Fractal Softworks Forum

Starsector => Mods => Topic started by: Spoorthuzad on December 31, 2014, 11:18:36 AM

Title: [0.8.1a] Flu-X v1.15 (on haitus/dead mod)
Post by: Spoorthuzad on December 31, 2014, 11:18:36 AM
(http://i.imgur.com/lrUhxRe.png)
Hello Everyone, So this is my first mod ever....
With that I mean that I haven't made any mod in my life so this is all new to me.
Second thing is I am not experienced with coding and spriting..... don't expect much from this mod...(All ship sprites are 80% Vanilla taken from the core game, I just put them together and put some details on it)
I'm not a native English speaker either so prepare for some cringe worthy grammar or sentence building style thingy.

Anyway here is the: Download v1.15 (http://www.mediafire.com/file/t858aatwnshb6qt/Flu-X.zip)
Compatible with: Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0)

WARNING! Delete the older version, instead of copying over it. This will avoid problems with the mod

What this mod currently adds:

Infected ship/weapon pros/cons
Spoiler
+Low maintenance costs
+High amount of turret and hardpoints
*Varying quality of ships
*They mostly use vanilla weapons
*faction specific weapons often have high/unlimited "ammo" but low range.
-ugly
-Mostly non-symmetric ships with odd/awkward turret and hardpoint placements.
-Ships often have trouble maintaining low flux levels.
[close]

Ships (also WIP) :
Spoiler
(skin) Infected Kite
(http://i.imgur.com/8MAsd6D.png)

(skin) Infected Hound
(http://i.imgur.com/xn0BvwM.png)

(skin) Infected Cerberus
(http://i.imgur.com/wcAoMc6.png)

(skin) Infected Wolf
(http://i.imgur.com/FJc0XOz.png)

(skin) Infected Brawler
(http://i.imgur.com/n05ddpC.png)

(skin) Infected Lasher
(http://i.imgur.com/KNLhukZ.png)

(skin) Infected Tempest
(http://i.imgur.com/Qoy0qI7.png)

(skin) Infected Vigilance
(http://i.imgur.com/Ho2g5qH.png)

(fighter) Necro Bug (interceptor)
(http://i.imgur.com/drSS1xv.png)

(fighter) Necro Hornet (Fighter)
(http://i.imgur.com/AGlmQUn.png)

(fighter) Necro Spitter (Bomber)
(http://i.imgur.com/tJ6m86O.png)

(ship) Necro Raider (Frigate)
(http://i.imgur.com/jAGLgjs.png)

(ship) Necro Gunner (Gunship)
(http://i.imgur.com/YlCYkFc.png)

(ship) Necro Array (Frigate)
(http://i.imgur.com/HiO6dLb.png)

(ship) Necro Scab (Frigate)
(http://i.imgur.com/cezsg0w.png)

(ship) Necro Spearhead (Frigate)
(http://i.imgur.com/abryltz.png)

(ship) Necro Hauler (Micro Hauler)
(http://i.imgur.com/q83LoUC.png)

(ship) Necro Skinner (Destroyer)
(http://i.imgur.com/jOW3ckZ.png)

(ship) Necro Ghoul (Destroyer)
(http://i.imgur.com/LOR5wNN.png)

(ship) Necro Tarantula (Carrier)
(http://i.imgur.com/henP0Pm.png)

(ship) Necro Reaper (Heavy Cruiser)
(http://i.imgur.com/8HBPzar.png)

(ship) Necro Mover (Mega Hauler)
(http://i.imgur.com/MKERAoc.png)

(ship) Necro Mother (Capital Hivemind)
(http://i.imgur.com/zx9uEZA.png)
[close]

What I still want to do with the mod is:
Spoiler
  • Campaign Integration Done! Can still use some work though since it is still very early.
  • (more) Custom Weapons
  • More balancing/Tweaking
  • Better sprites? (have "improved" and overhauled all sprites, Still can be vastly improved though)
  • More ships
  • etc.
[close]

Programs used:
Spoiler
  • Gimp 2 for the sprites
  • Trylobot's ship editor (http://fractalsoftworks.com/forum/index.php?topic=375.0) (Without it this mod wouldn't exist)
  • Notepad / Sublime Text
  • IntelliJ IDEA Community
  • Starsector (Well duh)
  • This forum and you guys! (Again without you guys this mod wouldn't exist!
  • Got some textures from here (http://fractalsoftworks.com/forum/index.php?topic=8136.0).
[close]

So thats it... Critisism is always appreciated (Just be gentle :) )
Be it on grammar/Lore/Graphics or the mod itself, Also please report any crashes that is caused by the mod (or if you think the mod has caused it)

Download is on the top of the page.

As always ENJOY!

Changelog:

Code
Changelog v1.15 (still no content Update)

*Now with a jar file
*Now compatible with Nexerelin random mode.
*Reworked living hull Hullmod (now reduces monthly supply costs and increases peak performance)
*cleaned up some code
*Decreased harpoon range.
*Halved Atropos damage (1500>750)
*Fixed spitter firing all weapons on firing atropos
*Switched prices ghoul/skinner
*Replaced Scab system to Fast Missile Racks
*Changed Spearhead speed to 125
*Changed Array speed to 125
*Changed scab speed to 100

-Removed any sprite floaters

Changelog version v1.1 (Weapon update and 0.8.1a update)

+Compatible with 0.8.1 (Yay)
+Added Mjolnir Cannon (I)
+Added Guardian system (I)
+Added Assault Chaingun (I)
+Added Mining Blaster (I)

*reworked variants (most ships now use 1 of 3 possible variants. there are exceptions ofcourse)
*Reworked (I) Light machinegun 
*Buffed (I) swarmer damage
*Various other small changes
*changed large missile mount to medium on reaper
*Changed Radikius Custom star to using a vanilla star instead
*Changed Cargo consumption to more balanced levels
*Changed the orbits of Radikius III, The outer belts and the The independent station

-Removed Ant-Hauler (Adding cargo via wings doesn't work anymore :C)
-Removed some unnecessary files

Changelog version v1.0 (Corvus mode activated)

+Nexerelin Corvus mode now works! (thanks to Histidine!)
+Added IR Pulse Laser (I) weapon
+Added Mining laser (I) weapon
+Added GUIDE_POOR to ai hints atropos (Single and dual) (I)
+Added 2 portraits

*Changed damage/shot Infected swarmer from 10 to 25
*Changed mission descriptions of human missions to be more generic.
*Changed mission descriptions of infected missions to be more about the infected Sentient hivemind and his/her/it's motivations.
*Correcting spelling mistakes and changed/added more flavortext
*Changed unconfirmed relations with modded factions to Inhospitable
*Various small graphic changes (nothing worth mentioning)

Changelog v0.9.1

This update is needed for the latest version of nexerelin (v0.7.4b "head start")

*Changed Infected weapons/skins name to (weapon/skin name)(I)
*Reduced weapon damage and/or range of infected weapons significantly
*Reduced burnspeed ghoul from 10 to 9

-Removed "Necro" from all ship class names and variants (names where too long)

Changelog v0.9

(nothing broke with the 0.7.2a update)
+added Custom Station Sprites
+Added 4 portraits (3 Male and 3 Female for now)
+Infected also offers commission now.
+Added new weapons :
                        Infected Pulse laser
Infected harpoons (single, Tripple and pod)
Infected light mortar
Infected Atropos

+Added new ship systems
       +Frenzy (Increases Rate of fire of ballistic and energy weapons)
               (Decreases flux consumption of ballistic and energy weapons)
               (When activated. Lets out a scary dragon-like Roar!)
               (currently only on necromother)
       +Defense drones
               (vulcan defense drones)
               (Currently only on Necro Mover)

*Infected-player relations start Inhospitable (same as independents)
*(Balance) Changed burnspeed ghoul from 9 to 10
*(Balance) Changed burnspeed skinner from 10 to 9 and decreased combat speed a little
*(Balance) Changed raiders shield efficiency from 1 to 0.8 and made him a little cheaper to maintain and repair.
*(Balance) Changed missile policy from unlimited ammo to alot of ammo.
*Corrected some spelling and grammar mistakes

Changelog v0.8

+Added 2 Custom engines (instead of using the ship editor built in engine editor)

*Completely overhauled Necro Mother and added variants
*Completely overhauled Necro reaper and added variants
*Changed fleet composistions a little bit
*Made elite/scrapped/hyper variants a little less common
*Fixed necro spearhead spelling mistake

-Removed .mp3 files. they didn't do anything and caused the mod being 12-13 mb bigger. (yay for memory improvements)

Changelog v0.7

+added Necro Array/Scab/Spearhead to the simulator
+added 4 more faction soundtracks (in total 6 now instead of 2)

*Completely overhauled necro Tarantula
*Completely overhauled necro Hauler
*Completely overhauled Necro Skinner
*Changed and added alot of variants (this will spice up combat involving the infected a little)
*Reworked weapons
*Made sure infected skinships only have 1 negative buff instead of 2-3
*Changed the system slightly to try to fix stuck fleets in star (will have to start another save to apply)

-Removed an engine slot from the infected kite

Changelog v0.6

+Added (infected) kite
+Added (infected) Cerberus
+Added Necro Spearhead
+Added Necro Array
+Added Necro Scab
+Added Necro Ant Wing

*Overhauled Necro Hornet Completely
*Overhauled Necro spitter Completely
*Changed brawler skin sprite
*Changed Lasher skin sprite
*Changed Tempest skin sprite
*Changed vigilance skin sprite
*Changed Necro Ghoul sprite
*Changed a lot descriptions.
*Changed up faction comp. again
*Changed faction dialog
*Infected skin ships are 80% of the original price
*Increased turn rate and decreased range on Infected tactical laser (Its being used by the Necro Spitter)
*Other various changes


Special thanks:
Title: Re: The Flu-X Mod
Post by: Spoorthuzad on January 01, 2015, 07:42:51 AM
[reserved]
Title: Re: The Flu-X Mod
Post by: Lcu on January 01, 2015, 08:03:37 AM
Well some WIP mods (such as mine), and many-many discontinued WIP mods somehow posts in the modding section. I don't know if thats the right thing to do but i guess its okay for now.

EDIT : Haven't tried it yet but that's a nice lasher kitbash right there.
Title: Re: The Flu-X Mod
Post by: ValkyriaL on January 01, 2015, 09:05:44 AM
a moderator will move the mod to the mods subforum in time, and on request from the author, it will be added to the appropriate mod index.
Title: Re: The Flu-X Mod
Post by: Spoorthuzad on January 01, 2015, 09:56:44 AM
a moderator will move the mod to the mods subforum in time, and on request from the author, it will be added to the appropriate mod index.
Ah Alright, good to know.
Thanks for the information :D
Title: Re: The Flu-X Mod
Post by: Spoorthuzad on January 01, 2015, 10:01:29 AM
Well some WIP mods (such as mine), and many-many discontinued WIP mods somehow posts in the modding section. I don't know if thats the right thing to do but i guess its okay for now.

Alright then
Quote
EDIT : Haven't tried it yet but that's a nice lasher kitbash right there.
Well thank you :)
Title: Re: The Flu-X Mod
Post by: Erick Doe on January 03, 2015, 03:47:51 PM
Moved the topic. And your English is fine, vriend.  ;)
Title: Re: The Flu-X Mod
Post by: Sabaton on January 04, 2015, 03:14:07 AM
 This mod reminds me of The Scourge and The Abomination, aka other attempts to give SS ships cancer.
Title: Re: The Flu-X Mod
Post by: Spoorthuzad on January 04, 2015, 03:56:57 AM
Moved the topic. And your English is fine, vriend.  ;)

Glad to hear that :D
Title: Re: The Flu-X Mod
Post by: Spoorthuzad on January 04, 2015, 03:58:42 AM
This mod reminds me of The Scourge and The Abomination, aka other attempts to give SS ships cancer.

True, only they look probably better
Title: Re: The Flu-X Mod
Post by: Sabaton on January 04, 2015, 04:36:24 AM
 Looking better is a matter of practice, I have seen modders start from ,,meh,, and reach ,,OMFG,, with practice, tutorials and patience.
 Im sure you will get better in time.

 That being said, the Necro Raider reminds me of SPAZ zombie ships, all glued together by flesh, as a matter of fact you could have different stages of disease: mere vines growing on singular ships---ships/ship parts cobbled together---large indistinguishable lumps of flesh and metal etc ( what you already probably did as I cant play right now).
 One advice thou: tear the ships apart,make them look damaged, the Necro for example, putting three frigates on top of one another isnt very impressive.
Title: Re: The Flu-X Mod
Post by: Spoorthuzad on January 04, 2015, 05:56:32 AM
Looking better is a matter of practice, I have seen modders start from ,,meh,, and reach ,,OMFG,, with practice, tutorials and patience.
 Im sure you will get better in time.
Lets hope so

That being said, the Necro Raider reminds me of SPAZ zombie ships, all glued together by flesh, as a matter of fact you could have different stages of disease: mere vines growing on singular ships---ships/ship parts cobbled together---large indistinguishable lumps of flesh and metal etc ( what you already probably did as I cant play right now).
The SPAZ zombie ships have indeed been an inspiration. I had that idea too of having different stages (The skin ships are most likely early infected and the hybrids are ships where most systems didnt work anymore so they (the infected) just put them together and improvised). About the big lumps of fleshpart, I initially had the idea to make the bigger ships (destroyers / cruisers / capitals) have more actual flesh then hull, then I remembered that I suck at spriting. However this may come in the future (most likely actually)

One advice thou: tear the ships apart,make them look damaged, the Necro for example, putting three frigates on top of one another isnt very impressive.

I have some ships that are not whole anymore and are just half put on another half which sorta makes them look damaged... But i get what you mean
Im also gonna put all the sprites in the post because I dont wanna be a secrecy douchebag. (Edit: Its done)

Anyway thanks for the feedback :D
Title: Re: The Flu-X Mod
Post by: Histidine on January 04, 2015, 07:20:17 AM
The Ghoul's two-face design is delightful.
Title: Re: The Flu-X Mod
Post by: Spoorthuzad on January 04, 2015, 07:26:56 AM
The Ghoul's two-face design is delightful.

Thanks! I like that one too!
Title: Re: The Flu-X Mod
Post by: Sabaton on January 04, 2015, 12:14:06 PM
  Nailed it with the ghoul, really seamless blending, the gunner isn't bad as well. What program are you using?  Part of a good sprite is a good program and the vines look like they were done in paint.
Again, for reference look up The Abomination made by Tsony, some of the best cancer ships you'll ever see.
As for the rest, tutorials ( there are some on the forums made by good modders) and practice.

Peace.
Title: Re: The Flu-X Mod
Post by: Spoorthuzad on January 05, 2015, 12:05:10 AM
  Nailed it with the ghoul, really seamless blending, the gunner isn't bad as well. What program are you using?  Part of a good sprite is a good program and the vines look like they were done in paint.
Again, for reference look up The Abomination made by Tsony, some of the best cancer ships you'll ever see.
As for the rest, tutorials ( there are some on the forums made by good modders) and practice.

Peace.

Photoshop actually, But i know what you mean.
Anyway, Thanks for the feedback
Title: Re: [0.65.1a] The Flu-X Mod
Post by: Spoorthuzad on January 05, 2015, 01:38:32 PM
Update

"Improved" The skin sprites by adding more details (Gunholes / More bloodlumps and coral like vines / cracks)

Spoiler
(skin) Infected Hound
old:
(http://i.imgur.com/6c8aWwq.png)
new:
(http://i.imgur.com/xn0BvwM.png)

(skin) Infected Wolf
old:
(http://i.imgur.com/fwrKpAY.png)
new(yeah i cant see much change either.... but its there!):
(http://i.imgur.com/MWHDsuT.png)

(skin) Infected Brawler
old:
(http://i.imgur.com/MiWOgjI.png)
new:
(http://i.imgur.com/kNnYKzH.png)

(skin) Infected Lasher
old:
(http://i.imgur.com/VkB5JsI.png)
new:
(http://i.imgur.com/suwPf79.png)

(skin) Infected Tempest
old:
(http://i.imgur.com/t3U5Jj1.png)
new:
(http://i.imgur.com/Tcphlmy.png)

(skin) Infected Vigilance
old:
(http://i.imgur.com/X5yFmak.png)
new:
(http://i.imgur.com/mCELAWK.png)

[close]

(Also some campaign script files are in but these dont work yet... HELP?)
Title: Re: [0.65.1a] The Flu-X Mod
Post by: NikolaiLev on January 07, 2015, 02:14:05 PM
Somebody's a fan of SPAZ.   :D
Title: Re: [0.65.1a] The Flu-X Mod
Post by: Spoorthuzad on January 08, 2015, 07:56:19 AM
Somebody's a fan of SPAZ.   :D

Huh, What are you talking about    :P
Title: Re: [0.65.1a] The Flu-X Mod
Post by: theSONY on January 08, 2015, 03:57:54 PM
Somebody's a fan of SPAZ.   :D

Huh, What are you talking about    :P

Space Pirates And Zombies
game similar to the StarSector
Title: Re: [0.65.1a] The Flu-X Mod
Post by: NikolaiLev on January 08, 2015, 08:22:53 PM
Somebody's a fan of SPAZ.   :D

Huh, What are you talking about    :P

Your ships reminded me heavily of the zombie ships from SPAZ.

Not surprising it's an independent concept though.
Title: Re: [0.65.1a] The Flu-X Mod
Post by: Spoorthuzad on January 09, 2015, 12:44:43 AM
Somebody's a fan of SPAZ.   :D

Huh, What are you talking about    :P

Space Pirates And Zombies
game similar to the StarSector

Haha I know, I was sarcastic.... hard to see while on the internet I know...
Title: Re: [0.65.1a] The Flu-X Mod
Post by: Spoorthuzad on January 09, 2015, 12:47:45 AM
Somebody's a fan of SPAZ.   :D

Huh, What are you talking about    :P

Your ships reminded me heavily of the zombie ships from SPAZ.

Not surprising it's an independent concept though.

I was sarcastic. (should have made that a little more clear) but anyway, Yes the spaz zombies have been a inspiration
Title: Re: [0.65.2a] The Flu-X Mod Version: 0.2
Post by: Spoorthuzad on March 11, 2015, 01:34:14 AM
Update v. 0.2! We now have some new weapons... and I have balanced some ships a little... more details in the changelog!
(I know not much have been added but I have to deal with school right know)

Edit: Oh and as usual: Please report any crashes,bugs or even spelling errors when you find them.
Edit (again): Just to be clear! This mod is certainly not dead! The development is just really REALLY slow!
Title: Re: [0.65.2a] The Flu-X Mod Version 0.3
Post by: Spoorthuzad on April 28, 2015, 04:38:12 AM
Update! Although certainly not massive changes but there is a reason for that.
Reason is: I've been trying to get campaign intergration to work but unfortunately.... I cant figure it out
So I will quit trying with the campaign integration and focus more on the content (weapons, new ships, improving sprites, etc.)
So unless someone is willing to step by step help me or do the campaign integration for me it won't come... atleast for now...
Title: Re: [0.65.2a] The Flu-X Mod Version 0.3
Post by: Sproginator on April 28, 2015, 04:50:28 AM
Cool mod! Very unique designs too, I really love how the ships are all jury-rigged from other styled ships that just don't match! It's actually quite unique hehe. Good work! I'll try it out later :)
Title: Re: [0.65.2a] The Flu-X Mod Version 0.3
Post by: Spoorthuzad on April 28, 2015, 05:05:18 AM
Cool mod! Very unique designs too, I really love how the ships are all jury-rigged from other styled ships that just don't match! It's actually quite unique hehe. Good work! I'll try it out later :)
Hey, thanks man! Appreciated!
Title: Re: [0.65.2a] The Flu-X Mod Version 0.3
Post by: Spoorthuzad on October 18, 2015, 10:17:41 AM
Hey quess what? UPDATE! (at last)  ::)
+CAMPAIGN INTERGRATION ADDED
Yup that took me WAAAY too long to figure out but better late then never... in my case really late!
Currently its really early and there are some things I still want to change with the campaign... for example I don't want them to smuggle... because space monsters don't smuggle
Anyway you can check the 0.4 changelog for more info
Edit: Next thing I might be looking to do is make the mod Nexerelin compatible (love that mod) Hopefully this will go smoothly
Edit: This mod is now compatible and won't crash the game... However it isnt a playable faction yet because that stuff needs to happen on the Nexerelin developers side.
Title: Re: [0.65.2a] The Flu-X Mod Version 0.4
Post by: Admiral Loverod on October 19, 2015, 07:43:21 PM
Dude sweet! I've always had a sweet spot for this mod.
Title: Re: [0.65.2a] The Flu-X Mod Version 0.4
Post by: Spoorthuzad on October 20, 2015, 01:25:38 AM
Dude sweet! I've always had a sweet spot for this mod.
Really? :D Thanks man, thats really motivating for me!
Title: Re: [0.65.2a] The Flu-X Mod Version 0.4
Post by: Histidine on October 20, 2015, 04:18:10 AM
Nexerelin compatibility added for next version (works mostly like a normal faction, even though it makes zero lore sense if you think about it for five seconds).
Currently they're hardcoded to be hostile to everyone (and are tagged as a pirate faction, which here mostly means no invading or being invaded), is that fine with you spoortje?
Title: Re: [0.65.2a] The Flu-X Mod Version 0.4
Post by: Spoorthuzad on October 20, 2015, 04:30:23 AM
Nexerelin compatibility added for next version (works mostly like a normal faction, even though it makes zero lore sense if you think about it for five seconds).
Currently they're hardcoded to be hostile to everyone (and are tagged as a pirate faction, which here mostly means no invading or being invaded), is that fine with you spoortje?

Excellent, seems good to me! (With the; works mostly like normal faction i'd assume you mean they smuggle and trade with other factions? Which is going to change sooner or later.)
Anyway thanks
Title: Re: [0.65.2a] The Flu-X Mod Version 0.4
Post by: Histidine on October 21, 2015, 03:19:00 AM
(With the; works mostly like normal faction i'd assume you mean they smuggle and trade with other factions? Which is going to change sooner or later.)
- Zombie plague has a market (whether they started with it or it was captured)
- Someone else invades zombie plague's market
- ? ? ?
- KILL IT WITH FIRE
Title: Re: [0.65.2a] The Flu-X Mod Version 0.4
Post by: Spoorthuzad on October 21, 2015, 03:34:56 AM
- Zombie plague has a market (whether they started with it or it was captured)
- Someone else invades zombie plague's market
- ? ? ?
- KILL IT WITH FIRE
Lore-wise everything is captured for the zombies at some point in time (except for maybe their homeplanet) and yes, the marines invading are definitely going to need flamethrowers! :D
Title: Re: [0.65.2a] The Flu-X Mod Version 0.4
Post by: Spoorthuzad on October 21, 2015, 11:53:18 AM
Small update! (version 0.45)
after testing v.0.4 a little more I figured these changes were necessary...
This update is focused to make the radikius system a little better
See the changelog for the changes...
Next few updates I think im going to focus on adding a crig and tug ship and probably make a proper faction banner... the current one is pretty bad. (even for my standards)
Title: Re: [0.7a] The Flu-X Mod Version 0.5
Post by: Spoorthuzad on November 28, 2015, 04:21:32 AM
Update! Now 0.7a supported
Changes are :
Spoiler
+ Added a much better faction banner
+ Added relationship dialog
+ Added fleet names
+ Added Ui Colours
+ Added Market and fleet music (currently two tracks, hostile and neutral/friendly)
+ Added hullmod "Living hull" It's on every infected ship which makes them unique(r) to other ships
+ Added Independent station
+ Added more stuff in the system
+ Added mod relations
     + Spire : Hostile
     + Dark Spire : Vengeful
     + Crystanite : Welcoming
     + (Mods not mentioned are most likely hostile)

*changed the Raider sprite,variants and some other things
*infected starts now hostile towards player
*Changed up some descriptions / Changed all descriptions
*Changed location of starsystem
*Changed the gunner completely
*Skinner has ammofeed instead of terminator drone (for now)
*Various other balance and update changes
*Now use zip instead of 7zip (should be more universal)

-Removed Orbital burns from the pirate station
-Removed Fighterbays from the necromover
[close]
Title: Re: [0.7a] The Flu-X Mod Version 0.5
Post by: ChrisH on November 29, 2015, 04:45:50 AM
This mod causes my game to randomly crash unexpectedly, happens about 10 mins into the game when I leave a space station sadly. Great ideas though, I like how these type of ships are much like the Wraith ships from Stargate Atlantis
Title: Re: [0.7a] The Flu-X Mod Version 0.5
Post by: Spoorthuzad on November 29, 2015, 04:56:41 AM
This mod causes my game to randomly crash unexpectedly, happens about 10 mins into the game when I leave a space station sadly. Great ideas though, I like how these type of ships are much like the Wraith ships from Stargate Atlantis
Thanks for the report, what mods did you enable?  could you also past the starsector.log here so i can try to figure out the issue.
Title: Re: [0.7a] The Flu-X Mod Version 0.56
Post by: Spoorthuzad on November 29, 2015, 09:07:39 AM
Tiny update:
Spoiler
Changelog v 0.56
+added transponder dialog

*Changed fleet comp. (should see more hybrid ships and less "skin-ships")
*Properly changed ship.csv (I'm an idiot)
[close]
Title: Re: [0.7a] The Flu-X Mod Version 0.5
Post by: ChrisH on November 29, 2015, 09:31:52 AM
This mod causes my game to randomly crash unexpectedly, happens about 10 mins into the game when I leave a space station sadly. Great ideas though, I like how these type of ships are much like the Wraith ships from Stargate Atlantis
Thanks for the report, what mods did you enable?  could you also past the starsector.log here so i can try to figure out the issue.

I'm doing the trial by error to asses all the new 0.7 mods at once :)

So far it seems that it was not your mod causing the crash error

Edit: It was the Fleaden mod, when you encounter an Olympus ship during a battle it crashes afterwards untill 0.71
Title: Re: [0.7a] The Flu-X Mod Version 0.5
Post by: Spoorthuzad on November 29, 2015, 09:51:58 AM
I'm doing the trial by error to asses all the new 0.7 mods at once :)

So far it seems that it was not your mod causing the crash error

Edit: It was the Fleaden mod, when you encounter an Olympus ship during a battle it crashes afterwards untill 0.71


Ah, so that crash has been fixed by the mod author of the fleaden mod?
Title: Re: [0.7a] The Flu-X Mod Version 0.56
Post by: ChrisH on November 29, 2015, 03:16:39 PM
Dont think he knew how to fix it sadly
Title: Re: [0.7a] The Flu-X Mod Version 0.56
Post by: Ryu116 on November 29, 2015, 03:44:02 PM
This mod causes my game to randomly crash unexpectedly, happens about 10 mins into the game when I leave a space station sadly. Great ideas though, I like how these type of ships are much like the Wraith ships from Stargate Atlantis
Thanks for the report, what mods did you enable?  could you also past the starsector.log here so i can try to figure out the issue.

I'm doing the trial by error to asses all the new 0.7 mods at once :)

So far it seems that it was not your mod causing the crash error

Edit: It was the Fleaden mod, when you encounter an Olympus ship during a battle it crashes afterwards untill 0.71


I'm doing the trial by error to asses all the new 0.7 mods at once :)

So far it seems that it was not your mod causing the crash error

Edit: It was the Fleaden mod, when you encounter an Olympus ship during a battle it crashes afterwards untill 0.71


Ah, so that crash has been fixed by the mod author of the fleaden mod?

Dont think he knew how to fix it sadly

You actually mean Interstellar Imperium?  Because that mod is one that adds an Olympus ship to Starsector.  Here is link:

http://fractalsoftworks.com/forum/index.php?topic=8007.msg171173#msg171173

I quote an author of Interstellar Imperium mod from his post in link above:

New ships!  New weapons!  New stuff!  Warning: Olympus will crash until 0.7.1a.
Title: Re: [0.7a] The Flu-X Mod Version 0.56
Post by: StarSchulz on November 30, 2015, 04:42:51 PM
Your mod has inspired me to make an infected cerberus!

(http://i.imgur.com/rj4flDP.png)

eww, what was i thinking?
Title: Re: [0.7a] The Flu-X Mod Version 0.56
Post by: Takion Kasukedo on December 01, 2015, 03:50:09 AM
I have a question that might be fairly obvious...

Is this integrated to Nexerelin? (It doesn't seem like it'd be integrated into that, but it also seems like Nex is the only mod that allows invasions, currently)
Title: Re: [0.7a] The Flu-X Mod Version 0.56
Post by: Spoorthuzad on December 01, 2015, 04:05:13 AM
Your mod has inspired me to make an infected cerberus!

Spoiler
(http://i.imgur.com/rj4flDP.png)
[close]

eww, what was i thinking?
You were thinking about brains no doubt. I'm glad I could do something to inspire you :)

That reminds me, I should make an infected version of the cerberus!

I have a question that might be fairly obvious...

Is this integrated to Nexerelin? (It doesn't seem like it'd be integrated into that, but it also seems like Nex is the only mod that allows invasions, currently)

Yeah It should work with nexerelin.
Title: Re: [0.7a] The Flu-X Mod Version 0.56
Post by: SpacePoliticianAndaZealot on December 01, 2015, 06:05:09 AM
Actually, they dropped support for your mod. No system, no faction in faction directory, no ships, weapons, no nothing!
Title: Re: [0.7a] The Flu-X Mod Version 0.56
Post by: Spoorthuzad on December 01, 2015, 06:28:07 AM
Actually, they dropped support for your mod. No system, no faction in faction directory, no ships, weapons, no nothing!

Strange... It works for me
Spoiler
(http://i.imgur.com/j2vVQ80.png)
[close]
Are you sure you have the latest version of both mods?
Corvus mode won't work with this one though but "normal" nexerelin should work...

And are you sure you enabled the mod?
Title: Re: [0.7a] The Flu-X Mod Version 0.56
Post by: SpacePoliticianAndaZealot on December 01, 2015, 06:54:04 AM
Oh. i'm playing Corvus mode  :-[
Title: Re: [0.7a] The Flu-X Mod Version 0.56
Post by: Spoorthuzad on December 01, 2015, 08:02:37 AM
Oh. i'm playing Corvus mode  :-[

Will try to get my mod working with corvus mode in the next version
Title: Re: [0.7a] The Flu-X Mod Version 0.56
Post by: SpacePoliticianAndaZealot on December 01, 2015, 08:28:58 AM
It would have been cool if the Infected were more involved in causing chaos across the Sector(I was thinking of something like the Crusade event from Knights Templar mod, where hordes of infected would be summoned to a system to lay waste), but no pressure  :D
Title: Re: [0.7a] The Flu-X Mod Version 0.6 Glass cannon update
Post by: Spoorthuzad on December 13, 2015, 01:49:53 AM
Update! This update adds some new and interesting ships!
Some notable changes:
Spoiler
+Added (infected) kite
+Added (infected) Cerberus
+Added Necro Spearhead
+Added Necro Array
+Added Necro Scab
+Added Necro Ant Wing
[close]
Title: Re: [0.7a] The Flu-X Mod Version 0.6 Glass cannon update
Post by: Ryu116 on December 13, 2015, 09:33:46 AM
I noticed it still say [0.7a] for specific version of starsector.  Is it also designed to work with starsector 0.7.1a?
Title: Re: [0.7a] The Flu-X Mod Version 0.6 Glass cannon update
Post by: Spoorthuzad on December 15, 2015, 03:38:17 AM
I noticed it still say [0.7a] for specific version of starsector.  Is it also designed to work with starsector 0.7.1a?
Yup, It will work :)
Title: Re: [0.7.1a] The Flu-X Mod Version 0.7 Fireworks update
Post by: Spoorthuzad on December 31, 2015, 06:18:41 AM
Update! Just before new years eve too!
Anyway The biggest changes are:
Spoiler
+added 4 more faction soundtracks (in total 6 now instead of 2)

*Completely overhauled necro Tarantula
*Completely overhauled necro Hauler
*Completely overhauled Necro Skinner
*Changed and added alot of variants (this will spice up combat involving the infected a little)
*Reworked weapons
*Other various changes
[close]

Next things on the list is overhaul the last 2 ships (reaper and mother. Also maybe look at the mover) and add a bunch of custom weapons.

Anyway happy new year and I wish you all the best for 2016
Happy starfaring everyone!

Edit: Might have messed up the download, hang on! Should be good now!
Title: Re: [0.7.1a] The Flu-X Mod Version 0.7 Fireworks update
Post by: Takion Kasukedo on December 31, 2015, 06:27:10 PM
Got an error about the Bile Cannon missing...

Spoiler
288968 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [flx_bile_cannon] not found!
java.lang.RuntimeException: Weapon spec [flx_bile_cannon] not found!
   at com.fs.starfarer.loading.P.String(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeWeaponOPCost(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeOPCost(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.getMemberStrength(Unknown Source)
   at com.fs.starfarer.campaign.ai.TacticalModule.pickEncounterOption(Unknown Source)
   at com.fs.starfarer.campaign.ai.TacticalModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.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.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.7.1a] The Flu-X Mod Version 0.7 Fireworks update
Post by: Spoorthuzad on January 01, 2016, 04:20:54 AM
Got an error about the Bile Cannon missing...

Spoiler
288968 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [flx_bile_cannon] not found!
java.lang.RuntimeException: Weapon spec [flx_bile_cannon] not found!
   at com.fs.starfarer.loading.P.String(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeWeaponOPCost(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeOPCost(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.getMemberStrength(Unknown Source)
   at com.fs.starfarer.campaign.ai.TacticalModule.pickEncounterOption(Unknown Source)
   at com.fs.starfarer.campaign.ai.TacticalModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.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.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Thats weird.
I reuploaded the mod. This "might" be because you have a saved variant with that weapon in use. If thats the case I suggest going to: Starsector\saves\missions and look for the mission variant that you "think" has that weapon in it and delete it. If you are sure you havent used that weapon in missions you might want to look in: Starsector\saves\missions\variants and look for the variant that might have your weapon in it. you can delete everything in that folder if you want.
If that doesnt work or you don't have any variants and it still crashes after mod reinstall I suggest reinstalling the game.
Good luck and thanks for your patience!

Edit: anyone else having this issue? I would love to hear it. Because I can't find it.

Edit: This might be common knowledge but gonna say it anyway. When extracting the mod make sure the original is deleted first. Replace it don't merge it if you get my meaning. Or it will do weird things with csv files (will post this in original OP)
Title: Re: [0.7.1a] The Flu-X Mod Version 0.7 Fireworks update
Post by: Takion Kasukedo on January 01, 2016, 05:30:34 AM
I had already done so when I put the new Flu-X folder in the Mods folder, but...it's most likely one of the variants.
Title: Re: [0.7.1a] The Flu-X Mod Version 0.7 Fireworks update
Post by: Spoorthuzad on January 01, 2016, 06:05:40 AM
I had already done so when I put the new Flu-X folder in the Mods folder, but...it's most likely one of the variants.
Let me hear how it works out. Reinstalling should work too if you can't work it out.
Title: Re: [0.7.1a] The Flu-X Mod Version 0.8 Upgrade Complete
Post by: Spoorthuzad on January 09, 2016, 06:15:34 AM
Update! The last two ships have been revised and personally I think most of them are better then they were...
biggest changes!:

*Completely overhauled Necro Mother and added variants
*Completely overhauled Necro reaper and added variants

See changelog in original op for all changes!

Now I can focus more on adding more weapons and ship. also maybe some better shipsystems... also nexerelin corvus mode compatibility.
I need to make a list!
Title: Re: [0.7.1a] The Flu-X Mod Version 0.8 Upgrade Complete
Post by: Takion Kasukedo on January 09, 2016, 06:22:11 AM
I'm digging the new looks of the ships, especially that new Necro Mother.
Title: Re: [0.7.1a] The Flu-X Mod Version 0.8 Upgrade Complete
Post by: Spoorthuzad on January 09, 2016, 06:31:28 AM
I'm digging the new looks of the ships, especially that new Necro Mother.
:D Spend quite some time on that one.
Good to hear that you like it.
Title: Re: [0.7.1a] The Flu-X Mod Version 0.8 Upgrade Complete
Post by: SpaceRiceBowl on January 09, 2016, 08:32:57 AM
Yeh, it looks much better than the giant MSpaint eye in the previous capital ship.
Title: Re: [0.7.1a] The Flu-X Mod Version 0.8 Upgrade Complete
Post by: Spoorthuzad on January 09, 2016, 11:15:58 AM
Yeh, it looks much better than the giant MSpaint eye in the previous capital ship.

Yeah that was REALLY ugly. I'm sorry you had to look at that.
Title: Re: [0.7.1a] Flu-X Version 0.8 Upgrade Complete
Post by: SpacePoliticianAndaZealot on January 22, 2016, 11:34:36 AM
The weapon_data.csv is lacking :/

Code
8480 [Thread-5] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [flx_bile_cannon] not found in weapon_data.csv
8480 [Thread-5] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [target_painter] not found in weapon_data.csv
8481 [Thread-5] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [flx_tooth_gun] not found in weapon_data.csv
8481 [Thread-5] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [flx_bug_swarmer] not found in weapon_data.csv
8481 [Thread-5] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [sachumodo_weapon] not found in weapon_data.csv
Title: Re: [0.7.1a] Flu-X Version 0.8 Upgrade Complete
Post by: Spoorthuzad on January 22, 2016, 01:44:31 PM
The weapon_data.csv is lacking :/

Code
8480 [Thread-5] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [flx_bile_cannon] not found in weapon_data.csv
8480 [Thread-5] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [target_painter] not found in weapon_data.csv
8481 [Thread-5] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [flx_tooth_gun] not found in weapon_data.csv
8481 [Thread-5] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [flx_bug_swarmer] not found in weapon_data.csv
8481 [Thread-5] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [sachumodo_weapon] not found in weapon_data.csv
That's weird... it should be in the mod.... I do notice "target_painter" and "sachumudo_weapon" among those and they are not from my mod.
I don't know whats going on here.
Title: Re: [0.7.1a] Flu-X Version 0.8 Upgrade Complete
Post by: bananana on January 22, 2016, 06:00:12 PM
hey, spoortje1 did you ever played this game (http://minmax-games.com/SpacePiratesAndZombies/SPAZ1.php)?
it has similar concept of zomified starships, like this one:
Spoiler
(http://i.imgur.com/Scq7DhP.png)
[close]
even considering that that zombie ships use no starsector ships as basis, they can still be dismembered for parts.
i uploaded all the graphics from the game here (https://yadi.sk/d/25_Jzht1naaBE?ncrnd=547), .spz files are actually .png
thats not just ships, but also all sorts of stuff like veins, cracks, ifected cargocrates, guns etc...
Title: Re: [0.7.1a] Flu-X Version 0.8 Upgrade Complete
Post by: Takion Kasukedo on January 22, 2016, 06:17:25 PM
That's where I presume he had gotten a slight concept from, but he doesn't want to make it too similar.

Too many similarities can lead to bad things.
Title: Re: [0.7.1a] Flu-X Version 0.8 Upgrade Complete
Post by: Spoorthuzad on January 23, 2016, 02:01:34 AM
hey, spoortje1 did you ever played this game (http://minmax-games.com/SpacePiratesAndZombies/SPAZ1.php)?
it has similar concept of zomified starships, like this one:
Spoiler
(http://i.imgur.com/Scq7DhP.png)
[close]
even considering that that zombie ships use no starsector ships as basis, they can still be dismembered for parts.
i uploaded all the graphics from the game here (https://yadi.sk/d/25_Jzht1naaBE?ncrnd=547), .spz files are actually .png
thats not just ships, but also all sorts of stuff like veins, cracks, ifected cargocrates, guns etc...

This mod was actually inspired by the spaz zombies. Not sure if I should use parts of another game though. Not because it wouldn't look good but it would be out of place and wouldnt make sense to see spaz parts laying around in a starsector world. besides I don't think it is actually legal to use those things in my mods... not to sure though.

Awesome game though, can't wait for spaz 2!

That's where I presume he had gotten a slight concept from, but he doesn't want to make it too similar.

Too many similarities can lead to bad things.

Exactly
Title: Re: [0.7.1a] Flu-X Version 0.8 Upgrade Complete
Post by: bananana on January 23, 2016, 03:25:12 AM
Not because it wouldn't look good but it would be out of place and wouldnt make sense to see spaz parts laying around in a starsector world. besides I don't think it is actually legal to use those things in my mods... not to sure though.
i'm not saying to just copy everything, just use some parts in sprites, like this:
(http://i.imgur.com/v2NIO1m.png)
cuz those veins and warts you draw look kinda simplish compared to starsector and SPAZ sprites
Awesome game though, can't wait for spaz 2!
it was "Available: TBA" for about a year and last bit of news was 19 Dec 2014. kinda doubtful that it will be released at all.
Title: Re: [0.7.1a] Flu-X Version 0.8 Upgrade Complete
Post by: DeathRay on January 23, 2016, 04:46:21 AM
Regarding the use of the sprites:
I'm not sure about that, but I don't think that you can use sprites from SPAZ in a mod for another game legally.
If you would want to do that, I would first ask for permission in the official Forums.
The Devs are relativly activ there. Not as much as Alex though... Keep up the good work!

And regarding SPAZ:
Well...
Last big post I found on the official Forums was on 23. Dec 2015.
I don't think there is a reason to doubt the Release of SPAZ 2 just yet.

And just for reference, here is a link to the post:
http://www.minmax-games.com/forums/viewtopic.php?f=38&t=4477&sid=e9305abcf655e85a41eee29f35014ed6
Title: Re: [0.7.1a] Flu-X Version 0.8 Upgrade Complete
Post by: Spoorthuzad on January 23, 2016, 06:33:26 AM
Not because it wouldn't look good but it would be out of place and wouldnt make sense to see spaz parts laying around in a starsector world. besides I don't think it is actually legal to use those things in my mods... not to sure though.
i'm not saying to just copy everything, just use some parts in sprites, like this:
(http://i.imgur.com/v2NIO1m.png)
cuz those veins and warts you draw look kinda simplish compared to starsector and SPAZ sprites
Awesome game though, can't wait for spaz 2!
it was "Available: TBA" for about a year and last bit of news was 19 Dec 2014. kinda doubtful that it will be released at all.
Looking good! I am horrible at spriting so that would be pretty hard to achieve for me.

As for spaz 2. I see regular updates on the spaz website and steam forum
http://www.minmax-games.com/forums/index.php
http://steamcommunity.com/app/252470

Spaz 2 should be released at the end of 2016
Title: Re: [0.7.1a] Flu-X Version 0.8 Upgrade Complete
Post by: bananana on January 23, 2016, 08:02:27 AM
Looking good! I am horrible at spriting so that would be pretty hard to achieve for me.
Not much work - took about 5 minutes to put it together from spaz parts. I'm willing to try to redo your sprites. Thought its up to you to deside if its acceptable to use some spaz parts or i'll have to google for some pics.
p.s.
Spoiler
(http://i.imgur.com/vL4Y3bf.png)
skinner
(http://i.imgur.com/9jJU8a8.png)
ghoul
(http://i.imgur.com/HxjFtYh.png)
tarantula
(http://i.imgur.com/zJKpOfm.png)
reaper
(http://i.imgur.com/HwBVbVe.png)
mover
[close]
Title: Re: [0.7.1a] Flu-X Version 0.8 Upgrade Complete
Post by: Blaze on January 26, 2016, 03:41:19 PM
Those are some horrifying sprites. I like it!

Maybe consider making eyes a system addition so they can blink and stare?

Also, laser eye beams.
Title: Re: [0.7.1a] Flu-X Version 0.8 Upgrade Complete
Post by: Spoorthuzad on January 27, 2016, 06:45:28 AM
Although they look disgusting and amazing and I do appreciate the offer. I am not sure if I want to change my sprites. Mainly because it is something I made and poured many hours into (despite not looking great.)
Again I really do appreciate the offer and maybe in the future I will change my mind. ???
Title: Re: [0.7.1a] Flu-X Version 0.8 Upgrade Complete
Post by: DrakonST on January 27, 2016, 07:00:34 AM
Although they look disgusting and amazing and I do appreciate the offer. I am not sure if I want to change my sprites. Mainly because it is something I made and poured many hours into (despite not looking great.)
Again I really do appreciate the offer and maybe in the future I will change my mind. ???

Can to you it is worth uniting? passwalker does sprites, and you improve mod. All will benefit from it.

There was a wish that you added impregnable objects the generating fleet? Something it seems "Vengeance Generators" from "AI War" mod. It most of all would approach zombie nation. And it is quite good to receive the "Corvus mode" in Nexerelin.

It would be desirable to see news in game "An infection in Corvus!" ;D
Title: Re: [0.7.2a] Flu-X Version 0.9 eye candy
Post by: Spoorthuzad on February 27, 2016, 05:34:03 AM
Update!
Luckily nothing (that I know of) broke with the 0.7.2a update!
This update focuses mostly on new portraits and weapons:
Highlights:
+Added new weapons
+Added 4 portraits (3 Male and 3 Female for now)
+Added a new ship systems

See changelog in OP for all changes!

Enjoy
Title: Re: [0.7.2a] Flu-X Version 0.9 eye candy
Post by: DeathRay on February 29, 2016, 03:41:16 PM
Little mistake:
Necro Skinner has now a Burn speed of 19.
Maybe a little too much. ;D
Title: Re: [0.7.2a] Flu-X Version 0.9 eye candy
Post by: Spoorthuzad on March 01, 2016, 12:05:09 AM
Little mistake:
Necro Skinner has now a Burn speed of 19.
Maybe a little too much. ;D
Wait what?

Edit- I'll check this out when I get home!
enjoy while it lasts  :P

Spoiler
Edit: Weird the files say burn 10... have to check ingame later

Edit: You might want to either download my mod again and delete the older version or change the files manually.
For me 0.9 ghoul has burnspeed 10 and not 19..
[close]

Edit: Problem solved... I somehow got the ghoul and skinner mixed up... (Yeah I'm a little incompetent sometimes)
Thanks for your help Deathray!

Just redownload the mod and you're good to go
Title: Re: [0.7.2a] Flu-X Version 0.9 eye candy
Post by: DeathRay on March 02, 2016, 12:24:32 PM
Don't know whether its planned or not, but a little Sugestion from me:
If possible, make custom Weaponslot covers that look like tumors or something like that.
I think it could be very awesome and help differentiate the Faction.
Title: Re: [0.7.2a] Flu-X Version 0.9 eye candy
Post by: Spoorthuzad on March 03, 2016, 06:37:14 AM
Don't know whether its planned or not, but a little Sugestion from me:
If possible, make custom Weaponslot covers that look like tumors or something like that.
I think it could be very awesome and help differentiate the Faction.

Hmm, I'll see if I can do anything like that and if it isn't too confusing/ugly.
Noted. Thanks for the suggestion  ;)
Title: Re: [0.7.2a] Flu-X Version v0.9.1 (nexerelin fix)
Post by: Spoorthuzad on March 06, 2016, 06:01:47 AM
Small update.
This update is needed to play the latest nexerelin version!

Version changelog: v0.9.1

*Changed Infected weapons/skins name to (weapon/skin name)(I)
*Reduced weapon damage and/or range of infected weapons significantly
*Reduced burnspeed ghoul from 10 to 9

-Removed "Necro" from all ship class names and variants (names were too long)
Title: Re: [0.7.2a] Flu-X Version v0.9.1 (nexerelin fix)
Post by: DrakonST on August 04, 2016, 07:58:07 AM
Maybe I will redraw all ship and weapon sprites?
Title: Re: [0.7.2a] Flu-X Version v0.9.1 (nexerelin fix)
Post by: Spoorthuzad on October 05, 2016, 09:01:39 AM
Maybe I will redraw all ship and weapon sprites?

Well I won't stop you. In fact I would love to see someone else's take on this.
Title: Re: [0.7.2a] Flu-X Version v1.0 (Corvus mode activated!)
Post by: Spoorthuzad on January 15, 2017, 07:42:12 AM
Well hello everyone! It's been a while. Here is a little update.

Changelog version v1.0 (Corvus mode activated)

Code
+Nexerelin Corvus mode now works! (thanks to Histidine!)
+Added IR Pulse Laser (I) weapon
+Added Mining laser (I) weapon
+Added GUIDE_POOR to ai hints atropos (Single and dual) (I)
+Added 2 portraits

*Changed damage/shot Infected swarmer from 10 to 25
*Changed mission descriptions of human missions to be more generic.
*Changed mission descriptions of infected missions to be more about the infected Sentient hivemind and his/her/it's motivations.
*Correcting spelling mistakes and changed/added more flavortext
*Changed unconfirmed relations with modded factions to Inhospitable
*Various small graphic changes (nothing worth mentioning)

Here is the Download v1.0 (http://www.mediafire.com/file/t858aatwnshb6qt/Flu-X.zip)
Title: Re: [0.7.2a] Flu-X Version v1.0 (Corvus mode activated!)
Post by: Weltall on February 10, 2017, 09:45:28 PM
YES! Corvus mode is here! Thanks as always spoortje1! I came back wanting to play Corvus mode, so this is great to see for sure =)
Title: Re: [0.7.2a] Flu-X Version v1.0 (Corvus mode activated!)
Post by: RandomnessInc on June 05, 2017, 06:17:28 PM
Anyone Here?
Title: [0.7.2a] Flu-X Version v1.0 (Corvus mode activated!)
Post by: Spoorthuzad on June 10, 2017, 01:48:30 PM
Yes! I am indeed still here..... very VERY late... but still here.
Anyway. This update makes it compatible with 0.8.1a and with Nexerelin! (atleast I think so.... I've been testing like crazy and everything seems to work....)

Changelog version v1.1 (Weapon and 0.8.1a update)

Code
+Compatible with 0.8.1 (Yay)
+Added Mjolnir Cannon (I)
+Added Guardian system (I)
+Added Assault Chaingun (I)
+Added Mining Blaster (I)

*reworked variants (most ships now use 1 of 3 possible variants. there are exceptions ofcourse)
*Reworked (I) Light machinegun  
*Buffed (I) swarmer damage
*Various other small changes
*changed large missile mount to medium on reaper
*Changed Radikius Custom star to using a vanilla star instead
*Changed Cargo consumption to more balanced levels
*Changed the orbits of Radikius III, The outer belts and the The independent station

-Removed Ant-Hauler (Adding cargo via wings doesn't work anymore :C)
-Removed some unnecessary files

Here is the Download v1.1 (http://www.mediafire.com/file/t858aatwnshb6qt/Flu-X.zip)
Enjoy :)
Title: Re: [0.8.1a] Flu-X Version v1.1 (Weapon and 0.8.1a update)
Post by: Troika on June 11, 2017, 12:59:43 PM
It might be neat if at some point you reskinned this so all the 'infected' red bits glowed and pulsed a little.
Title: Re: [0.8.1a] Flu-X Version v1.1 (Weapon and 0.8.1a update)
Post by: Absolutecero on June 11, 2017, 08:11:22 PM
You may have not noticed but the infected atropos missle is better then the base games one.
Title: Re: [0.8.1a] Flu-X Version v1.1 (Weapon and 0.8.1a update)
Post by: Spoorthuzad on June 12, 2017, 12:16:01 AM
It might be neat if at some point you reskinned this so all the 'infected' red bits glowed and pulsed a little.

I suppose I could try something like this at some point in time, I'm not so good with spriting though. I would also need to figure out how to create animating stuff on ships. Anyway thanks for the suggestion :)

You may have not noticed but the infected atropos missle is better then the base games one.

Yeah, I'm still fiddling with balance. (balancing is hard btw) Thanks for the heads-up
Title: Re: [0.8.1a] Flu-X v1.15 (Still no content Update)
Post by: Spoorthuzad on June 17, 2017, 08:58:25 AM
"Small" update here! Sorry for the lack of content.... The next one should have some of that though :)
Download v1.15 (http://www.mediafire.com/file/t858aatwnshb6qt/Flu-X.zip)

Here are some of the notable changes:

*Now with a jar file
*Now compatible with Nexerelin random mode.
*Reworked living hull Hullmod (now reduces monthly supply costs and increases peak performance)

(More changes in the changelog on the main page)
Title: Re: [0.8.1a] Flu-X v1.15 (Still no content Update)
Post by: Jojo_195 on August 08, 2017, 06:06:03 PM
For Nex you could make them work like pirates instead of a normal faction.I think that would fit them better.
Title: Re: [0.8.1a] Flu-X v1.15 (Still no content Update)
Post by: etherealblade on August 08, 2017, 07:50:24 PM
Glad to see the comeback ;)
Title: Re: [0.8.1a] Flu-X v1.15 (Still no content Update)
Post by: bananana on August 09, 2017, 02:12:30 AM
welcome back to the world of (un)living.
a suggestion idea maybe
make necro variants of normal ships equal to (D), so they can be restored on shipyard
after a battle against flu-x if opposing fleet had ships that have necro variant and were deployed
then those ships have a chance(based on CR and hull damage) to become necro. 100% chance if disabled.

also

my earlier offer still stands.
http://fractalsoftworks.com/forum/index.php?topic=8902.msg180790#msg180790
i am willing to recreate your sprites that you can kitbash even more afterwards. my drawing skills have somehat improved since back then.
be sure to contact me if you are(i hope) interested.
it pains to see such a greatly implemented faction with such poor(you said so yourself, i mean no offence) visual representation.
Title: Re: [0.8.1a] Flu-X v1.15 (Still no content Update)
Post by: canned Tomatoes on September 29, 2017, 04:17:51 PM
I've been playing against the infected for a bit and while I enjoy the fights against them, there are two things I really don't like about them. One is the spitter bomber with the atropos(I). It feels like a race against time ot take out carriers with them since they are so powerful. Maybe you could reduce the range of their missiles so they don't pop out of the carrier, fire and then return to repeat the cycle?
The other thing is the scab, the frigate with the large missile slot.
I like the idea behind it but the variant with the hurricane mirv is a bit too dangerous. It's a small ship and it can hide behind allies, so you just get shelled by fighterwings and hurricane mirvs.
I often don't see them on the battlefield until I get hit by them.

The other thing I noticed, that might be balance breaking is that they are dropping some reallly good loot. As in, maybe a bit too good. Can you reduce the chance for them to drop their weapons/increase the chance that weapons get destroyed?
Title: Re: [0.8.1a] Flu-X v1.15 (Still no content Update)
Post by: Seifer on July 09, 2019, 05:18:17 AM
One of my favorite mods :) the heavy cruiser, the surprise torpedo fighters, nice weapons and THE HIVE, god I hope it will come back when the game is finished :D
 
Have a good day o/
Title: Re: [0.8.1a] Flu-X v1.15 (Still no content Update)
Post by: MaysaChan on June 05, 2020, 05:09:32 AM
Abandon?
Title: Re: [0.8.1a] Flu-X v1.15 (Still no content Update)
Post by: Damienov on June 05, 2020, 05:33:23 AM
Abandon?

Title is [0.8.1a] what do you think?
please stop Necroing threads

Just use the Mod Index (http://fractalsoftworks.com/forum/index.php?topic=177.0) for reference whether said mod is compatible with current version or not