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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Topics - Tartiflette

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16
Bug Reports & Support / Save won't load
« on: November 16, 2018, 03:32:33 PM »
After using save copy I'm unable to use that save ("save made with a different version of the game"). I can load the previous save without issue though.

Here is the save:
https://www.dropbox.com/s/cqfc21514csl8tx/save_MarsOberon_3827521709237665783.7z?dl=0

17
Modding / Spriting Timelapses
« on: November 11, 2018, 01:51:43 AM »


For a while now I have been infrequently streaming some ship spriting on Twitch, and usually I upload a sped-up version of it on Youtube. So here they are! Most of them are accelerated four times from reality, fast enough to watch the things progress while slow enough to show how I work, and they cover the whole gamut from kitbash-heavy spriting to nearly full painting from scratch.


https://youtu.be/8moOx76pjp0   https://youtu.be/iqtPE3HqPnY

https://youtu.be/ITj2B29ggIE   https://youtu.be/RXbCA9XpiJs

https://youtu.be/dhWwvmqAiE0   https://youtu.be/jjnGG8UDjeM

https://youtu.be/E2ECNkr6c-g   https://youtu.be/4dOL46RwXVo

18
Modding Resources / [0.9.1] MagicLib v0.28 (2019/11/09)
« on: October 26, 2018, 01:15:15 AM »


 The goal of MagicLib is to create an Open Source, community driven "library" of useful (and well documented) scripts and plugins that can be leveraged and contributed to by every modder.

All contributions are welcome!


 Fully usable release, if anyone wants to contribute you are more than welcome to do so as it is intended to be community tool. Do check the Wiki to get a lot of details on the curent content.

Curent content:

Functions

    MagicAnim
A collection of functions to make smooth animations.

    MagicFakeBeam
Creates convincing ponctual beams from arbitrary coordinates.

    MagicLensFlare
Creates "cinematic" lensflares.

    MagicRender
Draw arbitrary sprites on screen with constraints to entities/camera when needed. (aka "SpriteRenderManager")

    MagicTargeting
Allows "smart" target selection for systems and missiles within distance and search cone parameters, plus it can use ship-class preferences.

    MagicTrails
Allows to create missile-style trails anywhere, from ships to bullets, with a lot of customization options. Also includes a CSV based manager that should be able to handle most projectile use cases with negligible overhead.

    MagicUI
Draws UI elements such as a system-like charge-bar/tick box next to the normal ship-system for special systems, or an extra status bar above the flux/hull bars.

Loose scripts
Scripts that can be used "as it is" or can be copied to individual mods to personalize the result.

    MagicVectorThruster
Manages vectoring or vernier-style attitude thrusters.

    MagicMissileAI
A very customizable and lightweight missile AI script usable without any java knowledge.

    MagicGuidedProjectileScript
A weapon script that allows regular projectiles to track their target.

Planned / considered content:

    MagicRotary
A loose script to make rotary weapons animations with smooth spin up and down.




Contributors:
Dark.Revenant (MagicUI)
Deathfly (MagicFakeBeam)
jtyotJOTJIPAEFVJ (MagicAnim.cycle)
Kitta Khan (bugfixes)
Nicke (MagicTrails, MagicGuidedProjectileScript)
Snrasha (MagicUI)
Tartiflette

MagicLib is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Any derivative work must also comply with Starsector's EULA

19
Modding / Weapon stat cards issues with burst weapons and linked barrels
« on: October 20, 2018, 12:20:23 AM »
The weapon stat cards has a litle trouble displaying the proper dps/damage per shot when using bursts, or "9999" interruptible bursts, and multiple barrels:

First this one:


Code
Ravager Model 3,SKR_ravagerBI,4,,,700,,60,30,10,25,13,18,15,30,HIGH_EXPLOSIVE,420,,1,2,5,0.25,5,10,2,5,,2500,,,,"SYSTEM, STRIKE, USE_VS_FRIGATES, DO_NOT_CONSERVE",energy15,25

A repeating "6 barrels" shortgun that always reloads all of its ammo at once, regardless of using expanded mags or not. Thus the sustained DPS is larger compared to burst dps since the clip regen is faster than the cooldown to ensure full ammo reload. But this is too specific to request a fix. What is problematic to me is the fact that for some reason the weapon doesn't list the damage as "60 x 6" from its 6 barrels, or even "60 x 30" if it accounted for the maximum of 5 shots per bursts.

Then there is this one that follows the same principle but with a twist:


Code
Calling Scatterer,ora_calling,3,,17000,700,,500,,50,15,23,10,1,5,ENERGY,1750,,0.5,1.5,3,0.5,0,5,1,2,,200,600,4,250,,energy15,45

This is also a 5 linked barrels burst repeating shotgun, although this one fires "missiles" and has a "9999" burst size. And this time the burst is entirely spelled out (9999*5)

So overall I'm stuck between a rock and a hard place when making this type of weapons. I think it would help greatly if the stat cards would list the damage of multi barrel burst weapons like it does for MIRVs:    damage per shot x linked barrels x burst size
On the other hand proper DPS (sustained DPS) calculations might be a bridge too far.

20
Modding / Inconsistent fighter broadside behavior.
« on: September 29, 2018, 12:20:01 AM »
   So, I tried to make standoff broadside support fighter for ORA that would orbit its target just outside PD range. A a quick test I used an existing fighter, gave it a Broadside Friendly Layoutâ„¢, created a system that just forces the ship forward without straffing to impose the desired orbiting behavior, and launched a simulation.

   It was... A total failure: the fighter would be extremely conflicted between turning to their broadside and doing bombing runs. I tried to change the wing type and the bombing range without success, the fighters would always face their target, straffe like crazy despite their system imposing a NO_STRAFFING rule and overall be useless.

   Except in one instance.

   The frustrating part in this attempt is that when the fighter is the player ship (thanks dev-mode) and put in auto-pilot mode, it behave beautifully! Check this out:

Spoiler
[close]

Pictured above:
1 player controled broadside fighter in autopilot, orbiting its target beautifully,
1 AI wingman, derping like a mad dog because it want to bite the target but is held on a short leash,
1 other AI wing of broadside fighter stupidly trying to do bombing runs...
(ignore the small interceptors, those are working as intended)

So the question remains: is there a way to force the AI fighter behavior to match the player ship auto-pilot behavior?

21
Suggestions / More useful Salvage Rigs
« on: August 29, 2018, 02:19:32 PM »
Quick one: Salvage rigs in the fleet should increase the number of recoverable non-broken ships after the battle.

Something like "Give 50% chance to salvage one extra ships after a battle."
And additional rigs would provide additional recovery attempts. This effect would also be completely independent from the skills.

So having 4 rigs could yield up to 4 extra possible ship recovery.

22
So, this started as a reflection about the Derelicts (or the Remnants), exploration and how there are some things bothering me about them... But it went on and on through a series of "what-if". Usually I'm not fond of Big Wall-o-Text Gameplay Suggestion threads in general, but this one was too tempting to write if only to feed some thoughts and discussions. So here are my grievances with Derelicts and Exploration:

 - Derelict encounters are leveled instead of seeded on the map (I know there was issues when it was the case), meaning you have to deal with small fry before getting to the meaty stuff.
 - In general their smaller fleets are closer to the core worlds and conversely, thus you have to travel far away to finally encounter more interesting stuff.
 - How comes that nobody ever visited those close-by systems in 200+ cycles anyway?

   While I understand very well why that is from a game design perspective (closer to the core = safer) that clearly doesn't make any sense in-universe: How come that the various factions dealt with the nearby big menaces but couldn't cleanup their doorstep from the trash? I think that a clear case of game-ism circular logic, it is done that way because a lot of open world games are done that way. But how the game world would look if it was done the logical way?

   What we know is that the various factions try to keep a close lid on their territories, that Derelicts do not rebuild or move around, and Remnants kind of want to keep out of sight. Additionally, tech-mining and recycling are supposedly big things in the Sector.

   Logic would then dictates that the worlds around the core would have long been cleaned up from all the small easy-to-deal-with [Derelict]/Remnant fleets. And only a few large menaces would be left only because no faction would have dedicated the resources to clear them out yet. Thus the nearby systems should be relatively safe and "dry" except for a handful of hotspots clearly signaled by beacons. Going farther from the core, we could start to see systems that have yet to be visited, with the whole shebang of smaller derelict fleets to clear and a wider range of ruins to pilfer, while the amount of big dangerous fleet remaining about the same.
   
   But if the worlds around the core have been tech-mined already, that means even the other factions have to venture deep in outer space you say. Indeed they have to, and they also might have just the right tool to make that more manageable: Outposts! Heavily protected advanced bases deep in the fringes, surrounded by small [Derelict]/Remnant fleets and ruins dripping of easy loot. A few of them for the various factions would go a long way to liven up the remote hyper space regions.

   So now we would have largely safe area around the core with just the few last remaining high level red spot (that would be so perfect for "Clear the system" type missions) and an easy access to the exploration stuff via the faction outposts farther away. But that might confuse the new players that now have to go farther to find the easier targets you say! Again, right you are... Except if the player starts around one of these outposts! Instead of being thrown out in the big pond just in the middle of dozens of systems and hundreds of markets and surrounded by pirates/patrols, they start in a smaller safer pond, with a few markets, little pirate presence but easy loot/exploration available next door.

   Even better, those remote outposts would create clear "trade-lanes", either to ride with or plunder. We could even see large heavily protected convoys go back and forth the core worlds to exchange all the technological goodies found in the fringes for those much needed manufactured goods or food. And Convoys sound a lot like a "if you have the right amount of fuel and credits we get you to the core/fringes" kind of fast travel system to me...

   Additionally, those outposts could help to add some variety to the hyperspace map, as they could be at the heart of clusters of stars separated by areas of space almost (but not completely) devoid of systems. Those areas wouldn't be physically separated from each other, but would create constellations if you will. And the lone remote stars in dark space would indeed make good hideouts for legendary characters and rogue AIs.

   So here you have it: new players start in a smaller, more manageable, area. Advanced players can get to the meaty derelict/remnant stuff faster, of just buy their way to the core immediately for faction warfare. The map is no longer just procedural stuff out of the core worlds, and there is some traffic to liven up hyperspace. Placing new Outposts in unoccupied star clusters and connecting them via Convoys would add another layer to their creation, further incentivizing exploration and spreading them out. And best thing of all? It requires nearly 0 additional feature, just one new "Convoy Manager" type character with a dialog in stations and some adjustments to existing ones.

   But why were the [Derelict]/Remnant fleets leveled up in the first place? Well because when they were uniformly seeded on the map, fighting small fry all the time at high level was quite bothersome... And unavoidable because Derelict and Remnants cannot flee. With this system, the closer you get to the core, the fewer small fry you encounter since it has theoretically been cleared out already. And allowing tiny fleets to flee would probably prevent that issue from occurring again.

23
General Discussion / 2018/02/04 and 2018/04/14 Alex' Tweets
« on: February 04, 2018, 01:19:27 PM »
So this is Alex' latest tweet:

https://twitter.com/amosolov/status/960244694826569729

But thanks to my NCIS "enhance" skills, I managed to get this:


Interesting...

[edit]
Now also available with the latest tweet:
https://twitter.com/amosolov/status/985211909145161728


24
General Discussion / Starsector 4th Fleet Building Tournament (FIRST ROUND)
« on: November 26, 2017, 01:47:56 PM »


The year is almost over, it's time for the Winter edition of 2017'th AI Fleet Building Tournaments!


   We now have 21 participants, 12 Prime League contestant and 9 Underdog League ones. It's time get started.

   The first stream for the Prime League will be on Tuesday December 5th on Nemo_naemo's channel at 8PM UTC! Deadline for fleets submissions: Monday 12PM UTC.

   The second stream for the Underdog League will be on Thursday December 7th on Dizzy/Mehgamer/Meme's channel at 7PM UTC! Deadline for all fleets submissions: Monday 12PM UTC.

   The mission has been updated with the latest adjustments to allow everyone to prepare their fleet. please note the following changes since the initial announcement:

   - The first round budget is 600K credits,
   - The maintenance will use supplies priced at 2000 credits,
   - The Kopesh bomber has been slightly nerfed (see below for all the changes to Vanilla)

   Also remember that the mission write a detailed breakdown of your fleet cost in the starsector.log. That should help budgeting fleets with ease.

- Atropos Sabot and Harpoon racks refire delay raised to 3sec from 1
- Hurricane Mirv refire delay raised to 10sec from 5
- Sabots emp halved
- Sabots detonation rage lowered to 400 from 500, acceleration doubled
- Sabots pods burst size reduced to 2 from 4
- Light Needler burst size lowered to 8 from 10
- Pilum speed raised to 150 from 100
- Kopeshes rockets ammo reduced to 5 from 7



NEW RULES, CHECK THEM PLEASE:
Spoiler
[close]




AI mission mod to setup the fleets:



Join our Discord server to get more info about the tournament and talk about Starsector in general.


How to play:
Spoiler
  First MAKE SURE YOUR MODS ARE ALL UP TO DATE! USE VERSION CHECKER.

   Then you need to download the initial mission mod above

   This mod offers three missions: a Stampede Challenge where your fleet must survive waves after waves of Buffaloes MK2, and the two Tournament missions. The current tournament will use the Survival one.

   Once installed, you will find inside a folder named survival containing a lot of "player" files:



   There is a pair of them for each participant. You will find your assigned number in the tournament's brackets once the inscriptions are closed.

   Do NOT rename those files! You have to use a code editor to modify their content in order for the game to read your fleet. I recommend using Notepad++ or Sublime Text as it won't modify the files' layout, that could potentially corrupt them. DO NOT use Word, DO NOT use Excel/Open Office and such unless you know how to configure them to not corrupt these files. Using the default Notepad is not recommended either.

    playerX_data.csv contains all the general information about your fleet. by default it look like this:




name,tag,prefix

#name: Your forum name.
#tag: The name of the fleet.
#prefix: What will precede the name of your ships.
#DO NOT RENAME THIS FILE, DO NOT CHANGE THE TOP LINE.

"Player 1","Player 1 fleet","P1"



   And should be pretty self explanatory. Then there is the playerX_fleet.csv that contains the actual ships for your fleet, looking something like this:




rowNumber,round,variant,personality,isFlagship

#rowNumber: A unique number for the ship/wing, only used to read the file and won't appear in-game
#round: The round this fleet has been purchassed. Do not change for variant reffit.
#variant: The full ship variant or wing name. Remember to prefix them to avoid name conflicts.
#personality: The captain's personality. Can be "timid", "cautious", "steady", "aggressive", "reckless". Mandatory.
#isFlagship: only used with FLAGSHIP rules. Halve the cost of that particular ship. Can be "TRUE" or "FALSE".

#DO NOT RENAME THIS FILE, DO NOT CHANGE THE TOP LINE.

1,1,lasher_Assault,cautious,TRUE
2,1,lasher_Assault,aggressive,FALSE
3,1,lasher_Assault,aggressive,FALSE
4,1,lasher_Assault,aggressive,FALSE
5,1,lasher_Assault,aggressive,FALSE
6,1,lasher_Assault,aggressive,FALSE
7,1,lasher_Assault,aggressive,FALSE
8,1,lasher_Assault,aggressive,FALSE
9,1,lasher_Assault,aggressive,FALSE
10,1,lasher_Assault,aggressive,FALSE
11,1,lasher_Assault,aggressive,FALSE



   This is where you will setup your fleet.
The row number is just an indicator for the mod to separate the lines.
The round number is to keep track of when each ships have been added to the fleet, and track witch ones are to be paid in full and which ones are only maintained.
The variant is, well, the name of your ship variant (use a personal prefix to avoid name clashes with other players)
The personality is the behavior of the ship's captain,
and the Flagship is for a special rule that won't be used this tournament.

Be mindful of typos!

The cost of your fleet will be automatically calculated at the start of the mission: After a couple seconds, the game will automatically pause and display the current total cost.
If you want more info, some details are written in the game's log.

   Note that these files can be edited while the game is running and the changes will be reflected when the mission is refreshed (ie, just click on it again).
The usual method for creating a fleet is to start by adding ships with default variants (you will find them in the variant folder of vanilla or the relevant mod) until the budget is getting filled. Then from the mission you can edit them and fine tune your fleet. Once done, you can get those variants in the mission's save file. You will have to rename them and reflect those changes in the fleet file, and you are done. Remember to use your name or your player number as prefix for your variants to avoid name clashes.

The final step will be to submit your fleet:



   Doing exactly this would make my life really easier. There might be a lot of participants and I wont edit everyone's misnamed file so be sure to double check everything. You can use your forum name for the archive and as prefix for your variant files names. Please only send the required files. You can either PM me a link here or send them directly through our Discord server. All the updates on the tournament will be posted there in priority.

Happy fleet building!


Having troubles? Here is a more detailed step-by-set guide, although for the second fleet building tournament.

[close]

Check out the previous Tournaments:


25


So, 0.8.1 is stable, most mods are updated, I think it's time for another installment of the AI Fleet Building Tournament!

   The principle is simple: build the best fleet possible within a limited budget and pit it against other participant's armadas in full AI control. With each round the budget increases, allowing you add more ships to your force. A mod allowing you to budget your fleet (and replay the matches) will be provided. The various rounds will (hopefully) be streamed every week. While the formula will be close to the previous installment, a few things changed: Check the rules for all the details.

RULES:
Spoiler
[close]

___ROUND SIX___

The final round will be streamed Friday August 11th at 8pm GMT on FallenShogun's channel:

https://www.twitch.tv/fallenshogun

There will be a week hiatus due to conflicting schedules. If needed, a tie breaker round for the second place will be run during the same stream.



AI mission mod to setup the fleets:

Join our Discord server to get more info about the tournament and talk about Starsector in general.

REPLAYS AVAILABLE HERE:
https://www.youtube.com/playlist?list=PLi9_tXwdXOli9tHl6klcIBF1UvKjkr8dy

Individual rounds:
Round three:
https://www.twitch.tv/videos/158891771
Round four:
https://www.twitch.tv/videos/160678810
Round five:
https://www.twitch.tv/videos/162435326


How to play:
Spoiler
  First MAKE SURE YOUR MODS ARE ALL UP TO DATE! USE VERSION CHECKER.

   Then you need to download the initial mission mod:


   This mod offers two missions: a Stampede Challenge where your fleet must survive waves after waves of Buffaloes MK2, and the Tournament mission that interests us right now.

   Once installed, you will find inside a folder named tournament containing a lot of "player" files:



   There is a pair of them for each participant. You will find your assigned number in the tournament's brackets once the inscriptions are closed.

   Do NOT rename those files! You have to use a code editor to modify their content in order for the game to read your fleet. I recommend using Notepad++ or Sublime Text as it won't modify the files' layout, that could potentially corrupt them. DO NOT use Word, DO NOT use Excel/Open Office and such unless you know how to configure them to not corrupt these files. Using the default Notepad is not recommended either.

    playerX_data.csv contains all the general information about your fleet. by default it look like this:




name,tag,prefix

#name: Your forum name.
#tag: The name of the fleet.
#prefix: What will precede the name of your ships.
#DO NOT RENAME THIS FILE, DO NOT CHANGE THE TOP LINE.

"Player 1","Player 1 fleet","P1"



   And should be pretty self explanatory. Then there is the playerX_fleet.csv that contains the actual ships for your fleet, looking something like this:




rowNumber,round,variant,personality,isFlagship

#rowNumber: A unique number for the ship/wing, only used to read the file and won't appear in-game
#round: The round this fleet has been purchassed. Do not change for variant reffit.
#variant: The full ship variant or wing name. Remember to prefix them to avoid name conflicts.
#personality: The captain's personality. Can be "timid", "cautious", "steady", "aggressive", "reckless". Mandatory.
#isFlagship: only used with FLAGSHIP rules. Halve the cost of that particular ship. Can be "TRUE" or "FALSE".

#DO NOT RENAME THIS FILE, DO NOT CHANGE THE TOP LINE.

1,1,lasher_Assault,cautious,TRUE
2,1,lasher_Assault,aggressive,FALSE
3,1,lasher_Assault,aggressive,FALSE
4,1,lasher_Assault,aggressive,FALSE
5,1,lasher_Assault,aggressive,FALSE
6,1,lasher_Assault,aggressive,FALSE
7,1,lasher_Assault,aggressive,FALSE
8,1,lasher_Assault,aggressive,FALSE
9,1,lasher_Assault,aggressive,FALSE
10,1,lasher_Assault,aggressive,FALSE
11,1,lasher_Assault,aggressive,FALSE



   This is where you will setup your fleet.
The row number is just an indicator for the mod to separate the lines,
the round number is to keep track of when each ships have been added to the fleet,
the variant is, well, the name of your ship variant (use a personal prefix to avoid name clashes with other players)
the personality is the behavior of the ship's captain,
and the Flagship is a special rule that allows you to have a ship at half price that you can refit every round for the duration of the tournament.

Be mindful of typos!

The cost of your fleet will be automatically calculated at the start of the mission: After a couple seconds, the game will automatically pause and display the current total cost.
If you want more info, some details are written in the game's log.

   Note that these files can be edited while the game is running and the changes will be reflected when the mission is refreshed (ie, just click on it again).
The usual method for creating a fleet is to start by adding ships with default variants (you will find them in the variant folder of vanilla or the relevant mod) until the budget is getting filled. Then from the mission you can edit them and fine tune your fleet. Once done, you can get those variants in the mission's save file. You will have to rename them and reflect those changes in the fleet file, and you are done. Remember to use your name or your player number as prefix for your variants to avoid name clashes.

The final step will be to submit your fleet:



   Doing exactly this would make my life really easier. There might be a lot of participants and I wont edit everyone's misnamed file so be sure to double check everything. You can use your forum name for the archive and as prefix for your variant files names. Please only send the required files. You can either PM me a link here or send them directly through our Discord server. All the updates on the tournament will be posted there in priority.

Happy fleet building!


Having troubles? Here is a more detailed step-by-set guide, although for the second fleet building tournament.

[close]

Check out the previous Tournament:



26
What it says on the tin: A system that is manually placed in it's generation script will still appear on it's starmap.json coordinates in normal mode, but will use the scripted coordinates in Dev-mode. That explains why the two Diable systems generated from the same single script are now on top of each other.

27
In case this hasn't been reported already: you can destroy the weapon module of the [REDACTED] station before the armor module supposedly on top, but that armor stays attached to the station "floating".


28
Mods / [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« on: April 26, 2017, 03:16:23 AM »

Explore new systems, with more varied planets and backgrounds.


   Essentially a direct implementation of the best of my Texture Pack. This mod significantly expands the variety of systems and planets you'll encounter while exploring. To other modders that used the resources pack, please make sure to update the names and paths of your planets as to not needlessly bloat the memory.

   Also includes a handful of additional and rare planetary conditions that can make or break a colonization candidate, as well as a few new ambiance sounds for different terrain types.

   This mod does not affect the amount of "good" or "bad" planets you will find in the sector, only increase the variety of planets inside each vanilla categories.

Screenshots:

Spoiler




[close]

Thanks to Serenitis that provided some of the planets maps.

29
Mods / [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« on: February 27, 2017, 03:44:11 PM »


"We help the poor, lift the desperate, mend the broken, and together, we build a better future."


     
Alternate skin pack
(extract inside the mod folder and overwrite)
Requires LazyLib and MagicLib

Compatible with LazyWizard's Version Checker.
Compatible with Histidine's Nexerelin
Compatible with Dark.Revenant's GraphicLib
          

This mod is quite packed with content. When used with other large mods you may need to allocate additional memory. Having problems?  Visit the Mod Troubleshooting Guide!


Wet Navy alternate skin pack

[close]


The Outer Rim Alliance pledge


   Welcome to the Outer Rim Alliance, a growing force of good in these dire times. One of the few groups, if not the only one, able to reverse the spiral of destruction that plagued our Sector since the Great Collapse. Let go of your worldly possessions, give them to the Alliance and in exchange we will give you a purpose. Become an agent of reconstruction rather than destruction, and strive to build a better world, together.

   When a group of refugees found the mean to stave off the slow decay of the sector in the form of a working Terraformer ship, they founded the Outer Rim Alliance. A strong willed but open pact between worlds that don't see a future for themselves among the other warring factions. The greater good prevails in the Alliance, sometimes at the cost of displacing entire worlds population. But everyone in the Alliance is bound by the same purpose, and the alliance has a purpose for everyone.


Gameplay

   This is a high-tech faction almost entirely composed of broadsider ships. As high tech ships, they mostly rely on energy weapons with a few missiles sprinkled here and there. They favor deliberate fleet tactics, using their numerous weapon emplacements to pummel their enemies with long range artillery fire, with a few high damage short range guns to fend off those that managed to get close. Somewhat slow by nature, they usually rely on dense formations of cruisers with heavy fighter support to keep the enemy at range. While not the flashiest, those ships are reliable and dependable.

   On the campaign layer, the Outer Rim Alliance occupy a large cluster of systems with a solid industrial base and a rich history to discover.


O.R.A. showcase


Spoiler





[close]


Recent changelogs:
0.86

BALANCING:
 - ORA blueprint packages prices lowered to vanilla levels.
 - Ascension-class Newton Slinger system effect significantly stronger.
 - Invocation Launcher EMP damage raised to 2500 from 1000.
 - Eschewal Projector flux to fire lowered to 360 from 500 (0.9 f/dmg from 1.25).
 - Calling Scatterer:
   . Range increased to 900 from 700.
   . Projectiles slightly faster.
   . Projectiles slightly harder to shoot down.
   . Sustained fire-rate doubled (1000 dps from 500).
 - Sempiternal Repeater:
   . Initial flux/shot reduced to 66 from 75, maximum flux  per shot now 200 (1 f/dmg).
   . Accuracy slightly improved
 - Elevation-class cruiser system changed to Micro Burn from High Energy Focus.
 - Revelation-class cruiser OP amount raised to 170 from 150.
 - Beatitude-class cruiser OP amount raised to 195 from 180.
 - Enlightenment-class battleship:
   . Hull points raised to 20000 from 16000.
   . Flux dissipation raised to 1400 from 1200.
   . Flux capacity raised to 30000 from 22500.
 - Recital Deliverer now less accurate during sustained bursts.

BUGFIXES/IMPROVEMENTS:
 - Added New Beginnings compatibility.
 - Shuffled around the systems, added a bit more content to them for a more dynamic experience.

0.85

BALANCING:
 - Ship prices raised to 0.9.1 levels, some fleet points and deployment costs reductions.
 - Choir Emitter flux per shot lowered to 15 (83 fps) from 25 (139 fps).
 - Solid State capacitors:
   . Conversion rate improved to 1/3 soft flux to hard flux, from 1/2.
   . Cooldown raised to 18s from 15.
 - Recital Deliverer:
   . Ammo limitation removed.
   . Firerate increases slightly faster.
   . Damage per shot reduced to 60 from 67.
 - Prayer Sender:
   . Range reduced to 1000 from 1500.
   . No longer collides with allies but the autofire AI won't use it that way.
   . Minimal salvo set to 5.
 - Changed many mounts to Synergy from Energy.

BUGFIXES/IMPROVEMENTS:
 - Variants optimized for AI use.
 - Fleet compositions adjusted for a tougher end-game challenge.
 - Ascension frigate now much more available for everyone.
 - Adjusted Industries.

0.84

 - Added Vesperon Combine compatibility
 - Added Prayer Sender medium missile: A reloading Energy rocket launcher.

BALANCING:
 - All weapons prices adjusted to match 0.9 vanilla values.

0.83

 - Updated compatibility with Nexerelin.

BALANCING:
 - Fighter changes:
   . All fighters get the "no_weapon_flux" hullmod like vanilla, flux stats adjusted accordingly.
   . Fervor gunship shield nerf.
   . Wisdom interceptor hull buff.

BUGFIXES/IMPROVEMENTS:
 - Added spaceport to Lu'men station.
 - Downgraded Marble's nanoforge to corrupted from pristine.
 - Added missing turn rate information to the Calling Scatterer.
 - Shuffled some blueprints, neither BP package contains any capital ship like vanilla.
 - Deactivated the "material maps" for GraphicLib, that had only a minor visual impact but significantly increased VRam usage.

0.82

BUGFIXES/IMPROVEMENTS:

 - Changed the faction colors for something farther from the League's gold.
 - Fixed Calling Scatterer secondary PD firing at nothing.

0.81

rc2: Removed Lu'men trade restrictions entirely due to infrequent bug

BUGFIXES/IMPROVEMENTS:

 - Proper running economy and planet conditions.
 - Updated interaction dialogs.
 - Added proper Commission dialog.
 - Added second and rarer blueprint package.
 - Added individual ship wing and weapon blueprints.

0.80

rc2: Fixed AM bomber CTD.
rc3: Fixed Calling Scatterer flux issue.
rc4: Fixed Lu'men interaction.

   Barebone 0.9.0 compatibility update.

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You like the mod? Help making it better: Donations will be used to commission content I cannot create myself, such as illustrations or music.
Additionally if you would enjoy playing with a custom paintjob, I also take commissions for a reasonable rate. PM me for more details.



Outer Rim Alliance Mod by Tartiflette is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Any derivative work must also comply with Starsector's EULA

30
General Discussion / Starsector 2nd Fleet Building Tournament FINISHED
« on: January 05, 2017, 12:37:28 PM »


RULES:
Spoiler
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The Second Fleet Tournament is finished,



Helmut, using P.A.C.K, won at the end of a fantastic run, only one loss away from a perfect score.



Carroy, using Diable Avionics, finished second thanks to his incredibly creative use of Shield Bypass and aggressive loadouts.

Abyz, using D.M.E, end up third with a razor thin margin, having to fight an extra match against Borgrel to break a tie.

Borgrel, using Mid Tech, finished fourth despite a strong surge near the end, and only conceding to Abyz after a tie breaker match.


You can watch the finals here:
https://www.twitch.tv/videos/123999653

Play all the matches on your end with this:
https://www.dropbox.com/s/hred09fqxkdzmns/SecondFleetBuildingTournament.7z?dl=0

 Congratulation to all the participants, and a big thanks to our two shoutcasters FallenShogun and Nemo for their fantastic comments these past weeks.

 There will certainly be more tournaments in the future, but probably not too soon. Depending if the 0.8 takes time to be released there could be some fun events in the meantime, maybe in a couple of weeks.

Spoiler
How to play:
Spoiler
   First MAKE SURE YOUR MODS ARE ALL UP TO DATE! USE VERSION CHECKER.

   Then you need to download the initial mission mod:


   Once installed, you will find inside a folder named tournament containing a lot of "player" files:



   There is a pair of them for each participant. You can find your assigned number in the  tournament's brackets here.

   Do NOT rename those files! You have to use a code editor to modify their content in order for the game to read your fleet. I recommend using Notepad++ or Sublime Text as it won't modify the files' layout, that could potentially corrupt them. DO NOT use Word, DO NOT use Excel/Open Office and such unless you know how to configure them to not corrupt these files. Using the default Notepad is not recommended either.

    playerX_data.csv contains all the general informations about your fleet. by default it look like this:




name,tag,prefix,startCrew

#name: Your forum name.
#tag: The name of the fleet.
#prefix: What will precede the name of your ships.
#startCrew: The crew experience of your new ships, refers to the inscription sheet to get the right level for the tournament. 0=GREEN, 1=REGULAR, 2=VETERAN.

#DO NOT RENAME THIS FILE, DO NOT CHANGE THE TOP LINE.

"Player 1","Player 1 fleet","P1",0



   And should be pretty self explanatory. Then there is the playerX_fleet.csv that contains the actual ships for your fleet, looking something like this:




rowNumber,round,type,variant,personality,value

#rowNumber: A unique number for the ship/wing, only used to read the file and won't appear in-game
#round: The round this fleet has been purchassed. Do not change for variant reffit.
#type: "SHIP" or "WING".
#variant: The full ship variant or wing name. Remember to prefix them to avoid name conflicts.
#personality: The captain's personality. Can be "timid", "cautious", "steady", "aggressive". Mandatory but only used with "SHIP" types.
#value: Only used with "WING" types, the value indicated in the relevant wing_data.csv.

#DO NOT RENAME THIS FILE, DO NOT CHANGE THE TOP LINE.

1,2,SHIP,lasher_Assault,cautious,
2,1,SHIP,lasher_Assault,aggressive,
3,1,WING,broadsword_wing,,13000



   Again everything is commented to avoid any confusion. Be mindful of typos, SHIP or WING must be capitalized, while the personality must not! Sadly the values of fighter wings cannot be determined from within a mission, that's why you need to enter their cost manually. Every other cost will be computed automatically: A couple seconds after launching the mission, the game will automatically pause and display the current total cost of your fleet.

   Note that these files can be edited while the game is running and the changes will be reflected when the mission is refreshed (ie, just click on it again).
The usual method for creating a fleet is to start by adding ships with default variants (you will find them in the variant folder of vanilla or the relevant mod) until the budget is getting filled. Then from the mission you can edit them and fine tune your fleet. Once done, you can get those variants in the mission's save file. You will have to rename them and reflect those changes in the fleet file, and you are done. Remember to use your name or your player number as prefix for your variants to avoid name clashes.

   Small reminder: you can choose to submit a secondary set of variants for your fleet (using the same ships), and elect to use that second one when the number of enemy ship is revealed. You cannot pick which variant to use for each ship, it's all or nothing.

The final step will be to submit your fleet:



   Doing exactly this would make my life really easier. There are a lot of participants and I wont edit everyone's misnamed file so be sure to double check everything. You can use your forum name for the archive and as prefix for your variant files names. Please only send the required files. You can either PM me a link here or send them directly through our Discord server. All the updates on the tournament will be posted there in priority.

Happy fleet building!

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Having troubles? Here is a more detailed step-by-set guide.

Watch the streams:

ALL ROUNDS PLAYLIST:
https://www.youtube.com/playlist?list=PLi9_tXwdXOljJFy3oMSA_7h9sXa3pup1f

Individual twitch links:
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The First AI Fleet Building Tournament results:
Spoiler
Cycerin playing the Interstellar Imperium's "Goldenboys"


He won after facing

Abyz playing the Scy Nation's "Scybyzian Navy"


You can (re)watch the finals on FallenShogun's channel:

https://youtu.be/wRBQpCd6RVY

Or you can grab the AI mission there,
Required mods:
SS+,
AI Battles,
Blackrock,
Diable Avionics,
GraphicLib,
Interstellar Imperium,
Knights Templar,
LazyLib,
Scy Nation,
Shadowyard Reconstruction Authority,
Ship/Weapon Pack,
TwigLib,
Underworld,
Upgraded Rotary Weapons
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