Fractal Softworks Forum

Starsector => Mods => Topic started by: King Alfonzo on January 05, 2017, 08:53:50 PM

Title: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.6 (FROM THE GRAVE Ed.)
Post by: King Alfonzo on January 05, 2017, 08:53:50 PM
(https://i.imgur.com/AhUnL57.png)

A controversial organisation within the sector, the Grytpype and Moriarty Defence Authority often protects independent planets and stations from the clammy fingers of pirates, luddic pathers... and 'illegitimate' merchantile convoys of established factions. Attempts to remove this organisation have proven troublesome, as those not under the sway of the centralized powers recieve superior and often more immediate defence against the continually troublesome reavers in the Sector in return for their support of the GMDA. Using existing Sector ships, the GMDA repurposes them for higher risk combat styles. Unsurprisingly they are often seen around the junkyard at Agreus and the more seedy sections of Ilm. Their ships come in two ranges:

THE GMDA RANGE:

The main ships of the GMDA, these ships are fast and light. Their unique engine systems enable them unparalleled speed when weapon systems are not active, and a boost to engine power, fire rate and flux dissipation during high flux situations, at the cost of reduced peak operating time, increased sensor profile, and decreased range and braking ability at high flux. This makes these ships perfect for pursuit operations and small skirmishes, however in larger battles they can overextend badly if not suitably supported. Further, some models have slight variations in design to increase pursuit potential.
(https://i.imgur.com/8EZtdz8.png)

For your perusal, here is some moving animated newspaper clippings.
Spoiler
Lasher (GM)
(https://i.imgur.com/LLnr1SY.gif)

Wolf (GM)
(https://i.imgur.com/HRAdj3i.gif)

Hammerhead (GM)
(https://i.imgur.com/tuIFj2L.gif)

Falcon (GM)
(https://i.imgur.com/UAo41JW.gif)

Venture (GM)
(https://i.imgur.com/j1EPPKJ.gif)
[close]

THE GM-stock RANGE

The secondary ships used by the GMDA, and the kind mostly sold out to independant contractors, these ships aren't as 'kitted out' as the GMDA counterparts, and often lack the ordinance those ships possess, but are substantially cheaper to run.
(https://i.imgur.com/28xs11c.png)

THE GMHQ RANGE:
Through tinkering and over-engineering by key GMDA designers, this range of ships are incredibly powerful, but also incredibly impractical - quite often their high supply costs prevent their widespread usage, while minor quirks in their design inhibits their utility. Nevertheless, these rare ships can be very dangerous in ship to ship combat, and treated with a little bit more respect than the usual GMDA vessel.
(https://i.imgur.com/4GvNYlj.png)

---

It continues! This is a sub-faction similar to CABAL that comes with new ships, new weapons (The Bludknock Chaser; like a limited shot Salamander on Steroids; Bluebottler, a weak ballistic EMP gun, and the Crun Gun, a specialized weapon that only kills fighters) and new character names (I apologise in advance for the Bounty names becoming increasingly ridicuous). The aim is to make a faction that both helps out independant markets from harrasment, kind of help independent trader and bounty hunter players in the early game, and also add a bit more danger to independent markets for more faction-orientated players.

This is a bit of a prelude to future work, albeit minor stuff - this is just an update for the upcoming tournament, to fix some niggling issues. Please notify me if anything goes wrong. Integrated properly into Corvus mode, but can also kind-of-sort-of work in Nexerellin; just don't expect to find GMDA markets in random sector mode.

LINK HERE (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/GrytpypeMoriarty_0_9_6.zip).

CAUTION: DO NOT INSTALL AND THEN USE ON AN EXISTING SAVE, AS YOUR GAME WILL CRASH

Credits:
Dark.Revenant for letting me use the CABAL script from the Underworld mod as the basis for this faction
Tartiflette, Mesotronik and Helmut for inspiration and assisting me with my sprite work
WikiFish and Knight Chase for their Most Excellente Suggestions.

Changelog:

Spoiler
0.9.5d
-Changed Fleet spawning to be less overwhelming

0.9.5c
-Defintiely, Actually Fixed the Speeding Ticket Encounter Dialogue Actually.

0.9.5b
-Actually Fixed the Speeding Ticket Encounter Dialogue For Realsies.

0.9.5a
-Fixed the Speeding Ticket Encounter Dialogue - will need time before fleets start doing it correctly, however.
-Kite (GMHQ) max speed reduced slightly
-Onslaught (GM) sprite altered - it's now wider.

0.9.5
-GMDA Overhauled - again
   -Ships are much more powerful across the board, but are more expensive to maintain and cost more to deploy.
   -Faction now brought more strictly in line with CABAL's extortion script, however they will only ever demand money.
   -Fleets will pretend to be independant if threatened.
-Added Mercenary Outposts - very expensive colony structures that add defense fleets to your markets, proportional to market size. Right now there are only two:
   -Nedwin Seagoon Security Depot - Provides a complement of defending fleets to your market, except they're all GMDA affiliated. Requires good relations with GMDA to build.
   -Condottiere Mercenary Company - Provides independant military patrols, however the number and size of the patrols is very limited for the cost.
   -Only one can be built at a time, however it is possible to cheese this.
-Renamed Condor (GM), Tarsus (GMs) and Tarsus (GM) to Carker, Hummer and Jutter, respectively.
-Venture (GM) overhauled; new sprite that looks more Venture-ish, is now a better support vessel than the old version.
-Vigilance (GM) has been changed to the Rushcutter, with a new sprite with chunkier stats.
-Added the Mule (GM), a powerful if supply-inefficient combat freighter
-Sunder (GM), Falcon (GM), Wolf (GM), Wolf (GMHQ), Lasher (GM) and Lasher (GMHQ) have had their sprites overhauled to be chunkier.
-Fixed the Sagitus (C) being one pixel too thin.
-Tweaked the sprite of the the Wayfarer (GM).
-Wolf (GMs) and Lasher (GMs) removed from rotation. Kept as legacy, until I figure out what to do with them.
-The modular Lurgi Suppression beam is now a medium weapon, and has been consequently buffed.

0.9.4b
-Changed the DP of the Condor (GM) and Venture (GM), should a bit more balanced to use.
-Tweaked the Sunder (GMHQ) to be better.
-Reworked the overdrive Hullmod - now gives a scaling bonus dependant on flux level, with increased speed, acceleration, venting and damage output at high flux, but also range maluses down to 450 s.u. at high flux.

0.9.4a
-Hotfix to change the GMs hullmod crash.
-Tweaked the Bluebottler Gun to be more flux efficient.

0.9.4
-GMDA hullmod now actually works.
-Coloured GMs ships removed from rotation. Kept as a legacy, however, to prevent game crashing.
-Added the Kite (GMHQ), Lasher (GMHQ) and Wolf (GMHQ)
-Tweaked various sprites and weapons.
-Changed the GMDA faction flag.


0.9.3
-Clarified the GMDA playstyle by breaking the hullmods into two base hullmods
   -Bludknock Engines, which gives a zero-flux speed boost while blocking the engine mods
   -Overdrive System, which explains the boosts at high flux and drawbacks to using the system
-Due to the inclusion of the Speeding Ticket system (Similar to Luddic Path), the chances of being completely ganked by GMDA fleets has been mitigated for early game fleets. Consequently, a lot of the nerfs have been removed from GMDA ships, making them more attractive.
-Standard GM Stock ships are now worse, but cheaper.
-Coloured GMs ships are now rarer and better - in the future they may be phased out completely, excluding any future ideas to make a Wolf with Terminator Drones, a Phase Lasher, or an EMP kite.
-Altered various ship stats to be more compliant with 0.9.1a.
-The Crun Gun, in addition to Fighter Elimination, is now also good at general purpose PD, while the Bluebottler gun and Modular Lurgi Suppression Beam have been slightly improved.
-The Sprites for all of the frigates (excluding the Kite), and the Sagitus duo have been reworked
-The Tarsus (GM), Tarsus (GMs) and Condor (GM) have been reworked both in sprite and function
-GMDA blueprints now have images in them.
-Descriptions have had a pass over - still might be mistakes lurking in there somwehere.


0.9.2d
-Updated ship prices to be consistent with 0.9.1a.

0.9.2c
-Fixed the random variant crash

0.9.2b
-Coloured lashers and wolves have been buffed a smidgeon.

0.9.2a
-Lasher (GMs) and Wolf (GMs) have been reworked
   -Grey GMs ships are worse than their respective vanilla versions, but cheaper to run.
   -Coloured GMs ships have been buffed to fit with their drawbacks to make them more attractive, but made rarer to see in patrols.
-GMDA and GMs hullmods now have the high flux speed boost activate at lower thresholds (65% and 75%, respectively), and the speeds tweaked.
-Description for Shift Jets added
-Bribe script tweaked - should be more forgiving...?

0.9.2
-Added Phase hullmod to Sunder (GMHQ)
-All GMDA ships with overdrive have had their mobility systems downgraded in quality and their speeds slightly cut.
   -It made no real sense where the playstyle was to sacrifice speed between low and high flux, and yet have shipsystems that mitigated this.

0.9.1a
-Fixed Hullmod Description Crash.
-Fixed floating pixels in the Glow Map of Onslaught (GMHQ)

0.9.0
-Updated to 0.9.0a
-Minor sprite updates across the board.
-Onslaught (GM) and Onslaught (GMHQ) have been tweaked to have less weapon mounts in general; ordinance has been tweaked accordingly.
-The Bludknock missiles fired from the Thunder (GM) are now weaker, and move faster
-The GMDA hullmod has (again) undergone a change in function; hulls now also have a passive vent bonus above 80% flux, and an overload duration increase of 150%.
   *This should now make it clear that these ships favour high risk-high reward playstyles.
-GMDA markets now give a good bonus to accessibility, but reduce stability.
-Added in a 'Bribe' script similar to Luddic Path; openning the comm link when engaged will reveal an option to pay a speeding ticket instead of being attacked; particularly useful for small, early game fleets.


0.8.3
-Added the Sunder GMHQ - Phase Sunder Protoype. Emphasis - PROTOTYPE.
-Tweaked Spawn code so fleets are a lot less likely to spawn on top of you in hyperspace.
-The GMDA hullmod now increases sensor profile.
   -These two should prevent Sudden GMDA Death Syndrome.

-Added new Nexerellin and Gladiator Bounty compatability.
-Increased the speed of the Hammerhead GMHQ.
-Lurgi Suppression Beams Tweaked again.


0.8.2a
Recoded Bludnock engines to function properly. Maybe.
Reduced Impact of Lurgi Suppression beam weapons.

0.8.2
GM ships are now slower. Being at high flux or zero flux is necessary to unlock the increased speed.
Independants will now occassionally use GMs ships
Added a modular Lurgi Suppression Beam; A flux hungry, low damage burst energy weapon that will freeze enemy ships and cripple unshielded foes.

0.8.1
Fixed HULLMOD CONFLICTs in the variants.
Added some Gladiator Society bounties.

0.8
-Sprite Tweaks to Falcon and Venture.
-Added Hammerhead (GMHQ) and Kite (GM).
-Sunder (GM) and Vigilance (GM) ship systems made more 'bursty'.
-GMDA fleets now tend to be smaller patrols rather than a mix of large and small fleets.
-Reduced the burn level of all destroyers to 9, increased burn speed of all destroyer-level cargo ships to 9.
-Fundamentally changed how the GMDA and GMs hullmods work
   -Increased Zero-Flux speed boost.
   -Above 75% flux, gain a speed boost.
   -Burn Speed bonus removed.
   -Peak Operating Time is now only reduced by a quarter.
   -Hull and armour penalties made less severe.
   -Supply cost removed, deployment cost increased.
   -Cargo and Fuel capacity drawbacks and improved maneuverability remain unchanged.

0.7
-Sprite Tweaks on Hammerhead, Lashers, Wolves and Wayfarers
-Falcon (GM) loses two small missiles, now has double medium composite hardpoints at the front. Suffers from Poor Missile Integration, reducing missile ammo and rate of fire by 25%, no Expanded Missile Racks
-Sunder (GM) added; loses two small missiles and two medium energies, replaced with two medium synergy, suffers from Poor missile Integration (see above)
-Vigilance (GM) added; loses traditional layout two get two medium synergies, suffers from Poor Missile Integration (See Above)
-Onslaught (GM) added; reworked weapons layout, fairly fast for an Onslaught, but overall weaker package.
-Crun Gun sprite touched up, weapon now fires slightly faster and with more flux efficiency
-Bluebottler tweaked to have more EMP and more flux efficiency, removed PD tag; now an EMP spewing assault annoyance.
-Chaser Missiles reduced damage from 1500 to 1000, missile AI now actually works.
-GMDA Hullmod loses flux and damage bonuses, gets a bit more peak performance back, and loses some hull; these ships now die very, very fast without shielding.

0.6e

-Tarsus (GM) had cargo reduced and flux stats drastically cut, but OP increased - is not a much more dedicated missile support destroyer
-Tarsus (GMs) turned into a semi-competant combat freighter
-Added the Sagitus (C) and Sagitus (F); the new civ freighters of the GMDA
-Touched up the sprites of the Wayfarer (GM), Wayfarer (GMs), Condor (GM), Tarsus (GM) and Tarsus (GMs).
-Reduced max number of fleets - now you're less likely to get mobbed if you're playing as a major faction

0.6d (Silent)
-Fixed Ilm market
-Fixed Tarsus (GMs)t
-Added Version Checker

0.6d
- Works in 0.8.1a
- Added Venture (GM)
- Reworked Condor (GM), Tarsus (GM) and Tarsus (GMs)

0.6c
-Fixed Hangar Error

0.6b
-Fixed Variant Problems
-Figured out I had made one of the missile slots on the hammerhead a turret instead of a hardpoint - missile slots fixed
-GM condor now refits fighters faster.

0.6
-Upped OP of Chaser to 7, Single to 3; reduced HP of missile from 200 to 125
-Crun gun:
   -Fires slower
   -Bullets travel faster
   -Reduced 'base' damage
   -Increased 'extra' damage applied to fighters and damage type; the ability of the gun to wipe fighters should now be more apparent.
-Bluebottler gun
   -Slightly increased EMP damage
   -Slightly reduced kinetic damage
-Suppression beam
   -Flux cost reduced; Broadsword (GM) now pin ships more regularly and effectively.
-Increased base speed of GM fighters by 50.
-Tweaked some GMs stats.
-Added Wayfarer (GM); Effective and flexible gunship.
-Added Wayfarer (GMs); Well armed civilian ship.
-Fixed Wolf Variant Issue


-GM hullmod;
   - Flux dissipation and capacity bonus reduced from 25% to 15%
   - Armour Reduction increased from 25% to 35%
   - Deployment Cost increased by 25%
   - Weapon Damage increased by 20% (Does not apply to fighters)

[close]
Title: Re: Grytpype and Moriarty Defence Authority (BETA)
Post by: Abyz on January 05, 2017, 09:02:37 PM
OH. MY. Love the look of these ships... Great work, King!
Title: Re: Grytpype and Moriarty Defence Authority (BETA)
Post by: Sy on January 06, 2017, 10:57:33 AM
agreed, they look great! especially those cruisers (i assume?) with their heavy 'arms'.
Title: Re: Grytpype and Moriarty Defence Authority (BETA)
Post by: Inventor Raccoon on January 06, 2017, 01:11:17 PM
Amazing work making the Lasher and Wolf look completely unique! All the ships look awesome and sleek.
Title: Re: Grytpype and Moriarty Defence Authority (BETA)
Post by: Deshara on January 07, 2017, 10:48:48 AM
Holy vanilla-friendly sprites, Batman!
Title: Re: Grytpype and Moriarty Defence Authority (BETA)
Post by: Takion Kasukedo on January 13, 2017, 10:23:31 PM
So, now that I have seen these ships in-game, I am also wondering when this faction will be fully available for Nexerelin (not just Corvus, they didn't spawn without a market/planet in Nexerelin, yet it says they retreat to an independent market, which just so happens to be in the exact same sector that I started in).

I also wonder if they'll get a (and this is a longshot) Capital ship. It's not necessary, but it looks like they might get one (going for the longshot guess it's an Onslaught on speed steroids, if not, an reconfigured Conquest. Paragon wouldn't make too much sense haha).

I look forward to the next update, seriously not hoping to have to actually shoot these guys to get a ship and engage in a mini-war with them.
Title: Re: Grytpype and Moriarty Defence Authority (BETA)
Post by: Orikson on January 22, 2017, 07:44:22 PM
Hi again, reporting something.

I got a crash related to your mod.

Here's what it says:

Fatal: Ship hull [wolf_GMs_gay] variant [wold_GMs_gay_close_support]: slot id [WS0007] not found for weapon [heatseeker]

.

From the Starsector log:

474122 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [wolf_GMs_gay] variant [wolf_GMs_gay_close_support]: slot id [WS0007] not found for weapon [heatseeker]
java.lang.RuntimeException: Ship hull [wolf_GMs_gay] variant [wolf_GMs_gay_close_support]: slot id [WS0007] not found for weapon [heatseeker]
   at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
   at com.fs.starfarer.title.C.OO0O.Ò00000(Unknown Source)
   at com.fs.starfarer.title.C.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.coreui.oOoo.o00000(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.c$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.c.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.OOoO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.O0OO.oooO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.render(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)

.

Hope this helps!

Also, any plans to make the mod compatible with Nexerelin? I see that they spawn in game in either of Nex's modes as some fleets that move around without a home world much like the Luddic Path.
Title: Re: Grytpype and Moriarty Defence Authority (BETA)
Post by: King Alfonzo on January 22, 2017, 09:50:02 PM
Hi again, reporting something.

I got a crash related to your mod.

Here's what it says:

Fatal: Ship hull [wolf_GMs_gay] variant [wold_GMs_gay_close_support]: slot id [WS0007] not found for weapon [heatseeker]
.

From the Starsector log:

Code
474122 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [wolf_GMs_gay] variant [wolf_GMs_gay_close_support]: slot id [WS0007] not found for weapon [heatseeker]
java.lang.RuntimeException: Ship hull [wolf_GMs_gay] variant [wolf_GMs_gay_close_support]: slot id [WS0007] not found for weapon [heatseeker]
at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
at com.fs.starfarer.title.C.OO0O.Ò00000(Unknown Source)
at com.fs.starfarer.title.C.OO0O.o00000(Unknown Source)
at com.fs.starfarer.coreui.oOoo.o00000(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.c$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.c.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.OOoO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.O0OO.oooO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.M.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.render(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)

Hope this helps!

Also, any plans to make the mod compatible with Nexerelin? I see that they spawn in game in either of Nex's modes as some fleets that move around without a home world much like the Luddic Path.

Huh. For some reason a variant that was supposed to be on a lasher was renamed for the wolf. Apologies.
I'll fix that for the next patch release, released RIGHT NOW.

And as for Nexerellin Integration...if they're flying around like Luddic Path, then they're working properly. Otherwise it's beyond my ability to code.
Title: Re: Grytpype and Moriarty Defence Authority 0.6 (Updated)
Post by: Orikson on January 23, 2017, 01:03:02 AM
Ok, did a short test run in Corvus. Mod works as intended.

It didn't click at first that the GMDA market's are in Independent markets stated in the intro, but I've checked each location and they were there. I like how you replicated Cabal Exchange into the mod.

All variants appears to have no faults, though I have a few I want to point out.

.

Condor (GM).
- All the variants it has are 10 OP over the limit. I think removing the OP from caps/vents would still not allow a player to fit weapons into all slots. Maybe increase the OP limit by 10 should be fine?


Hammerhead (GM)
- The 'Pursuit' variant has 6 OP unused, and has a HULLMOD CONFLICT.
You've blocked Auxiliary Thrusters, but you've put them on this variant... (I've checked the faction's java file and this variant's file).
- The 'Elite' variant is 4 OP over the limit. Removing Blast Door hull mod and re-allocating the freed OP should solve this.


Lasher (GM)
- The 'Pursuit' variant is 4 OP over the limit. Removing 4 OP from vents would bring it down to the limit.


Lasher (GMs)
- 'Close Support' variant has  2 OP unused.


Tarsus (GM)
- 'Standard' variant is 10 OP over the limit. Removing Accelerated Shield and either caps/vents should bring it down to the limit.


Wolf (GM)
- 'Elite' variant has 3 OP unspent.


Wolf (GMs Blue)
- 'Annoying' variant has 3 OP unspent.


Wolf (GMs Green)
- 'Point Defense' variant has 6 OP unspent.

.

Hope this helps! Love the racecar theme!
Title: Re: Grytpype and Moriarty Defence Authority 0.6 (Updated)
Post by: Takion Kasukedo on January 23, 2017, 03:45:09 AM
That Wayfarer is looking very smooth...

I like it :)
Title: Re: Grytpype and Moriarty Defence Authority 0.6 (Updated)
Post by: King Alfonzo on January 23, 2017, 01:21:21 PM
Ok, did a short test run in Corvus. Mod works as intended.

It didn't click at first that the GMDA market's are in Independent markets stated in the intro, but I've checked each location and they were there. I like how you replicated Cabal Exchange into the mod.

Good to hear, I was a little worried I missed something. And it's supposed to be the independent CABAL; Tri Tachyon has Cabal, Luddic Church has Luddic Path, and Hegemony (in a twisted fashion) has Sindrian Diktat. I thought the independents could use some questionable 'allies'.

All variants appears to have no faults, though I have a few I want to point out.

...

Hope this helps! Love the racecar theme!

Yikes, I thought I'd gotten most of those. I'll fix them in a quick patch later. Good to hear you're having fun!

Regarding the Condor: This is actually supposed to be by choice - I wanted the Condor to be desperately OP starved to the point where you're not supposed to fully kit it out, to solidify it's role as a support ship (Or in the very least to make it feel like a Tarsus with more weapon mounts stuck on, without thinking that the ship needs additional ordinance to support them). This might seem unkind at the moment, but I plan to add a subtle hullmod later that'll justify the low OP cost (that will eventually be rendered useless by 0.8, but before then it should prove to be quite useful for the fighter fleet admiral). My reach went beyond my grasp, so i had to do a cop out here.

That Wayfarer is looking very smooth...

I like it :)

Thank you! Although the way it works now the Stock version might become too annoying to properly catch.
Title: Re: Grytpype and Moriarty Defence Authority 0.6 (Updated)
Post by: Kwbr on January 26, 2017, 06:29:37 PM
the GMDA hammerhead's missile slots are a bit funky, they aren't symmetrical with the left being a static mount and the right a turret, the left is also positioned a bit further ahead of the right one.
Spoiler
(http://puu.sh/tBPUS/54db0098ba.jpg)
[close]

very cool mod, keep it up :D
Title: Re: Grytpype and Moriarty Defence Authority 0.6 (Updated)
Post by: NightfallGemini on February 08, 2017, 12:16:28 PM
Okay, the little cop lights on the Wolf are cute as hell.

I have noticed GMDA fleets pop up in non-Corvus Nexerelin occasionally, no homeworld though. Usually just small frigate packs.
Title: Re: Grytpype and Moriarty Defence Authority 0.6b (Updated)
Post by: King Alfonzo on March 10, 2017, 07:29:55 PM
MINI-UPDATE!

(Finally!)

Fixed the variants, fixed the hammerhead missile slot, and made the GM Condor a little bit more attractive.

Sorry this hasn't come out sooner - I've been busy with Real Life, as we all are.
Title: Re: Grytpype and Moriarty Defence Authority 0.6b (Updated)
Post by: AxleMC131 on March 10, 2017, 08:00:04 PM
Initial reaction: A GOONS FAN!!!  :o
Title: Re: Grytpype and Moriarty Defence Authority 0.6d (0.8.1a compliant)
Post by: King Alfonzo on July 26, 2017, 07:51:25 PM
Harken thy ears and noses, for the time has come for this modification of Sector of the Stars to be released in an updated format, released as a series of one.

Further, animated images have been subtley grafted upon the initial post. Behold and marvel at the glory on visual capture!
Title: Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d
Post by: OzarMidrashim on August 02, 2017, 03:22:14 PM
Space Police...pursuit to cut down poor retreating forces.
Nice, to this point i used Diable Avionics for this task, they ware almost able to cach up everything.

Love the sprites...they are cute...somewhow...like from Asia candy store =P
Maybe now someone will make a "Full Throttle" Radider Bikers-like minifaction bursting with exhaustion pipes?
Title: Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d
Post by: etherealblade on August 02, 2017, 07:52:15 PM
Love the ship designs. Always love to see a new faction mod. :o
Title: Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d
Post by: Ahne on August 02, 2017, 11:13:34 PM
Looks good, nice presentation.
Title: Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d
Post by: Bastion.Systems on August 05, 2017, 04:17:44 AM
I have to say that your pixel art skills have really improved since you started this effort, totally gonna try this out now and give feedback at some point.
Title: Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d
Post by: passwalker on August 07, 2017, 06:41:22 AM
i think there is not enough hammer in your hammerhead
Title: Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d
Post by: zeno0010 on August 15, 2017, 01:26:25 AM
A great little mod! The ships look great and i love the variety in the frigates lines, really makes you want to collect them all. Ive never had a reason to take hardened subsystems before and trying to rid yourself of the enemy asap was a real nice change in pace.

Ive gotten  through 2 profiles with nothing but GM ships and ive never even *seen* either reds, a gold, or a pink in the market. Are they incredibly rare? Has anyone gotten them without raiding GM fleets?  
Title: Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d
Post by: King Alfonzo on August 15, 2017, 01:59:43 AM
The golds and pinks are deliberately rare; they're very powerful ships when properly kitted out.

Not too sure about the reds - they should be as common as the other coloured stock options.



EDIT: What are you talking about? There always WAS a market on Ilm! Clearly you're seeing things.
Title: Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d (You Saw Nothing Ed.)
Post by: Botaragno on September 18, 2017, 11:12:46 AM
>Fast
>Superior Flux
>Hit And Run

These kinda ship specs always seem to translate into "annoying fuckers that'll kite your ships and reduce any engagement into a AI peashooting CR attrition war" ingame.
Title: Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d (You Saw Nothing Ed.)
Post by: King Alfonzo on September 18, 2017, 06:54:26 PM
>Fast
>Superior Flux
>Hit And Run

These kinda ship specs always seem to translate into "annoying fuckers that'll kite your ships and reduce any engagement into a AI peashooting CR attrition war" ingame.

You left out
>Absence of Peak Operating Time or Poor Ordinance

So you can't really kite, or kite effectively, without running into troubles in a reasonable amount of time. Just outlast them and you'll be able to deal with them pretty easily.
Title: Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d (You Saw Nothing Ed.)
Post by: ANGRYABOUTELVES on September 19, 2017, 06:11:45 AM
You left out
>Absence of Peak Operating Time or Poor Ordinance

So you can't really kite, or kite effectively, without running into troubles in a reasonable amount of time. Just outlast them and you'll be able to deal with them pretty easily.
Full disclaimer, I haven't played with this mod, but I believe that's exactly the "peashooting CR attrition war" he's complaining about. "Peashooting" because they have poor ordinance, "CR attrition war" because they have very low PPT. CR wars are a necessary evil to prevent infinitely long battles, but for the sake of enjoyable gameplay they shouldn't be the only way or even the best way to kill something.

Fortunately, in 0.8 there is another way these kind of battles can end; in fighters. Admittedly I don't know exactly how fast these ships go, but I doubt they can outpace interceptors. Having a carrier with some Talons or Gladii or other fast fighters does wonders in terms of clearing the battlespace of pesky frigates.
Title: Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d (You Saw Nothing Ed.)
Post by: King Alfonzo on September 19, 2017, 05:19:51 PM
They do have a weakness to fighters and missiles; they have slightly better flux and are quicker, but also lack armour. Getting around the shields can and will cause considerable damage. A well placed MIRV, Sabot or Warthog strike should be enough to critically destroy a ship.
Title: Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d (You Saw Nothing Ed.)
Post by: montaropdf on September 20, 2017, 12:28:34 PM
A well placed MIRV, Sabot or Warthog strike should be enough to critically destroy a ship.

Destroying a ship is always a critical situation for the other side ;)
Title: Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d (Version Checker Ed.)
Post by: King Alfonzo on October 04, 2017, 03:51:21 AM
Just a very, very, very minor update: GMDA now has Version Checker support and a small spellcheck for the Tarsus (GMs)t
Title: Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d (Version Checker Ed.)
Post by: Orikson on October 04, 2017, 06:26:59 AM
I'm not sure if there's something wrong on my end, but it seems I can't download the file.
Title: Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d (Version Checker Ed.)
Post by: King Alfonzo on October 04, 2017, 03:42:39 PM
I just downloaded it to a public source, so it should be working. Anyone else have this problem?
Title: Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d (Version Checker Ed.)
Post by: 2_Wycked on November 16, 2017, 04:25:33 PM
I'm getting an "unsupported command" error preventing me from opening the DL'd file. Weird.
Title: Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d (Version Checker Ed.)
Post by: 2_Wycked on November 18, 2017, 06:31:30 AM
Yeah my 7 zip was being stupid, I got it working. Stoked to try this one, ships look rad
Title: Re: [0.8.1a]Grytpype and Moriarty Defence Authority 0.6d (Version Checker Ed.)
Post by: Surge on November 22, 2017, 02:43:04 PM
So uh, the GM Hammerhead has less than a minute of PPT, I haven't gotten my hands on any other GM ships yet but it feels wrong that even with hardened subsystems a destroyer is best compared to an SO Lasher

edit: looking through the codex most of the baseline GM ships seem to fall FAR below what I would call "minimally viable" PPT, with a base PPT on the Lasher GM of 36 seconds there's just no realistic scenario in which the ship can be useful except extremely small, low intensity fights, and even there it will suffer grossly due to having all its cargo and fuel capacity stripped out. The benefits of the GMDA retrofit seem to be pretty comparable to just installing SO, but the downsides are massively more severe.
Title: Re: [0.8.1a]Grytpype and Moriarty Defence Authority 0.6d (Version Checker Ed.)
Post by: Surge on November 22, 2017, 04:11:15 PM
I suppose? I think CR per deployment would be a better stat to hammer into the dirt than to give a destroyer less than half the PPT of a frigate.
Title: Re: [0.8.1a]Grytpype and Moriarty Defence Authority 0.6d (Version Checker Ed.)
Post by: King Alfonzo on November 22, 2017, 04:58:56 PM
I suppose? I think CR per deployment would be a better stat to hammer into the dirt than to give a destroyer less than half the PPT of a frigate.

It's kind of a playstyle thing; if you're playing as a player with the ship, then the poor peak time restricts it's usage to short bursts (as intended). If you're playing against the AI who have these ships, then the obvious strategy is to wait them out, then mob them once their CR has dropped to 0%. Further, it prevents their repeated usage anyway due to poor peak time.

Also lore-wise they're supposed to run out of steam quickly - they're a lot of rather questionable modifications added to existing ships that make them fast, without much thought into anything else. Heck, the reduced armour is often listed as a feature. The GM Tarsus and GM Condor are both actually garbage when you look look at it objectively. The only situations they're supposed to be good in is high-speed pursuit or very fast hit-and-run ttacks, hence making them an annoying if very niche sort of ship style.
Title: Re: [0.8.1a]Grytpype and Moriarty Defence Authority 0.6d (Version Checker Ed.)
Post by: Surge on November 22, 2017, 09:41:56 PM
Holy jesus, I gave the GM Hammerhead a more strike-oriented loadout and a good combat endurance officer and it became an unholy terror, the AI managed to more or less solo a pirate cruiser with it.
Title: Re: [0.8.1a]Grytpype and Moriarty Defence Authority 0.6d (Version Checker Ed.)
Post by: ApetureUnicorn on November 25, 2017, 01:35:36 AM
holy heckaroo these ships are beautiful
Title: Re: [0.8.1a] Grytpype and Moriarty Defence Authority 0.6e (Logistics Ed.)
Post by: King Alfonzo on February 01, 2018, 11:35:41 PM

(https://i.imgur.com/bh6OoPz.png)

From the steaming depths of Lanchishire Station Tea Buffet, comes a chilling new update to the GMDA: The "Logistcal Update", now with improved sprites, the Tarsus (GM) is now no longer complete garbage (but it's still pretty bad), the Tarsus (GMs) is now a little bit better (but not by much), two new civilian ships to replace the Tarsus (GMs), and some touching up of the Wayfarer Sprites. Also reduced the number of fleets you'll encounter so putting this on while playing as a faction is no longer suicide. This change will only apply to new games, however.

Linky Link, and please tell me if anything goes horribly wrong please. (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/GrytpypeMoriarty_0_6e.rar)

And as for future updates... (https://imgur.com/ejWfJDo)
Title: Re: [0.8.1a] Grytpype and Moriarty Defence Authority 0.7 (Bad Idea Fairy Ed.)
Post by: King Alfonzo on February 24, 2018, 01:31:42 AM
AND IT'S BACK WITH MORE.

Specifically, MORE BAD IDEAS.

(https://i.imgur.com/4kBY2ml.png)

Code
0.7 changelog 
-Sprite Tweaks on Hammerhead, Lashers, Wolves and Wayfarers
-Falcon (GM) loses two small missiles, now has double medium composite hardpoints at the front. Suffers from Poor Missile Integration, reducing missile ammo and rate of fire by 25%, no Expanded Missile Racks
-Sunder (GM) added; loses two small missiles and two medium energies, replaced with two medium synergy, suffers from Poor missile Integration (see above)
-Vigilance (GM) added; loses traditional layout two get two medium synergies, suffers from Poor Missile Integration (See Above)
-Onslaught (GM) added; reworked weapons layout, fairly fast for an Onslaught, but overall weaker package.
-Crun Gun sprite touched up, weapon now fires slightly faster and with more flux efficiency
-Bluebottler tweaked to have more EMP and more flux efficiency, removed PD tag; now an EMP spewing assault annoyance.
-Chaser Missiles reduced damage from 1500 to 1000, missile AI now actually works.
-GMDA Hullmod loses flux and damage bonuses, gets a bit more peak performance back, and loses some hull; these ships now die very, very fast without shielding.

Link HERE. (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/GrytpypeMoriarty_0_7.rar) Very good chance this will break saves.
Title: Re: [0.8.1a] Grytpype and Moriarty Defence Authority 0.7 (Bad Idea Fairy Ed.)
Post by: Amie on February 24, 2018, 02:18:18 AM
Wanted to try this out,but i got error when the game was trying to load up

Fatal:DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GrytpypeMoriarty
(data/world/factions/gmda.faction)
Expected a ',' or '}' at 4588 [character 4 line 172]
Check starsector.log for more info.
Title: Re: [0.8.1a] Grytpype and Moriarty Defence Authority 0.7 (Bad Idea Fairy Ed.)
Post by: King Alfonzo on February 24, 2018, 03:11:49 AM
Wanted to try this out,but i got error when the game was trying to load up

Fatal:DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GrytpypeMoriarty
(data/world/factions/gmda.faction)
Expected a ',' or '}' at 4588 [character 4 line 172]
Check starsector.log for more info.

How the hell did I miss that?

Apologies, fixed the original download, just redownload and reinstall as usual.
Title: Re: [0.8.1a] Grytpype and Moriarty Defence Authority 0.7 (Bad Idea Fairy Ed.)
Post by: Toxcity on February 24, 2018, 05:24:41 AM
Haven't played SS in a while, but nice to see this mod again. Sprites lookong great!
Title: Re: [0.8.1a] Grytpype and Moriarty Defence Authority 0.7 (Bad Idea Fairy Ed.)
Post by: Takion Kasukedo on February 24, 2018, 07:56:51 AM
That...is a beautifully done and beautifully made sprite, King Alfonzo.
Title: Re: [0.8.1a] Grytpype and Moriarty Defence Authority 0.7 (Bad Idea Fairy Ed.)
Post by: King Alfonzo on February 25, 2018, 11:52:16 PM
A brief update to correct a weapon mount that should be a hardpoint, yet isn't, on the Venture (GM); and fixed the [REDACTED] to be less [REDACTED].

Link Here. Since Updated.
Title: Re: [0.8.1a] Grytpype and Moriarty Defence Authority 0.8 (Overhaul Ed.)
Post by: King Alfonzo on June 24, 2018, 02:58:01 AM
THE OVERHAUL UPDATE (Link Updated)

(https://i.imgur.com/xDEnmPG.png)

Spruced up the Venture and Falcon (again). Added the Kite (GM) and Hammerhead (GMHQ). And completely changed how the GMDA plays; GMDA ships now move quickly out of combat, and quickly in high-flux situations. They are also less unbalanced, less annoying, and less crazy.

Changelog
Code
-Sprite Tweaks to Falcon and Venture.
-Added Hammerhead (GMHQ) and Kite (GM).
-The systems of the Sunder (GM) and Vigilance (GM) changed to be more 'bursty'.
-GMDA fleets now tend to be smaller patrols rather than a mix of large and small fleets.
-Reduced the burn level of all destroyers to 9, increased burn speed of all destroyer-level cargo ships to 9.
-Fundamentally changed how the GMDA and GMs hullmods work
-Increased Zero-Flux speed boost.
-Above 75% flux, gain a speed boost.
-Burn Speed and general speed bonuses removed.
-Peak Operating Time is now only reduced by a quarter.
-Hull and armour penalties made less severe.
-Supply cost removed, deployment cost increased.
-Cargo and Fuel capacity drawbacks and improved maneuverability remain unchanged.


QUICK FIX

Quickly fixed the hullmod conflicts, which were revealed by Nemonaemo's recent episode.
Added Gladiator Society bounties, for shenanigans.
Title: Re: [0.8.1a] Grytpype and Moriarty Defence Authority 0.8.1 (Overhaul Ed.)
Post by: stormbringer951 on August 07, 2018, 12:17:20 PM
Bug report: I can buy weapons from GMDA markets without buying access to them by going through the refit menu.
Title: Re: [0.8.1a] Grytpype and Moriarty Defence Authority 0.8.1 (Overhaul Ed.)
Post by: King Alfonzo on August 18, 2018, 10:26:29 PM
Bug report: I can buy weapons from GMDA markets without buying access to them by going through the refit menu.

I'll deal with that later.

For the time being however:

MINI UPDATE

Changelog
-Ship speeds slightly reduced; being outside of zero flux or high flux will now slow you down relative to a normal ship.
-Added a modular burst Lurgi Suppression Beam; Does very, very little damage, but can freeze ships in place, and cripple unshielded enemies.
-GMs ships will now occassionally show up in independant fleets.

New Update:
-Recoded the Bludnock Engines, should now work properly
-Reduced Impact of Lurgi Suppression Beam weapons
Title: Re: [0.8.1a] Grytpype and Moriarty Defence Authority 0.8.2a (Tweaking V2)
Post by: King Alfonzo on October 12, 2018, 03:38:28 AM
The bad idea fairy spoke, and it was answered.

(https://i.imgur.com/Vbli9hr.png)

Changelog
-Added the Sunder GMHQ - Phase Sunder Protoype. Emphasis - PROTOTYPE.
-Tweaked Spawn code so fleets are a lot less likely to spawn on top of you in hyperspace.
-The GMDA hullmod now increases sensor profile.
   -These two should prevent Sudden GMDA Death Syndrome.

-Added new Nexerellin and Gladiator Bounty compatability.
-Increased the speed of the Hammerhead GMHQ.
-Lurgi Suppression Beams Tweaked again.
Title: Re: [0.9a] Grytpype and Moriarty Defence Authority 0.9.0 (THESIS SUBMITTED)
Post by: King Alfonzo on February 08, 2019, 08:43:18 PM
(https://i.imgur.com/dMNzcN9.png)

GMDA is BACK for 0.9a! All across the board there have been very minor tweaks to sprites, with the biggest changes being the Onslaught (GM) and (REDACTED), but most importantly there have been two changes:

1: The main GMDA hullmod (Now Overdrive System) now grants a bonus to flux dissipation at high flux in addition to a boost in speed and movement. The passive bonus to movement has been removed, all ships have their speed tweaked to be slower than a vanilla ship without speed bonuses, and finally the overload duration has been increased. This should emphasise a more higher risk higher reward sort of playstyle.

2: A simple 'bribe' script has been implement, so if you're small and the GMDA attack, you can open the comm link to them and pay a bribe, to tell the GMDA to go away. Similar to Luddic Path. This should help prvent people getting ganked in the early game.

NOT SAVE GAME COMPATIBLE.

Download it here. Give me a yell if something goes disasterously wrong. Something went disasterously wrong.
Title: Re: [0.9a] Grytpype and Moriarty Defence Authority 0.9.0 (THESIS SUBMITTED)
Post by: Surge on February 08, 2019, 08:53:16 PM
It returns! buckle up tight and armor your engines *** is about to get real.
Title: Re: [0.9a] Grytpype and Moriarty Defence Authority 0.9.0 (THESIS SUBMITTED)
Post by: Kittah Khan on February 09, 2019, 02:48:37 PM
The GMDA Overdriver suite tooltip crashes on the refit screen

Code
2815683 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.FormatFlagsConversionMismatchException: Conversion = c, Flags =  
java.util.FormatFlagsConversionMismatchException: Conversion = c, Flags = 
at java.util.Formatter$FormatSpecifier.failMismatch(Unknown Source)
at java.util.Formatter$FormatSpecifier.checkBadFlags(Unknown Source)
at java.util.Formatter$FormatSpecifier.checkCharacter(Unknown Source)
at java.util.Formatter$FormatSpecifier.<init>(Unknown Source)
at java.util.Formatter.parse(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
Title: Re: [0.9a] Grytpype and Moriarty Defence Authority 0.9.1a (THESIS SUBMITTED)
Post by: King Alfonzo on February 09, 2019, 05:11:02 PM
The GMDA Overdriver suite tooltip crashes on the refit screen

Whoops! Sorry about that - completely forgot you can't use the % sign in the .csv unless you do something special codewise with it.

EDIT: ANd it turns out I missed several pixels in the glow map of the [[REDACTED]].

Redownload here.
Title: Re: [0.9a] Grytpype and Moriarty Defence Authority 0.9.1 (THESIS SUBMITTED)
Post by: lcarapaica on February 10, 2019, 01:14:56 AM
It's back! loved the mod in .81, glad to see it updated  ;D ;D
Title: Re: [0.9a] Grytpype and Moriarty Defence Authority 0.9.1a (THESIS SUBMITTED)
Post by: Surge on February 16, 2019, 03:25:49 PM
If I might ask, are there any plans for more elaborate interactions between the player faction and GMDA? Such as GMDA expeditions against free port colonies, degrading relations as your faction gets more powerful, or even a planetary industry that spawns defense fleets of GMDA ships at the expense of straining relations with the major factions.

As a faction GMDA has always felt like either a terrifying boogeyman you have to be wary of or an utter non-factor you never interact with.
Title: Re: [0.9a] Grytpype and Moriarty Defence Authority 0.9.1a (THESIS SUBMITTED)
Post by: King Alfonzo on February 16, 2019, 05:47:02 PM
Right now I'm working on HMI and some other ideas, but when I return to this mod I do plan on making them more involved with being annoying/potentially helpful during colonisation. I want to test some stuff with HMI first though, and see if I can tweak it to work with GMDA.
Title: Re: [0.9a] Grytpype and Moriarty Defence Authority 0.9.2 (Minor Balance)
Post by: King Alfonzo on March 08, 2019, 05:56:13 PM
A very small update fixing the Sunder GMHQ, and changing the existing ship systems for balance.

EDIT: Quick hotfix for the attack variant for the Onslaught GM. Redownload for fix.

Download here.
Title: Re: [0.9a] Grytpype and Moriarty Defence Authority 0.9.2a (Cursed Computer Ed.)
Post by: King Alfonzo on March 21, 2019, 01:37:39 AM
KING ALFONZO'S COMPUTER.
BACK FROM THE DEAD.


How long is it staying? Who knows! Have an update!

Amongst the tiny changes I've made here and there, the most important ones are:

1) GMDA and GMs hullmods now provide the high flux speed boost at lower fluxes (From 75% and 85% to 65% and 75%, respectively); and

2) Wolf (GMs) and Lasher (GMs) ranges have been buffed.

Download Here.
Title: Re: [0.9a] Grytpype and Moriarty Defence Authority 0.9.2c (Sneaky Variant Ed.)
Post by: King Alfonzo on April 05, 2019, 11:10:26 PM
A very, very minor update focusing on tweaking the coloured GMs Lashers and GMs Wolves.

EDIT:A HOTFIX to fix the weird variant bug.

Download Here
Title: Re: [0.9a] Grytpype and Moriarty Defence Authority 0.9.2c (Sneaky Variant Ed.)
Post by: Surge on April 25, 2019, 09:38:24 AM
Just noticed the GM Vigilance's close support variant has 3 unused OP.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.2d (Update Ed.)
Post by: King Alfonzo on May 17, 2019, 07:25:22 PM
Very Simple little update for 0.9.1a, mainly ship prices.

Link here.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.3 (GMDA isn't relevant Ed.)
Post by: King Alfonzo on June 16, 2019, 12:54:40 AM
And here's the actual update for 0.9.1a. This is mostly tweaking a lot of things, like sprites and values. A lot of the GMDA ships are now dangerous, but as aforementioned GMDA patrols can be bribed to look the other way similar to Luddic Path, mitigating problems with the early game. Due to the nature of the changes, this is somewhat kind of maybe save game compatible - use at your caution, but I think the only problem will be some weird loadout shenanigans if you fight with GMDA ships / against GMDA ships on updating. Alternatively, you can wait for 'another mod' to release before starting a new game.

LINK HERE

0.9.3
-Clarified the GMDA playstyle by breaking the hullmods into two base hullmods
   -Bludknock Engines, which gives a zero-flux speed boost while blocking the engine mods
   -Overdrive System, which explains the boosts at high flux and drawbacks to using the system
-Due to the inclusion of the Speeding Ticket system (Similar to Luddic Path), the chances of being completely ganked by GMDA fleets has been mitigated for early game fleets. Consequently, a lot of the nerfs have been removed from GMDA ships, making them more attractive.
-Standard GM Stock ships are now worse, but cheaper.
-Coloured GMs ships are now rarer and better - in the future they may be phased out completely, excluding any future ideas to make a Wolf with Terminator Drones, a Phase Lasher, or an EMP kite.
-Altered various ship stats to be more compliant with 0.9.1a.
-The Crun Gun, in addition to Fighter Elimination, is now also good at general purpose PD, while the Bluebottler gun and Modular Lurgi Suppression Beam have been slightly improved.
-The Sprites for all of the frigates (excluding the Kite), and the Sagitus duo have been reworked
-The Tarsus (GM), Tarsus (GMs) and Condor (GM) have been reworked both in sprite and function
-GMDA blueprints now have images in them.
-Descriptions have had a pass over - still might be mistakes lurking in there somwehere.[/spoiler]
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.3 (GMDA isn't relevant Ed.)
Post by: King Alfonzo on June 17, 2019, 02:23:57 AM
A quick question to everyone who runs this mod:

Currently, I've been really thinking about whether the 'coloured' GMs ships should continue to exist in this mod (as per the changelog) and replace them with GMHQ versions of the Lasher, WOlf and Kite (Again, as per the changelog). While they might be neat and fit the 'sports car' asthetic which GMDA promoted, I feel that they don't necessarily have a large impact on gameplay (due to their rarity, and when you eventually find one you're probably not going to use them). GMHQ versions, however, can be made less rare (and more inherently ridiculous), and done in such a way that you will actively use them, even into the mid to late game.

So, to anyone who uses this mod, how attached are you to the coloured series? I would like to know your thoughts.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.3 (GMDA isn't relevant Ed.)
Post by: pairedeciseaux on June 18, 2019, 02:42:10 PM
My 2 cents,

I haven't tried the mod post Starsector 0.9.0 release. Intend to do so in my next campaign.

I played with GMDA mod active for something like 50% of my modded 0.8.1 runs. I did not have much interaction with GMDA fleets compared to others.

The few times I have encountered those colourful GMDA Lashers and Wolves I thought they were gimmicky and did not like them. When I wanted high end frigates - flashy or not, I looked either at Cabal fleet or vanilla ships in store (and let's not dive into the tons of great original frigates available in other mods). Also in modded games we already have several Lasher and Wolf versions. The recently released Interstellar Imperium v2 has dropped it's golden Wolf, I think it's a good move.

On the other hand I find the other GMDA ships interesting both on art style and gameplay. I like both the consistency and uniqueness (compared to vanilla / other mods). In fact, I think you could loosen vanilla ties : GM Venture is not a Venture anymore, GM Falcon is not a Falcon anymore, GM Hammerhead is not a Hammerhead anymore. Those - and maybe some others - could (should?) get a name of their own, IMO. :D

Even if the mod has some roots as vanilla-tweaked content (lore reference, vanilla ships used as model), I like to think about it more like vanilla-inspired and vanilla-friendly original content, if it makes sense. Looking at it this way, to me the colourful Lashers and Wolfs feel redundant. I'm not sure about standard GM frigates, I'll test them.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.3 (GMDA isn't relevant Ed.)
Post by: Hrothgar on June 19, 2019, 12:53:54 AM
there are several ships which are often used in mods with some modernisation or overhaul:

-Wolf
-Lasher
-Hammerhead
-Tarsus (there started to be many variant of Tarsus novadays)
-Dominator
-Venture
-Sunder

and several others.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.3 (GMDA isn't relevant Ed.)
Post by: stormbringer951 on June 19, 2019, 01:24:42 PM
I don't actually have strong feelings on a lot of GMDA colour boats because they're too rare early on and too fragile when I find them. I've bought the Green Lasher a few times because it's a pretty good shoot-and-scoot gunboat if I know dampened mounts, but most of the rest felt too OP-starved or fragile to do well in later game.

I was thinking of suggesting having them be more common and show up in more indie and pirate fleets, but making a line of powerful and desirable super/playerships might be a more interesting direction to take the mod.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.3 (GMDA isn't relevant Ed.)
Post by: namad on July 02, 2019, 05:25:18 PM
What specifically does GMDA overdrive suite do? I just got this gmda hammerhead and..... it says that when my flux is high cool stuff happens.... but then I go into run simulation and.... GMDA overdrive never triggers and never seems to benefit me at all ever?

Or is gmda just bugged in simulations and I need to try it in a real battle?



edit: That said my base speed is supposed to be 75 and it's actually 80, and 80 is the default and the GMDA overdrive gives it -5... so maybe it is in fact bugged in simulations?
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.3 (GMDA isn't relevant Ed.)
Post by: Alphascrub on July 03, 2019, 06:18:34 PM
A quick question to everyone who runs this mod:

Currently, I've been really thinking about whether the 'coloured' GMs ships should continue to exist in this mod (as per the changelog) and replace them with GMHQ versions of the Lasher, WOlf and Kite (Again, as per the changelog). While they might be neat and fit the 'sports car' asthetic which GMDA promoted, I feel that they don't necessarily have a large impact on gameplay (due to their rarity, and when you eventually find one you're probably not going to use them). GMHQ versions, however, can be made less rare (and more inherently ridiculous), and done in such a way that you will actively use them, even into the mid to late game.

So, to anyone who uses this mod, how attached are you to the coloured series? I would like to know your thoughts.

I think you could honestly keep the "colour line" if you wish. Frankly I think you do  decent job spriting your own ships and redesigns of vanilla and would love to see what you could come up with on top of these colour models. Maybe you could do a little of both? Take your colour line into the super frigate category and make up your own souped up sprites.

I don't actually have strong feelings on a lot of GMDA colour boats because they're too rare early on and too fragile when I find them. I've bought the Green Lasher a few times because it's a pretty good shoot-and-scoot gunboat if I know dampened mounts, but most of the rest felt too OP-starved or fragile to do well in later game.

I was thinking of suggesting having them be more common and show up in more indie and pirate fleets, but making a line of powerful and desirable super/playerships might be a more interesting direction to take the mod.

100% agree and relate here. Most of the time I'm running destroyers instead of frigates (with the exception of super frigates) by the time I come across any decent amount of GDMA colour variants. Very rarely have I seen a gold lasher or pink wolf and never early in the game.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.3 (GMDA isn't relevant Ed.)
Post by: namad on July 10, 2019, 06:58:27 PM
Bluebottler gun is the most OP gun ever put into the game.
I'm pretty sure there's a typo in the mod, it's that OP.


300damage per second 300 emp per second 50 flux per second 550 range 5OP

quite easy to aim and fire and use.

Is this a typo? What should it say instead?
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.3 (GMDA isn't relevant Ed.)
Post by: King Alfonzo on July 10, 2019, 08:41:27 PM
Yeah, I did accidentally make the gun OP. IN the next version (coming soon) that will be hit with a nerf bat, along with several other things being tweaked.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.3 (GMDA isn't relevant Ed.)
Post by: namad on July 10, 2019, 09:19:59 PM
Yeah, I did accidentally make the gun OP. IN the next version (coming soon) that will be hit with a nerf bat, along with several other things being tweaked.

I know how to edit my mod's numbers on my own, any chance you can give me a preview of what you're thinking? Sorry if that's rude to ask. I'm just having a lot of trouble with temptation right now. Doubling or tripling the flux? Turning it back into PD and reducing the range/accuracy massively but leaving it's super strong damage numbers in place? Other? Adding an ammo clip?
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.4 (Slimjim Ed.)
Post by: King Alfonzo on July 14, 2019, 08:20:23 PM
I know how to edit my mod's numbers on my own, any chance you can give me a preview of what you're thinking? Sorry if that's rude to ask. I'm just having a lot of trouble with temptation right now. Doubling or tripling the flux? Turning it back into PD and reducing the range/accuracy massively but leaving it's super strong damage numbers in place? Other? Adding an ammo clip?

You can see for yourself.

NEW UPDATE: THE COLOURED RANGE IS DEAD, LONG LIVE THE COLOURED RANGE.

Instead, you now have three new botes to peruse the sector in, along with various tweaks and fixes. Get it HERE.

Spoiler
0.9.4
-GMDA hullmod now actually works.
-Coloured GMs ships removed from rotation. Kept as a legacy, however, to prevent game crashing.
-Added the Kite (GMHQ), Lasher (GMHQ) and Wolf (GMHQ)
-Tweaked various sprites and weapons.
-Changed the GMDA faction flag.
[close]
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.4 (Slimjim Ed.)
Post by: namad on July 16, 2019, 02:02:49 AM
I know how to edit my mod's numbers on my own, any chance you can give me a preview of what you're thinking? Sorry if that's rude to ask. I'm just having a lot of trouble with temptation right now. Doubling or tripling the flux? Turning it back into PD and reducing the range/accuracy massively but leaving it's super strong damage numbers in place? Other? Adding an ammo clip?

You can see for yourself.

NEW UPDATE: THE COLOURED RANGE IS DEAD, LONG LIVE THE COLOURED RANGE.

Instead, you now have three new botes to peruse the sector in, along with various tweaks and fixes. Get it HERE (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/GrytpypeMoriarty_0_9_4.rar).

Spoiler
0.9.4
-GMDA hullmod now actually works.
-Coloured GMs ships removed from rotation. Kept as a legacy, however, to prevent game crashing.
-Added the Kite (GMHQ), Lasher (GMHQ) and Wolf (GMHQ)
-Tweaked various sprites and weapons.
-Changed the GMDA faction flag.
[close]

I think the bluebottler is now entirely useless, a lot of guns with both kinetic and emp damage are more efficient than 2.0 flux per non-emp damage efficiency... one thing that might save the bluebottler with it's exact current stats would be to make it point defense. You really can't pressure shields with such an extreme flux cost because even basic common kinetic ballistic weapons do so better.

As examples of far far better kinetic+emp guns look at say the hypervelocity driver or the magaera twin-linked railgun. I realize those are both medium's but those were just off the top of my head there are plenty that are also smalls.

Sorry if I seem to be nitpicking.

edit: more similar weapons: gallant light railgun, light rail accelerator, assault rail accelerator, ferrogun, heavy rail accelerator, lockdown hmg, zealot rail-repeater.
These are all much much much more efficent than the bluebottler now. Making the gun 12 times less efficient may have taken it from OP to underpowered.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.4 (Slimjim Ed.)
Post by: Ishman on July 16, 2019, 10:31:11 AM
As examples of far far better kinetic+emp guns look at say the hypervelocity driver or the magaera twin-linked railgun. I realize those are both medium's but those were just off the top of my head there are plenty that are also smalls.

Sorry if I seem to be nitpicking.

edit: more similar weapons: gallant light railgun, light rail accelerator, assault rail accelerator, ferrogun, heavy rail accelerator, lockdown hmg, zealot rail-repeater.
These are all much much much more efficent than the bluebottler now. Making the gun 12 times less efficient may have taken it from OP to underpowered.

Those Great House weapons from Tallahn's mod are intentionally better than energy and ballistics - the mod isn't finished yet but great house items are NOT vanilla balanced - they're closer to neutrino levels of power. BRDY weapons are versatile and extremely good with high projectile speeds, accuracy, and lots of bonus effects, for good flux efficiency at long ranges for their effects. Not vanilla balanced weapons. Sylphon weapons are DEFINITELY not vanilla balanced as they're by far the strongest part of that mod faction. And most DME weapons are, again, very good. You should generally mention what mod contains what gun if you're going to reference other mod's items in your balance argument, btw.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.4 (Slimjim Ed.)
Post by: Harmful Mechanic on July 16, 2019, 04:46:37 PM
Other mods aren't a great idea to balance against.

If you're using DME rail accs as a comparison point, they're explicitly elite ballistics (one of them, the Assault Rail Accelerator, is only found on Sixth Bureau ships), and they're balanced with non-arcing (very important) EMP as a supporting component because of low DPS (to compensate for long range, insane muzzle velocity, high kinetic alpha damage which is amazing against weak armor, and being pretty pretty princess railguns with fancy trails). And if you get enough of them together (really, really enough; multiple Onslaughts with nothing else), they can still kinda stunlock things.

I would instead look at taking flux efficiency to something more like 1.5 and lowering accuracy as well. Spraying EMP around is usually better than concentrating it. The only DME weapon I'd point to as maybe relevant is the Harridan's Hybrid Scrambler.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.4 (Slimjim Ed.)
Post by: namad on July 16, 2019, 11:44:45 PM
Fair points. Still the hypervelocity driver is vanilla. Yes it's a lot more OP and a larger size mount. Although yeah, soren's suggestion of 1.5 efficiency and less accuracy makes sense. The idea of "spraying" was why I suggested the weapon could also go the route of having point defense targeting if desired.

I'm aware the efficiencies of the weapons I mentioned were more powerful than vanilla, but if 1.2 is OP 2.0 is still underpowered in my opinion, something like 1.5 might strike an ideal balance.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.4a (SaveComp My Rear Ed.)
Post by: King Alfonzo on July 18, 2019, 01:47:12 AM
Quick Fix:

Now should actually be savegame compatible, and also tweaked the flux stats of the bluebottler to be more efficient.

Get it HERE.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.4a (SaveComp My Rear Ed.)
Post by: Alphascrub on August 07, 2019, 02:00:35 PM
Just throwing this out there while some ships like the (GM) Lasher or (GM) Vigilance definitely look like souped up variants of their base models, others like the (GM) Hammerhead and (GM) Wayfarer seem like ships deserving of their own name. They (GM) Wayfarer especially, its pretty great.   Feel free to ignore me lol was just and errant thought.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.4a (SaveComp My Rear Ed.)
Post by: Peace_Destroyer on August 11, 2019, 01:07:21 PM
Heads up, this rar file appears to be corrupt and can't be extracted
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.4a (SaveComp My Rear Ed.)
Post by: BadMojo on August 12, 2019, 12:53:20 AM
RAR file seems just fine. Check your archiver version and try something newer? Used to have problems with RAR files with older 7-zip versions.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.4a (SaveComp My Rear Ed.)
Post by: King Alfonzo on August 12, 2019, 01:54:16 AM
I have had people complain about my archaic use of .rar, so I've been gradually phasing out using that type of archive. This will be the last mod that does.

REUPLOAD IN ZIP FORMAT HERE. No new content, just a simple reload in a new format.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.4a (SaveComp My Rear Ed.)
Post by: 123nick on September 19, 2019, 11:07:56 PM
i was looking in the files and found references too a GMHQ onslaught, is that a planned thing or just some IBB bounty or similar?
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.4a (SaveComp My Rear Ed.)
Post by: Hrothgar on September 20, 2019, 12:58:26 AM
I think you should try annoy Gryptyde to point of level three vengeance fleet and mayby it will come to play. Just my hint.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.4a (SaveComp My Rear Ed.)
Post by: Chairman Suryasari on April 14, 2020, 03:48:29 AM
how i'm not see this mod sooner, a high tech onslough? why not.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.4a (SaveComp My Rear Ed.)
Post by: Chairman Suryasari on April 14, 2020, 01:10:43 PM
Sorry for bothering, the Onslaught GM is kinda passive? they're not taking full advantage of their missile, so they're barely do any demage.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.4b (Necro Warning!?)
Post by: King Alfonzo on April 29, 2020, 03:15:35 AM
Can someone report King Alfonzo for Necroing this thread?

Yes! After having not touched this mod for little more than a year, I've come for a minor housekeeping update for the upcoming discord tournament, and a promise that I'll do a thing or two with this mod in the future. Main change is the Overdrive system now scales with flux, and in addition to increasing rate of fire with increasing flux, the range of the weapons and decelleration decreases with increasing flux. Flying GMDA ships is now a lot more hazardous and risky, but also fairly rewarding and should be far less cancerous to play against. ALso there have been minor changes to the DP cost of the COndor (GM) and Venture (GM). The Sunder (GMHQ) has also been made 'better'.

DOWNLOAD HERE.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.4b (Necro Warning!?)
Post by: CrixM on May 31, 2020, 12:13:25 AM
I have to say I absolutely love the police onslaught, I've used with with some modded hull mods like lightweight armor that increase it speed and it's a blast to play.
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.5d (FROM THE GRAVE Ed.)
Post by: King Alfonzo on October 23, 2020, 10:33:32 PM
Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

IT RETURNS. AGAIN!


A huge overhaul to GMDA to make things a bit more interesting. This comes with new ships, redone ships, tweaked ships, and a bunch of new features. GMDA is now a little bit more interesting, and a bit less cancerous to play against. In the future I plan on adding some new bounty-quest content, but right now I lack the code-fu, and I am waiting for the new contacts feature.

NOT SAVE GAME COMPATIBLE WITH PREVIOUS VERSION; WILL NEED A NEW GAME.

Changelog from previous version:
0.9.6
-GMDA Overhauled
    -Ships are much more powerful across the board, but are more expensive to maintain and cost more to deploy.
    -Fleets will pretend to be independent if threatened, and should extort money properly.
-Added Mercenary Outposts - very expensive colony structures that add patrol fleets to your markets, proportional to market size:
    -Nedwin Seagoon Security Depot - Provides GMDA fleets to your market. Requires good relations with GMDA to build.
    -Condottiere Mercenary Company - Provides a few small independant military patrols.
    -Only one can be built at a time however it is possible to cheese this at the moment.
-Renamed Condor (GM), Tarsus (GMs) and Tarsus (GM) to Carker, Hummer and Jutter, respectively.
-Venture (GM) overhauled; new sprite, is now a better support vessel.
-Vigilance (GM) has been changed to the Rushcutter, with a new sprite and chunkier stats.
-Added the Mule (GM), a powerful if inefficient combat freighter
-Sunder (GM), Falcon (GM), Wolf (GM), Wolf (GMHQ), Lasher (GM), Lasher (GMHQ) and Onslaught (GM) have had their sprites chunkified.
-Minor tweaks to the Wayfarer (GM) and Sagitus (C) sprites.
-Wolf (GMs) and Lasher (GMs) removed from rotation.
-The modular Lurgi Suppression beam is now a medium weapon.
-The Phaseslaught is now a Vayra HVB, and it's the only way to get it.
-Fleet spawning changed to be less overwhelming
-Fixed the version file

DOWNLOAD HERE. (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/GrytpypeMoriarty_0_9_6.zip)
Title: Re: [0.9.1a] Grytpype and Moriarty Defence Authority 0.9.6 (FROM THE GRAVE Ed.)
Post by: Farya on June 17, 2021, 01:27:36 AM
Will it be updated any time soon? I really miss the meme police not to mention how they made an early game for pirate runs much more challenging.