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Author Topic: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)  (Read 133408 times)
Uomoz
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Don Uomoz


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« on: March 22, 2012, 06:12:43 AM »


Requires Latest LazyLib Utility Mod Active to run. Download LazyLib here.


Collection of the best Mods, both in quality and lore-wise, in a single Collection. All the Factions I put in the Mod are fairly balanced and have their own standing towards the other inhabitants of Corvus. I'll will put emphasis on faction balance, adjusting spawn rate without touching weapons and ships stats. The selection of Mods is based on overall balance, sprite quality and lore quality. I'm quite proud of the overall structure and scripting that I used in this mod, it makes tracking down bugs very easy, hence all the versions are 90% stable.

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Current Features

The selected factions, placed in a vanilla Corvus System (vanilla planets + extra stations) and organized in Power Blocs.
Choose your Faction and Bloc at character creation and receive bonus Convoys from your bosses!
Random Events, Bosses and Invasions to spice up the system, with unique loots.
Play Hardcore, solo versus everyone!
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Current Selected Factions and Mods
Balanced Via U'sC Faction Balance Sheet

mendonca's Junk Pirates 1.51 & ASP Syndicate 0.30
keptin's Interstellar Federation 1.23c
Erick Doe's Antediluvians DEV.15 & Tore Up Plenty WIP
FlashFrozen's Neutrino Corp 1.50
MShadowy's Shadowyards Heavy Industries 0.32b
Trylobot's Nomads 0.81
Cycerin's Blackrock Driveyards 0.30
Thule's Thule's Legacy WIP
Hyph_K31's Gedune 1.00
LazyWizard's Omnifactory 1.70b & LazyLib 1.10
Dante80's Lotus Pirates 1.10
RawCode's
rcUtil

Sirboomalot, Zakastra, Valkyrial, The Doctor, Cycerin, Conorano, The_Sony, Starfighter, Ciago, for Event and Boss suggestions!

You want to get in? Suggest me an EVENT or a BOSS via PM! You will be credited!


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Changelog

Version 1 22\03 - First Release, added first 3 factions, set relationships, added custom loading screen and background with changelog.

Version 1 23\03 - Added Compendium (spreadsheet of all ships\fighters with comparative stats).

Version 2 24\03 - Parity Version (Lotus and Junk Pirates up to date, with 3 new ships and various tweaks and fixes), updated Compendium, added logo in the background.

Version 3 24\03 - Updated Lotus Pirates (new bomber and torpedoes), updated Compendium with fighters values, changed Nomad color and spawn point (to a new planet, Arrakis).

Version 4 27\03 - Huge Update and Playstyle change. Added the Gunrunners Pardon System with some spice on it. Updated Lotus Pirates (2 new ships and a fighter), updated Roster.

Version 5 28\03 - Changed Version Number (no more 0.X, just X). Updated Nomads. Changed colors to Junk Pirates for better recognition. Set Nomads neutral to the Player and Independents. Changed logo and loadbar. Changed stars background. Fixes to standings between factions. Moved Lotus planet (same distance from sun but changed initial position to prevent early flood). Edited Roster for your viewing pleasure.

Version 6 01\04 - Completely redone pardon icons into Serenity Station. BUGFIX: fixed Nomads weird spawn issue. Fixed all factions spawnrate to 5 max fleets and 5 days interval check (subject to future change). Updated Lotus Pirates.

Version 7 03\04 - Updated Nomads (new Battleship). Adjusted Nomads spawn rate to max 4 fleets. Updated Roster.

Version 8 06\04 - Uomoz's Corvus Origins: Added many frigates to the starting player pool. Rebalanced stocks in Anchorage. Updated Roster.

Version 9 09\04 - Updated Junk Pirates. Updated Nomads (1 new frigate). Added Interstellar Federation to the Collection and completely rewritten all the campaign code for them. Set them hostile to all but Heg-Ind-Player. Added IF Outpost: it doesn't sell anything at release (need to talk with keptin about that). Fixed all missions not showing. Randomized all the Convoy Spawn locations. Moved a little the Lotus Pirates planet, again. Restored "vanilla" size and position for Nomad planet. Cleaned and organized folder structure and scripting in the mod. Generally lowered the initial spawn due to the new faction.

Version 10 11\04 - Updated IF (2 new ships). Tweaked spawns for a more crowded lategame. Drastically lowered the diplomacy transactions costs and added IF pardon. Rewritten relationships between factions (and how player interact with them in Serenity Station). Added IF frigates to starting pool. Renamed IF Station. Changed IF color to a more vigorous blue. Completely rewritten Gen file so it incorporate all added factions in a single file. Tweaked orbit speed and dimensions of mod planets to vanilla (realistic) values. Altered IF Frigate Ajax ids so it don't conflict with Lotus Pirates'. Added proper modders credit in OP. Updated Roster.

Version 11: Incursions 18\04 - Implemented Scourge Incursions, as a new faction with a new spawn system. Updated Lotus Pirates. Updated Roster.

Version 12: Incursions & Relics 26\04 - Added 2 New Factions. Updated IF to 1.12 (one more ship). Added items and ships to IF station. Moved and tweaked many celestial bodies' behaviour. Changed IF convoy item contents. Added 2 LAUNCH_BAYs to IF Carrier. Completely remade Incursions: a lot less destructive, frequent, and they can be Stopped. CREDITS: Thanks to craftomega and the all the testers that helped me iron out bugs from this release!

Version 13 01\05 - 0.52a Compatibility patch. Drastically lowered modded factions spawn to a more vanilla-like environment. Tweaked many Junk Pirates turrets position (a little bit off-set from the graphics underneath). Changed starting and after-death ships. A lot of tweaks to spawn chances, timers and positions. Updated IF (4\5 new ships). Edited most of the ship's prices. Edited Supplies\Crews\Marines (to vanilla values) and supply locations for all modded factions to survive 0.52a changes.

Version 14 05\05 - Added Antediluvians with a lot of compatibility tweaks! Updated IF. Updated Nomads. Moved IF station. Rebalanced Scourge (sort of a nerf, they don't use flux anymore, and have a flat -25 speed on all ships). Lowered initial ELD spawn. Deleted Roster, changed to new logo.

Version 15: Recruitment 06\06 - Reworked Recruitment System (now it have a more control over factions' relationships between each other). Added Neutrino Corp. Added ASP Syndicate. Updated starting ships adding Antediluvians. Tweaked some planets movement and dimensions. Moved JPs to Corvus IV (a lot closer). Thanks to frag971 and Hardlyjoking67, helping me proof some of the descriptions in the game. Updated Antediluvians (new shiny graphics!). Updated Interstellar Federation (a lot of new ships, fighters and graphics). Updated Junk Pirates.

Version 16: Power Blocs 07\08 - Added Shadowyards Heavy Industries. Removed Scourge, Purifiers and Elders. Removed all modded-in planets. Clustered modded-in station in lore-consistent  POWER BLOCS. Updated IFED. Updated Antediluvians. Updated Neutrino Corp. 0.53a Fully Compatible. UPDATE 16.1: Updated JP. Updated IF. Updated Antediluvians. Tweaked spawn rates. UPDATE 16.2: Updated Neutrino Corp. Updated SHI. Added a few ships to starting pool. Changed format to .zip. Fixed a linux bug. UPDATE 16.3: Updated JP. Updated Ante. Updated ASP. Fixed a few spawns. UPDATE 16.3a: Fixed Junk Pirates bugs. UPDATE 16.3b: Fixed more bugs, added compatibility with SF Mod Manager (http://fractalsoftworks.com/forum/index.php?topic=3952.0). UPDATE 16.4: Updated JP. Updated NC. Fixed NewID bug. UPDATE 16.4a: Fixed JP bug and NC missing stuff from last update. UPDATE 16.5: Updated Junk Pirates. Updated Neutrino Corp. Updated Antediluvians. 0.54a Support. Added a lot of modded Title Screen ships.

Version 17: Allegiance 23\02 - Added Gedune. Added Thule's Legacy. Added Blackrock Driveyards. Added Omnifactory. Removed Lotus Pirates. Removed Serenity Station. Removed Nomads as a normally spawning faction (now only event-related). Updated all Mods to latest version. 0.54.1a Fully Compatible. Remade Blocs. Adjusted Spwnrates. Updated Title Screen ships. Added station defense fleets for all factions. Implemented robust character creation plugin with Faction and Bloc choice and new starting ships. Added personal Convoys if the player adhere with a Faction. Added Hardcore mode. Added random timer system with Invasions, Bosses and Events providing special loots and fights to the player (feel free to suggest your own fleet, event, i'll gladly consider it!). UPDATE 17.1: Updated TL, SHI and Omnifactory. Rebalanced initial crew and stuff for every faction base on vanilla values. Optimized a lot of the code to use less resources. Implemented LazyLib utils in the core script (weighted random FTW). Bosses now drop extra XP and extra special weaps\ships blueprints for the Omnifactory (mostly unique and not in game before the boss kill) via a dropped "token" item. Player Personal Convoys now resupply the player faction station. Added 4 new Bosses (1 with completely new ships). Added 1 new Invasion (by an old friendly faction). Added 1 new Friendly event. Added 1 new Diplomacy event. Implemented Teamkilling player punishment for Blocs. Implemented "Resign" token at the faction station to leave your current Bloc. Implemented Cheat Protection. MUAHAHAHAHAHAH. Play fair in U'sC. Implemented Tore Up Plenty (as ship modification blueprints in the Omnifactory).  


When submitting feedback, please remember to post U'sC version and game version (also please provide .log and\or savefile if needed).

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Notable Incompatibilities

Fleet Control Mod (v1.15)

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General Suggestions for Mod Integration

- Use this folder structure: [graphics\modname\ships... & sounds\modname\fx...] instead of [graphics\ships... & sounds\fx...]
- Use this simple format for sounds inside config\sounds.json:
     "ultraheavy_chargeup":[{"file":"sounds/interstellerFederation/fx/ultraheavy_chargeup.wav", "pitch":1, "volume":1.00}],
     "ultraheavy_burst":[{"file":"sounds/interstellerFederation/fx/ultraheavy_burst.wav", "pitch":1, "volume":1.00}],
     "railgun_burst":[{"file":"sounds/interstellerFederation/fx/railgun_burst.wav", "pitch":0.6, "volume":0.80}],
- Be sure your hulls\ship_data.csv contains ALL this fields and in this order: name,id,designation,system id,fleet pts,hitpoints,armor rating,max flux,8/6/5/4%,flux dissipation,ordnance points,max speed,acceleration,deceleration,max turn rate,turn acceleration,mass,shield type,defense id,shield arc,shield upkeep,shield efficiency,phase cost,phase upkeep,min crew,max crew,cargo,fuel,fuel/ly,range,hangar,base,value,hints,number
- Name your hulls\".ship" files like: "modname_shipname.ship", "not shipname.ship"
- Name your missions\"mission" folders like: "modname_mission", not "mission"
- Remember to add this line to your FactionSpawn.java file to make your fleet resupply at station: fleet.setPreferredResupplyLocation(getAnchor());
- Name each variants\".variant" file exactly like the corresponding variant id: name: gugugu_CS.variant, id: gugugu_CS
- Set a "shipNameSources" in the world\factions\".faction" file: "shipNameSources":{"GREEK":1},
- Set all fleets to have "extraCrewPercent":[80, 80] in the world\factions\".faction" file, as for all vanilla factions.
« Last Edit: March 24, 2013, 12:42:00 PM by Uomoz » Logged


Upgradecap
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« Reply #1 on: March 22, 2012, 08:09:35 AM »

Would you be so kind to add my mod in there Grin? Unless It's too troublesome for that.
« Last Edit: March 22, 2012, 08:33:58 AM by Upgradecap » Logged

Uomoz
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Don Uomoz


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« Reply #2 on: March 22, 2012, 08:39:43 AM »

Would you be so kind to add my mod in there Grin? Unless It's too troublesome for that.

I don't want to be rude, but right now TimCORP don't quite satisfy the requirements to get into this compilation. The main reason is the lack of a "faction" feel to the set of TimCORP ships, that are in several different styles. If the mod manage to get this thing right I'll surely consider putting it in!

Nonetheless you did a good job on your mod.

- Uomoz out Wink
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Upgradecap
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« Reply #3 on: March 22, 2012, 08:55:05 AM »

Thanks Smiley, well it is having many different art styles because... I wanted to do something unique, just to symbolise how different the design divisons think, and yet how they use all of them. But there will be a following art style from here on, Wink.  (Main  reason for the differing artstyles is that the newest ones are not done by the same artist as before).
« Last Edit: March 22, 2012, 10:54:22 AM by Upgradecap » Logged

XpanD
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« Reply #4 on: March 22, 2012, 11:01:03 AM »

This should be quite useful to a lot of people wanting an enhanced gameplay experience that does not mess with the game's balance - nice idea and good luck with it! Maybe my Positron faction will be able to sneak in here some day? I guess that's up to me, too. Tongue
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The Positron faction mod is cancelled. The Worksmen mod is halted for now but scheduled to be worked on again later.
medikohl
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« Reply #5 on: March 22, 2012, 11:10:45 AM »

might I suggest corsairs of corvus?
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Uomoz
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Don Uomoz


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« Reply #6 on: March 22, 2012, 11:11:31 AM »

This should be quite useful to a lot of people wanting an enhanced gameplay experience that does not mess with the game's balance - nice idea and good luck with it! Maybe my Positron faction will be able to sneak in here some day? I guess that's up to me, too. Tongue

I'd like to consider every faction eligible to enter the mod. The only real requirements to them is have "character", balance and a proper artstyle. The purpose of this mod is to seamlessly integrate all this interesting (not lore-breaking) factions together, adjusting the spawn rate (because the vanilla spawn rates make the system a little bit messy when there are 10 different spawn points).
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arcibalde
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« Reply #7 on: March 22, 2012, 11:14:26 AM »

I like this. have my favorites mods in it  Grin
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Creator of:
Relics MOD - vanilla balanced - Campaign integrated
Vanilla addon MOD - vanilla balanced - Campaign integrated
Project ONI MOD - mission only
Uomoz
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Don Uomoz


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« Reply #8 on: March 22, 2012, 11:19:49 AM »

might I suggest corsairs of corvus?

Corsairs of Corvus is not quite yet on the standard of the currently added factions (both lore wise and balance wise), but I will surely consider putting them in when the Mod is more solid! Nontheless kudos to medikohl and DeathSG for their work on those ships!

I like this. have my favorites mods in it  Grin

Thank you! Feel free to comment or suggest any improvement!
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Upgradecap
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« Reply #9 on: March 22, 2012, 11:36:49 AM »

Wait, when you said in the qualification that a mod has to have "character", did you mean character like in, having specific fleets, ships or artstyle?
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arcibalde
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« Reply #10 on: March 22, 2012, 11:37:01 AM »

Well, for commenting: i'm making mod that should fit in there perfectly  Cool
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Creator of:
Relics MOD - vanilla balanced - Campaign integrated
Vanilla addon MOD - vanilla balanced - Campaign integrated
Project ONI MOD - mission only
XpanD
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« Reply #11 on: March 22, 2012, 11:40:55 AM »

Wait, when you said in the qualification that a mod has to have "character", did you mean character like in, having specific fleets, ships or artstyle?
I'd assume a mod with "character" is a mod that fits in well with the core game from both art and gameplay perspectives.

Well, for commenting: i'm making mod that should fit in there perfectly  Cool
Oo, that sounds awesome. Can't wait.
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The Positron faction mod is cancelled. The Worksmen mod is halted for now but scheduled to be worked on again later.
Uomoz
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Don Uomoz


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« Reply #12 on: March 22, 2012, 11:46:28 AM »

Wait, when you said in the qualification that a mod has to have "character", did you mean character like in, having specific fleets, ships or artstyle?
I'd assume a mod with "character" is a mod that fits in well with the core game from both art and gameplay perspectives.

Exactly!

Well, for commenting: i'm making mod that should fit in there perfectly  Cool
Oo, that sounds awesome. Can't wait.

Can't wait to check it out Wink
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Upgradecap
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CEO of the TimCORP

m36_benjamin@hotmail.com
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« Reply #13 on: March 22, 2012, 11:55:55 AM »

Wait, when you said in the qualification that a mod has to have "character", did you mean character like in, having specific fleets, ships or artstyle?
I'd assume a mod with "character" is a mod that fits in well with the core game from both art and gameplay perspectives.

Exactly!

Well, for commenting: i'm making mod that should fit in there perfectly  Cool
Oo, that sounds awesome. Can't wait.

Can't wait to check it out Wink

Well, my mods artstyle isin't exactly... fitting the vanilla game Sad, but i'm currently doing a total rebalance of my ships Smiley
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medikohl
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« Reply #14 on: March 22, 2012, 02:36:14 PM »

Corsairs of Corvus is not quite yet on the standard of the currently added factions (both lore wise and balance wise), but I will surely consider putting them in when the Mod is more solid! Nontheless kudos to medikohl and DeathSG for their work on those ships!
I've been tweaking the balance for a while, just about ready on that aspect.
if anyone wants to make some lore that would be fine.
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"Captain! You can't call our greatest dreadnought 'The Parrot'"
"Watch me"
Spiral Arms: Ship Sprites for Everyone
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