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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

Author Topic: [0.9.1a] Idoneus Citadel Exiles  (Read 5295 times)

Scarlet-MagicianX26

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[0.9.1a] Idoneus Citadel Exiles
« on: May 23, 2020, 05:51:52 AM »



Idoneus Citadel Exiles

Requires LazyLib, MagicLib, GraphicsLib
Download here

Info
This is an updated re-release of Sundog's classic mod, abandoned a few versions ago in 0.65. For those not in the know, ICE was a very complicated mod that used a lot of coding wizardry to work, but due to that same complexity, it stopped being updated. The guys over at Fossic/the CN community, however, picked up the slack in trying to make the mod work, and as such, they have managed to create a stable working version for 0.9.1a, which is the version you see before you now.

Most of the stuff that was originally present in ICE has been brought forward, with various texture and sound updates. There are also a few new ships and other content added, reworks to various hullmods and weapons, while the campaign events now work within Starsector's current existing intel framework.

Ships
Spoiler
(shamelessly taken from Sundog's old post)
Apocrypha
Command Ship
Abraxas
Battlecruiser
Shalom
Colony Ship

Kelpie
Blade Cruiser
Voidreaver
Elite Cruiser
Eidolon
Support Cruiser
Shiekwraith
Support Destroyer
Soulbane
Elite Destroyer

Nightseer
Elite Frigate
Athame
Drill Frigate
Specter
Frigate
Seraph
Support Frigate
Palantir
Recon Frigate
[close]

Credits
Spoiler
Sundog - Lead, Scripting, Art, Design

Deathfly - Lead, Scripting, Design

AnyIDElse - Lead, Scripting, Art, Sound, Design

Histidine - Scripting, Design

Cycerin - Sound

ShadowLight - Sound

Jaylyn - Art

R.U.A - Art

A_PIAO_JUN - Art

fire_turtle - Art

Tenshi - Spiritual Support

ZeroXenon - Translation

Scarlet-MagicianX26 - Translation



Thanks

Alex, David, and everyone else at Fractal Softworks - For making Starsector

LazyWizard - For LazyLib and the Netbeans set-up tutorial

DarkRevenant - For ShardLib or ZZ GraphicsLib

Trylobot, Ashy Raven - For the excellent ship editor

kazi, MesoTroniK, Debido, Chaos Farseer, HELMUT, Gotcha!, mendonca, CopperCoyote, zoe_zucchini, lililili, fire_turtle, Seal

and many others

- For various reasons, from giving invaluable feedback to the MagicLib
[close]



« Last Edit: May 25, 2020, 07:10:56 AM by Scarlet-MagicianX26 »
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Sundog

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Re: [0.9.1a] Idoneus Citadel Exiles
« Reply #1 on: May 23, 2020, 02:30:38 PM »

To everyone who helped resurrect this mod, thank you!

TimeDiver

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Re: [0.9.1a] Idoneus Citadel Exiles
« Reply #2 on: May 23, 2020, 03:05:16 PM »

The Soulbane looks mighty familiar...

Yeah, I know it got re-colored into the final boss for Ship/Weapons Pack's Arcade Mode mission...
« Last Edit: May 23, 2020, 03:07:26 PM by TimeDiver »
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MesoTroniK

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Re: [0.9.1a] Idoneus Citadel Exiles
« Reply #3 on: May 23, 2020, 08:56:30 PM »

I played a couple mission battles, not enough to offer any serious / detailed feedback but it is good to see those cool boys ICE again.

But one thing I think I can point out is that the Scatter PD rocket? Really could use a rework, it seems exactly the same as I recall the original one being. But now a days? There is a way to make it so much cleaner looking and even play a bit smoother and be more compatible with certain types of scripts so here is what I would recommend changing:
- Instead of applying damage to get rid of the rocket? Remove the entity instead.
- Instead of spawning a prox fuzed projectile when it blows? Call spawnDamagingExplosion from the API instead.

So removing instead of destroying, and direct spawning the AOE damage? Will allow you to have total and complete control over the visuals, and also have them explode right away when time instead of basically waiting two frames. This will both look cleaner and run better (it really spams too much vfx right now), and also play better with various exotic scripted defenses notably the things on the super ships in Black Rock Drive Yards but that is far from the only example.

Anyways keep up the good work and I hope to see this mod continually refined and improved upon :)

THEASD

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Re: [0.9.1a] Idoneus Citadel Exiles
« Reply #4 on: May 24, 2020, 07:53:14 AM »

Missing Credit(s):

Tenshi - Spiritual Support
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Mr_8000

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Re: [0.9.1a] Idoneus Citadel Exiles
« Reply #5 on: May 25, 2020, 11:05:52 AM »

I wasn't around to play this mod when it was new, so this is quite awesome. I did however run into a bug involving putting shield bypass (from SWP) on the Abraxas. The moment you put the nova discharger on autofire while the hullmod is equipped, a crash occurs.

Relevant error:
Spoiler
193971 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.ai.weapon.SUN_ICE_NovaDischargerAutofireAIPlugin.shouldFire(SUN_ICE_NovaDischargerAutofireAIPlugin.java:61)
   at com.fs.starfarer.combat.systems.oOoO.super(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
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THEASD

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Re: [0.9.1a] Idoneus Citadel Exiles
« Reply #6 on: May 26, 2020, 08:53:54 AM »

I wasn't around to play this mod when it was new, so this is quite awesome. I did however run into a bug involving putting shield bypass (from SWP) on the Abraxas. The moment you put the nova discharger on autofire while the hullmod is equipped, a crash occurs.

Relevant error:
Spoiler
193971 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.ai.weapon.SUN_ICE_NovaDischargerAutofireAIPlugin.shouldFire(SUN_ICE_NovaDischargerAutofireAIPlugin.java:61)
   at com.fs.starfarer.combat.systems.oOoO.super(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Thanks for the feedback!
Fixed in 0.4 RC-4, you can download it in the git.
https://github.com/1847905557/StarsectorICE
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Mr_8000

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Re: [0.9.1a] Idoneus Citadel Exiles
« Reply #7 on: May 28, 2020, 12:27:12 PM »

Thanks for the fix! One more thing I noticed is that the Reverberation Dampeners tags/uitags/value are offset by one column in the hullmods.csv, so it gets sorted wrong. Also, only ICE know the phase bypass hullmod, and not ICI, is this intended?
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dis astranagant

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Re: [0.9.1a] Idoneus Citadel Exiles
« Reply #8 on: June 01, 2020, 02:52:18 AM »

Kelpie (S) blades don't work.

edit:  their beam speed is set to zero so the beams never actually do anything.
« Last Edit: June 01, 2020, 03:07:57 AM by dis astranagant »
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Sterdude

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Re: [0.9.1a] Idoneus Citadel Exiles
« Reply #9 on: June 01, 2020, 03:04:37 PM »

Got a fatal null after I defeated the roaming exiles. Very interesting fight btw.

EDIT: My bad I used the main link on the first post, it hasnt been updated yet with the latest version, that was most likely the issue

Spoiler
4000105 [Thread-4] INFO  data.world.SUN_ICE_ExileFleetGlobalManager  - Exile colony fleet to despawn at: Outpost Tiger
4000358 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
        at data.world.SUN_ICE_ExileFleetGlobalManager.advance(SUN_ICE_ExileFleetGlobalManager.java:82)
        at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
        at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
        at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
        at com.fs.state.AppDriver.begin(Unknown Source)
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
[close]
« Last Edit: June 02, 2020, 08:12:19 AM by Sterdude »
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CrixM

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Re: [0.9.1a] Idoneus Citadel Exiles
« Reply #10 on: July 02, 2020, 05:52:38 AM »

The ships are amazing looking, plenty of cool mechanics, but actually fighting any of these fleets is incredibly annoying and un-fun, swarms of phase cloaked ships that have pretty much no cooldown or barely any flux build up for being cloaked.
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