... There are also now cult of lud (yellow) spawns ...
My condolences :(
My condolences :(
@ arwan
All the screens are in the"Adding custom ships" thread. But... I shall try to put up a bunch of screens (old ones most likely) of ships today in the OP (won't get all of them though)
@upgradecap
It should be compatible with other campaign mods. I played with nomads & junk pirates (both being mods of the same vintage, .33a era). What mods are you using?
@sunfire
oh wow, that's never happened in my games before. Usually the TT and Isoran fleets would trounce them. The Hegemony fleets were spawning too slowly though, and they kept getting wiped out by the TT and Isoran fleets simply by the sheer volume of them. I actually increased their spawn rate to a whopping 1.5 fleets/day on average to try to counter this.
maybe the download was corrupted? nobody else is having an issue with that.
I'm messing around with a new style of making ships (non-kitbashed); its much faster than my old method, makes for not-greyscale ships XP, and I think it gives a relatively visually consistent look.
A couple examples: [Note, these aren't for re-use in other people's mods unless I explicitly give permission, edited, whole, or otherwise. Just saying this since the last time I posted whole sprites, someone kitbashed some of them really poorly without approval]
Here, I was doing some preliminary experimentation. I hadn't really figured out how I was doing this. Went back and touched it up after I made the frigate. Still needs some work I feel, might just redo it later.
(https://dl.dropbox.com/u/3061400/starfarer/Asp_Interceptor.png)
Here, I had a better idea of the methodology I wanted to use, and manged to make a much clearer image, which I hope feels visually consistent (which is partly why I kitbashed so much)
(https://dl.dropbox.com/u/3061400/starfarer/Amanita_Strike_Frigate.png)
The background of this faction is one I planned out ages ago. These are bleeding edge ships; all prototypes developed just prior to and following the collapse of the gate network by a secret Dominion R&D installation in the sector; specifically, they were tasked with designing heavily automated and fully autonomous ships. The installation was a fully self-contained habitat vessel landed in the arctic region of a terraformed but lightly inhabited agricultural world, which had a rather conspicuous autofactory in orbit, which tended to "go offline" much to the population's displeasure due to "unspecified technical difficulties". Despite this, the world would become very attractive later on due to having an autofactory (Despite its reputation), and an agricultural base. The research installation maintained their secrecy even once the gate stopped functioning; it wasn't until factions started forming, and multiple invasion fleets were sent their way that they revealed their presence... and the fleet of drone ships they had constructed. While nominally they were under the control of the Domian's military, it was the scientists who took charge of the operation, as they were the ones with the command codes (and backdoor over-rides...). When it became clear that the gates were probably not going to be coming back on line anytime soon, they organized into more of a coherent body of governance (in this case a meritocracy focused on intellect). They became the Directorate. They focused first on defense, second on maintaining their knowledge base, and third on acquiring as many blank blueprint roms as possible; while they had a large number on hand, the roms would not last forever, especially since it often took quite a few flawed prototypes before a production-grade design was produced. This stash ran out less 50 years in, and the creation of new ships and weapons has ground to a near-halt, with only a few roms trickling in over the years. On the other hand, there were other practical limits as to how quickly the Directorate could expand its fleet and territory; the autofactory required raw materials, and infernium was always hard to come by. A number of blueprints have trickled out of their hands over the years, all of which were incomplete or nearly-complete versions of less-critical weapons and ships. The rate at which the Green Sun pirates manage to accumulate them suggests that there are some pretty heavy dealings between them, likely in exchange for hunting for new roms and raiding hegemony supply convoys, however nothing truly conclusive has come up yet.
As to the stats of these ships, they are generally built with defense in mind; a lot of the initial designs were re-worked early on to be more defensible, since every ship lost meant that more raw materials would need to be maintained, and in the case of non-drone ships, that their already tiny population base would be further reduced. Superb shields, decent armor, but anemic slot counts and/or slot-size are all common attributes of Directorate ships. Many of them also incorporate defensive systems (well, for the next update anyways ;P) such as systems to foil missiles or targeting.
Yay! It's alive! And those ships look sweet! So how many of their ships are manned and how many are drones?All of their fighters are drones, most of their frigates are either drones or require very little crew. They posses a drone destroyer (or two), and *probably* all other destroyers and larger (excluding their freighter(s?) and tanker(s?), which are both autonomous) require a compliment of crew, though this number is significantly smaller than normal. Do note however that the drones have *no* space for carrying around crew, and the non-drone ships have only a very limited capacity for extra crew, so you don't want to lose the crew members you do have (if you have manned ships). Drone ship frigates & larger do have a slot for a command shuttle to dock & interface with them, allowing for direct control & piloting.
Yay! It's alive! And those ships look sweet! So how many of their ships are manned and how many are drones?All of their fighters are drones, most of their frigates are either drones or require very little crew. They posses a drone destroyer (or two), and *probably* all other destroyers and larger (excluding their freighter(s?) and tanker(s?), which are both autonomous) require a compliment of crew, though this number is significantly smaller than normal. Do note however that the drones have *no* space for carrying around crew, and the non-drone ships have only a very limited capacity for extra crew, so you don't want to lose the crew members you do have (if you have manned ships). Drone ship frigates & larger do have a slot for a command shuttle to dock & interface with them, allowing for direct control & piloting.
Looking forward to the next release. This mod is one of my favorites.
Currently working on planning out some more ships for the Directorate; possibly a few might be finished over the coming weeks (I have a lot of on-going projects, all vying for time)
Also needs to be updated for .53, and ship systems given to the ships. Possibly some new ones added; more news on that later.
Ok, almost all the ships have their systems in; going to need to make some custom systems for a few of the ships, I'll have more information on this later. After that I need to fix the campaign's crashbug, and then it should be ready for safe use in .53
LOL @ DesperationI agree wholly. It would very certainly make the Buffalo MK2 less weedy in comparison
That is really awesome in a way. That should totally be a vanilla ship because it totally fits with the lore. Pirates should totally be using those!
Sorry to double post but I am getting this error:if you got "interstallar federation" then we got the same problem ;P
202370 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException:
Is this mod going to be converted to fit starsector ?If you mean the vanilla artstyle, then no - the mod is going to stay like this in regards to that. If you mean the lore, i can't honestly answer that truthfully. It's ilup to the modmaker.
Does this work for .54?
As of now I didn't get an answer if i could continue or join the mod from Avan or Wolfy as his account on the transcendence forum is called and he was last active here on July 24, 2013.
I am wondering if I should release my aproach to Ceredia, I put some work into it and it plays well with exerelin 0.58.
It's also quite vanilla balanced.
What do you guys think?
If the creator logged in a month ago then I'd definitely not release it. Like I said earlier, he might be waiting for the next version to come out before continuing his mod.
Personally it'd annoy me greatly to be gone for a little while and to see upon return how someone else went off with my mod. :-\
Now if someone is gone for at least a year, not even logged in, then that's a different story in my opinion.
Anyway, have you tried sending a pm? If you did, nothing else you can do but wait.
Well, with the latest release, I've decided to attempt updating my mod - a number of things will be changed/updated though.
Geeze, I can't believe its been so long since I last worked on this - didnt feel that long, but I just looked at the dates, and wow... its been long. >.>
And even Alex replied! I guess I'm obligated to get this completed now ;D