues. Hopefully I can finish that up by this weekend.

@InfinitySquared & SpaceRiceBowl: Thanks  :D

capital ships represent the very essence of a faction
Not sure I agree with you on that particular point. I think it depends on the player. I for one prefer to fly cruisers in most situations. If we're talking about most players though, I think you're right. Most people want to fly capitals, and I'll do my best to make sure ICE caters to them.  :)

@Chaos Farseer: Thanks again for such thorough feedback! I don't have time to address each of your points again, but I will keep your feedback in mind while getting the next release ready. I do however want to touch on the point below:
Overall, though, I think ICE may not be as overpowered as I used to believe. I think they need some more weapons which deal kinetic or energy damage in order to deal with shields.
One of the things I wanted to do with this faction was to emphasize getting around shields rather than through them (Boomerang/Mobeus/Maneuverability). That's why their kinetic DPS capabilities are so limited (Pretty sure I'm actually going to nerf the hex guns). Now, if you really want more kinetic DPS, you can equip the Heavy MG or Dual MG vanilla weapons. They have excellent DPS and get a range boost from the ICE passive range modifier.

not sure how well you can see whats going on but it was a bit fun to watch my ships fight yours
http://www.youtube.com/watch?v=JD2y2X0uzYY
Nice! Too bad it does such a good job of demonstrating how bad the AI is at handling the Kelpie though.

@Tecrys: Thanks for the feedback!
Although one could say that some less effects would improve visibility, not that I had issues with that but newer players might have issues with that.
Yeah, that's something I'm a little worried about. I want the visuals to be striking too, though, so it's a bit of a balancing act. I'm not going to worry about it too much unless I end up getting significant negative feedback about it from non-vets.

I'm personally all for diversity and if this leads to more factions with crazy visuals I'm all for it.
Yep. Diversity. I think variety is more important than cohesion when it comes to modding, but cohesion is still very important. I want to push the limits of what fits with vanilla, but I don't want to exceed that limit. (i.e no 'anime disco lightning' lol)
Title: Re: ICE Faction (WIP)
Post by: Cosmitz on February 12, 2014, 11:53:29 PM
I want to push the limits of what fits with vanilla, but I don't want to exceed that limit. (i.e no 'anime disco lightning' lol)

http://www.youtube.com/watch?v=S45-lXhiO5A
Title: Re: ICE Faction (WIP)
Post by: Gotcha! on February 13, 2014, 09:43:22 AM
@Cosmitz: Whoah, best weapon ever. :o
Title: Re: ICE Faction (WIP)
Post by: Sundog on February 13, 2014, 12:45:46 PM
I want to push the limits of what fits with vanilla, but I don't want to exceed that limit. (i.e no 'anime disco lightning' lol)

http://www.youtube.com/watch?v=S45-lXhiO5A

Ahaha Holy crap that's great. Love the graffiti.  :D
Title: Re: ICE Faction (WIP)
Post by: Space Bob on February 13, 2014, 03:10:34 PM
I want to push the limits of what fits with vanilla, but I don't want to exceed that limit. (i.e no 'anime disco lightning' lol)

http://www.youtube.com/watch?v=S45-lXhiO5A

Ahahaha this is amazing.
Title: Re: ICE Faction (WIP)
Post by: Sabaton on February 15, 2014, 08:58:46 AM
 I think everyone else covered the reasons this faction kicks ass, so I ask:
 What are your near/far future plans for this faction?
Title: Re: ICE Faction (WIP)
Post by: Sundog on February 15, 2014, 05:16:51 PM
Well, in the near future I'm still just planning to fix some of the more serious bugs, balance issues, and AI issues. In all honestly I expected to be further along with that by now, but it shouldn't be too much longer.

As for long term, well...
I like to tease  :P
The thing about a lot of my ideas is that I don't know if they can be done well, or even at all, so I don't want to make promises I can't keep.
However, one thing I want to do with this faction is open up and/or expand neglected styles of combat in Starsector, both in terms of ship mechanics and broader battle mechanics. To that end I'd like to gather suggestions from anyone willing to share them. So; what styles of play do you guys think should be more viable in Starsector?

I have one such combat style in mind for the next major release, but we'll see how it goes.
Title: Re: ICE Faction (WIP)
Post by: GenBOOM on February 15, 2014, 08:24:08 PM
I want to push the limits of what fits with vanilla, but I don't want to exceed that limit. (i.e no 'anime disco lightning' lol)

http://www.youtube.com/watch?v=S45-lXhiO5A

the fact that you can do silly things like this is why I love starsector ^.^
Title: Re: ICE Faction (WIP)
Post by: HELMUT on March 02, 2014, 01:16:33 PM
I recently played a bit in the campaign (why does every modded faction systems have to hug the goddamn edge of the map?) and it was fun, but weird.

The first thing i noticed is that the AI really have trouble handling the Pentagram, they always use their phase cloak before making contact with the enemy, making them pretty useless. Same thing with the Athame, it will just stare a the enemy without doing anything.

The Specter works better but i found it tricky to use its main gun, it's pretty hard to aim without standing still (and getting wrecked), also the very low ammo count make every missing shots painful.

Flashghast are pretty good, even though they tends to run into things here and there, still much better than the Specter to fill the role of main frigate of the fleet. The Nightseer would be unremarkable if it wasn't for the dreaded Mobius ray, i think this weapon may be too powerful. It deals lot of damage and can circle around shields, also very moderate flux and reasonable ROF make it the must have for every fleet.

The Soulbane seemed very good for a Destroyer, borderline fast-cruiser. It remind me of Gedune destroyers, fast and deadly, also can fill every roles.

The Kelpie is damn good at crushing everything smaller than him (bare fighter wings), it have some trouble handling things of its size though, had trouble "swallowing" a Venture with it. Still very powerful, didn't tried letting the AI playing it so i don't know if it's viable outside of a flagship role.

Didn't played much the other ships yet but nothing outside of the Mobius ray seemed too strong in my eyes. The faction may need some new weapons in the future as the customization is limited for now. Other than this, it's a great mod, the crazy scripts make it very unique!
Title: Re: ICE Faction (WIP)
Post by: Sundog on March 02, 2014, 03:41:59 PM
Thanks for the feedback! I've fixed a lot of that stuff and have plans to fix most of the rest of it.
-AI for the Pentagram and Kelpie will be greatly improved and they'll have a new ship system to complement their in-your-face-ness.
-I doubt AI for the Athame will ever be good enough for the player to trust it. It's designed only to be useful against larger ships, but I haven't managed to get it to ignore fighters and frigates.
-I think I'll get rid of the charge-up on the flamebolt (the Specter's main gun). Eventually ICE will have a few more methods of regenerating ammo than just the Eidolon, so wasting ammo hopefully won't be so painful.
-Mobius ray will be nerfed.
-Many new weapons are planned, but I won't work on those until after the next update. Most of them will be difficult to make.
-I haven't settled on where to put the system yet. I might bring it closer to Corvus. We'll see.
Title: Re: ICE Faction (WIP)
Post by: etherealblade on March 04, 2014, 11:11:24 PM
You know I just realized as I looked at these ships....Is there any reference to Supreme Commander Forge Alliance per Chane? You stuff is just great!
Title: Re: ICE Faction (WIP)
Post by: Sundog on March 05, 2014, 12:31:30 AM
Thank you kindly  :)

Is there any reference to Supreme Commander Forge Alliance per Chane?
Not a bit. This is the first I've heard of that game. To be fair though, the whole thing with white armor plates covering dark, mechanical internals is pretty common. I've always been a fan of it.
Title: Re: ICE Faction (WIP)
Post by: Tecrys on March 05, 2014, 02:27:56 AM
Thank you kindly  :)

Is there any reference to Supreme Commander Forge Alliance per Chane?
Not a bit. This is the first I've heard of that game. To be fair though, the whole thing with white armor plates covering dark, mechanical internals is pretty common. I've always been a fan of it.

You should give it a shot then, SupCom is an absolutely awesome game.

Have you ever played Total Annihilation? SupCom is it's spiritual successor but stay away from SupCom 2, it sucks because the studio tried to make it more mainstream and failed horribly.

Planetary Annihilation is also an upcoming game of that kind, another try to get the feeling of the original Total Annihilation.

PS: Be sure to have some rather good hardware in order to play it, SupCom is quite taxing even on modern machines at least if you make use of the full unit cap which is somewhere like 1000 units per player or so.
Title: Re: ICE Faction (WIP)
Post by: Sundog on March 05, 2014, 02:48:39 AM
Hmm. I'll look into it, but I haven't really enjoyed an RTS in almost a decade. The wikipedia article on SupCom says it has a some interesting features though. I'll have to watch some gameplay at some point.
Title: Re: ICE Faction (WIP)
Post by: Tecrys on March 05, 2014, 03:17:34 AM
Then you've never seen SupCom in action.

What makes it completely different from any other RTS is the sheer amount of possibilities in regards of warfare.

You can play clasical all-out tank rush stompy stuff but not many RTS let you engage in technological warfare like SupCom does.

Through intelligence it is possible to completely fool around with your opponent playing with guerilla tactics or surgical artillery strikes depending a little bit on the faction you play.

No other RTS ever has done such stuff before, except for Total Annihilation.

I mostly enjoy playing the Packman:

Heavy tier 3 assault bots carried by the largest troop transport VTOL in game and lots of them, somewhere around 150 to 300 of them.

I call it Packman because the huge flying blob carrying the bots looks like a massive Packman flying around the map.

But there's other stuff as well:

Experimental stealth generators, personal teleporters, submarine carriers, nukes, anti-nukes and so on.

Opposed to most other RTS it's more similar to "Cold War", an armsrace of the factions trying to outwit or out-tech the others by clever sceeming and planing ahead.

In short, it is the complete opposite to RTS like Starcraft or C&C.
Title: Re: ICE Faction (WIP)
Post by: Sundog on March 05, 2014, 01:41:46 PM
Well that's a pretty convincing recommendation, and at 75% off on steam? Sold. I'll let you know what I think of it once I've tried it out.
Title: Re: ICE Faction (WIP)
Post by: legion on March 09, 2014, 04:56:53 AM
Except it has one huge drawback: lower tier units are obsolete as soon as you or your opponents upgrade. A single tier 2 defense cannon can maul a group of 100 tier one tanks, without them even coming into range to fire at it!
Title: Re: ICE Faction (WIP)
Post by: Sundog on March 13, 2014, 10:29:22 PM
Updated. This update was mostly about addressing various issues, so there's not much new content. Please let me know about any issues you encounter or suggestions you have  :)

Edit: Found here (https://bitbucket.org/Nate_NBJ/ice/downloads/ICE_v0_WIP2.zip)

Change log:
Spoiler
Major Changes
- Custom sounds by Cycerin
- Considerable AI improvements
- Major changes to the Nightseer
- The Kelpie and Pentagram have been reworked with a new ship system that briefly inverts armor damage
- Armor Repair Nanites ship system has been reworked
- Munitions Auto-Fac hullmod added. Slowly refills ammo.

Fixes
- Second stage warhead of Boomerang missiles can now be shot down
- Idoneus Citadel now sells ICE weapons
- Idoneus Citadel now regenerates cargo and ships
- Fixed bug that caused the Kelpie to teleport off the map on rare occasions
- Eidolon now has two launch bays, as was the original intention

Balance adjustments
= Heavy armor replaced with Reinforced bulkheads on Athame standard variant
- Athame ordnance points reduced from 30 to 25
- Mobeus Ray:
   - Range reduced from 1000 to 800
   - Flux per shot increased from 50 to 60
   - Ordnance point requirement increased from 20 to 25
- Hex AC and Light Hex AC damage per shot reduced from 40 to 35
- Phase Warp:
   - Cooldown increased from 0.5 to 1
   - Speed boost decreased from 300 to 250
   + Acceleration boost doubled
- Reduced armor for many ships
- The two medium and two small universal turrets on the Voidreaver changed to ballistic
= ICE Phase Cloak (not to be confused with Phase Warp) now increases max speed by 100 and reduces acceleration by 80%
+ Increased effectivness of Graviton Deflector hullmod
+ Kelpie Cruiser got it's phase cloak back now that it can use it without acting completely potato
= Many other adjustments that I've forgoten about
= Armor Repair Ninites
   = Flux generation starts at 50% of base dissipation and increases to 300% over 3 seconds
   = Having soft flux reverses the abovementioned flux generation multiplier
   = Repaired armor is proportional to the amount of flux generated

AI
- AI for melee ships greatly improved
- AI usage of Hypermass Driver greatly improved
- AI now takes advantage of phase cloak speed boosts during travel
- Mobeus autofire won't fire as often

Sound
- Awesome sound effects added courtesy of Cycerin
   - Phase Warp defensive ability
   - Weapons: Mobues Ray, Hex AC, and Light Hex AC.

Visual
- Pulsing lights now fade during phase cloak/warp activation and return once the cooldown is over
- Armor repair sparks are now yellow instead of teal
- Armor repair animations improved, opacity now scales with effect
- Adjusted turret offset for Hex AC
[close]
Title: Re: ICE Faction (WIP)
Post by: Sundog on April 21, 2014, 03:04:43 AM
(http://i.imgur.com/L74f8ef.png)

The Abraxas class Battlecruiser.

See that 'U' shaped section in the center? Unless you can level thousands of DPS on this thing the only way to damage it is to hit that central U. Every other part of the ship will passively regenerate armor fast enough to protect the hull from almost anything. This ship will have an unconventional, narrow, frontal shield to protect its weak point, but a well placed shot directly from behind can still hit it. As well as being a weak point, the central 'U' is a built-in weapon that forces shields to close. However, it also forces the Abraxas to close its own shield while active. The Abraxas' phase cloak will have a long cooldown and short duration, as well taking a while to warm up, but it will provide enough of a speed boost to allow it to travel a good distance before leaving phase.

I've been pretty lazy lately, but I've still been working on ICE every once in a while. It should be a while before the next update though. I'm planning to add something like ten ships  :-\
Title: Re: ICE Faction (WIP)
Post by: Chaos Farseer on April 21, 2014, 03:23:52 AM
Well that seems absolutely terrifying. And fun. Seems like the AI would have troubles fighting it, as it wouldn't know that it needs to attack straight from in front or behind. At least it always aims for the center of mass.
Is it going to have very low hull points or something, to compensate? Seems like in most cases, the only way it'll die is to lucky shots (until a player comes over and figures it out).

Also, it should duel a Desdinova. See who's spinal cannon wins.
Title: Re: ICE Faction (WIP)
Post by: FasterThanSleepyfish on April 21, 2014, 06:37:00 AM
Umm, it's not the Desidnova, it's the Nevermore.
Title: Re: ICE Faction (WIP)
Post by: Cycerin on April 21, 2014, 08:22:32 AM
That's going to be so *** sweet.
Title: Re: ICE Faction (WIP)
Post by: Chaos Farseer on April 21, 2014, 08:52:12 AM
Umm, it's not the Desidnova, it's the Nevermore.
Erm. Yes. Thank you.  :-X
AHH HOW DID I MESS THAT UP
Title: Re: ICE Faction (WIP)
Post by: Uomoz on April 21, 2014, 10:51:11 AM
This new monster will be painful for the AI.
Title: Re: ICE Faction (WIP)
Post by: FasterThanSleepyfish on April 21, 2014, 10:59:38 AM
Uhm, domoarigato Mr.corners? B¤t?

Perhaps I am being too suspicious...
Title: Re: ICE Faction (WIP)
Post by: Sabaton on April 21, 2014, 11:36:37 AM
 You plan on making 10 more ships for the next update?
 Any hints at what you're thinking at? The faction  has a need for destroyers but 5 frigates and 3 cruisers is really good.
Title: Re: ICE Faction (WIP)
Post by: dmaiski on April 21, 2014, 12:38:37 PM
Quote
This new monster will be painful for the AI.
then write a new one  ;D

but really, this mod looks so nice
Title: Re: ICE Faction (WIP)
Post by: Tecrys on April 21, 2014, 01:12:46 PM
Quote
This new monster will be painful for the AI.
then write a new one  ;D

but really, this mod looks so nice
He already did ... And yes, Sundog's work is quite amazing, both art and coding.

Good to see a lifesign, I was afraid you wouldn't come back to your "Protoss".   8)
im only in the forums :P

got an exam on the 23rd so till then not much happening

I meant Sundog but it's good to have you back as well, I noticed that you've been absent for a while.  ;D
Title: Re: ICE Faction (WIP)
Post by: dmaiski on April 21, 2014, 01:25:00 PM
im only in the forums :P

got an exam on the 23rd so till then not much happening
Title: Re: ICE Faction (WIP)
Post by: Sundog on April 21, 2014, 02:04:57 PM
About AI:
I am a little worried about it, but I expect it'll work out alright. With it's frontal firepower, the Abraxas will try to face it's biggest threat, exposing the weak point from the front. Small, fast ships seem to be pretty good about getting behind ships like the Onslaught and Abraxas, so they should be able to hit the weak point from behind every once in a while, even if they don't know what they're doing. Attacks from the sides won't really be wasted anyway. They'll still be able to disable engines and the two primary weapons, and I'm planning to base regen speed on total armor repaired rather than making each cell regen at a constant rate, meaning 100 DPS from 10 directions would have almost as much chance of penetrating the armor as 1000 DPS from one direction. If it doesn't end up working out though, I'll just have to change it.

@Tecrys and dmaiski: Thanks for the kind words, guys, but I'd have to replace the AI of all ships in order to improve how ships attack the Abraxas, and I don't think it's polite for a faction mod to do something like that.

Is it going to have very low hull points or something, to compensate?
Yes  :)
Among other things, like the armor not regenerating while overloaded.

You are truly a wet blanket when it comes to errors, Sundog.

No offense!  :)
Heh, none taken. That's a strange thing to say. I like it :D

Uhm, domoarigato Mr.corners? B¤t?

Perhaps I am being too suspicious...
I recognize none of those monikers. Are you referring to the cryptic and tactless guy who makes red and black boss ships?

You plan on making 10 more ships for the next update?
 Any hints at what you're thinking at? The faction  has a need for destroyers but 5 frigates and 3 cruisers is really good.
Sadly, I do plan on making two more frigates, but neither of them will be able to deal damage (except by ramming or exploding).

Fighter:
Ectolance - A corvette bomber 'wing' (only 1 ship per wing).
Stormwhisp - A slow, heavy fighter wing with an evil trick up its sleeve.

Frigate:
Palantir - A recon frigate with an extremely efficient phase cloak, but no weapons.
Seraph - A frigate with maintenance drones, but no weapons. For when you want maintenance support in combat but don't need all the extras the Eidolon brings to the table.

Destroyer:
Phantasm - A boring Buffalo derivative with a tanker and freighter version.
Shiekwraith - A front-line support ship with misc craziness.
[Name TBD] - A missile platform destroyer. Nothing special, but the new 'missile' weapons should make it interesting.

Capital:
Apocrypha - A command ship that gives you unprecedented control over the tactical situation in a number of ways.
Shalom - A colony ship that provides logistical support, but has no combat utility whatsoever.
Title: Re: ICE Faction (WIP)
Post by: MesoTroniK on April 21, 2014, 03:50:04 PM
You are insane Sundog!

Something does tell me though that Mx missile swarms will be the Abraxas's arch nemesis. The constant hail of weak missiles to a target's center mass on the front and back at the same time.

And wow you been busy. I was starting to wonder what you were up to, and you did not disappoint...
Title: Re: ICE Faction (WIP)
Post by: Sundog on August 07, 2014, 11:40:12 PM
Some of the new ships coming to ICE, including the other two Capitals.

(http://i.imgur.com/Nlr7Kv1.jpg)

The ribbon shaped capital near the center (the one that doesn't look like a beach ball) is the Apocrypha class command ship. It has two main selling points:
1. It regenerates command points.
2. It has the ability to teleport friendly ships to it (like the Arbiter's Recall from StarCraft). Or, at least, it will once I figure out how I want that ability to work. The problem is that there's no graceful way for the player to designate which ships to teleport. Right now I'm leaning toward a weapon with a minute long cooldown that, when activated, will automatically choose which ships to recall in order to bring them closer to their respective assignments. I'm hoping that will give the player plenty of control over who gets recalled by using the command interface. What do you guys think? Suggestions?
Title: Re: ICE Faction (WIP)
Post by: MesoTroniK on August 08, 2014, 12:02:28 AM
(http://cdn-frm-us.wargaming.net/wot/us/4.1/style_emoticons/wot/Smile-hiding.gif)
Love it, want to blow it up...


(http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1380/11/1380116617861.jpg)
Title: Re: ICE Faction (WIP)
Post by: ValkyriaL on August 08, 2014, 04:45:31 AM
C.Z.A.R POWER! ;D
Title: Re: ICE Faction (WIP)
Post by: SpaceRiceBowl on August 08, 2014, 07:53:43 AM
Cool, nice to see an update on this
Title: Re: ICE Faction (WIP)
Post by: Az the Squishy on August 14, 2014, 12:12:13 PM
(http://cdn-frm-us.wargaming.net/wot/us/4.1/style_emoticons/wot/Smile-hiding.gif)
Love it, want to blow it up...

That made me giggle. x3
And nice faction by the way. :)
Title: Re: ICE Faction (WIP)
Post by: Sundog on August 19, 2014, 04:09:21 PM
And nice faction by the way. :)
Thanks!

Cool, nice to see an update on this
Yeah, it's been a while hasn't it? Hopefully my motivation module will kick in soon and I'll finally be able to make this faction releasable.
Title: Re: ICE Faction (WIP)
Post by: GeometryPrime on August 26, 2014, 05:53:32 PM
Probably won't install this until after it has been adapted for the next version, but just one question: Does it have campaign integration yet?
Title: Re: ICE Faction (WIP)
Post by: Sundog on August 26, 2014, 06:36:25 PM
It does have campaign integration. I would recommend against installing it for now though, as the current version is very unpolished and incomplete. Feedback on the current version isn't particularly useful to me either, as the dev build is so much different. I appreciate your interest though, and I hope you'll play the next release and give me your feedback/suggestions  :)
Title: Re: ICE Faction (WIP)
Post by: Sundog on August 27, 2014, 10:31:56 PM
Progress!  :D

https://www.youtube.com/watch?v=hmxqLTbMmFw
Title: Re: ICE Faction (WIP)
Post by: MesoTroniK on August 27, 2014, 10:41:03 PM
Watches the video, is slightly confused for a moment...

Then realizes how bat****insane that new phase system is. Sundog you did it again, hope I can blow them up soon :)
Title: Re: ICE Faction (WIP)
Post by: Sabaton on August 28, 2014, 12:16:22 AM
WOw, looks like mods are becoming more and more exotic as time passes on. I'm curious what custom station graphics will bring for these guys and other mods.
Title: Re: ICE Faction (WIP)
Post by: Sundog on August 28, 2014, 05:49:22 PM
@MesoTroniK
I'm glad you called it a phase system! I tried to make it look like one for the sake of the theme, but really it's more of a temporary teleport with maneuvering jets thrown in.
With any luck they'll be prepared for demolition soon  :)

@Sabaton
I'm planning to make one custom station for this mod, but I haven't decided how it should look.
Title: Re: ICE Faction (WIP)
Post by: Uomoz on August 28, 2014, 05:58:46 PM
Is it just me or this particular system reminds of Dota2's weaver ultimate? Neat! :D
Title: Re: ICE Faction (WIP)
Post by: kazi on August 29, 2014, 02:28:33 AM
That curvy beam (moebius ray?) is the stuff of nightmares. :-X
Title: Re: ICE Faction (WIP)
Post by: Sundog on August 29, 2014, 02:10:13 PM
@Uomoz
Haven't played Dota 2, but I just googled Weavers ultimate and you're right, that is pretty similar (even graphically). In fact, this new system IS inspired by an ability from a fantasy game; the thief's Shadowstep from Guild Wars 2 (http://wiki.guildwars2.com/wiki/Shadowstep). The only real difference is that Shadowstep allows you to return, while Phase Jaunt requires you to. I wanted to give the Abraxas a powerful flanking ability on par with teleportation without increasing it's travel speed. Honestly I was pretty sure I wouldn't be able to get it working right at first.

@kazi
Yep! It will be even more deadly once I iron out the bug that makes it shoot off in random directions  :)
Pretty sure I'm going to reduce it's turning radius to make it easier for the AI to deal with though.
Shield circumvention weapons are becoming a staple of ICE. I'm determined to make them into a vanilla balanced faction that utterly wrecks Nitrino Corp. If FF won't balance them, I WILL!  :D
Title: Re: ICE Faction (WIP)
Post by: etherealblade on September 01, 2014, 08:59:01 PM
GAWD that was awesome. I've been eyeballing this thread since the day you posted it. I'm glad to see it's coming along. That coding for the teleport prolly took a lot of testing. I love the way you take a cool Idea and take up to 11. Thankyou!
Title: Re: ICE Faction (WIP)
Post by: Sundog on September 02, 2014, 05:07:37 PM
Thanks etherealblade :)
Yeah, the teleport took a lot of trial and error to get right. The AI was surprisingly easy though, since I didn't need to fight the default AI much.
Title: Re: ICE Faction (WIP)
Post by: kazi on September 02, 2014, 09:08:36 PM
@Uomoz
 In fact, this new system IS inspired by an ability from a fantasy game; the thief's Shadowstep from Guild Wars 2 (http://wiki.guildwars2.com/wiki/Shadowstep).

Ugh, you play thief? lameeeee..... (I main mesmer). Which server are you on anyhow (NSP?)?

Being actually on topic, I actually rather like the "random directions" bug. It's a bit of a visual bonus that REALLY adds to the weapon's "feel."
Title: Re: ICE Faction (WIP)
Post by: Sundog on September 05, 2014, 08:57:31 PM
Yeah, I played thief on Meguma (or something like that) until level 50 or so shortly after release. I haven't played GW2 in a long time though. It's a cool game in a lot of ways, but I've never been able to stick with an MMO for long. Is WvW fun yet?

Pretty sure we're talking about different bugs. If you're talking about they way the projectiles scatter in random directions when they hit missiles, fighters, or an exegency repulsor field, then I agree. I was talking about a somewhat rare bug in the autofire code that makes the stream aim for random points in space and is considerably less cute  :)
Title: Re: ICE Faction (WIP)
Post by: Wyvern on September 09, 2014, 10:31:28 AM
The ribbon shaped capital near the center (the one that doesn't look like a beach ball) is the Apocrypha class command ship. It has two main selling points:
1. It regenerates command points.
2. It has the ability to teleport friendly ships to it (like the Arbiter's Recall from StarCraft). Or, at least, it will once I figure out how I want that ability to work. The problem is that there's no graceful way for the player to designate which ships to teleport. Right now I'm leaning toward a weapon with a minute long cooldown that, when activated, will automatically choose which ships to recall in order to bring them closer to their respective assignments. I'm hoping that will give the player plenty of control over who gets recalled by using the command interface. What do you guys think? Suggestions?
Probably a bit late to the party here, but I'd suggest something very simple: it recalls all ships that are currently assigned to it as escorts - and immediately generates one command point - effectively refunding the one you just used to specify which ships you wanted recalled.
Title: Re: ICE Faction (WIP)
Post by: Sundog on September 10, 2014, 03:43:39 PM
That's not a bad idea Wyvern. That would be a lot easier to describe to the player, and it would give them more direct control over which ships get recalled than what I currently have in mind. There are a few situations in which I don't think it would work very well, but you might have already thought of solutions. If so, please let me know.
Designating which ships to recall based on all the assignments on the map has it's own issues of course (namely that it could be difficult for a player to figure out why ships teleport when they do), but overall I think it will work out better. If that doesn't pan out, though, I'll give the escort method a shot.
Title: Re: ICE Faction (WIP)
Post by: Sundog on September 14, 2014, 04:43:23 PM
Heh. Bugs.

https://www.youtube.com/watch?v=UBW3zUh9Hz4

Luckily this was one of the bugs that are super easy to find and fix.
Title: Re: ICE Faction (WIP)
Post by: etherealblade on September 20, 2014, 07:57:57 PM
That was a rather epic bug...in a way..your ships get recalled...but at an absolute sacrifice....LOL. Seriously, you should put this video into your lore section as an a prototype module test gone wrong. LOL....When you get it right though that will be a game changer.
Title: Re: ICE Faction (WIP)
Post by: Sundog on September 21, 2014, 08:54:44 PM
Hey, I never said your ships wouldn't blow up in the process  :)
Title: Re: ICE Faction (WIP)
Post by: Sundog on September 23, 2014, 04:21:23 PM
It's finally ready! (Just in time to become outdated  :))

Download ICE version 0.0.0 (https://bitbucket.org/Nate_NBJ/ice/downloads/ICE 0.0.0 for Starsector 6.2a.zip)  (Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

See the original post for details (http://fractalsoftworks.com/forum/index.php?topic=7625.0)

Overview of changes:
-Added 8 new ships
-Removed 2 ships, Pentagram and Flashghast (for now)
-Reworked Nightseer
-Added several weapons and ship systems
-Many improvements to playability and  AI
Title: Re: ICE Faction
Post by: Nanao-kun on September 23, 2014, 05:59:44 PM
Awesome. Really like how the Shiekwraith looks.
Title: Re: ICE Faction
Post by: Sundog on September 23, 2014, 08:29:17 PM
PSA: Just found a bug. Trying to load the random ICE missions while Interstellar Imperium is enabled may cause the game to freeze. I'll upload a fix tonight.

@Nanao-kun: Thanks! Glad you like the Shiekwraith  :)
Title: Re: ICE Faction (WIP)
Post by: Sundog on September 23, 2014, 09:50:25 PM
Bugs fixed. Sorry about that  ::)
Please let me know if you find any more

Download ICE version 0.0.1 (https://bitbucket.org/Nate_NBJ/ice/downloads/ICE 0.0.1 for Starsector 6.2a.zip)  (Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
See the original post for details (http://fractalsoftworks.com/forum/index.php?topic=7625.0)

Bugs fixed:
-Randomized missions no longer crash when Interstellar Imperium is selected as one of the factions
-Phase cloak cooldown sound effect no longer plays for non-ICE ships
Title: Re: ICE Faction (WIP)
Post by: Sundog on September 25, 2014, 03:44:14 PM
Found and fixed a few more issues. I'm sure there are plenty left  :)

Download ICE version 0.0.2 (https://bitbucket.org/Nate_NBJ/ice/downloads/ICE 0.0.2 for Starsector 6.2a.zip)  (Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
See the original post for details (http://fractalsoftworks.com/forum/index.php?topic=7625.0)

BALANCE CHANGES
- Ship prices adjusted. Notably, the value of the Palantir was reduced from 15000 to 1250
- Nerfed Palantir a bit to make it easier to kill.

BUGS FIXED
- Transferring command to an Athame no longer has a risk of reducing its top speed.
- Fission Drill AI is better about committing to a charge. It won't toggle off at inopportune times as often.
- Removed mechanic from the Palantir that caused to to generate flux more quickly while cloaked near objectives.
- Randomized missions no longer try to select factions without ships, which would previously cause the game to freeze.
- Stability improvements. Should prevent a crash that I couldn't reproduce.
Title: Re: ICE Faction (WIP)
Post by: Zaphide on September 25, 2014, 04:07:45 PM
- Ship prices adjusted. Notably, the value of the Palantir was reduced from 15000 to 1250

Haha I must admit I noticed this, looked at the description text (which says they are still viable due to their low cost)  and thought ??? :P
Title: Re: ICE Faction
Post by: Sundog on September 25, 2014, 04:40:19 PM
 :D Yeah, I'll bet you're not the only one to think that. Believe it or not I set the price that high on purpose at first. Originally the Palantir was supposed to be all-but-invincible, with a 0 flux/second phase cloak. Unfortunately, that made it much more useful as a distraction than a scout, since you could just send it to the enemy side and half their fleet would spend the whole battle trying to kill it.
Title: Re: ICE Faction
Post by: Sundog on September 29, 2014, 12:55:03 PM
I've found a few more things to fix, so I'll be releasing another patch soon. Any requests for changes while I'm at it?
Title: Re: ICE Faction
Post by: HELMUT on September 30, 2014, 08:59:43 AM
I've found a few more things to fix, so I'll be releasing another patch soon. Any requests for changes while I'm at it?

Yes.

(http://i.imgur.com/1J1Nrcl.png)

I hate you so much for this.
Title: Re: ICE Faction (WIP)
Post by: Sundog on September 30, 2014, 04:47:49 PM
(why does every modded faction systems have to hug the goddamn edge of the map?)
MWAHAHAHAHAHA!!!  >:D

Ahem. Right. So I guess I should have advertised this a bit better, but you can buy ships and weapons from any Idoneus Refugee Fleet as long as they're not hostile. In the future players won't be able to trade at Idoneus Citadel at all, and the only reason to visit Ulterius will be for one or two scenarios introduced by the mod.

I guess it would be prudent to let players know they should trade with those fleets rather than the station, but I neglected to come up with a way to provide that information in-game. I'll think about ways to do that and implement a solution for the next patch. Suggestions welcome.
Title: Re: ICE Faction
Post by: LazyWizard on October 01, 2014, 08:06:21 AM
Is it intended behavior that my drones, um, flee from me? ;)
Spoiler
(http://i.imgur.com/ZpydFSb.png)
[close]
Title: Re: ICE Faction
Post by: zeno0010 on October 01, 2014, 01:36:25 PM
The Eidolon A.I phases just to move and vents when its not phasing. it rarely fires the missiles i gave it Q_Q. these ships look and move awsomly though! I want to tell the pilot of the moving drill to calm his ****. Then again that's his charm  8). The seraph requires a butt ton of fuel, not sure if intentional. Stormwhisps description on armament says its armed with harpoons, flair description says boomerangs. Mobius ray looks awsome, it and most other weapons dont hurt hull much cept for flamebolt.
Title: Re: ICE Faction
Post by: Sundog on October 01, 2014, 04:48:36 PM
@LazyWizard: Ha! Nope, not intended, but I just figured out why it was happening to you and I think it's somewhat amusing. Mx Drones owned by the player ship will prioritize the player's target as long as the target is friendly. So when you target one of your own drones you'll end up with two Mx Drones who fly around their buddy and one that tries to fly around itself. When the targeted drone tries to fly around itself, it picks a random location to go to near it's target (itself). It never gets there, however, because the location coordinates are relative to the target rather than absolute. It's essentially chasing a carrot on a stick. Silliness  :)

That could have been pretty hard to find and figure out without your screenshot, so thanks!

I'll remove that LR PD laser, too. That's not supposed to be there.


@zeno0010: Glad you like how the ships look and move :D. The Eidolon (and other ICE ships) phase and vent while traveling because their phase cloaks provide a speed boost. The AI controlling whether or not missiles are fired is the same for an Eidolon as a vanilla Starsector ship (unless it's a modded weapon with specialized AI, in which case only the author of the weapon can really do anything about it). Thanks for letting me know about the discrepancy in the Stormwhisp's description. Will fix.

The atrocious gas mileage of the Seraph is actually intentional, but I think I might tone it down a bit. The tow cable is the main reason it requires so much more fuel than other ICE frigates. The Ox uses 5 fuel per LY, and the tow cable is it's only perk, so I figured the Seraph's base fuel per LY should be at least 6. Later I decided to double the fuel consumption of all ICE ships to help compensate for the way they repair instantly out of combat. Hence 12. I think I'll reduce that to 9 so it's not quite so ridiculous.

Yeah, most ICE weapons are oriented toward bypassing shields and/or stripping armor, but if you want straight up DPS to unarmored hull the Scatter PD can be very effective.

Thanks for the feedback!
Title: Re: ICE Faction
Post by: HELMUT on October 03, 2014, 08:03:27 AM
So i played an ICE campaign and i have to say i didn't have such a blast in Starsector in a while! This faction give a ridiculous amount of fun to play with. ICE ships are so different yet extremely enjoyable to fly, for the balance i didn't saw anything worth noting. I didn't got the chance to play with the Flashghast and the Pentagram as they were unavailable to the ICE station but maybe they've been resupplied later on, i just bought everything and went to the omnifactory to avoid lengthy travels.

For the frigates, the Spectre standard variant is not that great as a starter ship, the very low range weaponry make it very weak in early frigate knife-fights. Later on as a "ninja" strike frigate against bigger ships though? Much better.

A (very) good starter loadout would be a mauler/ACs combo. A hex AC with a pair of falx beam make a pretty decent support teammate early on as well.

The Nightseer is incredible, while it's a bit weak by itself, it become very scary with at least one support (i used a hex AC Spectre to take down shields). The Nosferatu ray utterly wreck un-shielded targets and with the phase jaunt you can easily dance around the enemy, stealing armor here and there.

The Athame is a bit of a joke ship, at least in the beginning. Later in the game i guess they would make some pretty nasty crewed torpedoes, very niche role but not completely useless.

I'm not sure about the Palantir, the vision it provide is okay and it can keep busy the enemy ship for a while. It's not incredibly useful but for such low cost, i'm not going to complain.

The Seraph however is awesome. Yeah it's just a tug but a tug with frickin' repair drones! Global armor/CR regen is too good to pass, those are the ones that keep your guys alive. Do you know if the drones of several Seraph stack? That could make a fully combat skilled capital ship absolutely unkillable!

For the destroyers, the Soulbane is damn good early to mid-game but very expensive (the Mobius ray add to the cost) unfortunately it felt a bit fragile later on, like most destroyers tho. The Shiekwraith however is much more affordable and tough, i have to say i didn't used it too much in late game so i'm not sure but early on it's very good tank for your fleet, which is a godsend for the fragile ICE frigates. It can't do much more but if you need an early flying shield it'll do the job.

The cruisers are where the funny ones are.

The Eidolon is a nice support carrier but can't brawl like a venture. Also i noticed that standard variant Eidolons have missiles only weaponry and they tend to "hug" their targets, Hex ACs would be good on them but they still tend to go up close and personal which isn't ideal... Later on you can avoid this thanks to the Apocrypha but before you get one of those, it's not perfect.

I'm not that fan of the boomerangs srm on it, mainly because they are srms! I would rather have my Eidolon to stay far away, lobbing lrms at the enemy while its drones and launch bays support the fleet. Same thing apply to the Apocrypha, it is better at a safe range.

The Kelpie is the weirdo of the band, the AI can do weird things with it (cloaking when "eating" an enemy) and can have trouble choosing the right target. For the player however the Kelpie is a monster, in a few seconds you can slaughter everything from a frigate to a capital ship. It's weaker in big battles but in 1v1 it's pretty much invincible.

The Kelpie suffer from its faster phase cloak like the Eidolon, both will abuse it to move to position. Mobility is good but i'd rather want my ships to keep their flux low in case things went too hot, i witnessed a lot my Kelpie/Eidolon charging the enemy with nearly max flux. I think it would be better if their cloak wouldn't make them faster than the passive flux boost.

The Voidreaver is a beast, it's ranked as a cruiser but it work (and cost) more like a capital ship. The twin Mobius rays and the Hypermass driver give it a truckload of damage, because of the nature of the HD i don't really like letting the AI use it but it's an incredible flagship for the player.

For the capital ships, the Apocrypha is awesome. By itself it's barely worthy of being a serious combat ship but the Tactical Ansible hull mod is strong, very strong, too strong? It regenerate the command points and as such give unrivaled mobility to the fleet, you can order whatever you want without being afraid of running out of points. Want that strategic point? Fighter dude, go get it! Enemy fleet is massing in a big blob? Order your fleet to relocate and kite it to death. Want a coffee? Yeah, definitely have a command point for that too.

With this, ICE become the most tactical faction ever, you lure the enemy where you want, you move your ships where you want, it's incredible, it's fun.

Speaking of luring enemy ships where you want...

Spoiler
(http://i.imgur.com/FN6n5OY.png)
You want that sensor array? Come get it!
[close]

The large mine launcher is brutal. Autofire with Munition AutoFac hullmod and you can lay death trap wherever you want, it's awesome.

I didn't find out how to use the recall teleporter, which would have been very handy to recall my overzealous Eidolon to safety. Sad.

I wasn't that much impressed by the Abraxas though. It's armament is pretty weak and it's not even that tanky, the phase jaunt make it very maneuverable though. I didn't unlocked the heavy armor hullmod, so it may be the reason why it felt a bit fragile. The Nova discharger with Mjollnir combo should make it a beast in 1v1 but i never could get it right... I guess the Abraxas is the kind of capital ship that really become monstrous with high-level combat skills... But otherwise? Not sure.

The Shalom class is basically an oversized valkyrie, without guns, and ship systems. No reason to get this one currently, maybe with SS future updates? I still would have liked to see it in a support role, a bit like the Nomad Oasis.

Not much to say about the fighter wings, they're good, they fill diverse roles. Those bombers are terrifying and looks cool dropping their bombs.

A few little mistakes i noticed. Void Reaver "elete" cruiser, Soul Bane "elete" destroyer. The Mobius ray description name it as a "Mobeus" ray. Finally the Stormwhisp description say it have 2 boomerangs SRMs while it actually have 2 harpoons. Also ICE ships don't have repair cost, they instantly repair themselves between two battles (even in a combat and then pursuit scenario). I guess it make sense given they have all regen stuff and all...

That's it, i think i said it all. Honestly it's currently one of the best mod on the forum to me, it's gorgeous, it's incredibly fun. It's "almost" perfect, yes almost because getting of the outrageous distance to travel to get those ships, i'm still mad at you for this.

Still, good job, very good job.
Title: Re: ICE Faction
Post by: Sundog on October 03, 2014, 05:42:40 PM
Thanks! I'm glad you enjoyed yourself  :D

Sadly I decided to remove the Pentagram and Flashghast for now. I removed the Flashghast because I felt like it was conceptually and artistically boring, but I have (tentative) plans to revamp it. Removing the Pentagram was painful, but it was too broken not to. It could reliably kill an Eagle, but would consistently die trying to kill an Atlas. I spent many hours trying to fix it, but the nature of the collision damage calculation thwarted me at every turn.

Sounds like the ICE frigates are mostly the way I want them to be  :)

A (very) good starter loadout would be a mauler/ACs combo. A hex AC with a pair of falx beam make a pretty decent support teammate early on as well.
I like these. I think I'll add them once I get around to adding variants.

In my experience the Palantir hasn't been particularly useful either, but I'm hoping that's mostly a matter of play style. There may be some strategist out there who thinks they're OP. That's my hope at least  ::)

Do you know if the drones of several Seraph stack? That could make a fully combat skilled capital ship absolutely unkillable!
Yep. Maintenance drones can stack infinitely. They can't repair the armor of non-ICE ships though, and they aren't all that useful to an Abraxas, so the possibility of invincible cap-ships shouldn't be too much of a problem. That could be an interesting tactic though. I think the Kelpie would benefit most from it.

Hmm. The Soulbane should be pretty survivable, even late game. Did you notice any common mistakes the AI would make with it? Was it particularly vulnerable to a certain type of enemy?

I agree that Apocrypha and Eidolons should stay away from the front lines. To solve that problem completely I'd have to fully override their AI though, which would be its own major project. For now I'll take a look at increasing their deceleration so they can at least back off more effectively when they want to.
I think I might give the Eidolon medium universal and small missile hardpoints instead of the current medium missiles and small universals. That should give it the ability to become a better brawler.

The boomerangs on the Apocrypha are placeholders for long range support weapons that didn't make it into this version. I'm hoping the next SS update will make those weapons possible.

My perception of the Kelpie is that it excels at killing destroyers and can handle cruisers, but most frigates are too fast and most capitals are too powerful for it to be effective against. If you can slaughter frigates and capitals in seconds I've got a problem to deal with. Can you remember any examples of fast or powerful ships that the Kelpie shouldn't be able to kill easily, but can?

The Kelpie suffer from its faster phase cloak like the Eidolon, both will abuse it to move to position. Mobility is good but i'd rather want my ships to keep their flux low in case things went too hot, i witnessed a lot my Kelpie/Eidolon charging the enemy with nearly max flux.
That's no good. Are you sure that was due to the AI using phase cloak to travel faster? It sounds like this might just be the AI being dumb about flux management as usual. ICE ships aren't supposed to use their phase cloaks to speed up travel unless they are at least 2400 away from the nearest enemy. If they get closer than that they're supposed to vent immediately.

Want a coffee? Yeah, definitely have a command point for that too.
haha  Sounds like it needs a bit of a nerf if you're using command points to order coffee.

It's too bad you didn't find out how to use the Recall teleporter. I worry about the strange control scheme making it shoddy. Did you read its description? If you set it to autofire you should be able to control it simply by using the command interface to give orders, then the teleporter should activate any time it can bring a ship significantly closer to its objective.

I'm still unsure about the balance of the Abraxas as well. An AI controlled Abraxas can solo the Onslaught in the simulator, but that's with heavy armor installed. It's just so vulnerable to burst damage though... At some point I might increase its armor and/or hull while decreasing armor regen, but I'll hold off on that for now. I think the damage output is fine though. With two large and two medium ballistic slots it matches the Conquest's broadside for DPS. The biggest downside to its armament is the penalty all ICE ships have for long range ballistic weapons.

I've considered the idea of giving the Shalom a way to buff all friendly ships on the battlefield somehow, but I kinda like the idea of keeping it completely useless in combat. Good point about the upcoming update. That might make the Shalom's hullmod OP.

Thanks for catching those typos. 'Elete' is one of those words I perpetually misspell.

Did you see my reply to your previous post about the travel distance?

Thanks once again for providing excellent feedback  :)
Title: Re: ICE Faction
Post by: HELMUT on October 04, 2014, 05:27:15 PM
The Soulbane, thanks to its fast phase cloak, tends to dive too deep in the enemy fleet. As most ICE ships have unstable injector mod, their engines get damaged really easy and they can't get out, that's mostly how my Soulbanes died.

For the Kelpie, it mostly depend of the angle you try to "eat" the enemy. Munching on the side of a Conquest won't work really well, getting its prow in the "maw" however will ensure you will deal full damage to it and generally all the front weapons will be quickly disabled. Ships like the Renegade from SS+ with their long noses are food to the Kelpie, a more rounded ship like the Paragon however? Not so much.

For the cloaking problem, it also depend of the enemy you fight and how fast your ships can vent. A faction with long range weaponry or very mobile crafts can quickly take ICE venting ships off guard. It doesn't happen that much fortunately and when you get the Aprocrypha, you can safely position your fleet.

Speaking of the Apocrypha, the Tactical Ansible work on other ships, is it normal? Otherwise i agree, the regen rate should be nerfed a bit, same for the munition AutoFac hullmod as well.

And yes, i didn't understood what you said earlier about buying to fleet but when i tried to contact ICE fleets, it was like any other fleet. I didn't though it only worked for the refugee one! But yeah, that's a cool system, was just a bit confused at first.

Title: Re: ICE Faction
Post by: Sundog on October 04, 2014, 10:31:54 PM
Ok, I see what you meant about the Soulbane now. I've seen that happen a few times myself. That shouldn't be such an issue in the next SS release with engines getting their HP doubled. In fact that's a huge buff to ICE ships in general.

I'll try fighting a larger variety of capitals with the Kelpie to get a better feel for how well it deals with them. I'll probably end up nerfing its DPS.

The range at which ICE ships aren't allowed to phase in order to travel faster is based on vanilla speeds and ranges, so I can see how it could be an issue with modded ships that have high speed and/or range. I'll work on making them smarter about when to stop phasing.

Yeah, the Tactical Ansible is meant to be available to all ships in order to open up a more RTS style of gameplay (for people who want it) without necessarily using the Apocrypha. I'll go ahead an nerf the regen rate of both those hullmods. They potentially change the core gameplay too much for me to let them be overpowered, and they've pretty much got a guaranteed niche anyway.

I can totally understand how what I said about trading with the refugee fleet could be easy to misinterpret. I'll keep that in mind while trying to figure out how to let people know about it in-game.
Title: Re: ICE Faction
Post by: CopperCoyote on October 11, 2014, 11:43:22 AM
I just started a new game with the ICE faction, and i haven't really gotten to try anything, but for some reason every ICE fleet i see has starved fighters. I'm not sure it it's more prevalent than vanilla. Looking at the codex the cost to use the ICE fighter wings doesn't look higher than vanilla. Has the admiral AI been altered to use them more?
Title: Re: ICE Faction
Post by: Sundog on October 11, 2014, 12:50:19 PM
Naw, the Admiral AI hasn't been modified. I'm not sure that factors in to auto-resolved battles anyway.
I just spent ten or fifteen minutes flying around in a hound and monitoring the CR status of various ICE fleets. It looks like they do have a tough time keeping fighters up and running, but it didn't seem much worse than vanilla. I did see a few things that might cause issues like that, however. First, fleets seem to have a hard time catching up to the refugee fleet in order to resupply, so I'll remove the Seraphs (tugs) from the refugee fleet to slow it down. I also noticed fleets with a lot of fighters and no carriers, so I'll take a look at fleet compositions to try to prevent that from happening so often.
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on October 13, 2014, 11:57:47 PM
Download ICE version 0.1.0 (https://bitbucket.org/Nate_NBJ/ice/downloads/ICE 0.1.0 for Starsector 0.6.2a.zip)  (Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
See the original post for details (http://fractalsoftworks.com/forum/index.php?topic=7625.0)

Overview of Changes
 - Two new missions added
 - Improvements to campaign gameplay
 - Several bug fixes
 - Improved balance and AI

Change Details
Spoiler
CONTENT ADDITIONS
- Two new Missions added

CONTENT CHANGES
- Updated the ICE ships that appear in the simulator
- Fleets with many fighters and no carriers now spawn less frequently
- Seraphs (tugs) have been removed from the Refugee fleet to limit its maximum burn
- Notifications about the Idoneus Refugee Fleet have been added to Campaign mode

BALANCE CHANGES
+ Seraph fuel/ly reduced from 12 to 9
- Nosferatu Fusor ammo regen rate reduced from 0.25 to 0.18 ammo per second
+ Eidolon deceleration increased from 30 to 45
+ Abraxas hitpoints increased from 3750 to 6500
= Apocrypha:
   + deceleration increased from 9 to 14
   - Max burn reduced from 3 to 2
+ Soulbane deceleration increased from 60 to 75
- Shalom:
   - Max burn reduced from 2 to 1
   - OP reduced from 40 to 30
   - Unstable Injector replaced with Blast Doors on standard variant
- Tactical Ansible base CP regeneration rate decreased from 3 per minute to 1 per minute
+ Athame:
   + Removed increase to weapon damage taken while Fission Drill is active
   + Increased armor from 200 to 250
   + Increased flux dissipation from 200 to 250
   + Fission Drill flux build-up reduced by 25%

BUGS FIXED
- Idoneus Citadel and Refugee Fleets now restock ships and items again. This feature was accidentally removed
- Maintenance Drones no longer have an unused LR PD Laser
- Maintenance Drones no longer prioritize drones or fighters when targeted by their mother ship
- Ships hit by falx beams will now dissipate hard flux as originally intended, rather than instantly gaining 100% hard flux dissipation
- A few typos have been corrected. Apparently I'm predisposed to putting an 'e' where there should be an 'i'
- Stormwhisp description no longer erroneously lists Boomerang SRMs as one of its weapons
- Removed minor artefacts from Kelpie and Abraxas sprites
- Base value of Nosferatu Fusor increased from 1500  to 18000
- Phase Jaunt shadows/doppelgangers now push away nearby objects as originally intended.

AI IMPROVEMENTS
- ICE ships should now be smarter about when to use phase cloaks to speed up travel
- Phase Jaunt AI:
   - Should now be smarter about avoiding damage
   - Will now try to line up an enemy in front of the jaunting ship during flameout
[close]


@HELMUT: I decided not to nerf the Kelpie or Munitions Autofac after all.

I tried fighting a larger variety of capital ships with the Kelpie and felt it performed about as well as a Cruiser of it's FP should. Maybe I'm just not very good at using it, but I had a hard time even beating narrow ships like the Renegade. Exi ships, however, seem to be completely hopeless against it.

The Munitions Autofac hullmod regenerates ammo so fast that it's impossible for some ships to run out of ammo when it's installed. On others ammo can still be an issue, but not a major one. As powerful as it is, I don't think it should be nerfed because it can only be used with ICE ships, which rely on the CR loss/Mx Drone dynamic for sustainability. If a ship with Autofac has Mx support it will have ammo regeneration anyway, and if it doesn't, then it's sustainability will be determined by CR loss rather than ammo depletion.
Title: Re: [0.6.2a] ICE Faction
Post by: CopperCoyote on October 14, 2014, 12:05:34 AM
Will this version break your save from the last version? I'm assuming yes, but i figured i ask.
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on October 14, 2014, 12:21:40 AM
I don't think this version will break saves from previous versions (other than the early WIP ones), but I may be wrong.

If you decide to give it a try, would you let me know what you find out?
Title: Re: [0.6.2a] ICE Faction
Post by: CopperCoyote on October 14, 2014, 12:49:22 AM
So far after a battle with an ICE assault fleet and flying around for 20 minutes it seems ok. But that's basically no testing really. It didn't throw any errors while loading at least.

What inspired the font for you faction name? I fired up borderlands 1 and i was mildly amused by the similarity with the arch logo and your font.
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on October 14, 2014, 04:36:55 PM
So far so good.

The ICE banner font wasn't really inspired by anything. It was just my attempt to make it look similar to the ships. So, by extension, I guess you could say it has the same aesthetic inspirations the ships do, which is primarily the Geth from Mass Effect.
Title: Re: [0.6.2a] ICE Faction
Post by: CopperCoyote on October 14, 2014, 05:04:01 PM
Ahh i haven't played mass effect.

I think changing the version broke respawning the motherfleet (i forget it's name). I managed to kill it (very very tough), and a handfull of fighters got away. The fighters flew around for a bit, and starved to death (no cargoholds). Now all the fleets spawn where they died, and returning fleets go there and vanish like normal. It isn't a huge deal because lots of fleets still spawn, and they're satisfying fights.

I haven't gotten to the point where i've started taking notes, but i've got to say those repair drones are super annoying. I need to load my ships with lots of strike weapons and beams otherwise it takes quite a while to kill enough ships for them to want to flee. Once they flee they nearly always all make it out. Also that BC repairs it's self so much that i need to use strike weapons and shoot up its tail pipe (where it doesn't repair its self) just to kill it. I appreciate that it's there because it makes it killable, but what is that hole in the ship supposed to be? Is it just a boss's weak point?
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on October 15, 2014, 07:59:07 PM
Thanks for the heads up about re-spawning and the motherfleet. That's pretty strange behavior. All the campaign features are basically placeholders for now, so I'm going to put off fixing that issue until 0.65 is out and I can create more permanent campaign stuff.

Hmm. So the maintenance drones are repairing armor annoyingly fast? Think they need a nerf?

Yeah, ICE ships are really good at running away... tbh it get's on my nerves too. It makes them less satisfying to fight against, but I don't think there's any good way around it. Plus it's nice to know your ICE ships will probably make it when you tell them to retreat.

Yep, the center of the Abraxas is pretty much just a boss's weak point. There's a lore excuse explanation for it, but the only real reason it's there is to make the ship different to fight as/against.
Title: Re: [0.6.2a] ICE Faction
Post by: CopperCoyote on October 15, 2014, 09:37:38 PM
The strange motherfleet behavior may be due to upgrading the version but using the old save. I've started a new save to test to see if it's the same again.

If the drones had a slightly smaller flux pool so i had a chance at killing them it'd be less frustrating. Right now it's basically a lucky rake with a beam weapon to kill one. Even after i've killed that one there are frequently 2 or 3 more repairing at the same time.

Weak points are pretty fun. It rewards skill and patience. I really like that its ship system leave an afterimage showing where to aim after it gets back. Makes it easier to deal with the pseudo-teleports. Otherwise they'd be even spookier.
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on October 16, 2014, 06:29:57 PM
The motherfleet bug may be due to changing versions mid-save, but I wouldn't be surprised if it's there any time the motherfleet is destroyed. Either way, the whole issue will cease to exist once I've created the new campaign functionality.

I like the idea of making maintenance drones easier to destroy. I think I'll add a short cooldown to their phase cloaks (they only use flux for maintenance). I've also been meaning to make them a bit bigger for the sake of visibility, but it will also make them more vulnerable.

Yeah, I'm pretty happy with how the Abraxas turned out. I didn't think I'd be able to get the afterimage working at all when I started, so I was really happy when I finally ironed out the last few hiccups  :)
Title: Re: [0.6.2a] ICE Faction
Post by: MesoTroniK on October 19, 2014, 10:09:51 PM
It is really really hard to hit one of those things with torps...

Spoiler
(http://i.imgur.com/psNEmEP.png)

Always doppleganging around.

This is usually what happens when you try :)

(http://i.imgur.com/SIPpHSv.png)
[close]
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on October 20, 2014, 03:52:22 PM
It is really really hard to hit one of those things with torps...
I'll take that as a commendation of the AI rather than a criticism of my balancing skills  :)
Do you think it should have a longer cooldown? It's currently 8 seconds, but it feels too short to me sometimes.
The best way to hit an Abraxas with torps (imo) is to wait until it's just returned to its doppelganger.
Title: Re: [0.6.2a] ICE Faction
Post by: MesoTroniK on October 20, 2014, 04:55:40 PM
To be honest, I am not sure. I was going to play some more but .65 just dropped, this is going to take a while to familiarize myself with vanilla again before even attempting to update Exi :(
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on October 20, 2014, 06:00:39 PM
Yeah, this update shuffles the campaign up quite a lot, but why sadface? Think of the possibilities!!!  :D
Title: Re: [0.6.2a] ICE Faction
Post by: MesoTroniK on October 20, 2014, 06:56:46 PM
Right now I am only concerned with the combat balance changes, new features (hull style sounds, quad trails etc. etc.), before I even think about making the campaign work and take advantage of all the huuuge changes to it!
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on October 20, 2014, 11:27:42 PM
Heh. Yeah, we've certainly got our work cut out for us. Frankly, I'm just happy to have ICE to the point where it doesn't crash the game anymore (that I know of). I was worried it would take days to get back to that point.
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on October 31, 2014, 02:15:24 AM
ICE is now ready for 0.65!  :)

Download ICE version 0.2.0 (https://bitbucket.org/Nate_NBJ/ice/downloads/ICE 0.2.0 for Starsector 0.65a-RC1.zip)  (Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
See the original post for details (http://fractalsoftworks.com/forum/index.php?topic=7625.0)

This version of ICE should be very playable and stable, but there were many non-trivial changes, so major bugs are still a possibility. It still has a few minor kinks to work out, so I'll be updating ICE soon with more improvements.

Please note that all features of this mod should work with former 0.65 saves. This hasn't been tested extensively, however, so if you do decide to add ICE to an existing game you should create a backup of your save file first. Also be aware that the economy of the station this mod adds will take a while to stabilize and it will take a full 64 in-game days before the event kicks off that brings the second faction into the sector.

Edit: Also note that installation of this mod does not require the editing of any files. Simply extract the 'ICE' folder from the archive (zip file) into your 'mods' folder and enable ICE in the launcher.

Change Details
Spoiler
ADDITIONS
- Full compatibility with Starsector 0.65
- A huge nomadic colony fleet with a fully functional market
- A custom event with multiple stages concerning aforementioned colony fleet
- A custom market condition that increases the stability of the colony fleet based on it's size
- New custom sounds for Chapucabra and Nosferatu Fusor weapons

BUGS FIXED
- Weapon barrels now become semi-transparent with the rest of the ship during phase jaunt
- Damage decals are now rendered on the top section the Nightseer's armor

AI IMPROVEMENTS
- Autofire AI for the Recall Teleporter should now be much more responsive to new assignments

BALANCE CHANGES
- Doubled the price of all ships to reflect Starsector 0.65 changes
- Greatly increased the deployment cost of all fighter wings to reflect Starsector 0.65 changes
[close]
Title: Re: [0.65a] ICE Faction
Post by: oorek on November 01, 2014, 06:10:14 AM
Can't seem to find the citadel anywhere in Askonia.
Title: Re: [0.65a] ICE Faction
Post by: Sundog on November 01, 2014, 11:02:26 AM
If anyone has experienced a crash while navigating the intel screen while ICE is loaded I would appreciate any details you can give me about it. I'm not even sure this is a real thing, but if it is I need to make sure it goes away.

@oorek: Try Askonia (Edit: Arcadia)  :)
I can't blame you for getting the two mixed up (http://en.wikipedia.org/wiki/Typoglycemia)
I mean, look at this:
Askonia
Arkadia (Edit: Yeah, so it's spelled 'Arcadia.' It would've been easier to read if I had spelled it correctly  :))
Title: Re: [0.65a] ICE Faction
Post by: TartarusMkII on November 01, 2014, 05:45:37 PM
Hiya, I am just putting this link here for the author of the mod to look at. I hope it can help, and I'd really appreciate it!

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

It is in regards to the current issue of having to edit files to get factions to work, from the perspective of an end-user

Also, I am new to ICE as I am trying to tackle the issues in the thread I just mentioned, but I just wanted to leave this feedback for you, Sundog-

I have been trying to get "Arkadia" to work, only to find that you meant "Arcadia" instead. From what I can tell, the main faction of ICE is correctly generating their Citadel in Arcadia as they should be, without needing to edit anything on their behalf.
Title: Re: [0.65a] ICE Faction
Post by: Sundog on November 01, 2014, 07:25:36 PM
Yeah, no editing required. Warnings added. Thanks for pointing out my misspelling of Arcadia. That would explain why people have been thinking I meant Askonia. Oops  ::)
Title: Re: [0.65a] ICE Faction
Post by: TartarusMkII on November 01, 2014, 07:32:53 PM
Thanks, I'm glad I could help! Also man, I adore the artwork for this mod. Is it by yourself?
Title: Re: [0.65a] ICE Faction
Post by: Sundog on November 01, 2014, 07:59:38 PM
Glad you like the art  :D
Some of the ships are done entirely by me, but there are snippets of David's art scattered around (especially in the weapons). Actually, I think the weapon mounts might be the only thing on the ships derived from vanilla sprites.
Title: Re: [0.65a] ICE Faction
Post by: zoe_zucchini on November 01, 2014, 08:07:23 PM
I get a crash whenever the Abraxas uses its special system(some kind of teleport thing, I think?).
Title: Re: [0.65a] ICE Faction
Post by: Sundog on November 01, 2014, 08:30:39 PM
Well, nads. Thanks for the report zoe_zucchini. That problem will go away automatically in the next release of Starsector, but I'll rush out the next ICE update ASAP with a fix.
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on November 01, 2014, 09:49:19 PM
So it turns out ICE 0.2.0 is completely unplayable with Starsector 0.65a-RC1. There are two extremely frequent crashes that I never encountered during tens of hours of testing (because of a reason rather than a coincidence).  I apologize to anyone who downloaded it.

Neither of these issues will exist in the next version of Starsector, and one of them is very difficult to track down, so until Starsector updates, ICE will only officially support 0.6.2a-RC3.
Title: Re: [0.6.2a] ICE Faction
Post by: TartarusMkII on November 01, 2014, 09:54:33 PM
Thanks for letting us know- out of curiosity, may I ask what (in-game) causes these crashes?
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on November 01, 2014, 10:22:26 PM
The first crash is caused by the Phase Jaunt ship system as zoe_zucchini pointed out, which means both of the ships that have that system (Abraxas and Nightseer) will crash the game any time they're fielded. Worse yet, both ships appear on the title screen. Luckily this is very easy to fix.

I don't know what causes the second crash. It happens in the fighter AI code of the core game, which is obfuscated, meaning I can't read it without a great deal of effort. If I knew the cause of this crash I'd probably be able to fix it easily, but figuring that out would involve watching hours of battles trying to identify a pattern.

If you're considering playing with ICE enabled I would recommend against it. Starsector is expected to update in a matter of days (but no promises), and the next version of ICE will break saves in order to improve the recall teleporter anyway.
Title: Re: [0.6.2a] ICE Faction
Post by: TartarusMkII on November 01, 2014, 10:34:30 PM
I was actually going to ask you about that. I was having memory limit issues, and searched google to find an update for my .bat file that seems to have stopped working after 6.5a, and people are saying a lot that the game is simply dead. That's it's been a whole year since an update (prior to this current one), etc.

What do you think about the dev-cycle? Is it too long? I know for modders, frequent updates can be a pain. But has it really been a year? Thanks.
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on November 02, 2014, 12:21:18 AM
Well, I fell into the trap of posting in the last thread about the subject (http://fractalsoftworks.com/forum/index.php?topic=8286.msg142272#msg142272). So there's that. It really has been a year, but I don't think that's such a big deal given what Alex has accomplished in that time. As for the dev cycle, I'll take large, yearly, playable updates over small, monthly, broken updates every time.
Title: Re: [0.6.2a] ICE Faction
Post by: TartarusMkII on November 02, 2014, 12:28:51 AM
I mean, I can understand, I just hope these "hotfixes" don't come out cold =(
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on November 02, 2014, 01:01:53 AM
Oh, is that what you're worried about? I don't think there's any real chance of the next update taking more than a week or two.
Title: Re: [0.6.2a] ICE Faction
Post by: Malone on November 02, 2014, 01:57:50 AM
Hello,

Can I run ICE mod with Scy mod simultaneously ?
Title: Re: [0.6.2a] ICE Faction
Post by: oorek on November 02, 2014, 04:23:59 AM
Really unique ships as far as the way they fight. This mod is great.
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on November 02, 2014, 12:33:59 PM
Thanks oorek  :)

@Malone: ICE should work just as well with SCY as without. To be honest, though, I'm not sure it works all that well to begin with at the moment, which is why the current download in the OP is for 0.6.2 instead of 0.65. I'm testing right now to see if something I thought was an issue actually wasn't.

Edit: Nope. Wasn't a fluke. There's a crash that happens sometimes during battles that involve ICE ships. It won't be fixed until Starsector updates, so I would recommend not running ICE until this issue is fixed.
Title: Re: [0.6.2a] ICE Faction
Post by: TartarusMkII on November 02, 2014, 07:24:09 PM
*cries and puts the pretty ICE ships back into the cardboard box, wiping snot from his face*
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on November 02, 2014, 07:41:11 PM
Heh, don't dispair, Tartarus. It shouldn't be long before Starsector updates with the needed fix. The next version of ICE already has several improvements over 0.2.0 anyway, especially when it comes to the campaign  :)
Title: Re: [0.6.2a] ICE Faction
Post by: Malone on November 03, 2014, 04:18:49 AM

@Malone: ICE should work just as well with SCY as without. To be honest, though, I'm not sure it works all that well to begin with at the moment, which is why the current download in the OP is for 0.6.2 instead of 0.65. I'm testing right now to see if something I thought was an issue actually wasn't.


Well I tried 2 times, I am always able to start a new game with both, but after some play time, the save file is corrupted and I cannot load it anymore.
Not sure if it's linked with ICE itself or the combination of the 2 mods though.
Title: Re: [0.6.2a] ICE Faction
Post by: TartarusMkII on November 03, 2014, 04:25:45 AM

@Malone: ICE should work just as well with SCY as without. To be honest, though, I'm not sure it works all that well to begin with at the moment, which is why the current download in the OP is for 0.6.2 instead of 0.65. I'm testing right now to see if something I thought was an issue actually wasn't.


Well I tried 2 times, I am always able to start a new game with both, but after some play time, the save file is corrupted and I cannot load it anymore.
Not sure if it's linked with ICE itself or the combination of the 2 mods though.

The SCY mod itself has had some hot fixes in the past couple of days. Check to see if your version of it is up to date. As for the symptom itself, I am unsure.
Title: Re: [0.6.2a] ICE Faction
Post by: Tartiflette on November 03, 2014, 04:49:12 AM
Well I tried 2 times, I am always able to start a new game with both, but after some play time, the save file is corrupted and I cannot load it anymore.
Not sure if it's linked with ICE itself or the combination of the 2 mods though.

Did you increased the memory allowed to the game? Because they work fine on my end. Scy is very hungry for ram because of all decoratives and animations, and Ice isn't small either. 2Go might no be enough to load them if you don't restart the game. For info, I'm using all up to date mods and it require 4Go to load a save without closing the game. (And I'm using a version of Scy where I started some cleanup to reduce the memory footprint)
Title: Re: [0.6.2a] ICE Faction
Post by: TartarusMkII on November 03, 2014, 04:51:30 AM
And if you do need to know how to give Java more memory to use, consult this thread:

http://fractalsoftworks.com/forum/index.php?topic=8573.msg145211#msg145211
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on November 03, 2014, 09:16:31 AM
Well I tried 2 times, I am always able to start a new game with both, but after some play time, the save file is corrupted and I cannot load it anymore.
Not sure if it's linked with ICE itself or the combination of the 2 mods though.
Yep, as Tartiflette suggested, this is most likely caused by Starsector needing more RAM. The corruption issue can happen even without mods and will be addressed in the next release of Starsector. The issue with the current version of ICE for 0.65 is that it can cause crashes during battles, so you should save before each battle that involves ICE ships.
Title: Re: [0.6.2a] ICE Faction
Post by: TartarusMkII on November 03, 2014, 09:48:13 AM
Recall Tele' OP, causes world to cease lol
Title: Re: [0.6.2a] ICE Faction
Post by: Malone on November 03, 2014, 10:05:24 AM
Ok good to know ( sorry I am quite new to the game :p ).

Will give a shot with more memory ( have 8 Go on my computer ) and will let you know.

In any case, thanks for your awesome work !
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on November 03, 2014, 10:37:42 AM
No problem, Malone. Hope you enjoy Starsector as much as I do  :)

Recall Tele' OP, causes world to cease lol
Hmm. Do you mean that crashes the game in the current version too?
Title: Re: [0.6.2a] ICE Faction
Post by: TartarusMkII on November 03, 2014, 11:20:12 AM
No problem, Malone. Hope you enjoy Starsector as much as I do  :)

Recall Tele' OP, causes world to cease lol
Hmm. Do you mean that crashes the game in the current version too?

Oh, lol no man, I'm just f***in'.

Was just joking that to the inhabitants of the sector, for the recall teleporter to crash the game would be like those ships having the ability to tear a hole in the universe. =P
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on November 03, 2014, 11:24:30 AM
 ??? ok :)

Was just joking that to the inhabitants of the sector, for the recall teleporter to crash the game would be like those ships having the ability to tear a hole in the universe. =P
Heh. gotcha
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on November 03, 2014, 01:42:08 PM
Download ICE version 0.3.0 (https://bitbucket.org/Nate_NBJ/ice/downloads/ICE 0.3.0 for Starsector 0.65.1a-RC1.zip)  (Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
See the original post for details (http://fractalsoftworks.com/forum/index.php?topic=7625.0)

Please note that installation of this mod does not require the editing of any files. Simply extract the 'ICE' folder from the archive (zip file) into your 'mods' folder and enable ICE in the launcher.

Overview:
 - New mechanic added for the Exiled Idoneus Colony Fleet allowing it to merge with and detach smaller fleets
 - The recall teleporter is now a hullmod rather than a weapon, making it much more reliable and easy to use
 - The randomized missions are back
 - Various bug fixes and other gameplay improvements

Change Details
Spoiler
Please Note: This version of ICE will cause crashes when used with Starsector 0.65a-RC1, but should work fine with 0.65.1a-RC1

ADDITIONS
- New mechanic added for the Exiled Idoneus Colony Fleet allowing it to merge with and detach smaller fleets
   - Pursuit fleets will now detach from the colony fleet to run down enemy fleets it can't catch
   - Vagrant fleets will now spawn from Idoneus Citadel, make their way to the colony fleet, and merge with it
   - Lone duellists will occasionally branch off and terrorize the locals for a while
   - These merges and separations follow the Law of Conservation of Matter and Energy, meaning the destruction
   of ships in these smaller fleets weakens the colony fleet because those ships won't be able to merge with it
- The two randomized missions have been re-added

CONTENT CHANGES
- The Recall Teleporter is now a streamlined hullmod rather than an obtuse weapon
- Exiled Idoneus Colony Fleets now spawns with vanilla logistics ships
- Maintenance drones are now bigger and easier to hit, with a new sprite

BALANCE CHANGES
- Maintenance drone phase cloaks now have a 2 second warm-up and cooldown time, during which they are vulnerable
- Increased phase warp cooldown of Stormwhisps from 1 to 3 seconds
- Abraxas armor regeneration now scales proportionally to CR, meaning an Abraxas with 0% CR won't regen at all

BUGS FIXED
- Exiled Idoneus Colony Fleet will no longer send trade notifications while in a system other than the player
- Idoneus factions now offer bounties for both general enemies and specific fleets
- Loaded missiles now become semi-transparent with the rest of the ship during phase jaunt
[close]
Title: Re: [0.65.1a] ICE Faction
Post by: Sundog on November 03, 2014, 07:12:55 PM
Has anyone run into any issues using ICE 0.3.0 with Starsector 0.65.1a? I'm a bit paranoid after what happened last time.
Title: Re: [0.65.1a] ICE Faction
Post by: Darloth on November 03, 2014, 11:38:10 PM
You'd only had the download link up for 6 hours :)

I'll be trying this later today (in combination with SCY, Shadowyards and Citadel) and I'll report any issues that might occur. 
Title: Re: [0.65.1a] ICE Faction
Post by: TartarusMkII on November 04, 2014, 09:23:56 AM
I have a friend who started playing before me with the new update who is saying that ICE's (up to date) presence causes the game to randomly crash early on in the game. I'm updating now but I cannot play until later today, and I'll let you know how it goes.
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on November 04, 2014, 06:17:38 PM
ICE was corrupting my saves. I'm currently trying to figure out why. For now I'm reverting the download link back to 0.1.0 again. I apologize for releasing a second broken build.
Title: Re: [0.6.2a] ICE Faction
Post by: TartarusMkII on November 04, 2014, 06:45:42 PM
No worries! Thankyou for looking into it!
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on November 06, 2014, 09:56:41 PM
Download ICE version 0.3.1 (https://bitbucket.org/Nate_NBJ/ice/downloads/ICE 0.3.1 for Starsector 0.65.1a-RC1.zip)  (Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
See the original post for details (http://fractalsoftworks.com/forum/index.php?topic=7625.0)

Overview:
 - This patch introduces an exciting and innovative new feature! I like to call it; The Ability to Load Saves!
 - Also, the station has been moved from Arcadia to Eos, because the luddites don't get enough action  :)

Change Details
Spoiler
CONTENT CHANGES
- Idoneus Citadel is now located in Eos

BALANCE CHANGES
- Reduced ammo regeneration rate of maintenance drones to one third of previous rate

BUGS FIXED
- No longer corrupts save files
[close]
Title: Re: [0.65.1a] ICE Faction
Post by: TartarusMkII on November 06, 2014, 10:09:45 PM
Lol awww yea, dat humor! Thank's a lot for the update, I'm excited to finally try it out!
Title: Re: [0.65.1a] ICE Faction
Post by: Agouti on November 07, 2014, 04:37:49 PM
I have a crash which I believe is ICE related.

SS 0.65.1a, LazyLib 2.0b, ICE 0.3.1

Added mod to a save file at about level 39.

I've got a crash which is occurring about 20s after my current save file regardless of what I do. From the log:

Spoiler
26878 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  -
26878 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Checking whether to spawn trade fleet
26879 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 98 out of a maximum 100 trade fleets in play
26879 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Baetis] to spawn trade fleet from
26880 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Hesperus]
26880 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [Crew], bringing back [Food,Ore,Organics]; volume: 189
26880 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactory  - Creating trade fleet of tier 1 for market [Baetis] (volume: 189)
26881 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 7 point trade fleet from [Baetis] to [Hesperus]
26993 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  -
26993 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - Checking whether to spawn patrol for market [Ratatosk]
26993 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - 1 out of a maximum 2 patrols in play for market [Ratatosk]
27001 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - Spawned patrol fleet [Hegemony Patrol] from market Ratatosk
27077 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [nomios_ceyx]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
27277 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [new_maxios_mimir_platform]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
27294 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Asharu by 0.101431206, is now 0.3133412
27312 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [sindria_ratatosk]: trade (s: 12, l: 4), smuggling: (s: 0, l: 0)
27362 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeDisruptionAndSmugglingEvent  - Adding trade disruption condition to Tartessus
27729 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager  -
27729 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager  - Checking whether to spawn pirate or merc fleet for market [Idoneus Citadel]
27729 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager  - Maximum number of 2 pirate/merc fleets already in play for market [Idoneus Citadel]
27927 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeDisruptionAndSmugglingEvent  - Removing smuggling condition to Glasnir
28046 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Jangala by 0.10156715, is now 0.10156715
28071 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent  - Starting person bounty by faction [independent] for person Teg Chinax
28194 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [cruor_glasnir]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
28411 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  -
28411 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Checking whether to spawn trade fleet
28411 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 99 out of a maximum 100 trade fleets in play
28411 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Cruor] to spawn trade fleet from
28412 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Jangala]
28412 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [], bringing back [Fuel]; volume: 12
28412 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactory  - Creating trade fleet of tier 1 for market [Cruor] (volume: 12)
28413 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 3 point trade fleet from [Cruor] to [Jangala]
28444 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeDisruptionAndSmugglingEvent  - Adding trade disruption condition to Kanta's Den
28713 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [kantas_den_ceyx]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
29649 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Jangala by 0.16011, is now 0.26167715
29776 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  -
29776 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Checking whether to spawn trade fleet
29776 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 99 out of a maximum 100 trade fleets in play
29776 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Port Tse Franchise Station #3] to spawn trade fleet from
29777 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Cruor]
29777 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [], bringing back [Fuel,Recreational Drugs]; volume: 47
29777 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactory  - Creating trade fleet of tier 1 for market [Port Tse Franchise Station #3] (volume: 47)
29778 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 6 point trade fleet from [Port Tse Franchise Station #3] to [Cruor]
29826 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  -
29826 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - Checking whether to spawn patrol for market [Ceyx]
29827 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - Maximum number of 4 patrols already in play for market [Ceyx]
29860 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [tibicena_umbra]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
30043 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent  - [The Exiled Idoneus Colony Fleet] Expired
30232 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.events.RecentUnrestEvent.startEvent(RecentUnrestEvent.java:20)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.increaseRecentUnrest(BaseEventPlugin.java:265)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.endEvent(FoodShortageEvent.java:615)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.advance(FoodShortageEvent.java:374)
   at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.65.1a] ICE Faction
Post by: Sundog on November 07, 2014, 05:41:10 PM
Thanks Agouti. Pretty sure you're right about ICE causing this. Looking into it now. Does this crash happen 20s after adding ICE to your save, or did you add ICE previously? Could you send me the save file or upload it somewhere? I'll PM you my email address.

Anyone else running into similar issues?
Title: Re: [0.65.1a] ICE Faction
Post by: TartarusMkII on November 07, 2014, 05:46:34 PM
I am not having this problem, but my game started fresh today with ICE already installed. I don't have older saves to try to add ICE to.
Title: Re: [0.65.1a] ICE Faction
Post by: Sundog on November 07, 2014, 06:33:16 PM
@TartarusMkII: Good to know. Thanks for the info. It looks like this issue isn't related to adding ICE to a new save though, so you might still run into it at some point until I can release a patch. (So save often)

@Agouti: After looking through the code mentioned in your log, I think I've identified what causes this crash and I'm pretty sure I can fix it. If I'm right, I should be able to create a patch for ICE that would prevent your save from crashing. I'll get to work on that now, but we won't know if it works until we've gotten past that 20s mark in your save.
Title: Re: [0.65.1a] ICE Faction
Post by: Agouti on November 07, 2014, 09:46:44 PM
It's worth noting that I've had ICE installed on this save for a few hours at least without issues. It's definitely worth adding for the much-needed variety and next-tier pirates.
Title: Re: [0.65.1a] ICE Faction
Post by: Sundog on November 08, 2014, 12:59:31 AM
Thanks for the info and save file, Agouti. Very helpful  :)

It looks like the patch for this issue won't be able to prevent the crash when it's already predetermined, but I managed to salvage your save after a bit of tinkering. Sent by email.

If anyone else is experiencing this issue, just let me know and I'll see what I can do about recovering your save.
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on November 08, 2014, 09:39:12 AM
Download ICE version 0.3.2 (https://bitbucket.org/Nate_NBJ/ice/downloads/ICE 0.3.2 for Starsector 0.65.1a-RC1.zip)  (Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
See the original post for details (http://fractalsoftworks.com/forum/index.php?topic=7625.0)

Overview:
 - Bugs fixed, including an uncommon crash.

Change Details
Spoiler
BUGS FIXED
- All events associated with the colony fleet are now forced to end when it is destroyed, which should prevent
many issues, including a crash
- Notifications about the exiled colony fleet event will no longer be displayed in the intel screen when they
are older than the week/month/cycle filter allows
[close]
Title: Re: [0.65.1a] ICE Faction
Post by: CopperCoyote on November 08, 2014, 11:22:52 AM
I just got that error too.   :(
I saved about a minute before it happens. Well I'm just going to make a new game. I accidentally ticked off the exodus fleet by selling a bunch of stuff to hedge right as they hopped in system.

For thoroughness sake:
Spoiler
14680250 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent  - [The Exiled Idoneus Colony Fleet] Ended by relief fleet arrival
14680406 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.events.RecentUnrestEvent.startEvent(RecentUnrestEvent.java:20)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.increaseRecentUnrest(BaseEventPlugin.java:265)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.endEvent(FoodShortageEvent.java:615)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.reportFleetReachedE ntity(FoodShortageEvent.java:815)
   at com.fs.starfarer.campaign.CampaignEngine.reportFleetReachedEntity(Unknown Source)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.65.1a] ICE Faction
Post by: Sundog on November 08, 2014, 11:38:18 AM
Thanks CopperCoyote. Yeah, that's the same thing. I'm assuming this was with 0.3.1? There's a chance that loading your save with 0.3.2 will prevent that crash (it depends on whether or not the colony fleet has been destroyed yet at the time of your save)
Title: Re: [0.65.1a] ICE Faction
Post by: CopperCoyote on November 08, 2014, 11:56:56 AM
Yeah it's 3.1. Exile fleet had been destroyed for about half an hour. I think it ran out of fuel and then starved for supplies because I'm also using the (RAND) mod that makes stars orbit.

I bought a repair tug and noticed they still use 9 fuel per lightyear. That is way to much to be usable (especially when i have (RAND) going). Each one practically needs it's own fuel tanker to get anywhere. The ammo regen on missiles is pretty devastating now that they're even more awesomer. Especially reapers. Makes wolves the ultimate strike vessels.
Title: Re: [0.65.1a] ICE Faction
Post by: Sundog on November 08, 2014, 12:48:24 PM
I think it ran out of fuel and then starved for supplies because I'm also using the (RAND) mod that makes stars orbit.
Hmm. That make sense. The colony fleet will regenerate fuel while it's in a system, but without fuel it will drift at 0 burn speed in hyperspace, meaning it might never make it to a system if they move too fast. I guess this qualifies as a compatibility issue...

I bought a repair tug and noticed they still use 9 fuel per lightyear. That is way to much to be usable (especially when i have (RAND) going). Each one practically needs it's own fuel tanker to get anywhere.
I'll reduce it to 6, but that's my final offer  :)
Six is still really high for a frigate, but I really don't think the Seraph should have better fuel efficiency than the Ox (which has 5 fuel/ly).

The ammo regen on missiles is pretty devastating now that they're even more awesomer. Especially reapers. Makes wolves the ultimate strike vessels.
Yeah, this is the reason I nerfed the ammo regen from maintenance drones so much in 0.3.1. It might still need adjustment, but I think maintenance drones became OP for the same reason Daggers did; the vanilla missiles they regenerate became OP. One of the reasons I added ammo regeneration to ICE was that I felt missiles were generally under-powered, but that's not the case any more.
Title: Re: [0.65.1a] ICE Faction
Post by: CopperCoyote on November 14, 2014, 08:13:26 AM
I think something strange is happening with the falx beam. When I use it it doesn't appear to affect shields, but when on an ICE ship it does. It still does full EMP damage so it's handy for that still, if somewhat op intensive. I haven't had a chance to try it out with an ICE ship of my own yet. Only had the tugs for sale and once had the destroyer, but i was too broke to buy it.
Title: Re: [0.65.1a] ICE Faction
Post by: Sundog on November 14, 2014, 11:11:17 AM
After some experimentation it looks like a single falx beam isn't strong enough to reduce the arc of frontal shields (which unfold more quickly than omni shields). Were you only using one? No ICE ship variants have only one falx beam, which would explain why they always work for them. I think I'll increase the shield-arc reduction rate, EMP damage, and flux cost of falx beams so that a single falx will still have a noticeable effect.

Thanks once again for your feedback  :)
Title: Re: [0.65.1a] ICE Faction
Post by: CopperCoyote on November 15, 2014, 12:51:25 AM
Yeah i only had one on a wolf. The other two smalls were PD.
So it sounds like with frontal shields and accelerated shields i'd have an easier time dealing with enemy falx?


For me part of the fun is analyzing things. I figure since i was going to look closely at it as a matter of course, then it'd probably be good to share. I'm glad you like it.
Title: Re: [0.65.1a] ICE Faction
Post by: Spenz on November 15, 2014, 11:53:52 AM
I am getting the food event crash of death.  

Spoiler
122405 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent  - [The Exiled Idoneus Colony Fleet] Ended by relief fleet arrival
122976 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.events.RecentUnrestEvent.startEvent(RecentUnrestEvent.java:20)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.increaseRecentUnrest(BaseEventPlugin.java:265)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.endEvent(FoodShortageEvent.java:615)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.reportFleetReachedE ntity(FoodShortageEvent.java:815)
   at com.fs.starfarer.campaign.CampaignEngine.reportFleetReachedEntity(Unknown Source)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

My game is fully updated, ICE is at 0.3.2, and, like the previous person who had this issue, my character is at lvl 39. Unlike the other person who posted this bug, I started my save from scratch and had absolutely no issues up until now.

It is an infinite loop unfortunately.  As soon as the food shortage ends on the exiled fleet the game crashes without fail.  I am sure I have had the same event occur at some point previously, but there has been no issues.  The game starts to act funny though as time goes on, saying messages like $ifmarket$ or something along those lines, and it appears to be directly related to trade events with the Exiled fleet.  I don't know if that is helpful or not.  Maybe the Exiled fleet needs to be removed from the economy?  Is that even possible?
Title: Re: [0.65.1a] ICE Faction
Post by: Sundog on November 16, 2014, 09:33:02 AM
Thanks for the report Spenz!

This is unfortunate. I thought I'd removed the crash completely, but it seems I've only made it more uncommon (if that). I haven't run into that crash with my lvl 39 character yet, but I've run into a bunch of other minor issues related to ICE having a moving market. From my notes:

Quote
System bounties posted by colony fleet don't show up sometimes.
Rep loss from trading with faction hostile to ICE shortly after colony fleet destroyed?
Rediculously high food prices
Vagrant fleets just standing around
Price updates off screen after colony fleet death
Trade disrupted on the Exiled Idoneus Colony Fleet in the hyperspace system
Trade disrupted $onOrAt $market in the $marketSystem system

Nothing too serious, but irritating and shoddy. I was considering removing the colony fleet market just to fix that stuff, but if it still causes a crash I have no choice but to fix it or remove it, and this is one thing I don't think I can fix. To be honest I'm surprised attaching a market to a fleet worked at all. I'm not sure exactly what I'll do to fix this issue. For now I'll just put a warning up in the OP.

Maybe the Exiled fleet needs to be removed from the economy?  Is that even possible?
I think it's possible, but it would defeat the purpose of the colony fleet having a market to begin with because much of the market functionality would stop working  :-[
Title: Re: [0.65.1a] ICE Faction
Post by: CopperCoyote on November 17, 2014, 01:47:19 PM
So far the only time i've had errors and the null crashes is after the exiles fleet dies. As a potential workaround could you set it's aggro radius to 0 so it doesn't pick fights all the time? That way it'd have an easier time maintaining a healthy CR.
The most recent time i got the null error in my game it had jumped to Eos (i think) and probably sat on tartessus until it fought itself to death.

Spoiler
13581000 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeDisruptionAndSmugglingEvent  - Removing trade disruption condition from The Exiled Idoneus Colony Fleet
13581203 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeDisruptionAndSmugglingEvent  - Removing trade disruption condition from The Exiled Idoneus Colony Fleet
13581469 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent  - [The Exiled Idoneus Colony Fleet] Expired
13581609 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.events.RecentUnrestEvent.startEvent(RecentUnrestEvent.java:20)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.increaseRecentUnrest(BaseEventPlugin.java:265)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.endEvent(FoodShortageEvent.java:615)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.advance(FoodShortageEvent.java:374)
   at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I've got ICE, and SRA factions and common radar, (rand), and tradewinds2 helper mods running.

Title: Re: [0.65.1a] ICE Faction
Post by: Regularity on November 19, 2014, 11:17:49 AM
I have multiple mods running so I'm not 100% sure it's a bug with the ICE mod itself. Just to be sure: has anyone else having a bug where Idoneus Trade Fleets are all heading beyond the edge of the map? Specifically, Idoneus (and a few small independent traders) are heading to the bottom lefter corner of the map, father than I'm capable of scrolling to see.

This is purely speculation, but I would suspect that maybe there's some colony fleet that spawned off the map and they're trying to reach it? Or do Idoneus traders not travel to/from the colony fleet?
Title: Re: [0.65.1a] ICE Faction
Post by: CopperCoyote on November 19, 2014, 04:58:46 PM
I have multiple mods running so I'm not 100% sure it's a bug with the ICE mod itself. Just to be sure: has anyone else having a bug where Idoneus Trade Fleets are all heading beyond the edge of the map? Specifically, Idoneus (and a few small independent traders) are heading to the bottom lefter corner of the map, father than I'm capable of scrolling to see.

This is purely speculation, but I would suspect that maybe there's some colony fleet that spawned off the map and they're trying to reach it? Or do Idoneus traders not travel to/from the colony fleet?

I Haven't seen this behavior myself, but that sounds like the behavior of the player fleet when your target jumps out of the system. Unlike a player the NPC might just keep going forever and never realize anything is amiss.
Title: Re: [0.65.1a] ICE Faction
Post by: CopperCoyote on November 20, 2014, 10:31:18 AM
So the exiles fleet just jumped into Gigas where i was grinding rep for SRA and I immediately went to see if i could buy any neato things (only seraphs). The fleet was all in the yellow CR band.
Spoiler
(http://i.imgur.com/kBkKeRg.png)
[close]
At first i thought they might be hungry after their trip, but i went and looked at their inventory 30 days later, and they were about the same:
Spoiler
(http://i.imgur.com/924ryD2.png)
[close]

When i hovered over the abraxis its CR was at 45%. It seems they're missing crew members. Does personnel regen in system too? If not i'd suggest that they do. It could be that the colony ship has tons of people in cryo so they require much lower supplies/day.
Title: Re: [0.65.1a] ICE Faction
Post by: Sundog on November 20, 2014, 02:40:06 PM
Thanks for the info guys! It turns out testing modded campaign features is very time consuming, so it's very helpful when people point out problems like that  :)

Unfortunately I can't do much to fix the problems caused by the colony fleet market, so I'm going to have to remove it. It was a neat experiment, but it didn't work out.

@CopperCoyote: I'm not certain what's causing that CR issue, but I think you're on the right track, so I'll go ahead and make crew and supplies regen. Another possibility is that the colony fleet's CR is capped because it's over capacity, so I'll force it to jettison excess as well.
Title: Re: [0.65.1a] ICE Faction
Post by: CopperCoyote on November 20, 2014, 04:22:43 PM
Would it be possible to make temporary stations to go to when the exiles are in system?

Like have a bunch of invisible stations that only show up when the exiles are in system, and have all those stations connect to the same source. Like the planets and stations orbiting said planets. It might have the weird side effect that the exiles see every thing you do making it hard to be friends with them and hedge, but it'd be a workaround.

I don't know if you could convince NPCs to not go to the invisible stations, but it'd prevent the CTD and the $message$thingy from happening.
Title: Re: [0.65.1a] ICE Faction
Post by: Sundog on November 20, 2014, 05:45:45 PM
I think that could be done, but like you said, it's sure to cause other issues. I considered trying something similar; linking the fleet market to a stationary 'main' market, but that would have similar issues. The campaign simply isn't designed to support temporary markets, so there isn't likely to be any method of creating them without ugly side effects. There's one more thing I want to try before giving up, but it involves moving a planet between systems... more hacks  :-\. One day I hope to make the exile faction take over enemy markets, but that will have to wait until similar mechanics are introduced into vanilla.
Title: Re: [0.65.1a] ICE Faction
Post by: Regularity on November 21, 2014, 11:39:01 AM
Speaking of markets, is there any chance you could make the Idoneus Citadel Garrison non-hostile to the Luddic Church? An odd request, I know, but hear me out.

Eos is the primary food producer of known space, but even trading small amounts of food there can be a devastating reputation loss due to Idoneus' hostility to the Luddic Church. For us focusing on trade, we either have to make the Idoneus hostile or lose access to the entire Eos market -- a grave loss given the importance of food shortage trade runs. I don't think any other system produces enough food to meet the demands of those 10000 foodstuff shortfalls on major worlds.

Most other mods have their bases and planets contained to distinct systems to prevent the disruption of vanilla Starsector trade and activity, so this has never been an issue for me before, even with other mods featuring factions hostile to one another. At least with the Colony fleet you can wait until they leave a system to resume trading there, but with the garrison, the denial of trade (without loss of faction reputation) is largely permanent as they do not move.
Title: Re: [0.65.1a] ICE Faction
Post by: TartarusMkII on November 21, 2014, 11:43:57 AM
Personally I'd argue that while Eos is important for food, ICE is important for technology. You have to choose who to be in favor with.
Title: Re: [0.65.1a] ICE Faction
Post by: kazi on November 21, 2014, 02:24:57 PM
Personally I'd argue that while Eos is important for food, ICE is important for technology. You have to choose who to be in favor with.

A mod is forcing you to make actual meaningful decisions??!?! The horror!
Title: Re: [0.65.1a] ICE Faction
Post by: TartarusMkII on November 21, 2014, 02:30:45 PM
Nah nah, silly, I mean that I -like- that, which is why I am reasoning against the post above mine XD
Title: Re: [0.65.1a] ICE Faction
Post by: Regularity on November 21, 2014, 03:04:37 PM
A mod is forcing you to make actual meaningful decisions??!?! The horror!

Except it only penalizes trader-type players. Combat players can blast up pirates, etc. and raise reputation with both at once, so don't have to make that choice.
Title: Re: [0.65.1a] ICE Faction
Post by: TartarusMkII on November 21, 2014, 04:20:25 PM
A mod is forcing you to make actual meaningful decisions??!?! The horror!

Except it only penalizes trader-type players. Combat players can blast up pirates, etc. and raise reputation with both at once, so don't have to make that choice.

Likewise though, even in vanilla, trade yields more XP. You can jump entire levels in one trade mission.
Title: Re: [0.65.1a] ICE Faction
Post by: Regularity on November 21, 2014, 07:37:49 PM
In all fairness, most vanilla factions have the ability to avoid reputation loss due to trading by simply choosing a non-disputed sector. (And rightly so, since the reputation loss for trading with an enemy faction is something like 300% of what you actually gain by trading with the faction.)

But the only Luddite world is confined to a single system, and it is the only major food exporting system. So it's not really very parallel to the other vanilla factions in that: 1) You lose the only major source of food, and therefore forgo all future food shortage trade routes. 2) Losing rep is mandatory, and cannot be avoided by trading in other Luddite systems (there are none).

Meanwhile, players who prefer combat instead of trade still get the same perks of universal reputation gain with all factions in the system for killing pirates.

Of course, if the author feels this is acceptable, then so be it. But I just thought I'd point out that it skews the game balance much more against trader players than combat players.
Title: Re: [0.65.1a] ICE Faction
Post by: Blaze on November 22, 2014, 06:20:41 PM
Maybe have the Citadel produce something worth-while aside from targets?

Honestly, the times I even bother to fly to the Citadel (Which is waaaaaaaaaaay out there), it rarely stocks much of anything aside from ships. In my latest game, it barely even functions as a market, much less something actually worth visiting. The trade fleets it spawns get wrecked by the massive detachments and patrols when they get near Paladin's gate; it's essentially an economical black hole.
Title: Re: ICE Faction
Post by: LB on January 17, 2015, 01:39:46 AM
If anyone's home, there's a compatibility issue with Starsector+.

You need null checks for the result of getShield() on line 19 of data/weapons/beam/NovaBeamEffect.java and line 61 of data/ai/weapon/NovaDischargerAutofireAIPlugin.java to account for people installing Shield Bypass on the Abraxas with SS+. I just added a short-circuit.

Code
    public void advance(float amount, CombatEngineAPI engine, BeamAPI beam)
    {
ShieldAPI myShield = beam.getSource().getShield();
        if(myShield != null && myShield.isOn()) {
            myShield.setActiveArc(myShield.getActiveArc() * (1 - beam.getBrightness()));
        ...

Great mod. Plays completely differently from anyone else, which is awesome.

By the way, I think the fuel costs for the capitals are unreasonably exorbitant and make them effectively unusable in practice. Abraxas uses 50/ly, which is absurd. Apocrypha/Voidreaver have 20/ly which I think is barely reasonable even if one of your faction's weaknesses is fuel inefficiency. For comparison the highest among vanilla capitals is 10/ly except for Onslaught, which is 15/ly; among vanilla cruisers, 3/ly except for Dominator, which is 5/ly. I took a quick look through my other installed mods and the highest cost in any class that I saw (that wasn't on an intentionally imbalanced ship) was a Mayorate capital at 20/ly. I'll leave it to the balance experts since I'm pretty new, but my suggestions would be 24/ly for Abraxas, 18/ly for Apocrypha, and 12/ly for Voidreaver, which are still 50%+ greater than other ships in their class, but makes them a viable (and expensive) choice in fleets. The other ships are pretty high too, although most of the problem there is that the Seraph is both a vital support ship and a tug, and often you don't really need a tug but are forced to eat the 9/ly.

Shalom is also 40/ly but I guess it's not really a ship you'd have in a player fleet, and 40/ly sounds pretty reasonable for a flying habitat.
Title: Re: ICE Faction
Post by: vaio on January 17, 2015, 11:27:51 PM
I take Fatal Null crash after this:
101480 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent  - [The Exiled Idoneus Colony Fleet] Expired
101717 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException

What is it ? Colony die with out supplies ?
Title: Re: ICE Faction
Post by: Nanao-kun on January 17, 2015, 11:54:00 PM
I take Fatal Null crash after this:
101480 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent  - [The Exiled Idoneus Colony Fleet] Expired
101717 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException

What is it ? Colony die with out supplies ?
ICE currently doesn't function properly, according to previous posts.
Title: Re: ICE Faction
Post by: vaio on January 17, 2015, 11:54:52 PM
And in The Exiled Idoneus Colony Fleet market price on supplies is 358 credits !
When Fleet was near the planet I buy supplies in planet market for 56 credits, and sell it
to The Exiled Idoneus Colony Fleet black market. I take in 5 min. profit in 500000 credits ...
May be improve this economy
Title: Re: ICE Faction
Post by: Blaze on January 18, 2015, 03:11:44 PM
From what I've seen, the exiled colony market NEVER receives traders, so prices go up and continue to go up until you actually get to sell to them. I've seen prices for supplies go over a thousand each and food go over 800.

The crash is caused when a food shortage event on the colony market ends when the market doesn't exist due to the fleet being dispersed. Worst still, the fleet being defeated is pretty much inevitable unless you sell supplies to them constantly due to eventual death via CR depletion.
Title: Re: ICE Faction
Post by: TrashMan on January 18, 2015, 11:33:21 PM
Interesting mod.

That armorrepair is exactly what I have been looking for. There's just one problem. I've been looking at the files and it's inside a .jar. Now I have a problem with which I can view java files (including classes), so I can copy the code.
BUT
Will putting the code in a .java file work?
If not, can you provide the non-packed files for that shipsystem?
Title: Re: ICE Faction
Post by: Sundog on January 20, 2015, 06:31:29 PM
Update on the status of ICE: I still plan on fixing it up, but it's not exactly a priority and I'm a chronic procrastinator anyway. Some progress has been made toward an update to deal with the stability issues, but I've still got a bit of work left before it's ready. ETA for next release is somewhere between a week and a year.

On conflict between Ludd and the Idoneus factions: My opinion is that the choice between cheap food and ICE ships/weapons should be pretty obvious for a trader, which is a bad thing from a gameplay perspective. On the other hand, making one or both ICE factions non-hostile to the Luddic church would remove the choice conflict entirely, which is worse. I'll keep it as-is for now, but I'm open to further discussion.

@LB: Thanks for finding that bug for me! Your fix will be in the next release. As for fuel efficiency, the ICE values are based on outdated vanilla values from 0.6.2, which seem to have been quite a bit higher (e.g. Onslaught was 25 fuel/ly). They changed in 0.65 and I didn't even notice. I'll adjust for the changes. ICE ships are intended to have double the fuel consumption of vanilla ships of equivalent power/utility, so with the doubled fuel consumption from SS+ we end up with ships that use four times more fuel than vanilla. I'll keep your suggested fuel consumption values in mind while re-balancing them since you have experience with ICE in SS+, but I expect it'll still end up being a bit higher since I'll need to find a middle-ground between SS+ and vanilla. You're spot-on about the Seraph. The built-in tow cable causes irritating fleet composition rigidity and adds nothing of value since Ox+Seraph-Tow_cable=Seraph anyway. I'll remove the Seraph's tow cable and moderate its fuel consumption.

On ridiculously high supply prices: This is just one more symptom of the fleet-with-a-market stuff, so that should be fixed once I amputate that broken feature.

@TrashMan: Yeah, you can put the armor repair code in a .java file and let Starsector (via Janino) compile it. There will be a bit more to it, however. The code relies on several other files to work, so you'll need to reverse-engineer it pretty thoroughly to get it working.
Title: Re: ICE Faction
Post by: Agalyon on February 13, 2015, 05:45:20 AM
Update on the status of ICE: I still plan on fixing it up, but it's not exactly a priority and I'm a chronic procrastinator anyway. Some progress has been made toward an update to deal with the stability issues, but I've still got a bit of work left before it's ready. ETA for next release is somewhere between a week and a year.
Hey, if its any motivation, this mod seems really nice. The sprites are amazing, the weapons especially seem really cool, and I hope you do eventually fix it. I would use it in a heartbeat.
Title: Re: ICE Faction
Post by: Lopunny Zen on February 13, 2015, 09:33:04 AM
I know it is my favorite team now after the interstellar Federation died as a mod (RIP IF)
Title: Re: ICE Faction
Post by: Lopunny Zen on March 22, 2015, 09:47:59 PM
Can someone ask if anyone can update this mod..I want to play it in Nexeralin and this is my favorite team
Title: Re: ICE Faction
Post by: Deathfly on March 23, 2015, 03:43:49 AM
ICE will work with Nexeralin, IIRC.
Title: Re: ICE Faction
Post by: Lopunny Zen on March 25, 2015, 07:20:53 PM
doesnt it have bug issues with the campaign settings...and Nexeralin uses the campaign as well doesnt it?
Title: Re: ICE Faction
Post by: Flying_Whale on July 31, 2015, 02:18:05 PM
Ships are beautiful. Mod is realy nice and built on a complex idea. That is a pity that it still causes trouble :((((
Title: Re: ICE Faction
Post by: Agalyon on October 03, 2015, 05:18:39 PM
Can anyone get permission to do some work on fixing bugs in this mod? Its such a neat idea, I'd love to play with it.
Title: Re: ICE Faction
Post by: Histidine on October 03, 2015, 08:36:05 PM
Can anyone get permission to do some work on fixing bugs in this mod? Its such a neat idea, I'd love to play with it.

Permissions
All assets from this project may be used without obtaining explicit permission as long as...
No laws are broken and Fractal Softworks' terms of service are not violated
The original authors of any assets used are credited
The assets are not used for nefarious purposes

If you would like to use something in a way that doesn't meet these criteria, please ask me about it first.
So I take it anyone could go ahead and do it, assuming the source code is available.
I was actually considering it myself, but I don't know where the bug is exactly and don't much feel like digging around.
Title: Re: ICE Faction
Post by: Sundog on October 03, 2015, 09:33:21 PM
Hi all. Thanks for all the encouragement  :)
It hurts in a strange, bitter-sweet way to know there are people out there who are interested in a project that I haven't maintained. Even though I've never asked for anything in return for making this mod, I still feel guilty for not following through with everything it could have been. Unfortunately, I've decided to stop working on ICE for good even though it will make that guilt worse. I hope my choice to abandon this project won't cause too much disappointment.

I don't know if anyone will be interested, but I'll see what I can do about handing this project off to another modder.

@Histidine: You're hereby invited to this thread (http://fractalsoftworks.com/forum/index.php?topic=9614.0).
Title: Re: ICE Faction
Post by: Sundog on October 03, 2015, 10:08:44 PM
@Histidine: Yeah, your interpretation of the permissions is correct, and the source should be available. If you (or anyone else for that matter) are really interested in fixing the bug, here's some information I gave to DR about it back when he was looking into doing something similar:
Spoiler
The main thing to avoid is the crash, so I'll describe why that happened in detail. The primary cause was that the CampaignEventManager was trying to create a recent unrest event after the colony fleet had been destroyed (after which I transferred its market to a different entity). In order to throw the NPE, this sequence of events would have to occur, in this order:
 -Colony fleet experiences a food shortage
 -Colony fleet is destroyed and the market is moved to a different entity in an inaccessible star system
 -Food shortage ends and procs a recent unrest event

Quote
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.events.RecentUnrestEvent.startEvent(RecentUnrestEvent.java:20)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.increaseRecentUnrest(BaseEventPlugin.java:265)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.endEvent(FoodShortageEvent.java:615)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.advance(FoodShortageEvent.java:374)
   at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)

When recent unrest starts it runs BaseEventPlugin.init() (or so I assume)
Code: java
	public void init(String eventType, CampaignEventTarget eventTarget) {
this.eventType = eventType;
this.eventTarget = eventTarget;

if (eventTarget.getEntity() != null) {
market = eventTarget.getEntity().getMarket();
faction = eventTarget.getFaction();
entity = eventTarget.getEntity();
}

if (market == null) {
statModId = eventType + "_" + UUID.randomUUID().toString();
} else {
statModId = eventType + "_" + market.getId() + "_" + UUID.randomUUID().toString();
}

Global.getSector().addListener(this);
}
Because the market has already been removed from the entity, the 'market' variable is assigned null on line 06. So, when RecentUnrestEvent.startEvent() runs, it throws the NPE when trying to access 'market.'
Code: java
	public void startEvent() {
super.startEvent();
conditionToken = market.addCondition(Conditions.RECENT_UNREST, true, this);
}
As you can see, there are plenty of potential ways to fix this specific issue, so you shouldn't have trouble avoiding it. I can only guess at the causes of most of the less serious issues, but they all seemed to stem from the market being temporary and/or nomadic. The problem with unconventional markets (and the reason I've been avoiding fixing ICE) is that it's easy to cause unintended side effects that are often difficult to find.
[close]

My memory on the subject was much fresher than it is now, so I can't really provide any clues better than that. Some things about the campaign layer have been updated since I messed with this stuff though, so things may have changed. In fact, Alex fixed up the RecentUnrestEvent to handle cases like this, so the symptoms of this particular bug might be different or even non-existant. The real problem with dealing with this bug and ones like it is how long it can take to duplicate them.
Title: Re: ICE Faction
Post by: HELMUT on October 04, 2015, 04:33:03 AM
Unfortunately, I've decided to stop working on ICE for good

(http://ak-hdl.buzzfed.com/static/enhanced/webdr06/2013/9/9/22/anigif_enhanced-buzz-7078-1378780099-23.gif)

Joke apart, i'm sad you won't be working on this anymore, ICE was one of my favourite mod to play with. But i guess sometimes real life doesn't leave you much time for modding.

Anyway, i'm sure someone will eventually take care of the mod, or at least keep it functional and updated for us to play with.

Title: Re: ICE Faction
Post by: Agalyon on October 04, 2015, 11:22:25 AM
Hi all. Thanks for all the encouragement  :)
It hurts in a strange, bitter-sweet way to know there are people out there who are interested in a project that I haven't maintained. Even though I've never asked for anything in return for making this mod, I still feel guilty for not following through with everything it could have been. Unfortunately, I've decided to stop working on ICE for good even though it will make that guilt worse. I hope my choice to abandon this project won't cause too much disappointment.
Its all good, don't feel guilty about it. What you put in is very unique, im sure it will be carried over nicely if someone decided to work on it.
Title: Re: ICE Faction
Post by: Sundog on October 04, 2015, 09:08:02 PM
But i guess sometimes real life doesn't leave you much time for modding.
Too true. Nice reaction gif  :)

Its all good, don't feel guilty about it. What you put in is very unique, im sure it will be carried over nicely if someone decided to work on it.
Thanks. I hope so  :)
Title: Re: ICE Faction
Post by: Agalyon on October 06, 2015, 11:17:20 AM
...
So to my understanding, the problem lies with the faction campaign integration right? If that is the case, wouldn't it be relatively simple to take the ICE ships and bootstrap them onto another faction? Even if it was only for personal use, that would still be neat.

I have extremely little experience modding, but depending on if its actually intensive or not, I'd be willing to try it if someone could give me a bit of direction on how ships are integrated into the campaign.
Title: Re: ICE Faction
Post by: Sundog on October 06, 2015, 01:23:57 PM
So to my understanding, the problem lies with the faction campaign integration right? If that is the case, wouldn't it be relatively simple to take the ICE ships and bootstrap them onto another faction?
That's correct, but it would be just as simple to strip the problematic features out of the current version of ICE. That's how I was planning to deal with the campaign issues in the short-term. I started a thread here (http://fractalsoftworks.com/forum/index.php?topic=9614.0) for people who are interested in working on ICE.
Title: Re: ICE Faction
Post by: Agalyon on October 06, 2015, 01:30:39 PM
That's correct, but it would be just as simple to strip the problematic features out of the current version of ICE. That's how I was planning to deal with the campaign issues in the short-term. I started a thread here (http://fractalsoftworks.com/forum/index.php?topic=9614.0) for people who are interested in working on ICE.
I see. I'm probably better off leaving it to people who know what they're doing. I have no idea how to work the campaign integration either, and the topic in general seems to be fairly active so it probably won't be a super long time anyway. Thanks for keeping up with everything.
Title: Re: ICE Faction
Post by: Flying_Whale on October 09, 2015, 10:15:44 AM
I hope someone will save us ::)
Title: Re: [0.6.2a] ICE Faction
Post by: Sundog on October 14, 2015, 03:35:20 PM
Download ICE version 0.3.3 (https://bitbucket.org/Nate_NBJ/ice/downloads/ICE 0.3.3 for Starsector 0.65.2a-RC1.zip)  (Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
See the original post for details (http://fractalsoftworks.com/forum/index.php?topic=7625.0)

Overview:
 - Thanks to Histidine, several issues have been resolved and Nexerelin is supported.

Change Details
Spoiler
CONTENT CHANGES
- Remove ammo from ballistic weapons
- Remove reference to ammo in Flamebolt description
- Support for Nexerelin's Corvus mode
- rules.csv with flavour text. Includes comm dialogue, trade panel texts, and exile relationship texts
- Add ExileMarket console command (for debugging)
- Nexerelin is now supported

BALANCE CHANGES
- Fighter wings cost more to buy from store; less to deploy
- Citadel market size 3 -> 4 (less distortion of overall economy)
- Random mission: use quality factors by faction; maps scale better with battle size; code tweaks
- Colony fleet market meets about half its own demand from built-in supply

BUGS FIXED
- Fix various issues with Exile colony fleet, Ulterius
- Fix Umbra having decorative weapons in non-decorative mounts
- Typos fixed
- Apocrypha teleporter weapon mount is decorative as it should be
- Decorative weapons use blank image for ShaderLib maps (fixes super brightness)
- Random mission doesn't use certain special factions. Said factions being: player_npc (Nexerelin), merc_hostile
and famous_bounty (SS+)
[close]
Title: Re: [0.65.2a] ICE Faction
Post by: Histidine on October 14, 2015, 05:20:29 PM
N.B. the 5 -> 4 market size thing was a partial revert of an earlier commit; the net change from 0.3.2 is 3 -> 4
Title: Re: [0.65.2a] ICE Faction
Post by: HELMUT on October 15, 2015, 03:48:27 AM
Thank you Histidine! Aaaaah finally, ICE is back to its rightful place in my mod folder.
Title: Re: [0.65.2a] ICE Faction
Post by: Flying_Whale on October 15, 2015, 09:19:22 AM
God bless Histidine!  :D
Title: Re: [0.65.2a] ICE Faction
Post by: Sundog on October 15, 2015, 03:06:40 PM
N.B. the 5 -> 4 market size thing was a partial revert of an earlier commit; the net change from 0.3.2 is 3 -> 4
Gotcha. Fixed. Nice catch.
Title: Re: [0.65.2a] ICE Faction
Post by: SpaceRiceBowl on October 17, 2015, 03:17:08 PM
Is Nexerelin support planned?
Title: Re: [0.65.2a] ICE Faction
Post by: Nanao-kun on October 17, 2015, 03:49:56 PM
Is Nexerelin support planned?
According to the Nexerelin bitbucket, yes, it'll probably be in the next update.

(I dled the repo, so I'm already playing with it. :P)
Title: Re: [0.65.2a] ICE Faction
Post by: Sundog on October 18, 2015, 07:43:30 AM
Is Nexerelin support planned?
According to the Nexerelin bitbucket, yes, it'll probably be in the next update.

(I dled the repo, so I'm already playing with it. :P)
Actually Nexerelin is supported in the current version. I meant to include that in the patch notes but it slipped by. Fixed. Sorry for the confusion.
Title: Re: [0.65.2a] ICE Faction
Post by: Nanao-kun on October 18, 2015, 11:54:53 AM
Is Nexerelin support planned?
According to the Nexerelin bitbucket, yes, it'll probably be in the next update.

(I dled the repo, so I'm already playing with it. :P)
Actually Nexerelin is supported in the current version. I meant to include that in the patch notes but it slipped by. Fixed. Sorry for the confusion.
Oh oops, I meant that the current Nexerelin version doesn't support ICE and thus it won't show up in a Nexerelin playthrough.
Title: Re: [0.65.2a] ICE Faction
Post by: Agalyon on November 02, 2015, 12:14:29 PM
Are the Chupacabra and Nosferatu beams armor repair based on damage? Or is it fixed as long as they hit armor or hull?
Title: Re: [0.65.2a] ICE Faction
Post by: Nanao-kun on November 02, 2015, 12:54:05 PM
Are the Chupacabra and Nosferatu beams armor repair based on damage? Or is it fixed as long as they hit armor or hull?
On that note, I always wondered what Gravimetric Sensors do for weapons with greater than 600 range.
Title: Re: [0.65.2a] ICE Faction
Post by: Blaze on November 02, 2015, 04:24:28 PM
I believe it attempts to normalize weapons to 600 range; that's what it said in the description back before it went out of date.

So if it's below 600, it raises it by X%; and if it's above 600, it lowers it by X%.
Title: Re: [0.65.2a] ICE Faction
Post by: Sundog on November 02, 2015, 10:41:07 PM
Are the Chupacabra and Nosferatu beams armor repair based on damage? Or is it fixed as long as they hit armor or hull?
Fixed. Nosferatu repairs a 50% larger area at a 25% faster rate.

I believe it attempts to normalize weapons to 600 range; that's what it said in the description back before it went out of date.

So if it's below 600, it raises it by X%; and if it's above 600, it lowers it by X%.
Yup. Only for ballistic weapons though.
The formula is:
baseRange / 2 + 300 = modifiedRange
So...
600 / 2 + 300 = 600
200 / 2 + 300 = 400
1200 / 2 + 300 = 900

I wanted to make sure ICE ships were bad at kiting in spite of their speed, so I added gravimetric sensors to encourage the use of short-range weapons.
Title: Re: [0.65.2a] ICE Faction
Post by: Blaze on November 03, 2015, 07:35:51 AM
Stuff
How does it stack with the ITU or other range-enhancers?
Title: Re: [0.65.2a] ICE Faction
Post by: Nanao-kun on November 03, 2015, 08:54:36 AM
Are the Chupacabra and Nosferatu beams armor repair based on damage? Or is it fixed as long as they hit armor or hull?
Fixed. Nosferatu repairs a 50% larger area at a 25% faster rate.

I believe it attempts to normalize weapons to 600 range; that's what it said in the description back before it went out of date.

So if it's below 600, it raises it by X%; and if it's above 600, it lowers it by X%.
Yup. Only for ballistic weapons though.
The formula is:
baseRange / 2 + 300 = modifiedRange
So...
600 / 2 + 300 = 600
200 / 2 + 300 = 400
1200 / 2 + 300 = 900

I wanted to make sure ICE ships were bad at kiting in spite of their speed, so I added gravimetric sensors to encourage the use of short-range weapons.
Ah, I see. Thanks.
Title: Re: [0.65.2a] ICE Faction
Post by: Agalyon on November 03, 2015, 09:53:01 AM
Are the Chupacabra and Nosferatu beams armor repair based on damage? Or is it fixed as long as they hit armor or hull?
Fixed. Nosferatu repairs a 50% larger area at a 25% faster rate.
Gotcha, thanks. Dare I ask, I assume they would still work the same even if they hit through Templar shields?
Title: Re: [0.65.2a] ICE Faction
Post by: Sundog on November 03, 2015, 03:33:07 PM
How does it stack with the ITU or other range-enhancers?
The API handles how effects stack, but if I remember correctly both additive and multiplicative effects stack additively, meaning two hullmods that give 30% increased range would give 100% + 30% + 30% = 160%, not 100% x 130% x 130% = 169%. That means ITU should increase range by the same amount whether it's stacking with Gravimetric Sensors or not.

For example, a weapon with 1000 base range that's mounted on a cruiser would have...
1350 with ITU only          1000 x (1 + 0.35) = 1350
800 with GS only            1000 x (1 - 0.5) + 300 = 800
1150 with ITU and GS      1000 x (1 + 0.35 - 0.5) + 300 = 1150

Please correct me if any of this is wrong.

Ah, I see. Thanks.
np  :)

Gotcha, thanks. Dare I ask, I assume they would still work the same even if they hit through Templar shields?
Yeah, I'm pretty sure they'll repair the same amount when they hit Templar shields, no matter what state Templar ship's shields are in. But then, I'm operating mostly on assumptions too. I have a pretty limited understanding of how Templar shields work.
Title: Re: [0.65.2a] ICE Faction
Post by: iceone on November 19, 2015, 08:55:51 PM
every time when The events.FoodShortEvent -[The Exiled Idoneus Colony Fleet]...appeared.
An other Thread must go after it " [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-campaign_system_corvus.ogg]"
then the presentation is :"Playing music with id running-dark."
so I add an .ogg named "corvus" to your folder.
after that, the log....



7240660 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager  - 1 out of a maximum 2 pirate/merc fleets in play for market [Barad A]
7240809 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-campaign_system_corvus.ogg]
7240809 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-campaign_system_corvus.ogg]
7240985 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NumberFormatException: Numbers must be in range 1-3999
java.lang.NumberFormatException: Numbers must be in range 1-3999
   at com.fs.starfarer.util.oOOO.super(Unknown Source)
Title: Re: [0.65.2a] ICE Faction
Post by: Nanao-kun on November 19, 2015, 09:05:10 PM
every time when The events.FoodShortEvent -[The Exiled Idoneus Colony Fleet]...appeared.
An other Thread must go after it " [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-campaign_system_corvus.ogg]"
then the presentation is :"Playing music with id running-dark."
so I add an .ogg named "corvus" to your folder.
after that, the log....



7240660 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager  - 1 out of a maximum 2 pirate/merc fleets in play for market [Barad A]
7240809 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-campaign_system_corvus.ogg]
7240809 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-campaign_system_corvus.ogg]
7240985 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NumberFormatException: Numbers must be in range 1-3999
java.lang.NumberFormatException: Numbers must be in range 1-3999
   at com.fs.starfarer.util.oOOO.super(Unknown Source)
Are you playing Starsector 0.7a? Because there are currently no faction mods that are compatible. At all.
Title: Re: [0.65.2a] ICE Faction
Post by: Histidine on November 19, 2015, 09:12:13 PM
The crash in the log appears to be from a bug fixed in 0.7 (http://fractalsoftworks.com/forum/index.php?topic=9253.0), although the mod will not be compatible there till someone updates it guess it'll have to be me again.

Additionally, the exile fleet having a food shortage suggests an out-of-date ICE version.
Title: Re: [0.65.2a] ICE Faction
Post by: iceone on November 19, 2015, 09:31:54 PM
every time when The events.FoodShortEvent -[The Exiled Idoneus Colony Fleet]...appeared.
An other Thread must go after it " [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-campaign_system_corvus.ogg]"
then the presentation is :"Playing music with id running-dark."
so I add an .ogg named "corvus" to your folder.
after that, the log....



7240660 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager  - 1 out of a maximum 2 pirate/merc fleets in play for market [Barad A]
7240809 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-campaign_system_corvus.ogg]
7240809 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-campaign_system_corvus.ogg]
7240985 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NumberFormatException: Numbers must be in range 1-3999
java.lang.NumberFormatException: Numbers must be in range 1-3999
   at com.fs.starfarer.util.oOOO.super(Unknown Source)
Are you playing Starsector 0.7a? Because there are currently no faction mods that are compatible. At all.

NO still 0652a
Title: Re: [0.65.2a] ICE Faction
Post by: iceone on November 19, 2015, 09:37:21 PM
The crash in the log appears to be from a bug fixed in 0.7 (http://fractalsoftworks.com/forum/index.php?topic=9253.0), although the mod will not be compatible there till someone updates it guess it'll have to be me again.

Additionally, the exile fleet having a food shortage suggests an out-of-date ICE version.

the latest 0.3.3 ... I use the Ice-mod in the game version 0652a
Title: Re: [0.65.2a] ICE Faction
Post by: Weltall on March 17, 2016, 10:07:14 PM
For anyone that loves ICE as much as I do (>.> well I love all of them XD) you should check out a RC for 0.7.2a that Deathfly released and maybe help with testing~
http://fractalsoftworks.com/forum/index.php?topic=9614.msg184958#msg184958
Title: Re: [0.65.2a] ICE Faction
Post by: Reh on June 20, 2017, 05:13:52 PM
Any chance of resurrecting this mod? I'd do it myself but I have absolutely no idea how mods work.

It has such a fantastic ships and abilities design.
Title: Re: [0.65.2a] ICE Faction
Post by: LB on June 28, 2017, 05:14:00 PM
ICE was my favorite mod back in the day too, and I've been working on some code reorg on and off for a while in preparation to build the mod into a usable state in 0.8.1a. Life's been busy and I doubt I'll be done for another few months yet. If someone else wants to snipe it, be my guest. I've also yet to ask Sundog for permission, since I don't believe it's sufficiently complete to merit even considering release.

Some rambling: with the overall lowered combat lethality in 0.8, some significant balance issues with playing ICE in extended campaigns are less problematic, but there's still the fundamental issues:
1. balancing defense of phase-only factions in general, and
2. the weapon range "normalization" built-in hullmod combined with the weird ICE weapon ranges which make ICE/vanilla/other-faction interop weird and often unbalanced.

For the former: I've been tinkering a bit with a different system to change how ICE defense works to make damage taken follow a shallow log growth curve - basically, damage shaving that's increasingly effective against high single instances of damage. This is a way to address a frequent frustration (in my perception) with unshielded ships where you're much more vulnerable to instant death from e.g. Reapers or high-alpha strike weapons in situations where a shielded ship could just eat an extra-long overload, since shields are instant-toggle but phase ships are subject to the phase cooldown. There needs to be a downside too, which I haven't fleshed out yet - likely one of two things:
1. decreased armor damage reduction vs. low-damage attacks, e.g. a Hellbore hit will do reduced balance, but sustained Light Assault Gun fire will be more damaging than usual; or
2. damage reduction based on distance from your enemy, which may be impossible since iirc it's not yet possible to find how far a given projectile has traveled.

For the latter - I think it should just be removed, and weapons balanced appropriately so that they're not overwhelming when mounted on other ships but sufficiently useful on ICE ships. Achieving this could require some kind of penalty or bonus built-in to ICE ships, but the weapons themselves should be balanced to the vanilla baseline. The precise mechanics of the Falx beam are also a headache - it should probably stay a ICE-only builtin. Armor repair is a rabbit hole as well - maybe some sort of per-engagement cap, or have ICE armor breach earlier and "leak" hull damage at a higher rate so hull attrition can accumulate.

I'm not sure whether this will turn out to be a fun way to differentiate ICE or just a bad gimmick. I did really like how different the ICE playstyle was, despite the occasional balance problem, and I want to try to preserve that uniqueness while fixing some of the edge cases.
Title: Re: [0.65.2a] ICE Faction
Post by: Sundog on June 30, 2017, 01:48:13 PM
Hi guys. Sorry for the late reply. I'm glad you guys liked it  :)

I've been working on some code reorg on and off for a while in preparation to build the mod into a usable state in 0.8.1a
You have my thanks, respect, and condolences. Sorry it's such a mess. You also have my permission to do anything you like with ICE. This thread (http://fractalsoftworks.com/forum/index.php?topic=9614.0) might be relevant. Also feel free to clone the repo (https://bitbucket.org/Nate_NBJ/ice/overview). If you have questions feel free to ask. You seem to have a solid understanding of many of the problems with ICE and it seems like you're on the right track with fixing them. Best of luck!
Title: Re: [0.65.2a] ICE Faction
Post by: HELMUT on July 01, 2017, 10:52:58 AM
I'm also really eager to see an eventual 0.8 update for ICE, sadly deathfly doesn't seems to have much free time to do it either.

As for the balance issues. Phase ships, like pretty much anything without a shield, tends to suffer greatly against quick, high-impact weapons. Even more so against beams like the Phase lance or the HIL.
I don't like your first idea of tweaking with armor damage reduction, it radically goes against the basic of how armor works in general, which is not intuitive in my opinion.

Second one should be possible, if hacky, it would probably screw with missiles and other scripted weapons. Not sure it would play well with beams either. I don't think anyone truly found a solution to handle beams. Perhaps a mix of natural beam resistance like Exi have, coupled with an AOE range debuff like old ORA?

Another idea would be something like a reverse temporal shell. Basically a slow AOE that would affect enemies the closer they are. This would give enough time for a phase ship to react against a slowed projectile. This would also works with beams to some extent.

I've never really seen the range normalization hullmod causing issues and can't really think of any off the top of my head... Do you have any exemples?
Title: Re: [0.65.2a] ICE Faction
Post by: OzarMidrashim on July 20, 2017, 12:07:56 PM
Its just terrible ...could we at least get weapon pack update?
I miss chupacabra fusor! xD
Title: Re: [0.65.2a] ICE Faction
Post by: Agalyon on December 20, 2018, 08:35:21 PM
I really hope someone is still working on this to some degree, even if it is just an unbalanced port to the new version. It was always one of the most unique and interesting factions, I would hate to see it die.
Title: Re: [0.65.2a] ICE Faction
Post by: Sundog on December 20, 2018, 09:49:07 PM
Unfortunately, many of the unique aspects of ICE also make it difficult to keep up to date. I really tried to push the limits of Starsector's combat engine with this mod, and I had some success, but I broke a lot of things in the process (the AI in particular). I honestly don't know how much work it would take to get ICE back to a playable state, but getting it to the point where I would want to use it? That would take several hundred hours (if not thousands). If I ever get back into modding for Starsector, I'll start from scratch.
Title: Re: [0.65.2a] ICE Faction
Post by: Agalyon on December 20, 2018, 11:26:04 PM
Unfortunately, many of the unique aspects of ICE also make it difficult to keep up to date. I really tried to push the limits of Starsector's combat engine with this mod, and I had some success, but I broke a lot of things in the process (the AI in particular). I honestly don't know how much work it would take to get ICE back to a playable state, but getting it to the point where I would want to use it? That would take several hundred hours (if not thousands). If I ever get back into modding for Starsector, I'll start from scratch.
Ouch, thats really rough to hear. I assumed it was in part because ICE was so technical, but I didn't think it was that bad. For what its worth though, your work is appreciated and I'd love to see anything you make if you decide to work on it some more.
Title: Re: [0.65.2a] ICE Faction
Post by: Sundog on December 21, 2018, 03:32:00 PM
Thank you  :)
I've been kicking around some ideas for a refined version of ICE for a while now that I'd like to make a reality someday, but at the moment I've got a lot of other things going on. Hopefully it's something I'll be able to work on soon.