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Topics - Bhdeale

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1
Modding / [0.9.1a] Mo' Weapons Mo' Ships
« on: April 13, 2020, 02:44:04 PM »
Mo' Weapons Mo' Ships

Vanilla Download: https://github.com/KelvallRogers/moweaponsmoships/releases/download/1.0.1van/MoWeaponsMoShipsv1.0.1van.zip
Nexerelin compatible Download: https://github.com/KelvallRogers/moweaponsmoships/releases/download/1.0.1nex/MoWeaponsMoShipsv1.0.1nex.zip

This mod doubles the number of weapons, fighter LPCs, and ships available in all vanilla markets (submarkets)
It is configurable, so you can multiply by however many you want, say 10x weapons, 2x fighters, 200x ships whatever will make you happy. In the above screenshot I set it to 200 :)
You can modify how many hullmods are available, by default this is unchanged.

Screenshots
Spoiler




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This mod is a bit complex under the hood in that is is replacing all vanilla submarkets with my MWMS markets which allows me to increase the number of items in them. Note that these are only available to the player and could take up to 30 days to appear in an existing save file (and 30 days to go away when removing this mod).

To remove this mod (maybe you don't like it or an update to Star Sector is causing this mod to fail) please follow the comprehensive uninstall steps below. I have tried to make this as safe as possible, but any mod introduces some risk.
If this seems too scary for your save file - don't use the mod. You have been warned.

Compatibility
If you use Nexerelin you must use the Nex compatible version.
I do not know how to optionally load classes based on mods available so there are two versions.

Any mod with its own submarkets are unaffected - that is they will not benefit from the extra weapon/ship/hull/fighter in market - but they will work.
Other modders will either need to take on adding my logic into their code, or reach out to me so I can override their mod's market to apply the benefits.
I wish there was an easier way but so far it would require losing the ability to easily uninstall this mod.

Uninstall

You need to go to your save file, make a copy of it (put it somewhere safe)
Now if you make a mistake you can re-copy your good save. This is the campaign.xml file
Now open it in an editor (NotePad++, nano, vim, whatever)
You need to find and replace all of this mods market classes with the games
vanilla ones, or with Nexerelin markets. Below are the specific ones

Vanilla
start with all open markets (there may be a lot of these)
find
data.scripts.campaign.submarkets.MWMS_OpenMarketPlugin
and replace it with
com.fs.starfarer.api.impl.campaign.submarkets.OpenMarketPlugin

then do the same for military markets
find
data.scripts.campaign.submarkets.MWMS_MilitarySubmarketPlugin
and replace it with
com.fs.starfarer.api.impl.campaign.submarkets.MilitarySubmarketPlugin

finally do it for black markets
find
data.scripts.campaign.submarkets.MWMS_BlackMarketPlugin
and replace it with
com.fs.starfarer.api.impl.campaign.submarkets.BlackMarketPlugin

Nexerelin
start with all open markets (there may be a lot of these)
find
data.scripts.campaign.submarkets.MWMS_OpenMarketPlugin
and replace it with
exerelin.campaign.submarkets.Nex_OpenMarketPlugin

then do the same for military markets
find
data.scripts.campaign.submarkets.MWMS_MilitarySubmarketPlugin
and replace it with
exerelin.campaign.submarkets.Nex_MilitarySubmarketPlugin

finally do it for black markets
find
data.scripts.campaign.submarkets.MWMS_BlackMarketPlugin
and replace it with
exerelin.campaign.submarkets.Nex_BlackMarketPlugin

So what do all the config options do?
In the mod you'll see: data/config/settings.json

Most of the options are about if you are using "mult" (mwms_many_pick false) or "picks" (mwms_many_pick true) -- if this is too complicated, just don't touch it and only change variables ending in _mult

Here are some more details on the more complicated/error-prone options

mwms_ship_mult -- this defaults to 2, like the weapons and fighters. Unlike weapons and fighters, 2 is exactly twice as many. But anything more does not scale linearly. So 3 isn't actually 3 times as many because of how the market code for ships is written and I didn't want to overwrite anything inside the base game logic. So as an example, setting this to 1000 will not make there be 1000 more ships, it will actually be around 5 times the number of ships but the game will select many more capital and cruiser class ships. I know this isn't intuitive, it is how the game is written - they didn't design it so I could just come in and slap in a multiplier :)

mwms_many_pick -- this is false by default because conceptually it is complicated and most people won't want to mess with it. If this is false, I try to apply a multiplier to all "picking" numbers when the game engine "picks" what will be in the market. This works mostly linearly for weapons and fighters and hullmods but not for ships. If you set this to true, you can use the "_picks" variables and they will cause the game to iterate through the entire selection process that many times. This does apply a true linear increase but is somewhat more computationally complex. On my super computer it isn't noticeable when picks < 100, but on many lower-end systems it is somewhat heavy when opening the market and especially fleet (ship) screens.

The only reason mwms_many_pick is false is because it makes things run faster and more intuitively for non-modders.

When would I want to set this to true? If you want an absolutely huge amount of ships. Or if you want the selection of weapons to better reflect basic uses (like including more PD weapons and core "strike" weapons etc)

mwms_extra_tankers --this literally means should we spawn extra tankers (fuel tankers) for sale. It doesn't count against the number of ships otherwise available, they are added as 'extra'  -- use this if you never see enough tankers or want a lot of them for some reason. Defaults to false because I've never noticed not being able to find tankers.

Why is there no mwms_hullmods_picks ? Because it honestly doesn't make sense in the context of the code inside the game engine. There is not a prioritized or weighted list for hullmods the way weapons and ships work so I figured I would just use mwms_hullmods_mult in either case (mult vs picks)

After hours inside the game's market generation code, I hope any of that was helpful :) I'm definitely still sane.

As always, please be careful when editing .json files, they need those commas and watch out if you accidentally add spaces or delete a "

License
See the LICENSE in the mod or repo, its the MIT License. I make no promises nor grant warranties.
You can totally use/recreate my mod in part of whole for any non-profit work so long as I am credited. Go wild - make the game better and bring joy to the community :)

Changelog
Spoiler
1.0.1van is for vanilla game and 1.0.1nex is for nexerelin modded game
1.0.1 adds version checker compatibility
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2
Modding / [0.9.1a] Red Legion
« on: March 25, 2020, 07:02:09 AM »
This is a work in progress! Please be patient, this is my first StarSector mod  :D


Download: 1.1.4 <--- I am a Link, so is the flag :D


Overview:

Red Legion is a faction mod with its own ships and refits and a short series of story missions to become their ally or help others topple their regime. It contains several new hand-crafted star systems in conflict with various factions from the base game. Regardless of whether or not you join the Red Legion or seek to destroy them, they add an aggressive, expansionist high-tech faction to the game.

Built on top of an original pirate force, the Red Legion fits within the game's lore and vanilla balance. I've used existing ships and their strengths and weaknesses to keep them in line with the base factions. There is a string of missions to uncover the source of their technology and ultimately become their ally or destroy them. While obviously not canon, my goal is to explore something very plausible within the game's lore.

I also intend to use this as a means of learning to make ships, weapons, a reasonable faction, integrate with other mods, and even make some custom intel items and missions. In the end this will become a functional high-tech, post-pirate force in a hotbed of interesting conflict systems.

My goal is to not only add some fun additional content, but explore a faction which could reasonably exist which expands the lore of the game (obviously my own interpretation of the sector). The Red Legion should feel like it is a player controller faction - aggressively expanding, using diplomacy and conquest to grow and overcome the other factions.

This is very much a work in progress and is not close to completion at this time. Thank you for your patience and I welcome feedback from new players and veterans alike.



Features:

Done

To Do
  • 13 new ships, 11 refits, 5 weapons, 6 fighter/bombers, 3 hullmods are currently planned
  • 4 star systems, 3 of which are contested with other vanilla factions. (2 of 4 complete)
  • A short mission series culminating in a Boss Fight with the leadership of Red Legion - or their enemies.
  • Mission line to uncover the source of the Red Legion's technology. What did Lady Crimson find out there on the rim?
  • Integration with Starship Legends

Dependencies:
Requires LazyLib 
GraphicsLib not yet
MagicLib not yet

Incompatibilities:
  • I have not tested any "overhaul" mods at this time


Fluff:

Bandits roam about looking for the vulnerable who have something valuable. They take these to sustain themselves, but like an early hunter-gatherer this is inefficient for long term growth or survival. In time, a bandit will discover a place which provides them with everything they need. They set up shop, using their predilection for violence to protect their new home. These stationary bandits become kings, lords, and despots. Now they cannot flee from trouble - they must protect their investments and so they create laws and alliances. Now they are a polity. They create civilization.

One such bandit mercenary is Sable Crimson. After taking an impossible contract and completing it, the independent world which hired her could not pay. Instead, she took their planet and began exploiting it for her own needs. In time pirates former associates came seeking their cut, and conflict ensued. Seeing such terrible troubles, Lady Crimson ventured out to the rim in search of answers. In this time her husband, Frederick, was nearly killed and much of the Crimson Guard was destroyed protecting what little was theirs. Nigh upon the hour of their defeat did Lady Crimson return with a terrible and unknown warship. She crushed the fleets of the invaders and setup a new government. Her military oligarchy, the Red Legion, was formed from her former Crimson Guard with herself and her husband at the head. They struck out at once to conquer near-by worlds and even settle a few new ones. They roamed far to strike pirate outposts for the materials needed to establish basic infrastructure and their well-guarded freeports attracted immigration.

Hegemony Intelligence has long suspected the Red Legion has been using AI to bolster their administrative capabilities, and their ship production clearly involves a nano-forge with newly recovered blueprints. The invasion began after only a cycle of intelligence gathering. During this time the Red Legion used its special flagship and supporting fleet of advanced ships like a wrecking ball. With so many threats, the Hegemony was forced to adopt a more passive "wait and see" initiative for an opportune chance to strike.

The Red Legion expanded to encompass 4 star systems. They began to trade technology with corporate interests such as Tri-Tachyon. They continued to funnel material and ships into pirate and independent forces through free ports. They attracted a lot of Pather interest. They even located an old orbital ship-yard from the Domain-era. This was the time for the Hegemony to strike - with so many fronts open and the Red Legion stretched thin they pushed in to seize the ship-yard. Even now, the battle rages on.

The Red Legion represents a considerably useful faction. Be it a stronghold to conquer to strengthen your own realm, or a source of new technologies and plentiful salvage from their many conflicts. Perhaps you're looking for a new job? The Red Legion has room for new commissioned officers.


Details:

Ships:

Ships are broken down into a couple of design sets. The Red Legion has

  • Red Legion Ships - these are built from the presumably new blueprints they found and a few high-end refits. They are high tech ships with supplemental tech to make up for missing components and parts from the blueprints. These are mostly destroyer and cruiser hulls focusing on speed, shield efficiency, forward striking power, and overlapping pd. Most Red Legion ships have more weapon hardpoints than is reasonable to try to use, allowing flexibility but not offering obvious designs. They offer a mix of energy and ballistic weapons, but few hybrid slots. They represent the bulk of the Red Legion ships and fleets and are the cutting edge of their "Strike Hard, Strike First" policy.
  • Red Legion Auxiliary - these are the pirate ships, junk ships, refits of refits, and other low-tech and scav-tech ships which would normally make up desperate militias and pirate forces. There are also a few new hull designs which did not fit primary military functions without further iteration. These 'originals' are more mid-tech with more hull and armor and less speed and shields and more limited number of weapon mounts (like existing sector ships). They round out the additional roles and the rest of the Red Legion fleets. They make up the bulk of manufacturing outside of the capital, Argon. Without more advanced ship-yards or a nano-forge, most planets make due with supplementing their Red Legion Ships with these auxiliary hulls.
  • Crimson Guard - these represent the old, custom ships of the elite forces which used to make up the mercenaries formerly known as the "Crimson Rangers". They have had numerous upgrades, custom refits, and additional tech loaded onto them. Most of these are Battle Cruiser and Battle Ship hulls with a focus on the individual power a strong, generalist captain would need. These are the elite guard built from the old world - lots of low-tech and pirate-tech bases with new equipment. Most of these ships are built as duelists and generalists in much the same way a StarFarer might build them. The few custom hulls are not produced directly, but are after-market upgrades applied and sold through the Red Legion orbital yards.
  • Hell - Any ship design with "Hell" prefixed is a special after-forge design. With a strong emphasis on the "alpha strike" and higher speed, agility, and flux capacity, these are upgraded, tuned, modded, and otherwise "premium" versions of the core Red Legion Ships. They are high-tech with high-cost addons. Expect these ships to be fancy and top of the line, but with often crippling costs. Be it expensive deployment and maintenance or very limited combat time and fragility. These are useful for the Red Legion because they can be used directly around the shipyards and perform short-range defensive strikes and home-fleet operations. For anyone else... well you'd better have quite the budget and be careful with these expensive High-tech ships.
  • Crimson Dragons - 3 Custom ships exist with this classification. Flying a pair of custom ships of an unknown design, it is possible you may encounter the Lady and Lord Crimson, or their mysterious friend, Drakas, in one of the 3 Crimson Dragons. Each represents a boss-like end game fight with the hopes you may salvage their ship. These unique modified ships are based off some prototype developed right around the collapse. Note, if you should ever conquer Argon Prime by taking the White Citadel (Nexerelin only) you will be able to recover the fourth Dragon they are building. This is a "fail-safe" way to end up with the ship for your own playthrough if you have the force of arms.

Spoiler


Antagonist
Size: Shuttle (Frigate)
Tech: High Plus Low
Design: Red Legion Auxiliary
Role: Cargo or short-range assault craft
This clear design iteration on the kite has advanced it with high-tech updates. The Antagonist was designed as a civilian shuttle, but the Red Legion has bolted missile hardpoint extensions onto either side to fulfill auxiliary wartime roles. Its only real advantage is its speed.
Contains an efficient cargo variant and several combat variants centered around their missile armaments.
Availability: Global - One of the Red Legion's first mistakes was allowing this blueprint to find their way into everyone else's hands.
Hardpoints: 1 Small Energy (Turret) 2 Small Missile
Strengths: Moderate availability, Speed.
Weaknesses: Civilian design, Short deployment time, Flimsy


Blood Seeker
Size: Light Frigate
Tech: High
Design: Red Legion and Red Legion Aux variant
Role: Fast Attack / Interception / Pursuit
Description: Designed to chase down fleeing enemies and groups of two or three, the Blood Seeker is fast, even for a light frigate. Light frigates are often overlooked by junior captains who are less judicious with deployment and assignment. Able to apply pressure, relieve another ship who is out of position, or run down fleeing pirates, the Blood Seeker is well built for rapid, short-range strikes. Given its logistical limitations and short deployment time, it is best to either lead an attack with a group of Blood Seekers, or keep them in reserve where their high speed will allow them to quickly join the fight where they are needed most. Cheap, expendable, and fast, it lacks any civilian application and often makes a poor escort on its own.
Availability: Red Legion
Hardpoints: 2 Small Energy (Turret) 2 Small Missile (mounts) 2 Small Ballistic
Strengths: Moderate availability, Speed, Ability to spread Armor damage
Weaknesses: Short deployment time, Flimsy, Weaker than a Lasher or Wolf but it is faster.


MOAR SOONTM
Blood Thirster   Red Legion   Destroyer   Medium Destroyer
Blood Drinker   Red Legion   Cruiser   Medium Cruiser
Gore Hound   Red Legion   Frigate   Heavy Frigate
Gore Fiend   Red Legion   Destroyer   Heavy Destroyer
Gore Drinker   Red Legion   Cruiser   Heavy Cruiser
Burning Brand   Red Legion   Frigate   
Iron Stitcher   Red Legion   Frigate   Strike Frigate
Hell Seeker   Red Legion   Frigate   Elite Frigate
Hell Drinker   Red Legion   Cruiser   Elite Cruiser
Hell Hound   Red Legion   Frigate   Elite Heavy Frigate
Hell Fiend           Red Legion   Destroyer   Elite Heavy Destroyer
Hell Brand           Red Legion   Frigate   
Hell Knight   Red Legion   Cruiser   Elite Cruiser
Hell Guard           Red Legion   Cruiser   Elite Cruiser
Hell Champion   Red Legion   Capital   Battleship

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Red Legion Ships have several common Variants:

  • Strike are designed to punch above their weight class and deal high damage at the cost of high flux. They perform opening and finishing strikes on enemies working with other ships
  • Assault are designed for sustained close DPS with moderate survivability or speed to achieve their assault position
  • Pursuit are designed to run down and destroy fleeing or isolated targets by using high speed and well grouped weapons, often supported by limited high damage missiles
  • Support are designed to provide extra missile firepower, PD coverage, and EMP damage in support of other ships. They vary between being long range supporting ships and smaller close range escorts
  • Artillery are designed to pour continuous fire down range and act as second line ships, often using large volumes of ballistic, long range lasers, or reforgable missiles to lay withering suppressive damage into the enemy line

Systems:

  • Argon is the capital of the Red Legion. Contains their star-fortress, The White Citadel, their homeworld (formerly an independent planet) Argon Prime, and two supporting colonies providing organic and mineral wealth.
  • Dawn is the hopeful expansion of new colonies that brought challenges to the Red Legion's control. A moderate independent world was conquered to offer a strong base, and a second planet has recently been terraformed and colonized, representing the technological capabilities the Red Legion has recently come to possess. This has attracted both pirate and Pather presence who have setup bases in the Dawn system.
  • Gale is remarkable only because of the domain-era ship-yard discovered in system. The Hegemony has setup a pair of starbases to establish a foot-hold and claim the system. In response, the Red Legion has setup a starbase and colonized two small moons to provide material support in-system. The ship-yard appears to have become active, and has produced a small defensive fleet of autonomous defenses - in direct defiance of previous laws and doctrines!
  • Tradewind is the fourth expansion which provides trade routes out to the rest of the sector, and ample ruins for tech-mining. A major freeport colony has been setup at a gas-giant, and Tri-Tachyon has established a light presence in system to establish easy trade access. However, sensing the "evils" of both groups, the Luddic Church has dispatched forces to establish a foot-hold in the region to disrupt both polities ongoing operations. With so many ruins in this system, it is clear the Luddites plan to "cleanse" them, but the Red Legion and Tri-Tachyon would prefer to exploit them.

More to come

ChangeLog
Spoiler
1.1.4
Fixed Antagonists - I removed the medium energy hardpoint which was added by accident. It was hidden under the small energy hard-point so likely you didn't notice. If you somehow added/used the medium hardpoint, then this will break your save.

1.1.3
  • added ship_data.csv
  • added first png of the antagonist
  • antagonist gets better sprite and update stats and now 4 varients
  • fixed file loc
  • Maxxing efficiencies of v/c for firesupporter
  • roudning out the goodies in tradewind and adding utility to make debris clouds
  • better descr for antagonist and blood seeker
  • Adding blood seeker variants
  • Adding default roles for the blood seeker
  • Changing redlegion blue print tags to redlegion_bp for consistency with other mods and vanilla
  • updated hardpoints and bounds for the updated antagonist art
  • Updated data for blood seeker and descriptions for my ships
  • moved varianets to variants folder oops
  • updated attributions

1.1.2
  • Moved homeworld (nex) to Argon Prime
  • Changed music from tritach to diktat
  • Made RL hate ideology from -.5 to -.75
  • Added Tradewind system with free storage station and conflict and lots of descriptions and even some market change descr for other factions in the system
  • Moved inner JP for argon to be nearer to argon prime
  • Internal code cleanups and description fixes
  • Added abandoned gate to Argon to imply it was once part of the edge of the Domain in the sector. Also works nicely with any gate-related mod for insta-travel etc
1.1.1
  • fix for commissioned crews to it inputs the description and will format nicely. This was it applied highlighting in desc of hullmod and also when i change value in the future it will auto work itself out for display to the user
  • cleaned up tips
  • vayras integration and testing complete
  • adding redlegion as a raider faction, focuses on hegemony, pirates, and luddites
  • added a test uniquebounty to see how it goes
1.1.0
  • nexerelin support fully working, corvus, random, and custom
  • small cleanup on descriptions
  • more expansive market options for red legion
  • high tech pieces and some mid-line for red legion markets and fleets
  • color cleanup on gui and red legion coloration
  • starting blueprints for red legion player
1.0.1 Contains working integration with Commissioned Crews. The Red Legion possesses True Grit and so can hold their ships together a little longer, increasing Hull Points by 10%
1.0.0 Was initial release with the faction, its starting star system, and version checker integration.
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Photos courtesy of https://www.pexels.com/photo-license/

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