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Author Topic: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]  (Read 33731 times)

sadlywish

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[MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
« on: May 10, 2013, 10:58:02 AM »



Author: sadlywish(Code) ,Fairy Queen(Model)

This mod is a total conversion
FairyQueen holds copyrights of all ship sprites within this mod.
Please do not integrate this mod into any mod compliations, thank you.


Translate by Andy H.K, special thanks.
Hope everyone like this mod.

If you have downloaded previous versions, please download the patch
If you did not download, please download the FIX version
To correct the problem that variants lead to
It seems that I need before going to bed good wash my brain ...
SORRY to all player.......

DOWNLOAD ver.FIX again

DOWNLOAD FIX patch2

New factions
New Ships
Modular Tech 3 Ships
New Weapons
Enemies with Progressive Difficulty
Balanced, Enduring Combat
Trading System
Missions and Token System


New Faction:

Fairy Empire
A faction from a distant galaxy. Their ships are known for having tough defense and complex weapon systems.


New Stations:

Fairy Empire Temporary Outpost:
Headquarters of Fairy Empire within the Corvus System. You can purchase most Fairy Empire ships and weapons here.

Fairy Heavy Industries Temporary Dock (FHI Temporary Dock) :
Provides missions. This is also the place where you can exchange your tokens for powerful ships and weapons.


New Weapons:
Full range of weapons for your outfitting pleasure.


New Ships:
Complete structure of Fairy Navy ship classes.
Dreadnought and Titan ship classes.
Modular ship customizable via "'subsystem" hull mods.
Advanced ships for Hegemony and Tri-tachyon.


Complete re-balance of game mechanics:

Differentiated defense style (Shield VS Armor).
Hull mods to aid with armor defense style.
Larger difference in price between different ship class levels.
To facilitate huge and endured engagements, all weapons either do not use ammo or have regenerating ammo, although performances are still limited by cooldown and rate of ammo regeneration.


Powerful Pirates:
Pirate fleets that become progressively stronger and bigger as the player grows in strength.


A new way for character growth:
Increase your fleet points further by buying permits (up to a maximum of 420).


Trading System:
Make profits by identifying commodity price difference between stations.
Most of the items are not described in tradables
They have different prices in different space station

Fuel System:
Intra-system travel now use fuel! Refuel regularly or else....


How long can you survive? Join into the fray and find out.
The Empress await your service...

Weapons FX:
Spoiler





[close]
« Last Edit: May 11, 2013, 12:54:56 AM by sadlywish »
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Sproginator

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Re: Fairy Empire EN Ver0.32 [0.54.1a]
« Reply #1 on: May 10, 2013, 11:03:37 AM »

Very nice looking mod, Will try later if I have time
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theSONY

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Re: [MOD] Fairy Empire EN Ver0.32 [0.54.1a]
« Reply #2 on: May 10, 2013, 02:28:18 PM »

the only one chinese ships design that i like




« Last Edit: May 10, 2013, 02:54:59 PM by theSONY »
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Spardok

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Re: [MOD] Fairy Empire EN Ver0.32 [0.54.1a]
« Reply #3 on: May 10, 2013, 03:23:49 PM »

Nice, been waiting for this.
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Silver Silence

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Re: [MOD] Fairy Empire EN Ver0.32 [0.54.1a]
« Reply #4 on: May 10, 2013, 03:28:46 PM »

Hells yes. *downloaddownloaddownloaddownload*
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Spardok

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Re: [MOD] Fairy Empire EN Ver0.32 [0.54.1a]
« Reply #5 on: May 10, 2013, 04:19:16 PM »

CTD

3161797 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [Restricted] not found!
java.lang.RuntimeException: Ship hull variant [Restricted] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.supershipPoint.spawnFleet(supershipPoint.java:26)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
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HELMUT

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Re: [MOD] Fairy Empire EN Ver0.32 [0.54.1a]
« Reply #6 on: May 10, 2013, 04:25:17 PM »

Ok i tried it a bit... And it's pretty cool mod with very nice looking ships. But is it supposed to be a total conversion (EDIT: It is, sorry i am an idiot who don't read...)? Because they are not really balanced with the vanilla ships (and when i say not balanced, it's the polite way to say overpowered beyond belief).

I have to admit i don't really tried the campaign yet. But for what i have seen until now, it seems it will provide a bunch of new mechanics to play with. Also is it possible that you explain a bit how work the new items and ship systems? Haven't really understand what they do.

Still. So far, so good.

« Last Edit: May 11, 2013, 06:21:13 AM by HELMUT »
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Vinya

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Re: [MOD] Fairy Empire EN Ver0.32 [0.54.1a]
« Reply #7 on: May 10, 2013, 07:04:30 PM »

Really awesome. Awesomely OP, but still fun to play.


Also this.
Code
1718807 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [Restricted] not found!
java.lang.RuntimeException: Ship hull variant [Restricted] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
at data.scripts.world.supershipPoint.spawnFleet(supershipPoint.java:26)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
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If by "good guys" you mean "elitist regime that suppresses colonial independence and thrives off of an overwhelmingly deep gap in wealth between social classes," then yes.

sadlywish

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Re: [MOD] Fairy Empire EN Ver0.32 [0.54.1a]
« Reply #8 on: May 10, 2013, 09:55:55 PM »

CTD

3161797 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [Restricted] not found!
java.lang.RuntimeException: Ship hull variant [Restricted] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.supershipPoint.spawnFleet(supershipPoint.java:26)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


I'm sorry
I change a little code befor I upload........
and it crash.....

OK,I fixed it~
« Last Edit: May 10, 2013, 10:27:48 PM by sadlywish »
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Spardok

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Re: [MOD] Fairy Empire EN Ver0.32FIX [0.54.1a]
« Reply #9 on: May 11, 2013, 12:38:53 AM »

Error again.

I didn't start a new game though, not sure if I have to.

876766 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [Restricted_Hull] not found!
java.lang.RuntimeException: Ship hull variant [Restricted_Hull] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.supershipPoint.spawnFleet(supershipPoint.java:26)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

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sadlywish

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Re: [MOD] Fairy Empire EN Ver0.32FIX [0.54.1a]
« Reply #10 on: May 11, 2013, 12:43:23 AM »

Error again.

I didn't start a new game though, not sure if I have to.

876766 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [Restricted_Hull] not found!
java.lang.RuntimeException: Ship hull variant [Restricted_Hull] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.supershipPoint.spawnFleet(supershipPoint.java:26)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


Well ...... I know I had gone wrong ......
It seems that I need before going to bed good wash my brain ...
SORRY......
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Andy H.K.

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Re: [MOD] Fairy Empire EN Ver0.32 [0.54.1a]
« Reply #11 on: May 11, 2013, 08:25:20 AM »

Ok i tried it a bit... And it's pretty cool mod with very nice looking ships. But is it supposed to be a total conversion (EDIT: It is, sorry i am an idiot who don't read...)? Because they are not really balanced with the vanilla ships (and when i say not balanced, it's the polite way to say overpowered beyond belief).

I have to admit i don't really tried the campaign yet. But for what i have seen until now, it seems it will provide a bunch of new mechanics to play with. Also is it possible that you explain a bit how work the new items and ship systems? Haven't really understand what they do.

Still. So far, so good.
You'll be glad Fairy ships are overpowered once you start to fight against Undying fleets and up.  :)

No, this mod is absolutely not vanilla balanced. That said, it does have a balance of it own since enemy spawns get more terrifying as you progress. Pro tips: think hard before you decide to increase your fleet points.

I will try to explain some of the systems:

Missions and Token System

Missioning is simple, you "buy" the briefing, you follow the instructions, you get paid credits, and rats, which is used as token.

The rats that you get from mission reward (and drops) can be use to spawn powerful weapons and ships in the dock. Take note tho that you still need to have the credits to actually buy it from the dock. (Yeah, first time I play, I "exchanged" for a Dragonhawk, and then have to grind the cash for it.)

Trading System

There are like 5 or 6 "trade goods" items available in various stations. They are priced differently in different stations. With some research, you can seek out "trade routes" and make a profit by buying low and selling high. This give players another non-violent way to make money.

Fuel system

Simply put, every ships in your fleet burn up fuel daily as you travel. There are consequences in case you run out of fuel, so avoid it at all costs.

T3 ships

You'll have heard of them if you ever played EVE online. In this mod these ships can have their attributes adjusted with dedicated "subsystem" hull mods. As you can imagine, they are very powerful and at the same time very hard to obtain. The only reliable way is via exchanging tokens.

It seems the T3 ships system is undergoing tweaks as we speak, I will try to obtain more information from SW before I speak more.


As for the unrest, it's up to you to find out in-game.  ;)
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theSONY

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Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
« Reply #12 on: May 11, 2013, 08:32:58 AM »

according to the weapon info Light Plasma pulse beam should be Point defence  weapon but its just a regular one
& i belive there are few Tri tachion ships in the hegemony station ( the New ones) like Restricted class Titan Hull
+ few bugs with the mission (especially Hegemony deserters ) they eather won't spawn  or spawn near sun & dissapear in there
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zeno0010

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Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
« Reply #13 on: May 11, 2013, 10:59:37 AM »

Why haven't I tried this yet? ima do so now
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Sonlirain

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Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
« Reply #14 on: May 11, 2013, 06:45:45 PM »

Ok so my first impression (after playing several hours).

There is one thing i had to learn...

1 - All vanilla ships are either remade (the onslaught has over 8k armor here) or entirely USELESS (none of the fighter wings was changed) and the best way to start is to grab a hound and do some trading till you can buy a destroyer class cargo hauler from the faeries (the one with larva drones).
This ship can own almost every small pirate force (2 frigates + 2 wings) using the drones ONLY.

2 - Faerie fighters are INSANE. Even the lowly drones have 500 armor often come with a missile launcher AND you get them in swarms of 8-10 per wing... and that's just the drones (most basic fighters in the game).

3 - Money despite of the huge income from trade/wasting pirates en masse seems to constantly be a problem because everything is expensive and the players fleet tends to grow quicker than in vanilla.

4 - The sizes of battles can be insane even at the lowest difficulty (note that the fleet points were modded so usually entire fleets can enter battles without problem) only the ridiculous OPness of the faerie ships can save you when the ENTIRE armada attacks you at once (and note that some vanilla ships got some major buffs)

5 - The remade skill tree is nice and makes sense... but you might have a problem with it if you used to go full tech.

All in all it's a very good mod and IMO the one that's closest to making Starsector look like a complete game.
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