Fractal Softworks Forum

Starsector => Mods => Topic started by: Avan on February 20, 2012, 12:28:18 AM

Title: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on February 20, 2012, 12:28:18 AM
Temporary Announcement:
Working on getting this mod updated for the latest version! (0.8a)
Sit tight, it's going to be a while before I can figure out how to overhaul all this stuff from around roughly half a decade ago to the most recent version!

There will probably be a good deal of graphical updates and shifting of ships & factions around due to the changes that have happened since this mod was first created.

==========================

Download link:

https://dl.dropbox.com/u/3061400/avanmodsv102.zip

Please ask before reusing content in one of your own mods.

CurrentStatus:
=Version 1.02: compatible with SFv0.53.1=
4 new campaign factions
3 new ship systems [More to come!]
32 new ships [More to come!]
35 new weapons (2 built-in) [More to come!]
12 new missions [More to come!]
Campaign compatible

Version history/roadmap:

1.1 - +2 new ship systems, +? new ships, +? new hullmods, +? new weapons, +2 new engine effects, +? new missions [in progress]

1.03 - updated pike graphics, changes to campaign spawnpoints, vanilla faction spawnpoints making use of new ships, +3 new ships (possibly more)

1.02 - 0.53a.1 variant update & balance patch; +1 new campaign faction, +3 new ships, +4 (+2) new weapons (2 built-in), some updated graphics, stuff being actively rebalanced

1.01 - 0.53a compatibility update, +3 new ship systems

1.0 - initial release

(Post under construction!)

The ships: (Warning, large image)

Spoiler
(https://dl.dropbox.com/u/3061400/shipchart.png)
[close]

==Factions & Ships==
NOTE: the list contains only current or ships to be released in the next update; as a result, this list will change and grow in size over time.

=Ceredia=

     Ceredian ships are large pre-autofactory designs, covered in some of the thickest armor around, don't come with shields by default, and rely entirely on missiles and ballistic weapons. Their surfaces tend to be pockmarked with heavily armored flux vents. Ceredian military philosophy tends to revolve around "more" - more armor, more guns, more gun-size, more ships, more force. Considering that they ended up with the shortest end of the technology stick, they didn't exactly have much in the way of options. Still, they got it to work quite well...

Unique ships:

Fighters
Gnat - these are small, pesky little fighters like their namesake. They can deliver a ridiculous amount of damage for their size and cost, and can be hard to take out with non-flak-like point defense systems. However the moment a flak cannon shows up, they are toast - the large Firestorm flak cannons can take out a while wing with a well-positioned shot. They tend towards having very high crew mortality rates if mishandled as a result of their flimsy hulls. They epitomize a 'kill before you are killed' philosophy.

Frigates
Javelin - this model of frigate is a relatively compact frigate with a good sized flux reserve; its stock configuration fits it with N33 artillery guns, which while they may be old and pale in comparison to the damage outputs of even 'traditionally old' weapons, they have a nearly unparalleled reach for their size, letting the Javelins strike even modern ships that rely on kiting as they retreat to vent.

Martin - this frigate is rather unique in that it is a carrier; it sports a good amount of weapon slots as well, though given the relatively anemic flux stats of this ship, they tend to be used exclusively for PD. The small carrier is mainly used for servicing Gnats, and keeping near the wings it services to allow them respite quickly if damaged.


Destroyers

Mace - this ship is often outfitted for close combat given its heavy armor, but there are some variants fielded with N33/N34s.

Ocelot - Its a destroyer, with a spot for a large ballistic turret! For when you need heavy firepower brought out relatively cheaply and quickly. As a destroyer though, it is still relatively vulnerable.


Cruisers

None yet.

Capships

Lion - Designed after the old sea-faring battleships, capable of bringing a large number of guns to bear in any one direction. It tends to fill up its flux caps quickly, resulting from its narrow form.

=The Directorate=

     Directorate ships rely on heavy defenses to stay alive, and generally end up with overly high OP counts paired with anemic slot sizes or quantities. They have high levels of automation, and thus often require very few crew, and several of the smaller ones are completely automated drone ships (these are still outfitted with a manual command system, allowing them to be manually commanded).

Unique ships:

Fighters

Raven - a drone phase interceptor designed to evade the more powerful weapons of fighters, while having enough firepower to take on missiles and other interceptors handily.

Asp - a hunter drone fitted with a cascade disruptor; it can deal a massive amount of damage in a short amount of time (it lacks the flux reserves to fire all 12 shots at once though), and is quite fast; it is primarily meant for taking out frigates, heavy fighters, and lighter destroyers.

Frigates

Amanita - a long-range scout/recon drone frigate outfitted with a phase skimmer; it only has 3 small weapon slots (two of which are hardpoints), but it has speed matched by only significantly more expensive frigates, and a reactor just shy of a hyperion's.

Destroyers

Axon [WIP] - a heavily shielded and armored logistics freighter; its designed to accompany Directorate fleets, and while it does trade some capacity for its defensive abilities and is by no means a combat vessel, it has much better survivability than most other freighters. This is aided by an emergency escape overdrive system, similar to the burn drive but disabling weapons instead of shields.

Cruisers

Synapse [WIP] - a general-purpose cruiser, weighing in with only 3 medium and 7 small energy turrets, but a large array of electromagnetic discharge nodes at the that can fry surrounding ships and missiles with ease.

Capships

None yet.

=Green Sun Pirates=

Unique ships:

Fighters

Frigates

Destroyers

Rhino - something of an oddball ship, this destroyer appears to be a prototype from around the time of the collapse, with a large armored body and fortress shield with the readily available buffalo engines tacked on to drive it around.

Cruisers

Capships

Atlas II - a  convert of the Atlas. In contrast to the Atlas (which flies like an anvil, bruises like an overripe banana, and has a tiny shield as a joke), the Atlas II flies like a brick, bruises like a ripe banana, and might actually get the chance to make use of its shields. Aww, who are we kidding, those shields are still a joke. It also has 4 flight decks and a huge quantity of slots for point defenses. It also has a large amount of small missile slots, allowing it to empty a large quantity of missiles all at once in the face of an encroaching capship or cruiser.

Atlas III - a somewhat more respectable convert of the Atlas. It flies like a brick with thrusters, bruises like a slightly-less-ripe banana, and can take a few hits to its (still dinky) shields on a good day. It also ditches one of the flight decks for improved weapons capability, including a large energy turret.

=Isora=

[info coming later]

Unique ships:

Fighters

Frigates

Destroyers

Cruisers

Capships


=Other New Ships=

[info coming later]

------------------- Original post -------------------
I am finally going to be releasing my ships and missions soon (though development will hardly end there)! ;D After all, its been over half a year for a good number of them, so really, it is about time for a release. I currently have a few last ships I need to finish for some missions I'm still making, a number of weapons missing graphics [they are all using placeholders], as well as having to write the system gen files for the mod; I might have to end up waiting for the next version of starfarer though because it would otherwise conflict with TT-station & Junk Pirates.

Anyways, this mod will add a large number of missions, a Green Sun station, possibly a Ceredian station, a truly independent station [hostile only to standard pirates (GSP are tech pirates, and generally don't see independent traders as being very inviting targets. Tri-Tachyon on the other hand...)], many new purchasable and captureable ships and weapons.

Was saving this announcement for my 1000th post >.>

I'll be posting blurbs on some of the factions, and reposting my blurbs on the ships later. I'll probably release the mod before I have all the codex descriptions done btw, since doing all of them will likely take a while.

Ok, it sure is late and I'm really sleepy, so I should play couple more battles and then go to sleep.
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: mendonca on February 20, 2012, 01:00:12 AM
This is a great day indeed.

Really looking forward to it!
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on February 20, 2012, 06:25:56 PM
Ok, got the system gen stuff working, at least in sort of an interim format until alex fixes the glitches

Factions that will be present in the upcoming release:

Isora (pale yellow/tan): Midline, some high-tech
Green Sun (dark green?): Low tech, some midline, some high tech
Ceredia (orange): Ancient, some low-tech

Each will have their own station which will sell their ships and weapons.
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on February 20, 2012, 11:13:47 PM
Well, they are almost all pretty much working (though the fleet commands and compositions are still very wonky; ie, I was too lazy to change the ceredian fleets to properly guard their station instead of "attacking" it, but w/e - I'll fix that up down the line)

I might add in some random cult of lud spawns too.

Currently, the stations can now stock any of the weapons I have added, and all the non-dummied out ships can be purchased in at least one station (now including the omen point defense frigate... even if it is a bit... pointless.  ;) )
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Flare on February 20, 2012, 11:25:59 PM
Very exciting. Always love your work.
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on February 20, 2012, 11:29:20 PM
Oh, here's a very zoomed out screenshot showing the factions currently implemented in the campaign (mostly to show that they are in fact implemented, and the different colors)

(http://i228.photobucket.com/albums/ee216/C_Lupus/starfarerfactionsmap1.png)
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Metadi on February 21, 2012, 12:45:48 AM
Dangit Avan, you sure know how to hype a mod! I'm almost as excited for this as i was for 0.5a. :P Also, somewhat unrelated but are you a dev for Transcendence? I loved that game!
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Arghy on February 21, 2012, 03:00:46 AM
Will we be able to zoom that far out ingame? its a horror to travel to the current outer planets on the map it would take hours with a big fleet to traverse that system without being able to click and read hehe. It would be a dream to be able to click on a planet/station then have your fleet automatically path towards it.
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on February 21, 2012, 07:09:12 AM
Metadi: Heh thanks, and while no, I'm not a core dev (Currently George is the only active one, Gambit was working on a linux port, but that was abandoned in favor of just using Wine, now that it runs well enough on it), I am one of the community admin there, and am working on developing something of a massive content expansion pack with some gameplay/balance overhauls and changes for its larger scale & functionality (more than doubling the content of the base game). I'm also working on developing an official extension to the game as well, though that's currently on hold while I wait for George to implement more features I need. I've worked pretty closely with George to ensure a high degree of canon and functionality compatibility, and a number of the things I've modded have been almost directly translated into something in the core game itself (similar to how my mission 'Survival' inspired 'Forlorn Hope' in 0.5a of starfarer). I also hold the record for largest number of bugs found there too ;)

Arghy: You'd have to ask alex, or just play in devmode all the time. I think though that we won't, because of perf. issues (though I'm guessing its more to do with rendering inefficiencies than anything else)
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on February 21, 2012, 07:30:40 AM
ok! I came up with a work around for the getentitybyname problem; I will create a token at 0,0 and the have all the stations effictively orbit the sun instead of planets.
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on February 21, 2012, 10:31:13 AM
Ok, I changed the format over, so now all the stations are orbiting the sun. There are also now cult of lud (yellow) spawns that will raid the system (initially neutral to the player, hegemony and ceredia, but hostile to all others); they spawn off the map, like the convoys, though in their own location.

Going to soon split the file into its own generator after some more testing, now that there are no dependencies on planets, and will test compatibility then.
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Alex on February 21, 2012, 10:41:06 AM
Looks like it's shaping up great - looking forward to the release!

... There are also now cult of lud (yellow) spawns ...

Would you mind calling them something else? They're, as you know, planned for the campaign, and my Starfarer toes feel stepped on :)

Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: XpanD on February 21, 2012, 10:46:37 AM
I can't wait for this to come out! Always interesting to see more factions and the like being added. Good luck with it. :)
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on February 21, 2012, 11:16:43 AM
Ah, well they weren't in yet, so I was assuming they were fair game in the meanwhile.  ;)

I suppose I'll give their spawn point to some well-off pirates (lower spawn rate, but higher grade ships)
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on February 21, 2012, 11:23:30 AM
oh wait, I have a better idea... [I realized that said pirates would probably be too dangerous for the early game player, so for a single-system campaign, they wouldn't really work well] Might not make it in time for the first release.
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: mendonca on February 21, 2012, 11:25:29 AM
I had brief hope for some pirates with monocles, then. Ah well, maybe next time.
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on February 21, 2012, 04:40:09 PM
I still need to actually test this, but I think I got it working so that it will be compatible with the other mode right off the bat. still got a number of pesky issues to sort out first.
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Arghy on February 21, 2012, 04:58:29 PM
Goddamnit i just started a new game with all the other mods working to--must add them all inside!
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on February 21, 2012, 06:22:23 PM
heh, it probably won't be ready till the weekend, so you have time to run through your current game
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Iscariot on February 21, 2012, 06:29:17 PM
I'm playing vanilla starfarer right now, but definitely looking forward to this. Honestly, I'm a bit worried that we'll be stuck with only two factions and pirates for the vanilla game, but if there are mods like this, I've got a safety net.

Can't wait till ships get posts. Hope ballistics get some love in the cool department.
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on February 21, 2012, 07:09:06 PM
I have a number of new ballistic and energy weapons, and a bunch of missiles (still trying to balance a pair of launchers, I might have to change them to medium slots), and a few weapons still to add. I feel I need more love for the non-missiles >.>. Came up with a rather interesting concept for a large-slot energy PD that I'm going to mess around with too, and I have a good sized list of ballistics I still want to add.
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on February 22, 2012, 10:46:29 PM
Ok, I've added in 4 new weapons, 2 energy PD (well, one is just a heavy-fied version of the other), and 2 ballistic high explosive. Will add pictures soon (next post maybe?)

Impulse blaster: This weapon, while it may not be as good at tracking enemies as a PD beam, will blast them out of space with a hail of wide (if not terribly accurate) energy pulses. While each pulse itself is distributed over a large area, and thus tends to vaporize only a very thin layer of a ship's armor which easily shrugs off the lower power density pulses, this wide-area explosion is significantly more powerful against hull internals due to the sudden force - the impulse, hence its name - against the weaker internal structure of the hull. Shields also take the full brunt of blocking each pulse and thus can be quickly overwhelmed by a number of impulse blasters firing in sync. As fighters and frigates tend to have only minimal armoring, and missiles have none, the pulses are very effective against them. Against a large capital ship, even one with comparatively thin armor the impulse blaster will be significantly less effective. The small size of the weapon's enclosure also leads to flux distribution issues, forcing it to stop firing after 20 pulses while the system resets. Physically, it is among the smaller medium-mount weapons, in fact, just slightly larger than the largest small energy turrets, but its relatively large internal flux distribution system underneath the turret proper to help it get back to firing as quickly as possible prevents it from fitting in a small slot.

Impulse projector: While the impulse projector fires its pulses no faster than its smaller sibling, and each pulse is only slightly more powerful than before, the projector is capable of firing continuously (thanks to its significantly larger turret housing which allows for superior flux distribution systems) over an appreciably larger range, sacrificing some of its accuracy. Because it allows for continuous fire though, it can quickly build up flux. It absolutely tears through missiles and fighters however, though it has an even worse time tracking small, perpendicularly moving targets than the blaster version, as the larger, heavier turret housing has an even harder time turning to face them, but under manual control, is definitely a very deadly weapon to even quick-moving frigates like the tempest. With its sustained hail of energy pulses, it can (relatively slowly) burn through thick armor, though its really put to best use directly attacking the hull or overloading the shields, as it can put out an impressive 600DPS in total pulses.

Fusion bolter: Heavy ballistic high-explosive weapons don't get much better than this. Combining the 'oomph' of a hellbore (well almost anyways), and the speedy projectiles of a hephaestus, the bolter is capable of blasting through the thickest armor in several rounds, without having to worry that the ship being targeted has run away. And while it can deliver more total firepower than the hephaestus or hellbore, it requires significantly more ordinance points to mount due to its larger magazine and complex quick-loading system, and can quickly burn through its supply of ammo, especially if wasted on shields.

Meteor cannon: Something of a miniature hephaestus precursor, the meteor cannon is essentially a smallish-medium mount that packs significant DPS... it works great against capital ships, though it more often than not fails to hit smaller, faster ships unless fired at near point-blank range due to its relatively low range. More modern assault guns tend to have larger magazines as well, but if one is short on ordinance points, and wants a cannon that can take on larger ships, the meteor is definitely a viable choice.
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on February 22, 2012, 10:55:33 PM
Derp, forgot to get the meteor cannon. I'm sleepy, will do that later :P (maybe tomorrow)

For the impulse family weapons, still images hardly do them justice, because of how quickly the projectiles move and how quickly they spew out. The actual pulses tend to be... less discrete looking... in actual motion.

Fusion bolter:
(http://i228.photobucket.com/albums/ee216/C_Lupus/fusionbolters.png)

Impulse blaster: (the ones firing, that kepler also has a pair of impulse projectors)
(http://i228.photobucket.com/albums/ee216/C_Lupus/impulseblasters.png)

Impulse projector:
(http://i228.photobucket.com/albums/ee216/C_Lupus/impulseprojectors.png)
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Arghy on February 22, 2012, 11:37:41 PM
Proper dakka weapons are missing in this game--the more projectile weapons the better, nothing is more beautiful then my onslaught opening up all at once with nothing but projectile weapons! RUN THOSE MAGAZINES DRY!
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: medikohl on February 22, 2012, 11:44:12 PM
steal my designs. they call to you.
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Upgradecap on February 23, 2012, 01:45:11 AM
Avan, Can i steal some of youre weapons ;D i need some placeholders for my bigger ships in my own mod, (and how Do you upload images  :D)
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on February 24, 2012, 09:15:09 PM
Well, my mod isn't even out yet. For placeholders though, you can just use the existing weapon sprites, the game can resuse the same image across multiple weapons. You can use a site like photobucket.

I'm aiming for a release with weekend (my timezone, PST), but I'm not sure if that will happen since I still have a fair number of balance issues to weed out, and I have some RL things I need to take care of. On the plus side, I added another weapon (no screens this time) - the lancet beamer (similar in principal to the tachyon lance, though smaller, and with its own issues), and all the weapons have descriptions now! (Well, some of them are pretty lame, half-arsed ones, like "A reloading launch tube for the atropos torpedo." for, well, the atropos torpedo tube, though others are quite a bit more involved like the one for the chainpulse cannon "A popular modification of the extremely common autopulse cannon, the chainpulse cannon is nothing more than an autopulse cannon with a large number of systems trimmed off (often for resale or modifying ship hulls), which in some eyes creates a significantly more powerful weapon, though it loses many of the advantages of the original weapon in the process. By dropping the flux regulators (the same model used in the standardized ship flux vents in fact), the weapon is now able to fire continuously, though builds up flux at a dangerous rate; to prevent itself from exploding before the human crews can react and manually shut it down, other systems like the beam-guide and targeting system were taken off. While it still produces flux at a phenomenal rate, and has poor accuracy and range, the end result is a weapon no more expensive than the autopulse, dealing significantly more damage."

I also need to finish modifying the autopulse cannon sprite for the hyperpulse cannon, make sprites for all the small energy weapons still using the tac laser's graphic as a placeholder, as well as make a final call as to the slot size on the two torp. tubes, and make a patch mod (currently its implemented in the main data files) for the stock reaper torp. launcher which has a rotation speed of 0 [two variants have them in small missile turrets, and thus need the fix which won't be in until next version otherwise]... Descriptions for the ships probably won't be out until sometime after the initial release of the mod.
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on March 17, 2012, 10:08:47 AM
... ok, its been updated to be compatible with .51a, and I'm going to try to get it ready for a release sometime after my finals are over next week.
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: XpanD on March 17, 2012, 10:23:05 AM
Haha, forgot entirely about this mod. Now that I read up on it again, I once again cannot wait. ;D
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Little Bluberry Bomb on March 17, 2012, 01:18:04 PM
... :D
I was just thinking of this mod last night - very glad to see it hasn't been forgotten about. Been lurking and watching this since near the beginning and, with due respect to all the other modders (I certainly use a lot of their work) nothing gets me quite as giddy as the prospect of flying your fleets into battle.
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Flare on March 17, 2012, 01:45:15 PM
Hurray!
Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on March 17, 2012, 02:49:45 PM
If I counted right, I should have only one more weapon graphic to go before none are using plain vanilla sprites.

Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Trylobot on March 19, 2012, 10:38:39 PM

WANT

(hurry!)


Title: Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on March 22, 2012, 02:56:17 PM
Ok, I'm releasing this today within 1 hour of this post, ready or not. I can't promise its balanced or will even run or that if there are issues I'd be able to fix them in a timely manner, but I can promise there will be a download up today.

My grandfather died a few hours ago, and I'm taking the last train home today to get there.



(also, in the event you want to kitbash/use my sprites, please ask before putting them in your own mod. At the very least give me some credit.)
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on March 22, 2012, 02:58:25 PM
http://dl.dropbox.com/u/3061400/avanmods.zip

Will put the link on the OP too.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: arcibalde on March 22, 2012, 03:04:02 PM
My condolences  :(
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Uomoz on March 22, 2012, 03:05:01 PM
My condolences  :(
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: megal00t on March 22, 2012, 03:19:18 PM
My condolences  :(
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Alex on March 22, 2012, 03:31:23 PM
My condolences as well.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: intothewildblueyonder on March 22, 2012, 03:52:15 PM
My condolences
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Sunfire on March 22, 2012, 06:48:30 PM
My condolences, and your mod looks like it will be awesome! (i will play it right now)
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on March 23, 2012, 10:02:55 PM
Thanks for the support guys.

Hmm, I will need to put up images of the ships sometime soon,as this thread is rather lacking in that department.

If anyone has encountered any issues/things that don't seem to be functioning right, etc, please notify me in this thread.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Trylobot on March 23, 2012, 11:17:10 PM
I particularly like when folks post their sprites at 2x, then I get to drool over all the detail
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on March 24, 2012, 07:46:20 AM
At 2x they just get all blurry. Plus it makes the filesize unnecessarily large so I avoid doing that.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Dante80 on March 24, 2012, 07:48:32 AM
Avan if you resize by using the closest neighbour algorithm then the resulting picture would be 100% accurate to the original.

Also, since the pixels are just quadrupled in the PNG, the resulting file size is surprisingly similar to the original too...^^
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Trylobot on March 24, 2012, 11:39:45 AM
Yep
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on March 24, 2012, 01:57:52 PM
:/ I'd still need to make a program to do that as pdn doesn't. I'll probably just put them up at normal scale. Or just re-use the old screens I have.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Wyvern on March 24, 2012, 02:00:30 PM
<- votes for 1x scale.  If people want to blow up their ships, they can do that on their own systems just fine, I'm sure.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Upgradecap on March 24, 2012, 02:00:59 PM
This mod is not compatible with the ironclads mod, don't know why really, as it says "autoblaster shot already exists".
Unless you have a autoblaster?
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on March 24, 2012, 02:02:43 PM
hmm, it seems we are using the same projectile IDs. I'm not really in a position to be tinkering around with the files right now though, but its a easily done manual edit. I should probably suffix my ids or something.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Upgradecap on March 24, 2012, 02:03:55 PM
Anyway, it's a good mod, and i hope it'll get into campaign anytime :)
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Dante80 on March 24, 2012, 02:05:10 PM
It goes without saying that you don't need to resize the images (if anyone is interested, it just takes him 10'' to do it himself). Regarding PDN though, from what I know you can use all popular algorithms (bicubic, bilinear and closest neighbour) just by selecting them from the drop down menu at the resize window. Cheers... :)
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on March 24, 2012, 08:33:38 PM
oh it does? huh, never noticed that.

Upgradecap - it does add to the campaign. If you don't see anything added, thats a bug.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Upgradecap on March 25, 2012, 12:27:47 PM
Wait, is it compatible with other, campaign mods? If not, then I see why it isint working
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Sunfire on March 25, 2012, 02:42:24 PM
Okay, so I played it and thefaction with the no shield ships and the pocket cruiser, dominated everything for the first half of the game, at one point there were at least 10 massive fleets of theirs in system. Also, the Hegemony was obliterated, as was the TT. The pirates and the green sun did alright though. All in all im loving the mod. the many different ship types offer many new choices and the multitude of new factions allows for a more fluid starsystem.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: arwan on March 25, 2012, 03:37:31 PM
i will download it and give it a shot but is there any way we can get screen shots or some such of the ships in the first post. please  ;D
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on March 25, 2012, 06:18:36 PM
@ 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.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Dante80 on March 25, 2012, 09:18:46 PM

(http://i44.photobucket.com/albums/f9/Dante80/Minecraft/th_WIPcopy1.png) (http://i44.photobucket.com/albums/f9/Dante80/Minecraft/WIPcopy1.png?t=1332735293)

Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: arwan on March 25, 2012, 09:34:31 PM
some pretty cool ships there. have seen a good bit of them but also a good bit of them i have not seen in campaign mode..

i assume there not all in the campaign mode?
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Upgradecap on March 25, 2012, 10:47:50 PM
@ 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.

I'm using TimCorp, junkies, nomads, gunrunners, pretty much all campaign compatible mods.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Sunfire on March 26, 2012, 08:34:17 AM
wow, 1.5? Also I really like the second pirate spawn point, it makes things so much easier

also, i was wondering is the two sun based factions should be moved? they are sometimes way to close to each other and the other factions planets (the hegemony and the green sun, tt is just far from everyone)
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on March 26, 2012, 10:46:49 AM
@Dante80 - thanks for the picture XD

@Arwan - Right, some are currently not implemented in the campaign.

@Sunfire - perhaps I could move the isoran station to the outer system...
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Flunky on March 26, 2012, 03:51:10 PM
I concur somewhat with one of the earlier assessments-- the Ceredians (orange fellows with no shields) seem to dominate the system, though the Isorans and Green Sun do alright. Pirates seem to be like the tide (come and go), TT is a tad weaker, and the hegemony has no fleets at all about 70% of the time. I'm running this with the Lotus Conglomerate mod, however, which probably makes a difference (I believe they're hostile to the hegemony).

Liking the ships. The pocket carrier might be a tad too useful as it can outrun many of its predators. The hyena seems a little too awesome. Captured one somewhat early (worth the hostility). Speed of a fast destroyer, flux of a cruiser, firepower in between. Mounted pulse lasers and kinetic ballistics and could destroy a lot and easily run from what I couldn't. I feel like the speed might be a tad too high, but I'm not sure.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on March 26, 2012, 04:15:37 PM
Hyena is rather expensive to make up for it though (moreso than a lot of cruisers) and has lower armor than any other cruiser. I'll consider nerfing its flux stats though. Or maybe its crew reserve stats.
Ocelot might get a speed nerf.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on March 26, 2012, 10:30:41 PM
Soon I'll be putting out a couple sub-mods so that my factions will interact with junkies & nomads (ie, not just default neutral). Probably wed/thurs/fri/sat
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: figvam on March 27, 2012, 03:25:12 AM
"Error loading [graphics/ships/hammer_hgs.png] resource" when trying the latest version. Interesting, it's the second mod I'm trying, and second time it's missing a resource.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on March 27, 2012, 09:48:54 AM
maybe the download was corrupted? nobody else is having an issue with that.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Flunky on March 27, 2012, 03:49:39 PM
Played it some more, this time without any other mods. This time the Ceredians got pounded and the Isorans ended up owning most of the galaxy, primarily because they had several massive fleets that annihilated anything they touched with seemingly no losses. So... maybe it's just luck of the draw in both cases. Either way, it's a fun mod with great (and great-looking) ships. Thank you for your work on it!
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: arwan on March 27, 2012, 03:58:50 PM
speaking of the hammer.. i love that little ship. just wish my game had more than 1 to purchase
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Spartan114 on March 27, 2012, 04:47:47 PM
I have an.. Interesting problem. Your mod conflicts with TimCORP, but not in the way you'd expect. I'm not sure what the ship's called (the long, flat one at the bottom of the picture), but It seems to be taking over the pace of the Phoenix carrier in the TimCORP fleet, even in missions. It retains the description and name of the Phoenix (apart from changing it from Phoenix Class Carrier to Phoenix Class Monitor, I think) but the ship is changed. and your ship has no flight decks, making those missions rather hard. I may also have gotten rid of the TimCORP station, but I'm waiting more in game days to confirm that.

I love both the mods, but It's a shame there's a conflict.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on March 27, 2012, 10:18:05 PM
@arwan: hammers should be available from the convoys

@spartan114: Its because my mod is OLD, in fact the first to have been created for this game, before ID prefixing became standard. Changing projectile ID's is easy. Changing ship ID's is a real pain.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Upgradecap on March 27, 2012, 10:25:03 PM
@Spartan114 that is fixed in the next version of my mod. I removed the carrier and replaced it with an another carrier. But the station spawns after ~20 ingame days, the supply fleet spawns after one day.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: figvam on March 28, 2012, 03:50:06 AM
maybe the download was corrupted? nobody else is having an issue with that.

It means no one else has tried it in a non-Windows OS. I'm using Linux, and filenames are case sensitive here. Apparently you've referenced a lower cased filename somewhere while the real file name has some upper case letters in it.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on March 28, 2012, 06:40:31 AM
oh yeah, derp, forgot about that. I shall look into that.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: arwan on March 28, 2012, 04:34:17 PM
i would like to offer some critique on the gnat fighter.

currently i think its supremely unbalanced.

it only costs 1 fleet point
has 6 fighters
is the fastest ship in the game at 230
and each fighter has 2 machine guns.

currently i have a 200 point fleet (because i dont like going over the limits if  i can). and if i fight a fleet with gnats in it i can not win for anything. i have tried my original fleet which was about 50% fighters. (thunders broadswords and gladius fighters) i managed to win that fight at the cost of every fighter wing i had except the one broadsword wing i repaired at the end of the battle.

next i tried piranha bombers (5 wings) and promptly watched them fly into the impervious kinetic wall of death. again lost all fighters.

after that i tried no fighters ( as i was losing ALL fighters EVERY fight.) and tried frigates and destroyers for my advance team... they were promptly out run by the gnats and over loaded by the machine guns and blown out of the sky. before i was able to secure more than one control point ( to the 4 the gnats captured) lost about 80% of my fleet in that battle.

then i tried shoving out my capital ships (so the gnats could not kill them) and well.. as expected.. that was a fail.. gnats captured every point before i could even get in range of one and then had 2 capital ships on the field vs about 3 capital ships on there side every gnat fighter (about 6) and numerous frigates and destroyers... think i lasted a good 2 minutes screaming like a little girl spinning in my crocodile wishing i had one more facing of armor vs all the kinetic and explosive death walls of heavy and medium ballistic mounts hitting me.

essentially i think if they could deploy fewer than ALL there gnat fighters at once and possibly bring them more in line with talon wings that i could have had a chance. as it is i have to try and run from every fleet that has gnats in it because i know it is impossible for me to win without taking so many losses that i wont come out ahead.

any way that is my critique. other than that i love the mod. just wish i could fight those fleets. or make them neutral to me again because they *** me in all the wrong places right now.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: arwan on March 28, 2012, 04:43:34 PM
(snaps fingers)

also the minigun. it takes so long to spool up that i cant get it to ever engage fighters or missiles. i put one on a few ships and so far i have only ever been able to get it to attack frigates or larger when in auto fire mode. if you keep it like it is.. might i suggest changing it from PD to close support. or something along those lines.. maybe a small range increase for that purpose.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on March 29, 2012, 07:45:07 AM
gnats stand utterly no chance against flak; I personally never found a problem with them, but I can take a look at how they are balanced. IIRC, the weapon they use got changed to kinetic a while back, which may be contributing to their current state. Originally it was fragmentation damage.

as to the minigun, I can look into rebalancing that.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on April 04, 2012, 08:09:42 AM
Ok, going to try to release an updated version this weekend.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Sunfire on April 04, 2012, 01:45:12 PM
sweet, i'll be waiting
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on April 05, 2012, 10:48:10 PM
Also busy drawing up plans on the side for a new faction with all-new ships. OC, since they are non-frankened, I'll have to wait and see how they turn out first XP
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Sunfire on April 09, 2012, 06:13:11 PM
um, i hate to be a bother but im guessing it's not ready yet?  :-[ i really wanted to play this mod
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on April 11, 2012, 05:22:24 PM
Oh damn, I forgot completely about the update. Gahhh, too many things going on at once, sorry guys >.<

There is a version up for download though!
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Sunfire on April 11, 2012, 05:29:55 PM
it's ok, I just love this mod a bunch
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Cadenzaforte on May 12, 2012, 12:30:39 AM
I don't know if you want to know but your mod is almost entirely compatible with Omega's Minimash with the exception of the pike ship which conflicts for some reason. I took the time to track down the problem and rather easily solved it by deleting the pike ship and the pike entry from the ship data file and now have no conflicts. If you leave the pike as it is you end up with an error that reads "java.lang.RuntimeException: slot is null - make sure weapon slot id is correct"

I really enjoy having as many mods running as I can to add depth to the game so if you could possibly track down what is causing this in future updates so i don't have to delete the Pike ship that would be awesome

*edit*
I also had to remove the mention of the Pike in the GS supply convoy in the missions folder and pretty much delete all the missions cause i didn't want to go through each one and find and remove any mention of the pike
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on May 25, 2012, 12:08:33 AM
Hi guys, not dead, just... put off between feelings of eternal september on the forums (not just here, but in multiple places) and dreading going back through and redoing all the ID's... (And being overloaded with a bunch of other RL things and other random stuff)
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Sunfire on May 25, 2012, 08:16:34 AM
He's alive!  ;D I just want you to know, that I will be here for moral support
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on June 02, 2012, 12:36:35 AM
So I'm *actually* making and *showing* some of the new stuff I've been planning/wanting to make for so long but never had figured out a way to actually create the ships (Especially since kitbashing wasn't really going to work out that well here)

Repost from my other thread, since it contains lore stuff that will be pertinent to this mod XP (And ship graphics that will be in it too)

Quote
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.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: mendonca on June 02, 2012, 02:22:01 AM
Nice sprites, look forward to seeing more, but I love the concept of 'The Directorate'. Very interesting, and cleverly compatible with the current vanilla lore.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Sunfire on June 02, 2012, 04:54:21 AM
Yay! It's alive! And those ships look sweet! So how many of their ships are manned and how many are drones?
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: ClosetGoth on June 02, 2012, 09:29:10 AM
Oh man, have I been awaiting the return of Avan and his amazing artwork!
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on June 02, 2012, 02:15:22 PM
Went though this morning and found a number of things that needed fixing in the transition from .51 to .52 (primarily the impulse family weapons having invisible projectiles)

Hopefully I'll get around to making one or two more frigates, and maybe a weapon.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on June 02, 2012, 04:25:23 PM
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.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Sunfire on June 02, 2012, 06:57:37 PM
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.

Awesome, I'll be gone for a month, so when I come back, I will be expecting a playable version with this awsome new faction ok?
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on June 02, 2012, 08:33:40 PM
XP You would be surprised how many concurrent mods I have, in addition to other things (like finals in a week) to also occupy my time with.

At the very least there will likely be a new version with some new stuff that I deemed release worthy.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on June 03, 2012, 09:48:26 PM
Sooo I ended up making concept art today since my attempts to make a cruiser initially were thwarted by technical limitations of not being able to see everything at sufficient zoom while zoomed in. Also been working on designing some weapons. I'm thinking a few of the Directorate ships may have weapons that are integrated into their hulls...

Will be busy this week though, so I don't expect much progress from myself over the next several days XP
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Rybread on July 01, 2012, 02:55:13 PM
Looking forward to the next release. This mod is one of my favorites.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Sunfire on July 02, 2012, 08:20:30 AM
Looking forward to the next release. This mod is one of my favorites.

dito, please avan, make it soon
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 08, 2012, 10:08:56 PM
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.
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Sunfire on August 09, 2012, 09:59:44 AM
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.

Yes! you're still working on this! I'm so happy right now! Awesome, if you need a tester im here
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 09, 2012, 04:24:16 PM
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
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Sunfire on August 09, 2012, 06:42:44 PM
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

I will play this till my computer breaks!
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 09, 2012, 07:32:52 PM
Ok, stuff is still undergoing balance testing, and the campaign java code is not fixed yet (it is still crashing), but here is a tentative list of all the ships (frigate and large) with their systems: (note that the dummied out stuff is pretty tentative and I have not bothered to check for balance that heavily yet, since they are often for factions/content/etc that still has yet to be implemented)

Frigates

Proton [Dummied out] - phase teleporter
Pike - flare launcher
Anvil - active flare launcher
Javelin - ammofeed
Marten - burn drive (just don't crash into anything - this is really meant to allow for retreats)
Warhammer - fastmissiles
Amanita [Dummied out] - phase skimmer

Destroyers

Mace - ammofeed
Valk 2 - active flare launcher
Ocelot - Burn drive
Hammer - active flare launcher
Rhino - fortress shield

Cruisers

Perentie [Dummied out] - High energy focus
Hyena - Overdrive (Its functions like a lower-speed burn drive; you can still (sort of) turn (though not well), it toggles, and you can use shields. It generates a small amount of hard flux over time and stops hard flux dissipation though so you can't keep it on forever (But it still lasts a long time) (it also has an even higher flameout chance if you collide with cruisers or capships); basically it's meant to compliment the Hyena's intended purpose of chasing down small ships (or running away from other cruisers & capships). Hyperions still take a ridiculous amount of time to kill, but its doable)

Atlas II - fast missile racks? (good for dumping all your missiles at once in a panic at a pesky onslaught burn-driving its way towards you.)
Phoenix - ammofeed (this can be quite scary...)
Lion - ammofeed (this can also be quite scary)
Panther - high energy focus
Titan - Burn drive (The burndrive work's wonders on the Titan because of the Titan's turret emplacements; unlike the onslaught, overshooting is not a problem at all ;D)
Wyvera [Mission only] - ( ;D just play the mission where you have to kill one.)
Spoiler
You sure you want to spoil the fun? I put those tags here for a reason...
Spoiler
(It has a capship version of the phase teleporter; longer range, much longer recharge, very, very scary.)
[close]
[close]
Atlas III - fast missile racks?
Manta - Phase Drive (This system is basically like the Phase skimmer, but has a somewhat shorter distance, 3x the charges (9), and a slower recharge rate; It provides an already fairly nimble capship with even more speed... Note that the charges use up your flux very fast, so be warned...)
Kepler - midline PD drones
Crocodile - maneuvering jets
Lance - fast missile racks (with the right loadout, this one's "oh... cra*BOOM*" factor ranks only second to the Wyvera's...)
Title: Re: [Alpha-Rel] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 10, 2012, 01:24:26 AM
See the OP for the new download link; now compatible with 0.53a

I'll probably put out a balance hotfix while I'm working on the new content.
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 10, 2012, 02:01:33 AM
Also looks like I'm going to need to put up a version to balance the fleets in the campaign...
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Wriath on August 12, 2012, 12:34:00 AM
Yeah, I did some manual tweaking on the fleet quantity balancing as well as a bit of work to make them interact with all the stuff in UC, I really like the Ceredian ships, they mesh quite nicely with the vanilla art and manage to make a nice opposite to the TriTach ships in tech level while still being competitive.
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Plasmatic on August 12, 2012, 05:06:32 AM
Anybody happened to know if this mod is compatable with Lotus Conglomorate? the Isorian station seems to pop in the place where I remember Lotus being..

http://fractalsoftworks.com/forum/index.php?topic=1619.0

I'm not sure this is the mod that renders Lotus mod inoperable, but this is the mod that has a station right near where Lotus should be appearing.
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Wriath on August 12, 2012, 07:57:32 AM
They should work together, but the factions will not interact in any way by default, I'm not sure how far apart their stations will be, but that shouldn't be too relevant since they won't see each other.
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Plasmatic on August 12, 2012, 08:02:37 AM
well atm the Lotus aren't appearing at all, no planet, no station, no fleets.

Their weapons are ingame though in other stations oddly enough.

but I'll ask Dante if he can shed some light.
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: StahnAileron on August 15, 2012, 04:43:47 AM
Say, Avan, any idea when you're gonna implement all the vessels into the campaign? I haven't tried the new version yet. I'm trying to get my head around vanilla 0.53a first. I do recall the older version not using the heavier vessels in the campaign mode though. Any chance you can put up a list of the ships NOT in campiagn mode, if that that'sthe case?

Also, not sure if anyone told you, but your weapons description need to be shortened. I noticed they were often cut-off in the older version. I guess the weapon tooltips are a fixed sized.
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 17, 2012, 11:05:42 PM
Hey guys, working on a patch this weekend! (Includes new content too - stuff that has been made as of this posting: a lot of updated and new variants, several new weapons, upgrades to some weapon graphics, 2 new fighters, including a phase fighter!)

Yeah, I discovered that limitation (along with starfarer not liking dashes) <.> - Not sure if the new descriptions will be in the patch, since they do take a long time to make.
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Trylobot on August 17, 2012, 11:20:36 PM
(http://i230.photobucket.com/albums/ee50/kurtenblog/woo-hoo.jpg)
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 18, 2012, 12:24:53 AM
 :D Glad to see there is still quite a bit of enthusiasm

Nearly complete* changelog for 1.02 as of this post: (all stuff still subject to change!)
*That the changelog is mostly complete; not that the patch is finished! There's still more to do.

3 new weapons:
-heavy vulcan cannon (like the vulcan cannon, but bigger! Its still fragmentation type, but it does a bit more damage (+33%), and has a fair amount more range (~400). Costs double the OP though.)
-microlance (a small slot lance; just over half the range of the lancet (medium size), but not quite as frontloaded as the lance. Still useful in kiting in frigate-vs-frigate battles. ~50DPS)
-cascade disruptor (a small slot energy cannon; stores (12 currently) slowly regenerating shots that can all be dumped at once for a large burst of damage (which costs an equal amount of flux (12 shots gives 3000 damage for 3000 flux over 1.5 seconds; each shot regenerates after 5 seconds and does 250 damage individually; thus 1 minute to regenerate all shots)); its instantaneous damage rate is 2000 DPS, but its average (for sustained fire) is a measly 50. Priced similarly to the AM blaster (which gives you more damage output (over 3x the sustained DPS) and better flux efficiency, but it doesn't regenerate shots))

Updated graphics:
-Gamma Laser (heavily overhauled, uses Converge On Point beams now)
-Perentie (a bit lighter, matches better with the Proton)

2 new fighters:
-Asp (Hunter-Killer drone fighter; it is fast but somewhat large. It has a 180 omni shield, and its single weapon is a Cascade Disruptor. Comes in wings of 3. Particularly devastating vs. other large fighters and frigates, but lacks the flux capacity to dispense more than 4 shots at a time under even nominal conditions. Thats still 1000 damage. And that hurts. A lot.)
-Raven (Phase interceptor drone; its very fast, has paper for armor, but passable hull HP. It comes with a fair of PD lasers. Sold in packs of 4 using environmentally friendly recycled packing materials)

Variants:
-Updated all the onslaught variants
-Updated the Cheap Paragon variant
-Updated the Perentie variant due to an update to its slot sizes.
-New variants for a few ships, including the Amanita

Balance changes:
-A lot? I don't think I'm going to list them all <.> I didn't exactly keep track

Campaign:
-Added Proton
-Added Perentie
-Added Positron
-Added Neutrino
-Added Raven
-Added Asp
-Added Amanita
-Directorate station fairly far out in the system (sells the previously mentioned ships)
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 18, 2012, 12:21:09 PM
Ok, I added one more weapon, a large ballistic PD (basically a huge double-barreled flak cannon... its awesome... but it takes a large slot and 26OP >.>) - that will likely be the last bit of new content I add to this patch; here on out I'm going to be working on rebalancing stuff.
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 19, 2012, 12:28:42 PM
Ok, I lied.  ;) One or two more ships incoming (a cruiser, and maybe a destroyer-size ship (possibly a freighter?), both for the Directorate station) - also here are some pictures to keep you entertained while you wait:

An onslaught with 3x Firestorm flak cannons (Using only the firestorms & dual flak cannons, it can take on all of the fighters and bombers in the 'simulated battle' and take only trivial armor damage; much more than can be said for all the other stock onslaughts (or the other variants in my mod))
(https://dl.dropbox.com/u/3061400/FirestormPDOnslaught.png)

An Amanita using Cascade Disruptors with some Asps and Ravens. (Also some neutrinos; I'm thinking of re-assigning all the dark-colored early custom ships I made to be directorate-designed phase ships... Not sure, and likely won't be in this update)
(https://dl.dropbox.com/u/3061400/AspRavenCascadeAmanita.png)
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 19, 2012, 10:17:33 PM
Here is a preview: the sprite still needs some further touchup, and the original system I had planned didn't pan out due to engine limitations, but here are some teaser screenshots of the Synapse cruiser in-game

(https://dl.dropbox.com/u/3061400/Synapse.png)(https://dl.dropbox.com/u/3061400/SynapseInBattle.png)
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Trylobot on August 19, 2012, 11:03:22 PM
That Synapse cruiser is super sexy. Nice attention to detail, and I like the overall feel of the faction.
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Wriath on August 20, 2012, 08:12:14 AM
I sort of feel that the Hyena class cruiser is a bit too strong with how much mobility it has.
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 20, 2012, 08:22:21 AM
It got a nerf in other stats in 1.02 to compensate for its speed-centric role. There was also a typo-induced bug causing its system to generate much less flux than intended.
1.01 hadn't really been rebalanced and I hadn't had time to thoroughly bugtest everything; I was mostly seeking to get it working in the latest version.

Still need to touch up the Synapse's sprite; I spent most of this morning so far getting the pseudo-system working & looking nice:

Also, for now, the Synapse gets more built-in weapons (they do a modest amount of EMP, and laughable damage, and have a tiny range. Sustained DPS is... 1.9. But there are 6 of them, at the tip of each spike. I find they work best when facing fighters; you'll want proper PD to take out missiles though.) and a dummy system in place of a proper system.
(https://dl.dropbox.com/u/3061400/SynapseEBeam.png)
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 20, 2012, 09:58:13 AM
There were a few more changes, but I can't remember that they were off the top of my head; here is what I do remember.

[edit, a few updates to the ship list]

List of balance changes to existing ships:
Perentie: normalized the stats to something more reasonable for a cruiser (OP was on the lowish end, and the rest of everything else was all over the place. The slots were all out of whack too. It still has a lot of slots, since I don't feel like changing the sprite, but its still a big tight on OP). Increased shield overhead. Slightly decreased FP.
Gnat: reduced light MG count to one, increased hull integrity and armor. Increased FP.
Proton: normalized the stats to something more reasonable for a frigate.
Neutrino: decreased hull integrity, armor. Slightly increased FP.
Positron: decreased hull integrity, flux. Increased cost.
Hyena: fixed typo resulting in far less flux generation from its system than intended (see Systems balance changes). decreased hull integrity, decreased max crew. Slightly increased FP.
Marten: fixed typo resulting in overly high HP. decreased flux.
Amanita: rearranged stats for different role. cut HP by half, increased flux, reduced armor. Slightly increased FP.
Atlas II: now uses flares
Atlas III: now uses maneuvering jets
Phoenix: finally got around to fixing firing arcs for front hardpoints.

List of balance changes to existing weapons:
Gamma laser: completely revamped.
Spacial disruptor: increased flux use.
Minigun: decreased spinup/spindown time by half, significantly increased flux use. (flux use used to be '1' per shot... >.<)
Plasma pulse: decreased damage, increased flux, fixed inaccuracy not resetting.
Micropulse laser: increased flux, fixed inaccuracy not resetting
Impulse projector: fixed inaccuracy not resetting
Flux bolter: fixed inaccuracy not resetting
Sparrow rocket pod: fixed inaccuracy not resetting
Industrial mining laser: marginal increase to range, decrease time from off-state to fully-on-state

List of balance changes to existing ship systems:
Engine overdrive: fixed typo causing it to generate 10x less flux than intended.
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 20, 2012, 11:40:25 AM
Currently in the final stages of testing the mod (doing a campaign test)! I'm aiming to release 1.02 tomorrow.
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: intothewildblueyonder on August 20, 2012, 12:02:59 PM
Start Avan in dev mode: true
press L
2500 exp granted
2500 exp granted
2500 exp granted
2500 exp granted
Avan gained rank
    Avan aim bonus increased, can now target today with release :P
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Trylobot on August 20, 2012, 12:17:26 PM
@intothewildblueyond What a Starfarer Nerd  ::)
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: mendonca on August 20, 2012, 12:21:07 PM
I look forward to this ... I will be working towards a personal Perentie, possibly taking along some of those cool Amanitas  :)
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 20, 2012, 03:16:11 PM
well, looks like that worked, as I am now thinking a release just might be possible today... with regards to my timezone ;) I am in California though, so....

6 hours is the very earliest it can be out as I am also busy this afternoon, and that assumes rushing and cutting a lot of testing short (and I already found and fixed a crashbug, so testing is important...)  :P
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 20, 2012, 11:32:03 PM
OK! good thing I spent all that time testing; I caught another crashbug due to a typo - I believe that is all of them - well, I hope it is. >.>

Anyways, here is a download link (as well as one on the original post) https://dl.dropbox.com/u/3061400/avanmodsv102.zip

If you find any bugs or weirdness or other issues, please report them - I'm going to try to put out a quick 1.03 patch this weekend to fix up any lingering issues. *hopefully* the fixes I applied to the Ceredian spawnpoints and fleets (And the addition of some counterfleets) will prevent them from completely overrunning the system like before.

1.03 will likely have some more spawnpoint & fleet composition improvements, along with an additional TT and Heg. spawnpoint.

(and yes, I touched up the Synapse sprite - going to get some screens probably tonight/tomorrow)
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 20, 2012, 11:55:01 PM
And here is a screenshot of the touched up Synapse sprite (it corrects a lot of the flatness issue which seems to be caused by the sprites in starfarer getting rendered with lower constrast then they have outside of the program)

(https://dl.dropbox.com/u/3061400/SynapseNewSprite.png)
Title: Re: [Alpha-Rel: .35a] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 21, 2012, 08:56:53 AM
I have now added an updated ship chart to the first page  ;)
Title: Re: [Alpha-Rel: .35a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: intothewildblueyonder on August 21, 2012, 09:58:30 AM
you might want to switch the name of this thread to reflect the version compatability
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 21, 2012, 10:01:17 AM
Derp - I made a typo there in the title (that 35a was supposed to be 53a) >.<

Thanks for catching that.

(Edit - also I worked on updating the sprite for the Pike a bit - it will be in the 1.03 update.)
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Trylobot on August 21, 2012, 10:28:43 AM
"How much food could I get here at this Chinese buffet?"
"Perentie."

/forgive me
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 21, 2012, 02:45:32 PM
Well, it looks like 1.03 will likely have 2 to 3 new ships (kitbashes of existing freighters; because... that is actually what they are in-game (Basically, think the Buffalo II/Condore/Etc type ships - I'm hoping to use them to round out the pirate fleets a bit more. For example, one of these is basically a tarsus with the front lopped off, a large ballistic mount (and a couple small ones) & associated equipment stuffed into the resulting cavity from the cargo bay, and one of the forward arms stuck to the side to provide room for a couple extra reactors to power the thing. Its sort of like a poor man's ballistic version of the Sunder.)

Also the Pike nolonger looks like a weird flat, blurry, thing... and actually has proper depth and detail. I'll be putting up pictures likely tomorrow, or maybe even today.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 21, 2012, 08:31:15 PM
New sprite for the Pike: (also includes a standard-looking mount, and I fixed the weird glitches with the weapon placement and bounding poly)

(https://dl.dropbox.com/u/3061400/Pike-NewSprite.png)

Vulture: A derivative of the Tarsus, it removes the fore section of the ship and places the equipment necessary to support a large ballistic hardpoint into the remains of the cargo bay. One of the forward arms is relocated to the side out of the way of the main weapon, and that section of the cargo hold is filled up by a small secondary reactor to help support the increased demands of this ship. It has no shields, fairly poor flux, and barely has enough OP to fully stock all its slots (45). Its not exactly state of the art, but it is cheap, and lets you bring a large ballistic cannon to the fight. In some sense it is to the Tarsus what the Buffalo II is to the Buffalo, except with a huge cannon instead of a lot of missiles. Predictably favored by pirates.

(https://dl.dropbox.com/u/3061400/Vulture.png)

Desperation: Its name says it all - its a ship most oft used by the most desperate of captains. For a mere 2 FP, you can field one of the saddest excuses of a ship to ever ply the spacelanes. This ship is basically built out of the easily-obtained left-overs from the creation of a Vulture (or Condor), and as a result, is a dirt cheap frigate. And in this case, you definitely get what you paid for. Dirt. It is the slowest frigate, it lacks any sort of shielding, its flux stats are pretty lousy, and what armor it does have takes little effort to punch through. It does however have a good turn rate, and 6 slots. Still, despite having 6 slots, complete with the two forward facing missiles being medium slots, you only have 20 OP to work with due to the civilian-grade reactor it has. However, this ship isn't entirely without merit. Even though they may be pushovers when alone (it can still take out most lone freighters though), because of how cheap they are (Both money and FP wise), pirates will occasionally field them in large groups using sheer numbers to overwhelm opponents.

(https://dl.dropbox.com/u/3061400/Desperation.png)
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Trylobot on August 22, 2012, 09:14:37 AM
LOL @ Desperation

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!
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: hadesian on August 22, 2012, 09:24:21 AM
LOL @ Desperation

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!
I agree wholly. It would very certainly make the Buffalo MK2 less weedy in comparison

In fact it would make the Buffalo Mk2 a very good ship
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Uomoz on August 22, 2012, 10:15:10 AM
The "new" Buffalo mkII from .53.1a is not that bad. Recent AI improvements makes it a threat to frigates :D.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 22, 2012, 01:26:37 PM
 :D Yep, the Desperation was fun to make. In fact, it came about when I was pondering the conversion system - "where do all those tarsus arms go?". - I also like to make a point of trying to stay within the atmosphere of the game and feasibility with the lore.


Anyways, another new ship for your viewing enjoyment (another conversion, but this one is actually not a junker!)

Buffalo-E: The Buffalo-E is a miniature explorer, and although it has a fairly large pricetag in comparison to its progenitor, it is significantly cheaper than any other ship filling its role. As an added bonus, it can carry a much larger quantity of fuel with itself than the Venture or Odyssey can in proportion to its fuel consumption. In fact, it outright beats the Venture, and has half as much as the Odyssey, giving it the best range of any non-dedicated tanker. Prior to the Buffalo-E's creation, there really were no comparable ships. The Odyssey was a giant fancy capship with an equally enormous pricetag, the Venture required relatively frequent refueling stops, and was still somewhat pricy, and all the tankers had no real chance of survival on their own. Then along came the Buffalo-E - a budget level, destroyer-class, long-range explorer craft capable of operating independently, outfitted with relatively modern technology, with some fighters for support, marketed at the small-time explorer, tech-miner, or ore prospector. As a result of the higher rarity of their components, higher standard of engineering, and pricier construction, they tend to be quite a bit less common then their sibling converted destroyers. It falls into the category of 'good all around', excelling in no one particular area; tankers hold more fuel, freighters carry more cargo, actual combat craft are able to deliver more firepower, but for not being any of them, it isn't bad at those roles either. The Buffalo-E has a large cargo capacity (not quite as much as a proper freighter of its size), a large fuel reserve (about as much as the Dram, which is a class-size lower), and can mount a decent amount of weaponry (up to 70 OP - still less than any proper combat destroyer other than it's sibling converts (such as the Buffalo II, the Condor, the Vulture)) due to having been upgraded with a military-grade reactor, though most of its slots are probably best used with point defense.

(I still have a bit more touchup to do on the sprite, esp. because I missed some shadows <.>)
[Edit - btw, only the buffalo Core is kitbashed - everything else was created new, from the tanks to the armor.]

(https://dl.dropbox.com/u/3061400/Buffalo-E.png)
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Sunfire on August 22, 2012, 03:00:47 PM
Gosh, these are great!
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Trylobot on August 22, 2012, 03:35:23 PM
I love the idea of more exploration-class vessels like the Buffalo-E and the vanilla Odyssey; perhaps it's because all the Star Treks revolved around exploration.

Balanced, do-everything (but expensive$$$) self-sufficient flagships are really excellent player-ships as well, and I love constantly fiddling with loadouts for those more-customizable ships.

Now I really want to make some explorer class vessels myself.  ;D
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Wriath on August 22, 2012, 03:38:17 PM
I want a Buffalo-E, I'm a sucker for freighter conversions and that thing seems to be a top notch example.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 22, 2012, 07:30:31 PM
 ;D

Ok, I'm going to try to get one or two more ships done before the weekend when I do some more campaign work and then put out 1.03
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 23, 2012, 12:13:04 AM
Ok, so I was doing more playtesting, and discovered that... the AI sucks piloting the Vulture. So I took pity on it and gave it a slight buff (it now has a small omni shield big enough to cover its front or rear), which helped it quite a bit. I also added a variant that was a bit easier for the AI (more venting and uses an autocannon instead of a railgun, PD is less, but it can rely on the shield instead)

Now to introduce...

The Vulture 2
(https://dl.dropbox.com/u/3061400/Vulture2.png)
(Note the unoccupied weapon slot in the front >.<)

This is an up-armored version of the Vulture that also comes with an additional pair of outboard rectors supplying enough power for a more respectable omni shield (it is larger afterall). It is just... all around better than the Vulture. Its even slightly faster and more maneuverable. It might still not be able to match proper combat ships that well, but it can easily take on light ships and freighters, as well as provide excellent close support in larger battles, and is a fair amount more dangerous than the plain Vulture due to its additional firepower and flux capacity.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Sunfire on August 23, 2012, 05:03:50 AM
once again, nice
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Wriath on August 23, 2012, 10:29:22 AM
Is there any chance you could incorporate unique id's for your ships? As things stand now there's compatibility issues with a few mods that use the same ship names.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on August 23, 2012, 11:09:48 AM
All the new ships/systems/missions/etc have unique ids "v_[name]" since version 1.01. The old ones would take a fair amount of effort to update, and I'm going to lean on the grandfather clause for as long as possible until I actually have the time and effort to put into going through and updating *every single reference* and then testing for typos and missed IDs, considering that technically (by start date) my mod predates all others... as a result, unique IDs weren't exactly part of the design standard at the time.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Sweetraveparty on August 25, 2012, 07:41:22 PM
Hey Avan, would it be okay with you if craftomega added this mod into Omega's Mishmash? I think that would definitely be awesome to have in there :D You should talk to him about it if yes :D :D
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: theSONY on September 08, 2012, 08:49:38 AM
fun mod, great ships but there is 1 BUT(t) can't play with uomoz's or with Interstellar Federation cuz of the "Titan" name glitch
Spoiler
(http://i.imgur.com/dVcNj.png?1?9983)
[close]
its just crashing durning the battle when titan wanna spawn
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Reshy on November 18, 2012, 03:29:44 PM
I cannot seem to download the mod, how disappointing.  Is the link broken?
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Erick Doe on November 18, 2012, 04:29:23 PM
The download link seems to be working for me.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Reshy on November 19, 2012, 12:37:52 PM
Some of the ships seem to need to be nerfed a bit.

The Amatia:

Spoiler
It has 250 armor whereas most high-tech frigates have 200 or less.
It has 60 OP which rivials that of the Hyperion.
It moves far far too fast, faster than most fighters despite it's large size.
It costs only 7 FP to field whilst the Hyperion costs 15 and still struggles to beat it.
It's shields are .5 which is very very high for a frigate, espcially one so fast and heavily armored and cheap to field.


Overall I think it's too much like a cheaper more efficent hyperion only with a skimmer instead of a teleporter, it shouldn't be.

My suggestion would be to reduce shield efficency to .6 and reduce armor to 100 or 50 along with nerfing it's capacity and hull to 2500/500 respectively.  I have no problems with high-tech ships but this is a drone but it carries armor you'd more likely see on lower tech ships so that should probably be changed for balance purposes.  I don't have Codex so I can't tell how out of proportion it is though.
[close]


The Anvil is basically a Brawler with larger weapon mounts and less OP but better shielding and mobility.  It's not drastically out of proprtion from what I see but with it carrying medium mounts like that it shouldn't be as fast as it is.


The Phroton class seems to have some of the same problems as the amatia class.  Though not as bad.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Reshy on November 20, 2012, 10:47:16 AM
Sorry to double post but I am getting this error:

202370 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull [titan] variant [titan_Siege]: slot id [WS 7] not found for weapon [heavyneedler]
java.lang.RuntimeException: Ship hull [titan] variant [titan_Siege]: slot id [WS 7] not found for weapon [heavyneedler]
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: theSONY on December 04, 2012, 04:43:28 AM
Sorry to double post but I am getting this error:

202370 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException:
if you got "interstallar federation" then we got the same problem ;P
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: silentstormpt on December 04, 2012, 06:23:55 AM
if(mod is a totalconversion = false)
{
check if WS 7 weapon exists on the titan hull file,
if (weapon "WS 7" not exist)
check what name is the weapon slot (is it WS007 instead?)
else
go to the variant files and check the weapon slot names and correct them.
}
else
change the mod to totalconversion = false
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Reshy on December 04, 2012, 03:39:29 PM
Does this work for .54?
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Serafin on June 23, 2013, 08:59:59 AM
Is this mod going to be converted to fit starsector ?
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Upgradecap on June 23, 2013, 03:07:23 PM
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.

If you mean whether or not it's going to get updatex well, i hope it will be, eventually.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: ValkyriaL on June 23, 2013, 04:19:38 PM
I don't think so, Avan ain't around anymore, but who knows, he might just pop up right after this comment. ::)
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: flashydragon on June 23, 2013, 05:26:38 PM
necro!!

It's OK, i like this mod, and I would love to see it updated also! 8)
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: NITROtbomb on June 24, 2013, 01:56:18 AM
same the ships look soooo good
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: DarkAlbino on June 24, 2013, 04:54:07 AM
I send Avan a PM some time ago because I wanted to continue ceredia. No answer as of now, but today I send a PM to his acount on transcendence forum. Let's see.

This is the expanded ceredian fleet:
Spoiler
(http://imageshack.us/a/img11/1652/allships.png) (http://imageshack.us/photo/my-images/11/allships.png/)
[close]
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: HELMUT on June 24, 2013, 05:50:12 AM
Indeed, would be a shame to let this mod die. I would really like to try those very unique looking ships.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Zaphide on June 30, 2013, 06:15:35 AM
Does this work for .54?

From memory, I'm fairly sure it does, but if you are running with the Intersteller Federation mod (which is included in Uomoz Corvus or Exerelin) there is a ship id class; both mods contain a ship with the id 'titan'.

A simple way to fix this is to delete all references to the titan ship from one of the mods (the .faction files, the ship_data.csv, I can't remember if you need to delete more, probably a good idea to also delete the .ship file and the .variant file(s))
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Zaphide on August 13, 2013, 01:11:24 AM
Does anyone know if Avan is coming back? It would be great to get this mod up and going again :)
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: ValkyriaL on August 13, 2013, 04:38:04 AM
Probably not, hes been gone for years, he logs back on occasionally but never posts.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Gotcha! on August 13, 2013, 05:14:59 AM
Well, if he logs in occasionally he's probably waiting for the next update in which he might make a grand return.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: DarkAlbino on August 14, 2013, 11:51:42 AM
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?
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Zaphide on August 14, 2013, 02:52:19 PM
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?

Personally, I'm fine with it as long as credit is given where credit is due (similar to the way other modders have credited original work). I'd hate to see the original work languish.

I actually did a bit of rework on the Isora faction a while back.

However, I don't know what the general consensus of the forum would be, and July 24 is not that long ago. Anyone else want to chip in their opinion? :)
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Gotcha! on August 14, 2013, 03:11:50 PM
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.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: DarkAlbino on August 14, 2013, 03:28:10 PM
Yeah, I send him PMs on this and on Transcendence forum.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Erick Doe on August 14, 2013, 09:04:57 PM
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.

I concur. You can't run off with someone else's intellectual property unless they've given you permission.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: DarkAlbino on August 14, 2013, 11:26:45 PM
That's what I think is right too, he also explicitly stated that he wants to be asked if someone wants to use something from his mod.
I'm just so eager to release the stuff I did but i will keep waiting for an answer and maybe send another message.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: NanoMatter on September 11, 2013, 06:07:29 PM
Awesome mod!  :)
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Wriath on September 20, 2013, 11:43:02 PM
This is making me nervous, I hope Avan comes back as his mod would really come into it's own with a few factions who have a few systems.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Wunder on October 27, 2013, 08:22:50 AM
Get Rid of Atlas II
Damocles has covered that role.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on November 02, 2013, 11:25:22 PM
Hm.

Ok, so some housekeeping responses:

1) It's.. a funny but kinda nice feeling to see that people still pay attention to this old thing

2a) It would be a lot of work to continue, and I'm busy with a certain other project for transcendence. The future will have to see. No permissions are granted *yet*, though the enthusiasm is appreciated. I may do so in the future if I decide i wont be continuing this, but certain requirements/restrictions on use and/or presentation may or may not be imposed.

2b) I might choose to redo some of the older graphics that dont fit. Some of them.. are quite old. The ships in there include virtually every ship I produced for starfarer/starsector, from the very beginning. There is a lot of art evolution going on in there.

3) I believe that I have a current conflict-less version with the most recently screenshotted ships that arent released yet.

4a) If someone wants to tell me what to do - especially in terms of something as silly as overlapping ship roles with some newcomer mod (considering this was the first mod ever produced for starsector back when it was starfarer, though not released), I hereby claim seniority and anyone who wants to disagree may take a hike. I'm NOT removing a ship because of overlap with some other mod. Maybe if it overlapped with a new vanilla ship. Maybe if I decided I didnt like the ship anymore. But not because of another mod.

4b) I still have bitter feelings about this place (mainly instigated by a single person, though that last post hardly helped - yeah, that nice feeling from part 1 went away pretty fast). Don't take this post as a sign I'm back or active again. Just that I've read this thread.

4c) Yeah, probably sounding a bit harsh right now but a few things got me in a bad mood - though the enthusiastic and appreciative comments and efforts didnt go unnoticed. So thanks to you.

Anyways, I'm off till next time.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: HELMUT on November 03, 2013, 05:44:17 AM
Damn, Avan is alive! Glad to see you are still somewhat around. Hope you'll be back in the modding community eventually.

For the post from GGMC, don't take it personally. GGMC isn't english and usually his posts feels kinda... Weird. But i'm pretty sure he didn't mean you any harm, just accidentally used the wrong words.

Also, the Atlas II don't play at all like the Damocles from TuP, they just look similar because they got the same Atlas's dad.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: FasterThanSleepyfish on November 03, 2013, 05:52:52 PM
Avan, you're always accepted here!  ;D
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Uomoz on November 03, 2013, 06:02:39 PM
Good modders are always welcome (back) :D
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Deathven on November 03, 2013, 06:32:43 PM
They certainly are always welcome back! I haven't been back in a long time and I didn't comment much but I'm glad I'm back!  ;D
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on May 03, 2017, 10:05:01 AM
Well, with the latest release, I've decided to attempt updating my mod -  a number of things will be changed/updated though.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Wriath on May 03, 2017, 11:14:59 AM
Holy crap that is exciting, thank you!
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: mendonca on May 03, 2017, 11:21:13 AM
:)

I have very fond memories of the Pike and the Perentie.

Good luck getting up to speed with everything, hope it is not too traumatic - and look forward to seeing this updated.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Alex on May 03, 2017, 11:48:51 AM
Well, with the latest release, I've decided to attempt updating my mod -  a number of things will be changed/updated though.

Heeey, welcome back :)
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: SCC on May 03, 2017, 11:54:52 AM
Event so unexpected that Alex himself decided to speak! I remember that I've looked on this mod much time ago and decided to wait until it's updated (I played on 0.54 back then, I think?). I guess I waited long enough. :)
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: cjuicy on May 03, 2017, 12:14:28 PM
Amazing. Just amazing.

I never expected this to live again. 0.5.4 feels like a millennium ago.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on May 03, 2017, 12:16:12 PM
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
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: SierraTangoDelta on May 03, 2017, 12:34:28 PM
You have some really awesome-looking ships! I'm excited to see this updated.
Might want to wait on 81a though, that way you don't have to update everything twice.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on May 03, 2017, 12:38:58 PM
How big of a change would 0.81a be? I would assume nowhere near as big as 0.8a (And if 0.81a is only a few months away, it might not even be done in time, what with graphics & factions that need to be redone.)
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: SierraTangoDelta on May 03, 2017, 12:40:17 PM
Well apparently one of the big issues most modders have right now is the inability to use modules for their ships. Although that's really a better question for Alex anyway.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Alex on May 03, 2017, 04:59:56 PM
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

Pressure's on now :D

Edit: re 0.8.1a, doing my best not to break mods with it, and hoping to keep it save-compatible as well. It's mostly a giant pile of bugfixes, minor polish, and balance tweaks.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on May 03, 2017, 05:14:33 PM
Cool, thats good to hear (Re: compatibility)

I guess I'll avoid touching modules for now.

So current plan:
0: Get old computer working (Done)
1: Get latest (unreleased) files off of it (edit: this is not going so well, the files so far appear nowhere to be found, but I'm still trying more checks with a brute-force python script)
2: Start working on porting the ships & weapons over
3: Rebuild factions from the ground up
4: Redo/Polish ships, add more ships
5: Release
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Midnight Kitsune on May 03, 2017, 09:52:49 PM
Good luck, you're gonna need it as mods have GREATLY changed between .53 and now
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: RandomnessInc on May 04, 2017, 05:00:22 AM
This is the largest update gap ever, good luck, may the force be with you.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: Avan on May 04, 2017, 10:37:24 AM
Well it seems that latest version had disappeared - cant find it on any computer.. I might as well take the opportunity to just do things from the ground up! (might as well, what with all the updated sprites in the base game)

The factions described in the OP will be pretty similar:

The Ceredia Imperium will still be very low-tech, using primarily their own pre-autofactory designs (with updated graphics, may have some renames, etc). They have a large well-populated capital world with only limited autofactory production - most of their current production is using more conventional means with the sheer population and resources they have at their disposal.

The Directorate will still be very high-tech, with fancy high-end bleeding-edge designs of their own creation and heavily automated (but non-sentient) ships. Their capital world is a somewhat populated cold planet where the primary industry is agriculture, and they largely rely on their dealings with the both legitimate traders (for food) and the Green Sun Pirates (for tech) to obtain blank master chips and raw materials.

The Green Sun Pirates will be all over the board, using everything from converted freighters to what the Directorate deems its 'old obsolete designs'. GSP are headquartered in an old partially-constructed astroarcology and the planet it orbits. While they still call themselves Pirates, they are technically Privateers and the Directorate treats them as an 'autonomous extended military' as well as a means of resource acquisition and getting dirty work done. GSP as a result leaves a few factions alone who are valuable trading partners of the Directorate.

The Isoran Republic will have mid and high-tech designs, including a small number of older Directorate designs. They are made up of a number of moderately populous worlds and some smaller stations.

Also had an idea for a 5th faction, but they aren't quite fleshed out yet.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: DinoZavarski on May 05, 2017, 08:20:19 AM
If you are interested in up to date variants of Mantha and Titan i can send them to you. I port them to each new version for own use. The Titan looks really great with some weapons from the old Firestorm Federation mod.

I also always port both impulse assault point defense line and Thor and Rift cannons. They look great when used with the Gekelonian mod (http://fractalsoftworks.com/forum/index.php?topic=4320.msg67048#msg67048 (http://fractalsoftworks.com/forum/index.php?topic=4320.msg67048#msg67048)) fleet that i have nearly ported to .8 with permission to release from it's author. If you want we can combine work on this faction in your mod, as without those 4 guns the Gekeloninan fleet in it's current state will just be incomplete.
Title: Re: [.53a.1] Green Sun & Other custom factions [Campaign and Missions]
Post by: NITROtbomb on May 05, 2017, 03:36:55 PM
Awwwwwh I used to love this Mod!! welcome back!!!